Wm4MeshSmoother.cpp
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00017 #include "Wm4FoundationPCH.h"
00018 #include "Wm4MeshSmoother.h"
00019
00020 namespace Wm4
00021 {
00022
00023 template <class Real>
00024 MeshSmoother<Real>::MeshSmoother ()
00025 {
00026 m_iVQuantity = 0;
00027 m_akVertex = 0;
00028 m_iTQuantity = 0;
00029 m_aiIndex = 0;
00030 m_akNormal = 0;
00031 m_akMean = 0;
00032 m_aiNeighborCount = 0;
00033 }
00034
00035 template <class Real>
00036 MeshSmoother<Real>::MeshSmoother (int iVQuantity, Vector3<Real>* akVertex,
00037 int iTQuantity, const int* aiIndex)
00038 {
00039 m_akVertex = 0;
00040 m_akNormal = 0;
00041 m_aiIndex = 0;
00042 m_akMean = 0;
00043 m_aiNeighborCount = 0;
00044
00045 Create(iVQuantity,akVertex,iTQuantity,aiIndex);
00046 }
00047
00048 template <class Real>
00049 MeshSmoother<Real>::~MeshSmoother ()
00050 {
00051 Destroy();
00052 }
00053
00054 template <class Real>
00055 void MeshSmoother<Real>::Create (int iVQuantity, Vector3<Real>* akVertex,
00056 int iTQuantity, const int* aiIndex)
00057 {
00058
00059 Destroy();
00060
00061 m_iVQuantity = iVQuantity;
00062 m_akVertex = akVertex;
00063 m_iTQuantity = iTQuantity;
00064 m_aiIndex = aiIndex;
00065
00066 m_akNormal = WM4_NEW Vector3<Real>[m_iVQuantity];
00067 m_akMean = WM4_NEW Vector3<Real>[m_iVQuantity];
00068 m_aiNeighborCount = WM4_NEW int[m_iVQuantity];
00069
00070
00071 memset(m_aiNeighborCount,0,m_iVQuantity*sizeof(int));
00072 const int* piIndex = m_aiIndex;
00073 for (int i = 0; i < m_iTQuantity; i++)
00074 {
00075 m_aiNeighborCount[*piIndex++] += 2;
00076 m_aiNeighborCount[*piIndex++] += 2;
00077 m_aiNeighborCount[*piIndex++] += 2;
00078 }
00079 }
00080
00081 template <class Real>
00082 void MeshSmoother<Real>::Destroy ()
00083 {
00084 WM4_DELETE[] m_akNormal;
00085 WM4_DELETE[] m_akMean;
00086 WM4_DELETE[] m_aiNeighborCount;
00087 }
00088
00089 template <class Real>
00090 void MeshSmoother<Real>::Update (Real fTime)
00091 {
00092 memset(m_akNormal,0,m_iVQuantity*sizeof(Vector3<Real>));
00093 memset(m_akMean,0,m_iVQuantity*sizeof(Vector3<Real>));
00094
00095 const int* piIndex = m_aiIndex;
00096 int i;
00097 for (i = 0; i < m_iTQuantity; i++)
00098 {
00099 int iV0 = *piIndex++;
00100 int iV1 = *piIndex++;
00101 int iV2 = *piIndex++;
00102
00103 Vector3<Real>& rkV0 = m_akVertex[iV0];
00104 Vector3<Real>& rkV1 = m_akVertex[iV1];
00105 Vector3<Real>& rkV2 = m_akVertex[iV2];
00106
00107 Vector3<Real> kEdge1 = rkV1 - rkV0;
00108 Vector3<Real> kEdge2 = rkV2 - rkV0;
00109 Vector3<Real> kNormal = kEdge1.Cross(kEdge2);
00110
00111 m_akNormal[iV0] += kNormal;
00112 m_akNormal[iV1] += kNormal;
00113 m_akNormal[iV2] += kNormal;
00114
00115 m_akMean[iV0] += rkV1 + rkV2;
00116 m_akMean[iV1] += rkV2 + rkV0;
00117 m_akMean[iV2] += rkV0 + rkV1;
00118 }
00119
00120 for (i = 0; i < m_iVQuantity; i++)
00121 {
00122 m_akNormal[i].Normalize();
00123 m_akMean[i] /= (Real)m_aiNeighborCount[i];
00124 }
00125
00126 for (i = 0; i < m_iVQuantity; i++)
00127 {
00128 if (VertexInfluenced(i,fTime))
00129 {
00130 Vector3<Real> kLocalDiff = m_akMean[i] - m_akVertex[i];
00131 Vector3<Real> kSurfaceNormal = kLocalDiff.Dot(m_akNormal[i]) *
00132 m_akNormal[i];
00133 Vector3<Real> kTangent = kLocalDiff - kSurfaceNormal;
00134
00135 Real fTWeight = GetTangentWeight(i,fTime);
00136 Real fNWeight = GetNormalWeight(i,fTime);
00137 m_akVertex[i] += fTWeight*kTangent + fNWeight*m_akNormal[i];
00138 }
00139 }
00140 }
00141
00142 template <class Real>
00143 bool MeshSmoother<Real>::VertexInfluenced (int, Real)
00144 {
00145 return true;
00146 }
00147
00148 template <class Real>
00149 Real MeshSmoother<Real>::GetTangentWeight (int, Real)
00150 {
00151 return (Real)0.5;
00152 }
00153
00154 template <class Real>
00155 Real MeshSmoother<Real>::GetNormalWeight (int, Real)
00156 {
00157 return (Real)0.0;
00158 }
00159
00160 template <class Real>
00161 int MeshSmoother<Real>::GetVQuantity () const
00162 {
00163 return m_iVQuantity;
00164 }
00165
00166 template <class Real>
00167 const Vector3<Real>* MeshSmoother<Real>::GetVertices () const
00168 {
00169 return m_akVertex;
00170 }
00171
00172 template <class Real>
00173 int MeshSmoother<Real>::GetTQuantity () const
00174 {
00175 return m_iTQuantity;
00176 }
00177
00178 template <class Real>
00179 const int* MeshSmoother<Real>::GetIndices () const
00180 {
00181 return m_aiIndex;
00182 }
00183
00184 template <class Real>
00185 const Vector3<Real>* MeshSmoother<Real>::GetNormals () const
00186 {
00187 return m_akNormal;
00188 }
00189
00190 template <class Real>
00191 const Vector3<Real>* MeshSmoother<Real>::GetMeans () const
00192 {
00193 return m_akMean;
00194 }
00195
00196
00197
00198
00199
00200 template WM4_FOUNDATION_ITEM
00201 class MeshSmoother<float>;
00202
00203 template WM4_FOUNDATION_ITEM
00204 class MeshSmoother<double>;
00205
00206 }