Create Mesh class to load texture coordinates and per vertex normal.
This commit is contained in:
parent
5a1fadc592
commit
974848ad96
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@ -4,5 +4,5 @@ PROJECT(renderer)
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aux_source_directory(${CMAKE_CURRENT_SOURCE_DIR} CPP_FILES)
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add_executable(${CMAKE_PROJECT_NAME} ${CPP_FILES})
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${OpenCV_INCLUDE_DIRS})
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${OpenCV_INCLUDE_DIRS})
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target_link_libraries(${CMAKE_PROJECT_NAME} LINK_PUBLIC OBJ_Loader spdlog imgui eigen ${OpenCV_LIBS})
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10
src/common.h
10
src/common.h
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@ -11,5 +11,13 @@ using Vector3d = Eigen::Vector3d;
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using Point2d = Eigen::Vector2d;
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using Point3d = Eigen::Vector3d;
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using BBox = cv::Rect2i;
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using PixelProperty = Eigen::Vector4d;
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using TransformMatrix = Eigen::Matrix<double, 4, 4>;
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typedef struct Vertex {
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Vertex(const Point3d &p, const Vector3d &n, const Point2d &tex_coor)
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: position(p), normal(n), texture_coordinate(tex_coor) {}
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Point3d position;
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Vector3d normal;
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Point2d texture_coordinate;
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} Vertex;
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@ -84,7 +84,7 @@ int main(int argc, char *argv[]) {
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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// Setup Platform backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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@ -93,7 +93,7 @@ int main(int argc, char *argv[]) {
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Camera camera{Vector3d{0, 1, 0}};
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MinusRenderer renderer{near, far, fov, aspect_ratio};
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assert(renderer.load_mesh(obj_path));
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renderer.load_mesh(obj_path);
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TransformMatrix translate{
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{1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -4.}, {0., 0., 0., 1.}};
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renderer.model_transform(translate);
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@ -0,0 +1,2 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@qq.com (tianlei.richard)
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@ -0,0 +1,4 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@qq.com (tianlei.richard)
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#pragma once
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@ -0,0 +1,51 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@qq.com (tianlei.richard)
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#include "mesh.h"
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#include "OBJ_Loader.h"
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#include "spdlog/spdlog.h"
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#define OBJL_VEC2_TO_EIGEN_VECTOR(objl_v) \
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Eigen::Vector2d { objl_v.X, objl_v.Y }
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#define OBJL_VEC3_TO_EIGEN_VECTOR(objl_v) \
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Eigen::Vector3d { objl_v.X, objl_v.Y, objl_v.Z }
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Mesh::Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
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const std::vector<Triangle> &primitives)
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: vertices_(vertices), primitives_(primitives) {}
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Point2d Mesh::get_texture_coordinate(const unsigned int index) const {
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return (vertices_[index])->texture_coordinate;
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}
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Point3d Mesh::get_normal_vector(const unsigned int index) const {
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return (vertices_[index])->normal;
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}
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std::vector<Mesh> Mesh::load_mesh(const std::string &file_path) {
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objl::Loader loader{};
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assert(loader.LoadFile(file_path.c_str()));
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std::vector<Mesh> res;
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for (const auto &mesh : loader.LoadedMeshes) {
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spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
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std::vector<std::shared_ptr<Vertex>> vertices;
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for (int i = 0; i < mesh.Vertices.size(); i++) {
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vertices.push_back(std::make_shared<Vertex>(
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OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Position),
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OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Normal),
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OBJL_VEC2_TO_EIGEN_VECTOR(mesh.Vertices[i].TextureCoordinate)));
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}
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std::vector<Triangle> primitives;
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for (int i = 0; i < mesh.Indices.size(); i += 3) {
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primitives.push_back(Triangle(vertices, mesh.Indices[i],
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mesh.Indices[i + 1], mesh.Indices[i + 2]));
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}
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res.push_back(Mesh(vertices, primitives));
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}
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return res;
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}
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@ -0,0 +1,27 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@qq.com (tianlei.richard)
