add triangle mesh affine transform
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@@ -34,14 +34,14 @@ void TriangleMesh::PrintSelf(std::ostream &o)
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o << " // ------- TRIANGLE MESH ------- // \n" ;
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o << " #Points : " << m_Points.size() << "\n";
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o << " #Triang : " << m_Triangles.size() << "\n";
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for(int i=0; i < m_Triangles.size(); ++i ) {
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for(int i=0; i < (int)m_Triangles.size(); ++i ) {
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o << " - triangle[" << i << "]" <<
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" " << m_Triangles[i](0) <<
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"->(" << m_Points[m_Triangles[i](0)].transpose() << ") " <<
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"->(" << GetPoint(m_Triangles[i](0)).transpose() << ") " <<
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" " << m_Triangles[i](1) <<
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"->(" << m_Points[m_Triangles[i](1)].transpose() << ") " <<
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"->(" << GetPoint(m_Triangles[i](1)).transpose() << ") " <<
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" " << m_Triangles[i](2) <<
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"->(" << m_Points[m_Triangles[i](2)].transpose() << ") " <<
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"->(" << GetPoint(m_Triangles[i](2)).transpose() << ") " <<
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" \n";
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}
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o << " // ----------------------------- // \n";
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@@ -49,7 +49,16 @@ void TriangleMesh::PrintSelf(std::ostream &o)
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void TriangleMesh::AddPoint(const Vector3f &pt)
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{
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this->m_Points.push_back(pt);
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Vector4f p(pt.x(), pt.y(), pt.z(), 1.0f);
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Vector4f localP = this->GetWorldMatrix().inverse() * p;
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this->m_Points.push_back(localP.head<3>());
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}
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Vector3f TriangleMesh::GetPoint(const Id_t id) const
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{
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Vector4f p(m_Points.at(id).x(), m_Points.at(id).y(), m_Points.at(id).z(), 1.0f);
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Vector4f worldP = this->GetWorldMatrix() * p;
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return worldP.head<3>();
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}
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void TriangleMesh::AddTriangle(const Id_t *id)
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@@ -66,9 +75,9 @@ void TriangleMesh::AddTriangle(const Vector3i &id)
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Vector3f TriangleMesh::GetNormal(const Id_t id) const
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{
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const Vector3i &trg = m_Triangles.at(id);
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const Vector3f &v0 = m_Points.at(trg(0));
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const Vector3f &v1 = m_Points.at(trg(1));
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const Vector3f &v2 = m_Points.at(trg(2));
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const Vector3f v0 = this->GetPoint(trg(0));
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const Vector3f v1 = this->GetPoint(trg(1));
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const Vector3f v2 = this->GetPoint(trg(2));
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Vector3f edge1 = v1 - v0;
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Vector3f edge2 = v2 - v0;
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@@ -32,24 +32,33 @@
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#include "Math/Dense.h"
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#include "Core/Object.h"
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#include "Math/Transform.h"
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namespace uLib {
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class TriangleMesh
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class TriangleMesh : public AffineTransform, public Object
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{
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public:
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void PrintSelf(std::ostream &o);
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/** @brief Adds a point in global coordinates. Stored in local coordinates. */
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void AddPoint(const Vector3f &pt);
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void AddTriangle(const Id_t *id);
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void AddTriangle(const Vector3i &id);
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/** @brief Returns point in global coordinates. */
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Vector3f GetPoint(const Id_t id) const;
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inline std::vector<Vector3f> & Points() { return this->m_Points; }
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inline std::vector<Vector3i> & Triangles() { return this->m_Triangles; }
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const Vector3i & GetTriangle(const Id_t id) const { return m_Triangles.at(id); }
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Vector3f GetNormal(const Id_t id) const;
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virtual void Updated() override { ULIB_SIGNAL_EMIT(TriangleMesh::Updated); }
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private:
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std::vector<Vector3f> m_Points;
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std::vector<Vector3i> m_Triangles;
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@@ -43,5 +43,20 @@ int main() {
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mesh.PrintSelf(std::cout);
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TEST1(mesh.Points().size() == 3);
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TEST1(mesh.Triangles().size() == 1);
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// Test transformation
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mesh.Translate(Vector3f(10, 20, 30));
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Vector3f p0 = mesh.GetPoint(0);
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TEST1( (p0 - Vector3f(10, 20, 30)).norm() < 1e-6 );
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// Test AddPoint during transformation
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mesh.AddPoint(Vector3f(11, 21, 31)); // Should be stored as (1, 1, 1) locally
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Id_t lastId = mesh.Points().size() - 1;
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TEST1( (mesh.Points().at(lastId) - Vector3f(1, 1, 1)).norm() < 1e-5 );
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mesh.PrintSelf(std::cout);
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END_TESTING;
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}
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