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/***************************************************************************
* Copyright (c) 2012 Imetric 3D GmbH *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include <algorithm>
#include <functional>
#include <limits>
#include <QFuture>
#include <QFutureWatcher>
#include <QtConcurrentMap>
#include <Base/Sequencer.h>
#include <Base/Tools.h>
// #define OPTIMIZE_CURVATURE
#ifdef OPTIMIZE_CURVATURE
# include <Eigen/Eigenvalues>
#else
# include <Mod/Mesh/App/WildMagic4/Wm4MeshCurvature.h>
#endif
#include "Approximation.h"
#include "Curvature.h"
#include "Iterator.h"
#include "MeshKernel.h"
#include "Tools.h"
using namespace MeshCore;
namespace sp = std::placeholders;
MeshCurvature::MeshCurvature(const MeshKernel& kernel)
: myKernel(kernel)
, myMinPoints(20)
, myRadius(0.5F)
{
mySegment.resize(kernel.CountFacets());
std::generate(mySegment.begin(), mySegment.end(), Base::iotaGen<FacetIndex>(0));
}
MeshCurvature::MeshCurvature(const MeshKernel& kernel, std::vector<FacetIndex> segm)
: myKernel(kernel)
, myMinPoints(20)
, myRadius(0.5F)
, mySegment(std::move(segm))
{}
void MeshCurvature::ComputePerFace(bool parallel)
{
myCurvature.clear();
MeshRefPointToFacets search(myKernel);
FacetCurvature face(myKernel, search, myRadius, myMinPoints);
if (!parallel) {
Base::SequencerLauncher seq("Curvature estimation", mySegment.size());
for (FacetIndex it : mySegment) {
CurvatureInfo info = face.Compute(it);
myCurvature.push_back(info);
seq.next();
}
}
else {
// NOLINTBEGIN
QFuture<CurvatureInfo> future
= QtConcurrent::mapped(mySegment, std::bind(&FacetCurvature::Compute, &face, sp::_1));
// NOLINTEND
QFutureWatcher<CurvatureInfo> watcher;
watcher.setFuture(future);
watcher.waitForFinished();
for (const auto& it : future) {
myCurvature.push_back(it);
}
}
}
#ifdef OPTIMIZE_CURVATURE
namespace MeshCore
{
void GenerateComplementBasis(Eigen::Vector3f& rkU, Eigen::Vector3f& rkV, const Eigen::Vector3f& rkW)
{
float fInvLength;
if (fabs(rkW[0]) >= fabs(rkW[1])) {
// W.x or W.z is the largest magnitude component, swap them
fInvLength = 1.0 / sqrt(rkW[0] * rkW[0] + rkW[2] * rkW[2]);
rkU[0] = -rkW[2] * fInvLength;
rkU[1] = 0.0;
rkU[2] = +rkW[0] * fInvLength;
rkV[0] = rkW[1] * rkU[2];
rkV[1] = rkW[2] * rkU[0] - rkW[0] * rkU[2];
rkV[2] = -rkW[1] * rkU[0];
}
else {
// W.y or W.z is the largest magnitude component, swap them
fInvLength = 1.0 / sqrt(rkW[1] * rkW[1] + rkW[2] * rkW[2]);
rkU[0] = 0.0;
rkU[1] = +rkW[2] * fInvLength;
rkU[2] = -rkW[1] * fInvLength;
rkV[0] = rkW[1] * rkU[2] - rkW[2] * rkU[1];
rkV[1] = -rkW[0] * rkU[2];
rkV[2] = rkW[0] * rkU[1];
}
}
} // namespace MeshCore
void MeshCurvature::ComputePerVertex()
{
// get all points
const MeshPointArray& pts = myKernel.GetPoints();
MeshCore::MeshRefPointToFacets pt2f(myKernel);
MeshCore::MeshRefPointToPoints pt2p(myKernel);
unsigned long numPoints = myKernel.CountPoints();
myCurvature.clear();
myCurvature.reserve(numPoints);
std::vector<Eigen::Vector3f> akNormal(numPoints);
std::vector<Eigen::Vector3f> akVertex(numPoints);
for (unsigned long i = 0; i < numPoints; i++) {
Base::Vector3f n = pt2f.GetNormal(i);
akNormal[i][0] = n.x;
akNormal[i][1] = n.y;
akNormal[i][2] = n.z;
const Base::Vector3f& p = pts[i];
akVertex[i][0] = p.x;
akVertex[i][1] = p.y;
akVertex[i][2] = p.z;
}
// One could iterate over the triangles and then for each vertex of a triangle compute the
// derivates. One could also iterate over the points and then for each adjacent point calculate
// the derivates. Both methods must lead to the same values in the above matrices.
