Create Mesh class to load texture coordinates and per vertex normal.

This commit is contained in:
tianlei.richard 2024-03-21 21:34:29 +08:00
parent 5a1fadc592
commit 974848ad96
14 changed files with 275 additions and 154 deletions

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@ -4,5 +4,5 @@ PROJECT(renderer)
aux_source_directory(${CMAKE_CURRENT_SOURCE_DIR} CPP_FILES) aux_source_directory(${CMAKE_CURRENT_SOURCE_DIR} CPP_FILES)
add_executable(${CMAKE_PROJECT_NAME} ${CPP_FILES}) add_executable(${CMAKE_PROJECT_NAME} ${CPP_FILES})
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${OpenCV_INCLUDE_DIRS}) target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${OpenCV_INCLUDE_DIRS})
target_link_libraries(${CMAKE_PROJECT_NAME} LINK_PUBLIC OBJ_Loader spdlog imgui eigen ${OpenCV_LIBS}) target_link_libraries(${CMAKE_PROJECT_NAME} LINK_PUBLIC OBJ_Loader spdlog imgui eigen ${OpenCV_LIBS})

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@ -11,5 +11,13 @@ using Vector3d = Eigen::Vector3d;
using Point2d = Eigen::Vector2d; using Point2d = Eigen::Vector2d;
using Point3d = Eigen::Vector3d; using Point3d = Eigen::Vector3d;
using BBox = cv::Rect2i; using BBox = cv::Rect2i;
using PixelProperty = Eigen::Vector4d;
using TransformMatrix = Eigen::Matrix<double, 4, 4>; using TransformMatrix = Eigen::Matrix<double, 4, 4>;
typedef struct Vertex {
Vertex(const Point3d &p, const Vector3d &n, const Point2d &tex_coor)
: position(p), normal(n), texture_coordinate(tex_coor) {}
Point3d position;
Vector3d normal;
Point2d texture_coordinate;
} Vertex;

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@ -84,7 +84,7 @@ int main(int argc, char *argv[]) {
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
// Setup Platform/Renderer backends // Setup Platform backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
@ -93,7 +93,7 @@ int main(int argc, char *argv[]) {
Camera camera{Vector3d{0, 1, 0}}; Camera camera{Vector3d{0, 1, 0}};
MinusRenderer renderer{near, far, fov, aspect_ratio}; MinusRenderer renderer{near, far, fov, aspect_ratio};
assert(renderer.load_mesh(obj_path)); renderer.load_mesh(obj_path);
TransformMatrix translate{ TransformMatrix translate{
{1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -4.}, {0., 0., 0., 1.}}; {1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -4.}, {0., 0., 0., 1.}};
renderer.model_transform(translate); renderer.model_transform(translate);

2
src/material.cc Normal file
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@ -0,0 +1,2 @@
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)

4
src/material.h Normal file
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@ -0,0 +1,4 @@
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#pragma once

51
src/mesh.cc Normal file
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@ -0,0 +1,51 @@
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#include "mesh.h"
#include "OBJ_Loader.h"
#include "spdlog/spdlog.h"
#define OBJL_VEC2_TO_EIGEN_VECTOR(objl_v) \
Eigen::Vector2d { objl_v.X, objl_v.Y }
#define OBJL_VEC3_TO_EIGEN_VECTOR(objl_v) \
Eigen::Vector3d { objl_v.X, objl_v.Y, objl_v.Z }
Mesh::Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
const std::vector<Triangle> &primitives)
: vertices_(vertices), primitives_(primitives) {}
Point2d Mesh::get_texture_coordinate(const unsigned int index) const {
return (vertices_[index])->texture_coordinate;
}
Point3d Mesh::get_normal_vector(const unsigned int index) const {
return (vertices_[index])->normal;
}
std::vector<Mesh> Mesh::load_mesh(const std::string &file_path) {
objl::Loader loader{};
assert(loader.LoadFile(file_path.c_str()));
std::vector<Mesh> res;
for (const auto &mesh : loader.LoadedMeshes) {
spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
std::vector<std::shared_ptr<Vertex>> vertices;
for (int i = 0; i < mesh.Vertices.size(); i++) {
vertices.push_back(std::make_shared<Vertex>(
OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Position),
OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Normal),
OBJL_VEC2_TO_EIGEN_VECTOR(mesh.Vertices[i].TextureCoordinate)));
}
std::vector<Triangle> primitives;
for (int i = 0; i < mesh.Indices.size(); i += 3) {
primitives.push_back(Triangle(vertices, mesh.Indices[i],
mesh.Indices[i + 1], mesh.Indices[i + 2]));
}
res.push_back(Mesh(vertices, primitives));
}
return res;
}

