Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Forward Port - Improve padding of meshes using weighted vertex normals (#238) #240

Merged
merged 2 commits into from
Jul 18, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 2 additions & 1 deletion include/geometric_shapes/shapes.h
Original file line number Diff line number Diff line change
Expand Up @@ -321,7 +321,8 @@ class Mesh : public Shape
/** \brief Compute the normals of each triangle from its vertices via cross product. */
void computeTriangleNormals();

/** \brief Compute vertex normals by averaging from adjacent triangle normals.
/** \brief Compute vertex normals by averaging from adjacent triangle normals, weighted using magnitude of
* angles formed by adjacent triangles at the vertex.

Calls computeTriangleNormals() if needed. */
void computeVertexNormals();
Expand Down
73 changes: 37 additions & 36 deletions src/shapes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -394,23 +394,14 @@ void Mesh::scaleAndPadd(double scaleX, double scaleY, double scaleZ, double padd
double dy = vertices[i3 + 1] - sy;
double dz = vertices[i3 + 2] - sz;

// length of vector
double norm = sqrt(dx * dx + dy * dy + dz * dz);
if (norm > 1e-6)
{
vertices[i3] = sx + dx * (scaleX + paddX / norm);
vertices[i3 + 1] = sy + dy * (scaleY + paddY / norm);
vertices[i3 + 2] = sz + dz * (scaleZ + paddZ / norm);
}
else
{
double ndx = ((dx > 0) ? dx + paddX : dx - paddX);
double ndy = ((dy > 0) ? dy + paddY : dy - paddY);
double ndz = ((dz > 0) ? dz + paddZ : dz - paddZ);
vertices[i3] = sx + ndx;
vertices[i3 + 1] = sy + ndy;
vertices[i3 + 2] = sz + ndz;
}
// Scaled coordinate
double scaledX = sx + dx * scaleX;
double scaledY = sy + dy * scaleY;
double scaledZ = sz + dz * scaleZ;
// Padding in each direction
vertices[i3] = scaledX + vertex_normals[i3] * paddX;
vertices[i3 + 1] = scaledY + vertex_normals[i3 + 1] * paddY;
vertices[i3 + 2] = scaledZ + vertex_normals[i3 + 2] * paddZ;
}
}

Expand Down Expand Up @@ -523,7 +514,8 @@ void Mesh::computeVertexNormals()
computeTriangleNormals();
if (vertex_count && !vertex_normals)
vertex_normals = new double[vertex_count * 3];
EigenSTL::vector_Vector3d avg_normals(vertex_count, Eigen::Vector3d(0, 0, 0));
Eigen::Map<Eigen::Matrix<double, 3, Eigen::Dynamic>> mapped_normals(vertex_normals, 3, vertex_count);
mapped_normals.setZero();

for (unsigned int tIdx = 0; tIdx < triangle_count; ++tIdx)
{
Expand All @@ -535,26 +527,35 @@ void Mesh::computeVertexNormals()
unsigned int v2 = triangles[tIdx3_1];
unsigned int v3 = triangles[tIdx3_2];

avg_normals[v1][0] += triangle_normals[tIdx3];
avg_normals[v1][1] += triangle_normals[tIdx3_1];
avg_normals[v1][2] += triangle_normals[tIdx3_2];

avg_normals[v2][0] += triangle_normals[tIdx3];
avg_normals[v2][1] += triangle_normals[tIdx3_1];
avg_normals[v2][2] += triangle_normals[tIdx3_2];

avg_normals[v3][0] += triangle_normals[tIdx3];
avg_normals[v3][1] += triangle_normals[tIdx3_1];
avg_normals[v3][2] += triangle_normals[tIdx3_2];
// Get angles for each vertex at this triangle
Eigen::Map<Eigen::Vector3d> p1{ vertices + 3 * v1, 3 };
Eigen::Map<Eigen::Vector3d> p2{ vertices + 3 * v2, 3 };
Eigen::Map<Eigen::Vector3d> p3{ vertices + 3 * v3, 3 };