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#pragma once
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#include <array>
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#include <memory>
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#include "common.h"
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#include "triangle.h"
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class Mesh {
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public:
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Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
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const std::vector<Triangle> &primitives);
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static std::vector<Mesh> load_mesh(const std::string &file_path);
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public:
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Point2d get_texture_coordinate(const unsigned int index) const;
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Point3d get_normal_vector(const unsigned int index) const;
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std::vector<Triangle> &get_primitives() { return primitives_; };
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private:
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std::vector<std::shared_ptr<Vertex>> vertices_;
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std::vector<Triangle> primitives_;
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};
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@ -3,7 +3,6 @@
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#include <cmath>
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#include "OBJ_Loader.h"
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#include "spdlog/spdlog.h"
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#include "minus_renderer.h"
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@ -12,7 +11,7 @@
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MinusRenderer::MinusRenderer(float near, float far, float fov,
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float aspect_ratio)
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: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio),
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projection_matrix_(orthographic_tranform() * squish_tranform()) {
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projection_matrix_(orthographic_transform() * squish_transform()) {
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spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
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fov_, aspect_ratio_);
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}
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@ -25,7 +24,7 @@ float MinusRenderer::calculate_width(const float height, const float ratio) {
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return height * ratio;
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}
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TransformMatrix MinusRenderer::squish_tranform() {
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TransformMatrix MinusRenderer::squish_transform() {
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// Frustum to Cuboid
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return TransformMatrix{{near_, 0, 0, 0},
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{0, near_, 0, 0},
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@ -33,7 +32,7 @@ TransformMatrix MinusRenderer::squish_tranform() {
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{0, 0, 1, 0}};
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}
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TransformMatrix MinusRenderer::orthographic_tranform() {
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TransformMatrix MinusRenderer::orthographic_transform() {
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const float height = calculate_height(fov_, near_);
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const float width = calculate_width(height, aspect_ratio_);
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const float right = width * 0.5;
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@ -63,18 +62,34 @@ TransformMatrix MinusRenderer::view_port_transform(const float width,
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{0, 0, 0, 1}};
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}
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Point3d MinusRenderer::calculate_barycentric_coordinate(const Triangle &t,
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const Point2d &p) {
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const auto &points = t.get_vertex_position();
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const auto &A = (points[0]).head(2);
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const auto &B = (points[1]).head(2);
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const auto &C = (points[2]).head(2);
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double alpha =
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((p.x() - B.x()) * (C.y() - B.y()) + (p.y() - B.y()) * (C.x() - B.x())) /
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(-(A.x() - B.x()) * (C.y() - B.y()) + (A.y() - B.y()) * (C.x() - B.x()));
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double beta =
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(-(p.x() - C.x()) * (A.y() - C.y()) + (p.y() - C.y()) * (A.x() - C.x())) /
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(-(B.x() - C.x()) * (A.y() - C.y()) + (B.y() - C.y()) * (A.x() - C.x()));
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double gamma = 1. - alpha - beta;
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return Point3d{alpha, beta, gamma};
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}
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void MinusRenderer::model_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &p : m) {
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p.affine_transform(mtx);
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for (auto &t : m.get_primitives()) {
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t.set_points(apply_transform(mtx, t.get_vertex_position()));
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}
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}
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}
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void MinusRenderer::view_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &p : m) {
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p.affine_transform(mtx);
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for (auto &t : m.get_primitives()) {
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t.set_points(apply_transform(mtx, t.get_vertex_position()));
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}
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}
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}