27
src/mesh.h Normal file
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@ -0,0 +1,27 @@
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#pragma once
#include <array>
#include <memory>
#include "common.h"
#include "triangle.h"
class Mesh {
public:
Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
const std::vector<Triangle> &primitives);
static std::vector<Mesh> load_mesh(const std::string &file_path);
public:
Point2d get_texture_coordinate(const unsigned int index) const;
Point3d get_normal_vector(const unsigned int index) const;
std::vector<Triangle> &get_primitives() { return primitives_; };
private:
std::vector<std::shared_ptr<Vertex>> vertices_;
std::vector<Triangle> primitives_;
};

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@ -3,7 +3,6 @@
#include <cmath> #include <cmath>
#include "OBJ_Loader.h"
#include "spdlog/spdlog.h" #include "spdlog/spdlog.h"
#include "minus_renderer.h" #include "minus_renderer.h"
@ -12,7 +11,7 @@
MinusRenderer::MinusRenderer(float near, float far, float fov, MinusRenderer::MinusRenderer(float near, float far, float fov,
float aspect_ratio) float aspect_ratio)
: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio), : near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio),
projection_matrix_(orthographic_tranform() * squish_tranform()) { projection_matrix_(orthographic_transform() * squish_transform()) {
spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_, spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
fov_, aspect_ratio_); fov_, aspect_ratio_);
} }
@ -25,7 +24,7 @@ float MinusRenderer::calculate_width(const float height, const float ratio) {
return height * ratio; return height * ratio;
} }
TransformMatrix MinusRenderer::squish_tranform() { TransformMatrix MinusRenderer::squish_transform() {
// Frustum to Cuboid // Frustum to Cuboid
return TransformMatrix{{near_, 0, 0, 0}, return TransformMatrix{{near_, 0, 0, 0},
{0, near_, 0, 0}, {0, near_, 0, 0},
@ -33,7 +32,7 @@ TransformMatrix MinusRenderer::squish_tranform() {
{0, 0, 1, 0}}; {0, 0, 1, 0}};
} }
TransformMatrix MinusRenderer::orthographic_tranform() { TransformMatrix MinusRenderer::orthographic_transform() {
const float height = calculate_height(fov_, near_); const float height = calculate_height(fov_, near_);
const float width = calculate_width(height, aspect_ratio_); const float width = calculate_width(height, aspect_ratio_);
const float right = width * 0.5; const float right = width * 0.5;
@ -63,18 +62,34 @@ TransformMatrix MinusRenderer::view_port_transform(const float width,
{0, 0, 0, 1}}; {0, 0, 0, 1}};
} }
Point3d MinusRenderer::calculate_barycentric_coordinate(const Triangle &t,
const Point2d &p) {
const auto &points = t.get_vertex_position();
const auto &A = (points[0]).head(2);
const auto &B = (points[1]).head(2);
const auto &C = (points[2]).head(2);
double alpha =
((p.x() - B.x()) * (C.y() - B.y()) + (p.y() - B.y()) * (C.x() - B.x())) /
(-(A.x() - B.x()) * (C.y() - B.y()) + (A.y() - B.y()) * (C.x() - B.x()));
double beta =
(-(p.x() - C.x()) * (A.y() - C.y()) + (p.y() - C.y()) * (A.x() - C.x())) /
(-(B.x() - C.x()) * (A.y() - C.y()) + (B.y() - C.y()) * (A.x() - C.x()));
double gamma = 1. - alpha - beta;
return Point3d{alpha, beta, gamma};
}
void MinusRenderer::model_transform(const TransformMatrix &mtx) { void MinusRenderer::model_transform(const TransformMatrix &mtx) {
for (auto &m : meshes_) { for (auto &m : meshes_) {
for (auto &p : m) { for (auto &t : m.get_primitives()) {
p.affine_transform(mtx); t.set_points(apply_transform(mtx, t.get_vertex_position()));
} }
} }
} }
void MinusRenderer::view_transform(const TransformMatrix &mtx) { void MinusRenderer::view_transform(const TransformMatrix &mtx) {
for (auto &m : meshes_) { for (auto &m : meshes_) {
for (auto &p : m) { for (auto &t : m.get_primitives()) {
p.affine_transform(mtx); t.set_points(apply_transform(mtx, t.get_vertex_position()));
} }
} }