//
// Iterate over the vertexes
for (unsigned long i = 0; i < numPoints; i++) {
Eigen::Matrix3f akDNormal;
akDNormal.setZero();
Eigen::Matrix3f akWWTrn;
akWWTrn.setZero();
Eigen::Matrix3f akDWTrn;
akDWTrn.setZero();
int iV0 = i;
int iV1;
const std::set<unsigned long>& nb = pt2p[i];
for (std::set<unsigned long>::const_iterator it = nb.begin(); it != nb.end(); ++it) {
iV1 = *it;
// Compute edge from V0 to V1, project to tangent plane of vertex,
// and compute difference of adjacent normals.
Eigen::Vector3f kE = akVertex[iV1] - akVertex[iV0];
Eigen::Vector3f kW = kE - (kE.dot(akNormal[iV0])) * akNormal[iV0];
Eigen::Vector3f kD = akNormal[iV1] - akNormal[iV0];
for (int iRow = 0; iRow < 3; iRow++) {
for (int iCol = 0; iCol < 3; iCol++) {
akWWTrn(iRow, iCol) += 2 * kW[iRow] * kW[iCol];
akDWTrn(iRow, iCol) += 2 * kD[iRow] * kW[iCol];
}
}
}
// Add in N*N^T to W*W^T for numerical stability. In theory 0*0^T gets
// added to D*W^T, but of course no update needed in the implementation.
// Compute the matrix of normal derivatives.
for (int iRow = 0; iRow < 3; iRow++) {
for (int iCol = 0; iCol < 3; iCol++) {
akWWTrn(iRow, iCol) = 0.5 * akWWTrn(iRow, iCol)
+ akNormal[i][iRow] * akNormal[i][iCol];
akDWTrn(iRow, iCol) *= 0.5;
}
}
akDNormal = akDWTrn * akWWTrn.inverse();
// If N is a unit-length normal at a vertex, let U and V be unit-length
// tangents so that {U, V, N} is an orthonormal set. Define the matrix
// J = [U | V], a 3-by-2 matrix whose columns are U and V. Define J^T
// to be the transpose of J, a 2-by-3 matrix. Let dN/dX denote the
// matrix of first-order derivatives of the normal vector field. The
// shape matrix is
// S = (J^T * J)^{-1} * J^T * dN/dX * J = J^T * dN/dX * J
// where the superscript of -1 denotes the inverse. (The formula allows
// for J built from non-perpendicular vectors.) The matrix S is 2-by-2.
// The principal curvatures are the eigenvalues of S. If k is a principal
// curvature and W is the 2-by-1 eigenvector corresponding to it, then
// S*W = k*W (by definition). The corresponding 3-by-1 tangent vector at
// the vertex is called the principal direction for k, and is J*W.
// compute U and V given N
float minCurvature;
float maxCurvature;
Base::Vector3f minDirection;
Base::Vector3f maxDirection;
Eigen::Vector3f kU, kV;
Eigen::Vector3f kN = akNormal[i];
float len = kN.squaredNorm();
if (len == 0) {
continue; // skip
}
MeshCore::GenerateComplementBasis(kU, kV, kN);
// Compute S = J^T * dN/dX * J. In theory S is symmetric, but
// because we have estimated dN/dX, we must slightly adjust our
// calculations to make sure S is symmetric.