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@ -83,64 +98,51 @@ cv::Mat MinusRenderer::render(const int resolution_width,
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const int resolution_height) {
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std::vector<Mesh> meshes = meshes_;
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Rasterizer rasterizer{resolution_width, resolution_height};
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for (auto &primitives : meshes) {
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for (auto &m : meshes) {
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auto &primitives = m.get_primitives();
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for (int i = 0; i < primitives.size(); ++i) {
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auto &t = primitives[i];
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t.projective_transform(projection_matrix_);
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t.affine_transform(
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view_port_transform(resolution_width, resolution_height));
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const auto &triangle_vertices = t.get_vertex_position();
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auto tmp = apply_transform(projection_matrix_, triangle_vertices);
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const auto &triangle_indices = t.get_vertex_index();
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std::vector<Point3d> triangle_uv;
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for (int j = 0; j < triangle_indices.size(); ++j) {
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const auto &uv = m.get_texture_coordinate(triangle_indices[j]);
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triangle_uv.push_back(Point3d{uv.x(), uv.y(), 1});
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}
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apply_transform(projection_matrix_, triangle_uv);
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t.set_points(apply_transform(
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view_port_transform(resolution_width, resolution_height), tmp));
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}
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rasterizer.rasterize(primitives);
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}
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const auto &pixels = rasterizer.get_picture();
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assert(!pixels.empty());
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cv::Mat color_image(pixels.size(), (pixels[0]).size(), CV_8UC3);
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cv::Mat depth_image(pixels.size(), (pixels[0]).size(), CV_8UC1);
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const auto &shading_points = rasterizer.get_picture();
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assert(!shading_points.empty());
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cv::Mat depth_image(shading_points.size(), (shading_points[0]).size(),
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CV_8UC1);
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for (int i = 0; i < pixels.size(); ++i) {
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const auto &row = pixels[i];
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for (int i = 0; i < shading_points.size(); ++i) {
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const auto &row = shading_points[i];
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for (int j = 0; j < row.size(); ++j) {
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auto &pixel_color = color_image.at<cv::Vec3b>(pixels.size() - i - 1, j);
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pixel_color = cv::Vec3b{
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static_cast<unsigned char>(row[j].x() *
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std::numeric_limits<unsigned char>::max()),
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static_cast<unsigned char>(row[j].y() *
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std::numeric_limits<unsigned char>::max()),
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static_cast<unsigned char>(
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row[j].z() * std::numeric_limits<unsigned char>::max())};
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auto &pixel_depth =
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depth_image.at<unsigned char>(pixels.size() - i - 1, j);
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if (std::isinf(std::fabs(row[j].w()))) {
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depth_image.at<unsigned char>(shading_points.size() - i - 1, j);
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if (std::isinf(std::fabs(row[j].depth))) {
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pixel_depth = 0;
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} else {
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const float k =
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static_cast<float>(std::numeric_limits<unsigned char>::max()) * 0.5;
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const float b = k;
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pixel_depth = static_cast<unsigned char>(k * row[j].w() + b);
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pixel_depth = static_cast<unsigned char>(k * row[j].depth + b);
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}
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}
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}
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return depth_image;
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}
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bool MinusRenderer::load_mesh(const std::string &file_path) {
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objl::Loader loader{};
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bool load_status = loader.LoadFile(file_path.c_str());
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if (load_status) {
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for (const auto &mesh : loader.LoadedMeshes) {
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spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
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Mesh m{};
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for (int i = 0; i < mesh.Vertices.size(); i += 3) {
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const auto objl_v0 = mesh.Vertices[mesh.Indices[i]].Position;
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Point3d v0(objl_v0.X, objl_v0.Y, objl_v0.Z);
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const auto objl_v1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
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Point3d v1(objl_v1.X, objl_v1.Y, objl_v1.Z);