} }
@ -83,64 +98,51 @@ cv::Mat MinusRenderer::render(const int resolution_width,
const int resolution_height) { const int resolution_height) {
std::vector<Mesh> meshes = meshes_; std::vector<Mesh> meshes = meshes_;
Rasterizer rasterizer{resolution_width, resolution_height}; Rasterizer rasterizer{resolution_width, resolution_height};
for (auto &primitives : meshes) { for (auto &m : meshes) {
auto &primitives = m.get_primitives();
for (int i = 0; i < primitives.size(); ++i) { for (int i = 0; i < primitives.size(); ++i) {
auto &t = primitives[i]; auto &t = primitives[i];
t.projective_transform(projection_matrix_); const auto &triangle_vertices = t.get_vertex_position();
t.affine_transform( auto tmp = apply_transform(projection_matrix_, triangle_vertices);
view_port_transform(resolution_width, resolution_height));
const auto &triangle_indices = t.get_vertex_index();
std::vector<Point3d> triangle_uv;
for (int j = 0; j < triangle_indices.size(); ++j) {
const auto &uv = m.get_texture_coordinate(triangle_indices[j]);
triangle_uv.push_back(Point3d{uv.x(), uv.y(), 1});
}
apply_transform(projection_matrix_, triangle_uv);
t.set_points(apply_transform(
view_port_transform(resolution_width, resolution_height), tmp));
} }
rasterizer.rasterize(primitives); rasterizer.rasterize(primitives);
} }
const auto &pixels = rasterizer.get_picture(); const auto &shading_points = rasterizer.get_picture();
assert(!pixels.empty()); assert(!shading_points.empty());
cv::Mat color_image(pixels.size(), (pixels[0]).size(), CV_8UC3); cv::Mat depth_image(shading_points.size(), (shading_points[0]).size(),
cv::Mat depth_image(pixels.size(), (pixels[0]).size(), CV_8UC1); CV_8UC1);
for (int i = 0; i < pixels.size(); ++i) { for (int i = 0; i < shading_points.size(); ++i) {
const auto &row = pixels[i]; const auto &row = shading_points[i];
for (int j = 0; j < row.size(); ++j) { for (int j = 0; j < row.size(); ++j) {
auto &pixel_color = color_image.at<cv::Vec3b>(pixels.size() - i - 1, j);
pixel_color = cv::Vec3b{
static_cast<unsigned char>(row[j].x() *
std::numeric_limits<unsigned char>::max()),
static_cast<unsigned char>(row[j].y() *
std::numeric_limits<unsigned char>::max()),
static_cast<unsigned char>(
row[j].z() * std::numeric_limits<unsigned char>::max())};
auto &pixel_depth = auto &pixel_depth =
depth_image.at<unsigned char>(pixels.size() - i - 1, j); depth_image.at<unsigned char>(shading_points.size() - i - 1, j);
if (std::isinf(std::fabs(row[j].w()))) { if (std::isinf(std::fabs(row[j].depth))) {
pixel_depth = 0; pixel_depth = 0;
} else { } else {
const float k = const float k =
static_cast<float>(std::numeric_limits<unsigned char>::max()) * 0.5; static_cast<float>(std::numeric_limits<unsigned char>::max()) * 0.5;
const float b = k; const float b = k;
pixel_depth = static_cast<unsigned char>(k * row[j].w() + b); pixel_depth = static_cast<unsigned char>(k * row[j].depth + b);
} }
} }
} }
return depth_image; return depth_image;
} }
bool MinusRenderer::load_mesh(const std::string &file_path) { void MinusRenderer::load_mesh(const std::string &file_path) {
objl::Loader loader{}; meshes_ = Mesh::load_mesh(file_path);
bool load_status = loader.LoadFile(file_path.c_str()); spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
if (load_status) { meshes_.size(), meshes_.front().get_primitives().size());
for (const auto &mesh : loader.LoadedMeshes) {
spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
Mesh m{};
for (int i = 0; i < mesh.Vertices.size(); i += 3) {
const auto objl_v0 = mesh.Vertices[mesh.Indices[i]].Position;
Point3d v0(objl_v0.X, objl_v0.Y, objl_v0.Z);
const auto objl_v1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
Point3d v1(objl_v1.X, objl_v1.Y, objl_v1.Z);
const auto objl_v2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
Point3d v2(objl_v2.X, objl_v2.Y, objl_v2.Z);
m.push_back(Triangle(v0, v1, v2));
}
meshes_.push_back(m);
}
}
return load_status;
} }

