Files
create/src/Mod/Mesh/App/WildMagic4/Wm4MeshSmoother.cpp
2011-10-10 13:44:52 +00:00

207 lines
6.4 KiB
C++

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