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const auto objl_v2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
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Point3d v2(objl_v2.X, objl_v2.Y, objl_v2.Z);
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m.push_back(Triangle(v0, v1, v2));
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}
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meshes_.push_back(m);
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}
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}
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return load_status;
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void MinusRenderer::load_mesh(const std::string &file_path) {
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meshes_ = Mesh::load_mesh(file_path);
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spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
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meshes_.size(), meshes_.front().get_primitives().size());
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}
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@ -3,35 +3,33 @@
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#pragma once
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#include "triangle.h"
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#include "mesh.h"
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#include "util/math_util.h"
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#include <opencv2/core/core.hpp>
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class MinusRenderer {
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public:
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MinusRenderer(float near, float far, float fov, float aspect_ratio);
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void load_mesh(const std::string &file_path);
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public:
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cv::Mat render(const int resolution_width, const int resolution_height);
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public:
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bool load_mesh(const std::string &file_path);
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public:
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void model_transform(const TransformMatrix &mtx);
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void view_transform(const TransformMatrix &mtx);
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private:
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using Mesh = std::vector<Triangle>;
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private:
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static float calculate_height(const float fov, const float near);
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static float calculate_width(const float height, const float ratio);
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static TransformMatrix view_port_transform(const float width,
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const float height);
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static Point3d calculate_barycentric_coordinate(const Triangle &t,
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const Point2d &p);
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private:
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TransformMatrix squish_tranform();
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TransformMatrix orthographic_tranform();
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TransformMatrix squish_transform();
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TransformMatrix orthographic_transform();
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private:
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float near_;
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@ -10,16 +10,15 @@
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Rasterizer::Rasterizer(const int width, const int height)
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: width_(width), height_(height),
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pixels_(std::vector<std::vector<PixelProperty>>(
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height, std::vector<PixelProperty>(
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width, PixelProperty{
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0., 0., 0.,
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-std::numeric_limits<double>::infinity()}))) {}
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shading_points_(std::vector<std::vector<RasterizerResult>>(
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height, std::vector<RasterizerResult>(width, RasterizerResult{}))) {}
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std::vector<std::vector<PixelProperty>>
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std::vector<std::vector<RasterizerResult>>
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Rasterizer::rasterize(const std::vector<Triangle> &primitives) {
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for (const auto &t : primitives) {
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const auto &triangle_points = t.get_points<3>();
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auto partial_rasterize = [&primitives, this](const int begin, const int end) {
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for (int idx = begin; idx < end; ++idx) {
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const auto &t = primitives[idx];
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const auto &triangle_points = t.get_vertex_position();
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const auto &aabb = t.axis_align_bbox();
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const int x_min = std::min(std::max(0, aabb.x), width_);
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@ -27,57 +26,51 @@ Rasterizer::rasterize(const std::vector<Triangle> &primitives) {
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const int y_min = std::min(std::max(0, aabb.y), height_);
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const int y_max = std::min(std::max(0, aabb.y + aabb.height), height_);
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auto partial_rasterize = [x_min, x_max, &t, this](const int start,
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const int end) {
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for (int i = start; i < end; ++i) {
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for (int i = y_min; i < y_max; ++i) {
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for (int j = x_min; j <= x_max; ++j) {
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auto &property = (this->pixels_)[i][j];
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auto &property = (this->shading_points_)[i][j];
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const auto &[is_inside, z_screen] =
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inside(Point2d{j + 0.5, i + 0.5}, t);