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@ -3,35 +3,33 @@
#pragma once #pragma once
#include "triangle.h" #include "mesh.h"
#include "util/math_util.h"
#include <opencv2/core/core.hpp> #include <opencv2/core/core.hpp>
class MinusRenderer { class MinusRenderer {
public: public:
MinusRenderer(float near, float far, float fov, float aspect_ratio); MinusRenderer(float near, float far, float fov, float aspect_ratio);
void load_mesh(const std::string &file_path);
public: public:
cv::Mat render(const int resolution_width, const int resolution_height); cv::Mat render(const int resolution_width, const int resolution_height);
public:
bool load_mesh(const std::string &file_path);
public: public:
void model_transform(const TransformMatrix &mtx); void model_transform(const TransformMatrix &mtx);
void view_transform(const TransformMatrix &mtx); void view_transform(const TransformMatrix &mtx);
private:
using Mesh = std::vector<Triangle>;
private: private:
static float calculate_height(const float fov, const float near); static float calculate_height(const float fov, const float near);
static float calculate_width(const float height, const float ratio); static float calculate_width(const float height, const float ratio);
static TransformMatrix view_port_transform(const float width, static TransformMatrix view_port_transform(const float width,
const float height); const float height);
static Point3d calculate_barycentric_coordinate(const Triangle &t,
const Point2d &p);
private: private:
TransformMatrix squish_tranform(); TransformMatrix squish_transform();
TransformMatrix orthographic_tranform(); TransformMatrix orthographic_transform();
private: private:
float near_; float near_;

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@ -10,16 +10,15 @@
Rasterizer::Rasterizer(const int width, const int height) Rasterizer::Rasterizer(const int width, const int height)
: width_(width), height_(height), : width_(width), height_(height),
pixels_(std::vector<std::vector<PixelProperty>>( shading_points_(std::vector<std::vector<RasterizerResult>>(
height, std::vector<PixelProperty>( height, std::vector<RasterizerResult>(width, RasterizerResult{}))) {}
width, PixelProperty{
0., 0., 0.,
-std::numeric_limits<double>::infinity()}))) {}
std::vector<std::vector<PixelProperty>> std::vector<std::vector<RasterizerResult>>
Rasterizer::rasterize(const std::vector<Triangle> &primitives) { Rasterizer::rasterize(const std::vector<Triangle> &primitives) {
for (const auto &t : primitives) { auto partial_rasterize = [&primitives, this](const int begin, const int end) {
const auto &triangle_points = t.get_points<3>(); for (int idx = begin; idx < end; ++idx) {
const auto &t = primitives[idx];
const auto &triangle_points = t.get_vertex_position();
const auto &aabb = t.axis_align_bbox(); const auto &aabb = t.axis_align_bbox();
const int x_min = std::min(std::max(0, aabb.x), width_); const int x_min = std::min(std::max(0, aabb.x), width_);
@ -27,57 +26,51 @@ Rasterizer::rasterize(const std::vector<Triangle> &primitives) {
const int y_min = std::min(std::max(0, aabb.y), height_); const int y_min = std::min(std::max(0, aabb.y), height_);
const int y_max = std::min(std::max(0, aabb.y + aabb.height), height_); const int y_max = std::min(std::max(0, aabb.y + aabb.height), height_);
auto partial_rasterize = [x_min, x_max, &t, this](const int start, for (int i = y_min; i < y_max; ++i) {
const int end) {
for (int i = start; i < end; ++i) {
for (int j = x_min; j <= x_max; ++j) { for (int j = x_min; j <= x_max; ++j) {
auto &property = (this->pixels_)[i][j]; auto &property = (this->shading_points_)[i][j];
const auto &[is_inside, z_screen] = const auto &[is_inside, z_screen] =
inside(Point2d{j + 0.5, i + 0.5}, t); inside(Point2d{j + 0.5, i + 0.5}, t);
if (is_inside && z_screen > property[3]) { if (is_inside && z_screen > property.depth) {
property[0] = 0; property.depth = z_screen;
property[1] = 1; property.triangle_index = idx;
property[2] = 0; }
property[3] = z_screen;
} }
} }
} }
}; };
const int thread_num = 6; const int thread_num = 6;
std::vector<std::thread> rasterize_threads; std::vector<std::thread> rasterize_threads;
for (int start = y_min, offset = (y_max - y_min) / thread_num, for (int begin = 0, offset = primitives.size() / thread_num,
remainer = (y_max - y_min) % thread_num; remainer = (primitives.size() % thread_num);
start < y_max;) { begin < primitives.size();) {
int end = start + offset; int end = begin + offset;
if (remainer > 0) { if (remainer > 0) {
end += 1; end += 1;
remainer -= 1; remainer -= 1;
} }
rasterize_threads.push_back(std::thread(partial_rasterize, start, end)); rasterize_threads.push_back(std::thread(partial_rasterize, begin, end));
start = end; begin = end;
} }
for (auto &t : rasterize_threads) { for (auto &t : rasterize_threads) {
t.join(); t.join();
} }
} return shading_points_;
return pixels_;
} }
std::vector<std::vector<PixelProperty>> Rasterizer::get_picture() const { std::vector<std::vector<RasterizerResult>> Rasterizer::get_picture() const {
return pixels_; return shading_points_;
} }
void Rasterizer::reset() { void Rasterizer::reset() {
pixels_ = std::vector<std::vector<PixelProperty>>( shading_points_ = std::vector<std::vector<RasterizerResult>>(
height_, height_, std::vector<RasterizerResult>(width_, RasterizerResult{}));
std::vector<PixelProperty>(
width_,
PixelProperty{0., 0., 0., -std::numeric_limits<double>::infinity()}));
} }
std::pair<bool, double> Rasterizer::inside(const Point2d &p_screen, std::pair<bool, double> Rasterizer::inside(const Point2d &p_screen,
const Triangle &t) { const Triangle &t) {
const auto points = t.get_points<3>(); const auto points = t.get_vertex_position();
const auto plane_normal = t.normal_vector(); const auto plane_normal = t.normal_vector();
const auto plane_point = points[0]; const auto plane_point = points[0];