// Use eigen to calculate angle between the two vectors
auto angleBetweenVectors = [](const Eigen::Vector3d& vec1, const Eigen::Vector3d& vec2) -> double {
Eigen::AngleAxisd a(Eigen::Quaterniond::FromTwoVectors(vec1, vec2));
return a.angle();
};
auto ang1 = angleBetweenVectors(p2 - p1, p3 - p1);
auto ang2 = angleBetweenVectors(p1 - p2, p3 - p2);
auto ang3 = angleBetweenVectors(p1 - p3, p2 - p3);

// Weight normal with angle
Eigen::Map<Eigen::Vector3d> triangle_normal{ triangle_normals + tIdx3, 3 };
mapped_normals.col(v1) += triangle_normal * ang1;
mapped_normals.col(v2) += triangle_normal * ang2;
mapped_normals.col(v3) += triangle_normal * ang3;
}
for (std::size_t i = 0; i < avg_normals.size(); ++i)

// Normalize each column of the matrix
for (int i = 0; i < mapped_normals.cols(); ++i)
{
if (avg_normals[i].squaredNorm() > 0.0)
avg_normals[i].normalize();
unsigned int i3 = i * 3;
vertex_normals[i3] = avg_normals[i][0];
vertex_normals[i3 + 1] = avg_normals[i][1];
vertex_normals[i3 + 2] = avg_normals[i][2];
auto mapped_normal = mapped_normals.col(i);
if (mapped_normal.squaredNorm() != 0.0)
{
mapped_normal.normalize();
}
}
}

Expand Down
15 changes: 7 additions & 8 deletions test/test_shapes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -270,10 +270,10 @@ TEST(Mesh, ScaleAndPadd)
EXPECT_DOUBLE_EQ(mesh2->vertices[22], -2.0);
EXPECT_DOUBLE_EQ(mesh2->vertices[23], 2.0);

// padding actually means extending each vertices' direction vector by the padding value,
// not extending it along each axis by the same amount
// for a right-angled corner, the vertex normal vector points away equally from the three sides, and hence
// padding is applied equally in x, y and z, such that the total distance the vertex moves is equal to 1.0.
mesh2->padd(1.0);
const double pos = 2.0 * (1 + 1.0 / sqrt(12));
const double pos = 2.0 + 1.0 / sqrt(3);

EXPECT_DOUBLE_EQ(mesh2->vertices[0], pos);
EXPECT_DOUBLE_EQ(mesh2->vertices[1], pos);
Expand Down Expand Up @@ -308,7 +308,7 @@ TEST(Mesh, ScaleAndPadd)
EXPECT_DOUBLE_EQ(mesh2->vertices[23], pos);

mesh2->scaleAndPadd(2.0, 1.0);
const double pos2 = pos * (2.0 + 1.0 / sqrt(3 * pos * pos));
const double pos2 = pos * 2.0 + 1.0 / sqrt(3);

EXPECT_DOUBLE_EQ(mesh2->vertices[0], pos2);
EXPECT_DOUBLE_EQ(mesh2->vertices[1], pos2);
Expand Down Expand Up @@ -417,10 +417,9 @@ TEST(Mesh, ScaleAndPadd)
EXPECT_DOUBLE_EQ(mesh2->vertices[23], pos4z);

mesh2->padd(1.0, 2.0, 3.0);
const double norm5 = sqrt(pos4x * pos4x + pos4y * pos4y + pos4z * pos4z);
const double pos5x = pos4x * (1.0 + 1.0 / norm5);
const double pos5y = pos4y * (1.0 + 2.0 / norm5);
const double pos5z = pos4z * (1.0 + 3.0 / norm5);
const double pos5x = pos4x + (1.0 / sqrt(3));
const double pos5y = pos4y + (2.0 / sqrt(3));
const double pos5z = pos4z + (3.0 / sqrt(3));

EXPECT_DOUBLE_EQ(mesh2->vertices[0], pos5x);
EXPECT_DOUBLE_EQ(mesh2->vertices[1], pos5y);
Expand Down
Loading