float fS01 = kU.dot(akDNormal * kV);
float fS10 = kV.dot(akDNormal * kU);
float fSAvr = 0.5 * (fS01 + fS10);
Eigen::Matrix2f kS;
kS(0, 0) = kU.dot(akDNormal * kU);
kS(0, 1) = fSAvr;
kS(1, 0) = fSAvr;
kS(1, 1) = kV.dot(akDNormal * kV);
// compute the eigenvalues of S (min and max curvatures)
float fTrace = kS(0, 0) + kS(1, 1);
float fDet = kS(0, 0) * kS(1, 1) - kS(0, 1) * kS(1, 0);
float fDiscr = fTrace * fTrace - (4.0) * fDet;
float fRootDiscr = sqrt(fabs(fDiscr));
minCurvature = (0.5) * (fTrace - fRootDiscr);
maxCurvature = (0.5) * (fTrace + fRootDiscr);
// compute the eigenvectors of S
Eigen::Vector2f kW0(kS(0, 1), minCurvature - kS(0, 0));
Eigen::Vector2f kW1(minCurvature - kS(1, 1), kS(1, 0));
if (kW0.squaredNorm() >= kW1.squaredNorm()) {
float len = kW0.squaredNorm();
if (len > 0 && len != 1) {
kW0.normalize();
}
Eigen::Vector3f v = kU * kW0[0] + kV * kW0[1];
minDirection.Set(v[0], v[1], v[2]);
}
else {
float len = kW1.squaredNorm();
if (len > 0 && len != 1) {
kW1.normalize();
}
Eigen::Vector3f v = kU * kW1[0] + kV * kW1[1];
minDirection.Set(v[0], v[1], v[2]);
}
kW0 = Eigen::Vector2f(kS(0, 1), maxCurvature - kS(0, 0));
kW1 = Eigen::Vector2f(maxCurvature - kS(1, 1), kS(1, 0));
if (kW0.squaredNorm() >= kW1.squaredNorm()) {
float len = kW0.squaredNorm();
if (len > 0 && len != 1) {
kW0.normalize();
}
Eigen::Vector3f v = kU * kW0[0] + kV * kW0[1];
maxDirection.Set(v[0], v[1], v[2]);
}
else {
float len = kW1.squaredNorm();
if (len > 0 && len != 1) {
kW1.normalize();
}
Eigen::Vector3f v = kU * kW1[0] + kV * kW1[1];
maxDirection.Set(v[0], v[1], v[2]);
}
CurvatureInfo ci;
ci.fMaxCurvature = maxCurvature;
ci.cMaxCurvDir = maxDirection;
ci.fMinCurvature = minCurvature;
ci.cMinCurvDir = minDirection;
myCurvature.push_back(ci);
}
}
#else
void MeshCurvature::ComputePerVertex()
{
myCurvature.clear();
// get all points
std::vector<Wm4::Vector3<double>> aPnts;
aPnts.reserve(myKernel.CountPoints());
MeshPointIterator cPIt(myKernel);
for (cPIt.Init(); cPIt.More(); cPIt.Next()) {
Wm4::Vector3<double> cP(cPIt->x, cPIt->y, cPIt->z);
aPnts.push_back(cP);
}
// get all point connections
std::vector<int> aIdx;
aIdx.reserve(3 * myKernel.CountFacets());
const MeshFacetArray& raFts = myKernel.GetFacets();
for (const auto& it : raFts) {
for (PointIndex point : it._aulPoints) {
aIdx.push_back(int(point));
}
}
// in case of an empty mesh no curvature can be calculated
if (myKernel.CountPoints() == 0 || myKernel.CountFacets() == 0) {
return;
}
// compute vertex based curvatures
Wm4::MeshCurvature<double>
meshCurv(myKernel.CountPoints(), aPnts.data(), myKernel.CountFacets(), aIdx.data());
// get curvature information now
const Wm4::Vector3<double>* aMaxCurvDir = meshCurv.GetMaxDirections();
const Wm4::Vector3<double>* aMinCurvDir = meshCurv.GetMinDirections();
const double* aMaxCurv = meshCurv.GetMaxCurvatures();
const double* aMinCurv = meshCurv.GetMinCurvatures();
myCurvature.reserve(myKernel.CountPoints());
for (unsigned long i = 0; i < myKernel.CountPoints(); i++) {
CurvatureInfo ci;
ci.cMaxCurvDir = Base::Vector3f(
(float)aMaxCurvDir[i].X(),
(float)aMaxCurvDir[i].Y(),
(float)aMaxCurvDir[i].Z()
);
ci.cMinCurvDir = Base::Vector3f(
(float)aMinCurvDir[i].X(),
(float)aMinCurvDir[i].Y(),
