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Pad using weighted vertex normals #238

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May 6, 2024
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4 changes: 4 additions & 0 deletions include/geometric_shapes/shapes.h
Original file line number Diff line number Diff line change
Expand Up @@ -336,6 +336,10 @@ class Mesh : public Shape
Calls computeTriangleNormals() if needed. */
void computeVertexNormals();

/** \brief Compute vertex normals by averaging from adjacent triangle normals, weighted using magnitude of
* angles formed by adjacent triangles at the vertex. Provides a more accurate result than computeVertexNormals() */
void computeWeightedVertexNormals();

/** \brief Merge vertices that are very close to each other, up to a threshold*/
void mergeVertices(double threshold);

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6 changes: 3 additions & 3 deletions src/mesh_operations.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,7 @@ Mesh* createMeshFromVertices(const EigenSTL::vector_Vector3d& vertices, const st

std::copy(triangles.begin(), triangles.end(), mesh->triangles);
mesh->computeTriangleNormals();
mesh->computeVertexNormals();
mesh->computeWeightedVertexNormals();

return mesh;
}
Expand Down Expand Up @@ -194,7 +194,7 @@ Mesh* createMeshFromVertices(const EigenSTL::vector_Vector3d& source)

std::copy(triangles.begin(), triangles.end(), mesh->triangles);
mesh->computeTriangleNormals();
mesh->computeVertexNormals();
mesh->computeWeightedVertexNormals();

return mesh;
}
Expand Down Expand Up @@ -414,7 +414,7 @@ Mesh* createMeshFromShape(const Box& box)
3, 4, 5, 5, 0, 3, 0, 5, 7, 7, 1, 0, 7, 5, 4, 4, 6, 7 };
memcpy(result->triangles, tri, sizeof(unsigned int) * 36);
result->computeTriangleNormals();
result->computeVertexNormals();
result->computeWeightedVertexNormals();
return result;
}

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2 changes: 1 addition & 1 deletion src/shape_operations.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -535,7 +535,7 @@ Shape* constructShapeFromText(std::istream& in)
in >> m->triangles[i3] >> m->triangles[i3 + 1] >> m->triangles[i3 + 2];
}
m->computeTriangleNormals();
m->computeVertexNormals();
m->computeWeightedVertexNormals();
}
else
CONSOLE_BRIDGE_logError("Unknown shape type: '%s'", type.c_str());
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92 changes: 74 additions & 18 deletions src/shapes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -400,23 +400,15 @@ 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 @@ -564,6 +556,70 @@ void Mesh::computeVertexNormals()
}
}

void Mesh::computeWeightedVertexNormals()
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{
if (!triangle_normals)
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));
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for (unsigned int tIdx = 0; tIdx < triangle_count; ++tIdx)
{
unsigned int tIdx3 = 3 * tIdx;
unsigned int tIdx3_1 = tIdx3 + 1;
unsigned int tIdx3_2 = tIdx3 + 2;

unsigned int v1 = triangles[tIdx3];
unsigned int v2 = triangles[tIdx3_1];
unsigned int v3 = triangles[tIdx3_2];

// Get angles for each vertex at this triangle
Eigen::Vector3d p1{ vertices[3 * v1], vertices[3 * v1 + 1], vertices[3 * v1 + 2] };
Eigen::Vector3d p2{ vertices[3 * v2], vertices[3 * v2 + 1], vertices[3 * v2 + 2] };
Eigen::Vector3d p3{ vertices[3 * v3], vertices[3 * v3 + 1], vertices[3 * v3 + 2] };
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{
// Use re-arranged dot product equation to calculate angle between two vectors
auto angleBetweenVectors = [](const Eigen::Vector3d& v1, const Eigen::Vector3d& v2) -> double {
return std::acos(v1.dot(v2) / (v1.norm() * v2.norm()));
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};

// Use law of cosines to compute angles
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
avg_normals[v1][0] += triangle_normals[tIdx3] * ang1;
avg_normals[v1][1] += triangle_normals[tIdx3_1] * ang1;
avg_normals[v1][2] += triangle_normals[tIdx3_2] * ang1;

avg_normals[v2][0] += triangle_normals[tIdx3] * ang2;
avg_normals[v2][1] += triangle_normals[tIdx3_1] * ang2;
avg_normals[v2][2] += triangle_normals[tIdx3_2] * ang2;

avg_normals[v3][0] += triangle_normals[tIdx3] * ang3;
avg_normals[v3][1] += triangle_normals[tIdx3_1] * ang3;
avg_normals[v3][2] += triangle_normals[tIdx3_2] * ang3;
}
}

for (std::size_t i = 0; i < avg_normals.size(); ++i)
{
auto& avg_normal = avg_normals[i];
if (avg_normal.squaredNorm() != 0.0)
{
avg_normal.normalize();
}

unsigned int i3 = i * 3;
vertex_normals[i3] = avg_normal[0];
vertex_normals[i3 + 1] = avg_normal[1];
vertex_normals[i3 + 2] = avg_normal[2];
}
}

void Mesh::mergeVertices(double threshold)
{
const double thresholdSQR = threshold * threshold;
Expand Down Expand Up @@ -623,7 +679,7 @@ void Mesh::mergeVertices(double threshold)
if (triangle_normals)
computeTriangleNormals();
if (vertex_normals)
computeVertexNormals();
computeWeightedVertexNormals();
}

} /* namespace shapes */
15 changes: 7 additions & 8 deletions test/test_shapes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -276,10 +276,10 @@ 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 @@ -314,7 +314,7 @@ 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 @@ -423,10 +423,9 @@ 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