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if (is_inside && z_screen > property[3]) {
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property[0] = 0;
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property[1] = 1;
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property[2] = 0;
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property[3] = z_screen;
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if (is_inside && z_screen > property.depth) {
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property.depth = z_screen;
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property.triangle_index = idx;
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}
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}
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}
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}
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};
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const int thread_num = 6;
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std::vector<std::thread> rasterize_threads;
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for (int start = y_min, offset = (y_max - y_min) / thread_num,
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remainer = (y_max - y_min) % thread_num;
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start < y_max;) {
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int end = start + offset;
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for (int begin = 0, offset = primitives.size() / thread_num,
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remainer = (primitives.size() % thread_num);
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begin < primitives.size();) {
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int end = begin + offset;
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if (remainer > 0) {
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end += 1;
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remainer -= 1;
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}
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rasterize_threads.push_back(std::thread(partial_rasterize, start, end));
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start = end;
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||||
rasterize_threads.push_back(std::thread(partial_rasterize, begin, end));
|
||||
begin = end;
|
||||
}
|
||||
for (auto &t : rasterize_threads) {
|
||||
t.join();
|
||||
}
|
||||
}
|
||||
return pixels_;
|
||||
return shading_points_;
|
||||
}
|
||||
|
||||
std::vector<std::vector<PixelProperty>> Rasterizer::get_picture() const {
|
||||
return pixels_;
|
||||
std::vector<std::vector<RasterizerResult>> Rasterizer::get_picture() const {
|
||||
return shading_points_;
|
||||
}
|
||||
|
||||
void Rasterizer::reset() {
|
||||
pixels_ = std::vector<std::vector<PixelProperty>>(
|
||||
height_,
|
||||
std::vector<PixelProperty>(
|
||||
width_,
|
||||
PixelProperty{0., 0., 0., -std::numeric_limits<double>::infinity()}));
|
||||
shading_points_ = std::vector<std::vector<RasterizerResult>>(
|
||||
height_, std::vector<RasterizerResult>(width_, RasterizerResult{}));
|
||||
}
|
||||
|
||||
std::pair<bool, double> Rasterizer::inside(const Point2d &p_screen,
|
||||
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_point = points[0];
|
||||
|
|
|
@ -7,15 +7,20 @@
|
|||
#include <opencv2/core/core.hpp>
|
||||
#include <vector>
|
||||
|
||||
typedef struct RasterizerResult {
|
||||
double depth{-std::numeric_limits<double>::infinity()};
|
||||
int64_t triangle_index{-1};
|
||||
} RasterizerResult;
|
||||
|
||||
class Rasterizer {
|
||||
public:
|
||||
Rasterizer(const int width, const int height);
|
||||
|
||||
public:
|
||||
std::vector<std::vector<PixelProperty>>
|
||||
std::vector<std::vector<RasterizerResult>>
|
||||
rasterize(const std::vector<Triangle> &primitives);
|
||||
|
||||
std::vector<std::vector<PixelProperty>> get_picture() const;
|
||||
std::vector<std::vector<RasterizerResult>> get_picture() const;
|
||||
void reset();
|
||||
|
||||
private:
|
||||
|
@ -25,5 +30,5 @@ private:
|
|||
private:
|
||||
int width_;
|
||||
int height_;
|
||||
std::vector<std::vector<PixelProperty>> pixels_;
|
||||
std::vector<std::vector<RasterizerResult>> shading_points_;
|
||||
};
|
||||
|
|
|
@ -5,37 +5,48 @@
|
|||
#include <algorithm>
|
||||
#include <iostream>
|
||||
|
||||
Triangle::Triangle(const Point3d &a, const Point3d &b, const Point3d &c)
|
||||
: points_({a, b, c}) {}
|
||||
Triangle::Triangle(const Point3d &a, unsigned int idx_a, const Point3d &b,
|
||||
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,
|
||||
const HomoPointType &c)
|
||||
: points_({(a / a.z()).head(3), (b / b.z()).head(3), (c / c.z()).head(3)}) {
|
||||
Triangle::Triangle(const std::vector<std::shared_ptr<Vertex>> &vertices,
|
||||
unsigned int idx_a, unsigned int idx_b, unsigned int idx_c)
|
||||
: 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 {
|
||||
const int x_min = std::min({points_[0].x(), points_[1].x(), points_[2].x()});
|
||||
const int y_min = std::min({points_[0].y(), points_[1].y(), points_[2].y()});
|
||||
const int x_max = std::max({points_[0].x(), points_[1].x(), points_[2].x()});
|
||||
const int y_max = std::max({points_[0].y(), points_[1].y(), points_[2].y()});
|
||||
const int x_min =
|
||||
std::min({vertices_[0].x(), vertices_[1].x(), vertices_[2].x()});
|
||||
const int y_min =
|
||||
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)};
|
||||
}
|
||||
|
||||
Vector3d Triangle::normal_vector() const {
|
||||
const auto v1 = points_[1] - points_[0];
|
||||
const auto v2 = points_[2] - points_[1];
|
||||
const auto v1 = vertices_[1] - vertices_[0];
|
||||
const auto v2 = vertices_[2] - vertices_[1];
|
||||
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>();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,34 +4,26 @@
|
|||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
#include <Eigen/Geometry>
|
||||
#include <array>
|
||||
#include <vector>
|
||||
|
||||
class Triangle {
|
||||
private:
|
||||
using HomoPointType = Eigen::Vector4d;
|
||||
public:
|
||||
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:
|
||||
Triangle(const Point3d &a, const Point3d &b, const Point3d &c);
|
||||
Triangle(const HomoPointType &a, const HomoPointType &b,
|
||||
const HomoPointType &c);
|
||||
|
||||
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),
|
||||
};
|
||||
}
|
||||
std::vector<unsigned int> get_vertex_index() const;
|
||||
std::vector<Point3d> get_vertex_position() const;
|
||||
void set_points(const std::vector<Point3d> &points);
|
||||
|
||||
public:
|
||||
BBox axis_align_bbox() const;
|
||||
Vector3d normal_vector() const;
|
||||
|
||||
void affine_transform(const TransformMatrix &m);
|
||||
void projective_transform(const TransformMatrix &m);
|
||||
|
||||
private:
|
||||
std::array<Point3d, 3> points_;
|
||||
std::array<unsigned int, 3> indices_;
|
||||
std::array<Point3d, 3> vertices_;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
}
|
Loading…
Reference in New Issue