(float)aMinCurvDir[i].Z()
);
ci.fMaxCurvature = (float)aMaxCurv[i];
ci.fMinCurvature = (float)aMinCurv[i];
myCurvature.push_back(ci);
}
}
#endif // OPTIMIZE_CURVATURE
// --------------------------------------------------------
namespace MeshCore
{
class FitPointCollector: public MeshCollector
{
public:
explicit FitPointCollector(std::set<PointIndex>& ind)
: indices(ind)
{}
void Append(const MeshCore::MeshKernel& kernel, FacetIndex index) override
{
PointIndex ulP1 {}, ulP2 {}, ulP3 {};
kernel.GetFacetPoints(index, ulP1, ulP2, ulP3);
indices.insert(ulP1);
indices.insert(ulP2);
indices.insert(ulP3);
}
private:
std::set<PointIndex>& indices;
};
} // namespace MeshCore
// --------------------------------------------------------
FacetCurvature::FacetCurvature(
const MeshKernel& kernel,
const MeshRefPointToFacets& search,
float r,
unsigned long pt
)
: myKernel(kernel)
, mySearch(search)
, myMinPoints(pt)
, myRadius(r)
{}
CurvatureInfo FacetCurvature::Compute(FacetIndex index) const
{
Base::Vector3f rkDir0, rkDir1;
Base::Vector3f rkNormal;
MeshGeomFacet face = myKernel.GetFacet(index);
Base::Vector3f face_gravity = face.GetGravityPoint();
Base::Vector3f face_normal = face.GetNormal();
std::set<PointIndex> point_indices;
FitPointCollector collect(point_indices);
float searchDist = myRadius;
int attempts = 0;
do {
mySearch.Neighbours(index, searchDist, collect);
if (point_indices.empty()) {
break;
}
float min_points = myMinPoints;
float use_points = point_indices.size();
searchDist = searchDist * std::sqrt(min_points / use_points);
} while ((point_indices.size() < myMinPoints) && (attempts++ < 3));
std::vector<Base::Vector3f> fitPoints;
const MeshPointArray& verts = myKernel.GetPoints();
fitPoints.reserve(point_indices.size());
for (PointIndex it : point_indices) {
fitPoints.push_back(verts[it] - face_gravity);
}
float fMin {}, fMax {};
if (fitPoints.size() >= myMinPoints) {
SurfaceFit surf_fit;
surf_fit.AddPoints(fitPoints);
surf_fit.Fit();
rkNormal = surf_fit.GetNormal();
double dMin {}, dMax {}, dDistance {};
if (surf_fit.GetCurvatureInfo(0.0, 0.0, 0.0, dMin, dMax, rkDir1, rkDir0, dDistance)) {
fMin = (float)dMin;
fMax = (float)dMax;
}
else {
fMin = std::numeric_limits<float>::max();
fMax = std::numeric_limits<float>::max();
}
}
else {
// too few points => cannot calc any properties
fMin = std::numeric_limits<float>::max();
fMax = std::numeric_limits<float>::max();
}
CurvatureInfo info;
if (fMin < fMax) {
info.fMaxCurvature = fMax;
info.fMinCurvature = fMin;
info.cMaxCurvDir = rkDir1;
info.cMinCurvDir = rkDir0;
}
else {
info.fMaxCurvature = fMin;
info.fMinCurvature = fMax;
info.cMaxCurvDir = rkDir0;
info.cMinCurvDir = rkDir1;
}
// Reverse the direction of the normal vector if required
// (Z component of "local" normal vectors should be opposite in sign to the "local" view vector)
if (rkNormal * face_normal < 0.0) {
// Note: Changing the normal directions is similar to flipping over the object.
// In this case we must adjust the curvature information as well.
std::swap(info.cMaxCurvDir, info.cMinCurvDir);
std::swap(info.fMaxCurvature, info.fMinCurvature);
info.fMaxCurvature *= (-1.0);
info.fMinCurvature *= (-1.0);
}
return info;
}
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