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@ -7,15 +7,20 @@
#include <opencv2/core/core.hpp> #include <opencv2/core/core.hpp>
#include <vector> #include <vector>
typedef struct RasterizerResult {
double depth{-std::numeric_limits<double>::infinity()};
int64_t triangle_index{-1};
} RasterizerResult;
class Rasterizer { class Rasterizer {
public: public:
Rasterizer(const int width, const int height); Rasterizer(const int width, const int height);
public: public:
std::vector<std::vector<PixelProperty>> std::vector<std::vector<RasterizerResult>>
rasterize(const std::vector<Triangle> &primitives); rasterize(const std::vector<Triangle> &primitives);
std::vector<std::vector<PixelProperty>> get_picture() const; std::vector<std::vector<RasterizerResult>> get_picture() const;
void reset(); void reset();
private: private:
@ -25,5 +30,5 @@ private:
private: private:
int width_; int width_;
int height_; int height_;
std::vector<std::vector<PixelProperty>> pixels_; std::vector<std::vector<RasterizerResult>> shading_points_;
}; };

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@ -5,37 +5,48 @@
#include <algorithm> #include <algorithm>
#include <iostream> #include <iostream>
Triangle::Triangle(const Point3d &a, const Point3d &b, const Point3d &c) Triangle::Triangle(const Point3d &a, unsigned int idx_a, const Point3d &b,
: points_({a, b, c}) {} unsigned int idx_b, const Point3d &c, unsigned int idx_c)
: indices_({idx_a, idx_b, idx_c}), vertices_({a, b, c}) {}
Triangle::Triangle(const HomoPointType &a, const HomoPointType &b, Triangle::Triangle(const std::vector<std::shared_ptr<Vertex>> &vertices,
const HomoPointType &c) unsigned int idx_a, unsigned int idx_b, unsigned int idx_c)
: points_({(a / a.z()).head(3), (b / b.z()).head(3), (c / c.z()).head(3)}) { : indices_({idx_a, idx_b, idx_c}),
vertices_({(vertices[idx_a])->position, (vertices[idx_b])->position,
(vertices[idx_c])->position}) {}
std::vector<unsigned int> Triangle::get_vertex_index() const {
return {indices_[0], indices_[1], indices_[2]};
}
std::vector<Point3d> Triangle::get_vertex_position() const {
return std::vector<Point3d>{
vertices_[0],
vertices_[1],
vertices_[2],
};
}
void Triangle::set_points(const std::vector<Point3d> &points) {
vertices_[0] = points[0];
vertices_[1] = points[1];
vertices_[2] = points[2];
} }
BBox Triangle::axis_align_bbox() const { BBox Triangle::axis_align_bbox() const {
const int x_min = std::min({points_[0].x(), points_[1].x(), points_[2].x()}); const int x_min =
const int y_min = std::min({points_[0].y(), points_[1].y(), points_[2].y()}); std::min({vertices_[0].x(), vertices_[1].x(), vertices_[2].x()});
const int x_max = std::max({points_[0].x(), points_[1].x(), points_[2].x()}); const int y_min =
const int y_max = std::max({points_[0].y(), points_[1].y(), points_[2].y()}); std::min({vertices_[0].y(), vertices_[1].y(), vertices_[2].y()});
const int x_max =
std::max({vertices_[0].x(), vertices_[1].x(), vertices_[2].x()});
const int y_max =
std::max({vertices_[0].y(), vertices_[1].y(), vertices_[2].y()});
