git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
207 lines
6.4 KiB
C++
207 lines
6.4 KiB
C++
// Wild Magic Source Code
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// David Eberly
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// http://www.geometrictools.com
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// Copyright (c) 1998-2007
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or (at
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// your option) any later version. The license is available for reading at
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// either of the locations:
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// http://www.gnu.org/copyleft/lgpl.html
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// http://www.geometrictools.com/License/WildMagicLicense.pdf
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// The license applies to versions 0 through 4 of Wild Magic.
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//
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// Version: 4.0.0 (2006/06/28)
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#include "Wm4FoundationPCH.h"
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#include "Wm4MeshSmoother.h"
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namespace Wm4
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{
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//----------------------------------------------------------------------------
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template <class Real>
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MeshSmoother<Real>::MeshSmoother ()
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{
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m_iVQuantity = 0;
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m_akVertex = 0;
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m_iTQuantity = 0;
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m_aiIndex = 0;
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m_akNormal = 0;
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m_akMean = 0;
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m_aiNeighborCount = 0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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MeshSmoother<Real>::MeshSmoother (int iVQuantity, Vector3<Real>* akVertex,
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int iTQuantity, const int* aiIndex)
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{
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m_akVertex = 0;
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m_akNormal = 0;
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m_aiIndex = 0;
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m_akMean = 0;
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m_aiNeighborCount = 0;
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Create(iVQuantity,akVertex,iTQuantity,aiIndex);
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}
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//----------------------------------------------------------------------------
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template <class Real>
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MeshSmoother<Real>::~MeshSmoother ()
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{
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Destroy();
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void MeshSmoother<Real>::Create (int iVQuantity, Vector3<Real>* akVertex,
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int iTQuantity, const int* aiIndex)
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{
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// remove previously allocated smoother data
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Destroy();
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m_iVQuantity = iVQuantity;
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m_akVertex = akVertex;
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m_iTQuantity = iTQuantity;
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m_aiIndex = aiIndex;
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m_akNormal = WM4_NEW Vector3<Real>[m_iVQuantity];
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m_akMean = WM4_NEW Vector3<Real>[m_iVQuantity];
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m_aiNeighborCount = WM4_NEW int[m_iVQuantity];
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// count the number of vertex neighbors
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memset(m_aiNeighborCount,0,m_iVQuantity*sizeof(int));
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const int* piIndex = m_aiIndex;
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for (int i = 0; i < m_iTQuantity; i++)
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{
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m_aiNeighborCount[*piIndex++] += 2;
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m_aiNeighborCount[*piIndex++] += 2;
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m_aiNeighborCount[*piIndex++] += 2;
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}
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void MeshSmoother<Real>::Destroy ()
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{
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WM4_DELETE[] m_akNormal;
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WM4_DELETE[] m_akMean;
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WM4_DELETE[] m_aiNeighborCount;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void MeshSmoother<Real>::Update (Real fTime)
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{
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memset(m_akNormal,0,m_iVQuantity*sizeof(Vector3<Real>));
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memset(m_akMean,0,m_iVQuantity*sizeof(Vector3<Real>));
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const int* piIndex = m_aiIndex;
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int i;
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for (i = 0; i < m_iTQuantity; i++)
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{
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int iV0 = *piIndex++;
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int iV1 = *piIndex++;
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int iV2 = *piIndex++;
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Vector3<Real>& rkV0 = m_akVertex[iV0];
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Vector3<Real>& rkV1 = m_akVertex[iV1];
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Vector3<Real>& rkV2 = m_akVertex[iV2];
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Vector3<Real> kEdge1 = rkV1 - rkV0;
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Vector3<Real> kEdge2 = rkV2 - rkV0;
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Vector3<Real> kNormal = kEdge1.Cross(kEdge2);
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m_akNormal[iV0] += kNormal;
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m_akNormal[iV1] += kNormal;
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m_akNormal[iV2] += kNormal;
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m_akMean[iV0] += rkV1 + rkV2;
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m_akMean[iV1] += rkV2 + rkV0;
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m_akMean[iV2] += rkV0 + rkV1;
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}
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for (i = 0; i < m_iVQuantity; i++)
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{
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m_akNormal[i].Normalize();
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m_akMean[i] /= (Real)m_aiNeighborCount[i];
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}
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for (i = 0; i < m_iVQuantity; i++)
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{
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if (VertexInfluenced(i,fTime))
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{
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Vector3<Real> kLocalDiff = m_akMean[i] - m_akVertex[i];
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Vector3<Real> kSurfaceNormal = kLocalDiff.Dot(m_akNormal[i]) *
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m_akNormal[i];
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Vector3<Real> kTangent = kLocalDiff - kSurfaceNormal;
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Real fTWeight = GetTangentWeight(i,fTime);
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Real fNWeight = GetNormalWeight(i,fTime);
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m_akVertex[i] += fTWeight*kTangent + fNWeight*m_akNormal[i];
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}
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}
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}
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//----------------------------------------------------------------------------
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template <class Real>
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bool MeshSmoother<Real>::VertexInfluenced (int, Real)
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{
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return true;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Real MeshSmoother<Real>::GetTangentWeight (int, Real)
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{
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return (Real)0.5;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Real MeshSmoother<Real>::GetNormalWeight (int, Real)
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{
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return (Real)0.0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int MeshSmoother<Real>::GetVQuantity () const
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{
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return m_iVQuantity;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Vector3<Real>* MeshSmoother<Real>::GetVertices () const
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{
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return m_akVertex;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int MeshSmoother<Real>::GetTQuantity () const
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{
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return m_iTQuantity;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const int* MeshSmoother<Real>::GetIndices () const
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{
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return m_aiIndex;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Vector3<Real>* MeshSmoother<Real>::GetNormals () const
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{
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return m_akNormal;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Vector3<Real>* MeshSmoother<Real>::GetMeans () const
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{
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return m_akMean;
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// explicit instantiation
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//----------------------------------------------------------------------------
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template WM4_FOUNDATION_ITEM
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class MeshSmoother<float>;
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template WM4_FOUNDATION_ITEM
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class MeshSmoother<double>;
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//----------------------------------------------------------------------------
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}
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