return BBox{x_min, y_min, (x_max - x_min + 1), (y_max - y_min + 1)}; return BBox{x_min, y_min, (x_max - x_min + 1), (y_max - y_min + 1)};
} }
Vector3d Triangle::normal_vector() const { Vector3d Triangle::normal_vector() const {
const auto v1 = points_[1] - points_[0]; const auto v1 = vertices_[1] - vertices_[0];
const auto v2 = points_[2] - points_[1]; const auto v2 = vertices_[2] - vertices_[1];
return v1.cross(v2).normalized(); return v1.cross(v2).normalized();
} }
void Triangle::affine_transform(const TransformMatrix &m) {
for (auto &p : points_) {
p = (m * Eigen::Vector4d(p.x(), p.y(), p.z(), 1.)).head<3>();
}
}
void Triangle::projective_transform(const TransformMatrix &m) {
for (auto &p : points_) {
auto p_homo = m * Eigen::Vector4d(p.x(), p.y(), p.z(), 1.);
p = (p_homo / p_homo.w()).head<3>();
}
}

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@ -4,34 +4,26 @@
#pragma once #pragma once
#include "common.h" #include "common.h"
#include <Eigen/Geometry>
#include <array> #include <array>
#include <vector>
class Triangle { class Triangle {
private: public:
using HomoPointType = Eigen::Vector4d; Triangle(const Point3d &a, unsigned int idx_a, const Point3d &b,
unsigned int idx_b, const Point3d &c, unsigned int idx_c);
Triangle(const std::vector<std::shared_ptr<Vertex>> &vertices,
unsigned int idx_a, unsigned int idx_b, unsigned int idx_c);
public: public:
Triangle(const Point3d &a, const Point3d &b, const Point3d &c); std::vector<unsigned int> get_vertex_index() const;
Triangle(const HomoPointType &a, const HomoPointType &b, std::vector<Point3d> get_vertex_position() const;
const HomoPointType &c); void set_points(const std::vector<Point3d> &points);
template <int size>
std::array<Eigen::Vector<double, size>, 3> get_points() const {
return std::array<Eigen::Vector<double, size>, 3>{
(points_[0]).head(size),
(points_[1]).head(size),
(points_[2]).head(size),
};
}
public: public:
BBox axis_align_bbox() const; BBox axis_align_bbox() const;
Vector3d normal_vector() const; Vector3d normal_vector() const;
void affine_transform(const TransformMatrix &m);
void projective_transform(const TransformMatrix &m);
private: private:
std::array<Point3d, 3> points_; std::array<unsigned int, 3> indices_;
std::array<Point3d, 3> vertices_;
}; };

28
src/util/math_util.h Normal file
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@ -0,0 +1,28 @@
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@bytedance.com (tianlei.richard)
#include "common.h"
#include <cmath>
#include <numeric>
template <typename FloatType>
bool fequal(const FloatType a, const FloatType b) {
return std::fabs(a - b) <= std::numeric_limits<FloatType>::epsilon();
}
template <int d>
std::vector<Eigen::Vector<double, d>>
apply_transform(const TransformMatrix &mtx,
const std::vector<Eigen::Vector<double, d>> &points) {
std::vector<Eigen::Vector<double, d>> res;
for (const auto &p : points) {
auto tmp_p = Eigen::Vector<double, 1 + d>();
tmp_p << p, 1.;
tmp_p = mtx * tmp_p;
if (!fequal(tmp_p.w(), 1.)) {
tmp_p /= tmp_p.w();
}
res.push_back(tmp_p.template head<d>());
}
return res;
}