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PatchNormalsDouble.c
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PatchNormalsDouble.c
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#include "mex.h"
#include "math.h"
/*
*
* function [Nx,Ny,Nz]=patchnormals_double(Fa,Fb,Fc,Vx,Vy,Vz)
*
*/
/* Coordinates to index */
int mindex3(int x, int y, int z, int sizx, int sizy) { return z*sizx*sizy+y*sizx+x;}
int mindex2(int x, int y, int sizx) { return y*sizx+x;}
/* The matlab mex function */
void mexFunction( int nlhs, mxArray *plhs[], int nrhs, const mxArray *prhs[] )
{
/* All inputs */
double *FacesA, *FacesB, *FacesC, *VerticesX, *VerticesY, *VerticesZ;
/* All outputs, Vertex Normals */
double *NormalsX, *NormalsY, *NormalsZ;
/* Temporary Face Normals */
double *FaceNormalsX, *FaceNormalsY, *FaceNormalsZ;
/* Temporary Face angles */
double *AnglesA, *AnglesB, *AnglesC;
/* Number of faces */
const mwSize *FacesDims;
int FacesN=0;
/* Number of vertices */
const mwSize *VertexDims;
int VertexN=0;
int VertexNA[1]={0};
/* 1D Index */
int index0, index1, index2;
/* Edge coordinates and lenght */
double e0x, e0y, e0z, e0l;
double e1x, e1y, e1z, e1l;
double e2x, e2y, e2z, e2l;
/* Length of normal */
double nl;
/* Loop variable */
int i;
/* Check for proper number of arguments. */
if(nrhs!=6) {
mexErrMsgTxt("6 inputs are required.");
} else if(nlhs!=3) {
mexErrMsgTxt("3 outputs are required");
}
/* Read all inputs (faces and vertices) */
FacesA=mxGetPr(prhs[0]);
FacesB=mxGetPr(prhs[1]);
FacesC=mxGetPr(prhs[2]);
VerticesX=mxGetPr(prhs[3]);
VerticesY=mxGetPr(prhs[4]);
VerticesZ=mxGetPr(prhs[5]);
/* Get number of FacesN */
FacesDims = mxGetDimensions(prhs[0]);
FacesN=FacesDims[0]*FacesDims[1];
/* Get number of VertexN */
VertexDims = mxGetDimensions(prhs[3]);
VertexN=VertexDims[0]*VertexDims[1];
/* Create Output arrays for the Normal coordinates */
VertexNA[0]=VertexN;
plhs[0] = mxCreateNumericArray(1, VertexNA, mxDOUBLE_CLASS, mxREAL);
plhs[1] = mxCreateNumericArray(1, VertexNA, mxDOUBLE_CLASS, mxREAL);
plhs[2] = mxCreateNumericArray(1, VertexNA, mxDOUBLE_CLASS, mxREAL);
NormalsX = mxGetPr(plhs[0]);
NormalsY = mxGetPr(plhs[1]);
NormalsZ = mxGetPr(plhs[2]);
FaceNormalsX = (double *)malloc( FacesN* sizeof(double) );
FaceNormalsY = (double *)malloc( FacesN* sizeof(double) );
FaceNormalsZ = (double *)malloc( FacesN* sizeof(double) );
AnglesA = (double *)malloc( FacesN* sizeof(double) );
AnglesB = (double *)malloc( FacesN* sizeof(double) );
AnglesC = (double *)malloc( FacesN* sizeof(double) );
/* Calculate all face normals and angles */
for (i=0; i<FacesN; i++)
{
/* Get indices of face vertices */
index0=(int)FacesA[i]-1;
index1=(int)FacesB[i]-1;
index2=(int)FacesC[i]-1;
/* Make edge vectors */
e0x=VerticesX[index0]-VerticesX[index1];
e0y=VerticesY[index0]-VerticesY[index1];
e0z=VerticesZ[index0]-VerticesZ[index1];
e1x=VerticesX[index1]-VerticesX[index2];
e1y=VerticesY[index1]-VerticesY[index2];
e1z=VerticesZ[index1]-VerticesZ[index2];
e2x=VerticesX[index2]-VerticesX[index0];
e2y=VerticesY[index2]-VerticesY[index0];
e2z=VerticesZ[index2]-VerticesZ[index0];
/* Normalize the edge vectors */
e0l = sqrt(e0x*e0x+e0y*e0y+e0z*e0z)+1e-14;
e0x/=e0l; e0y/=e0l; e0z/=e0l;
e1l = sqrt(e1x*e1x+e1y*e1y+e1z*e1z)+1e-14;
e1x/=e1l; e1y/=e1l; e1z/=e1l;
e2l = sqrt(e2x*e2x+e2y*e2y+e2z*e2z)+1e-14;
e2x/=e2l; e2y/=e2l; e2z/=e2l;
/* Calculate angles of face seen from vertices */
AnglesA[i]= acos(e0x*(-e2x)+e0y*(-e2y)+e0z*(-e2z));
AnglesB[i]= acos(e1x*(-e0x)+e1y*(-e0y)+e1z*(-e0z));
AnglesC[i]= acos(e2x*(-e1x)+e2y*(-e1y)+e2z*(-e1z));
/* Normal of the face */
FaceNormalsX[i]=e0y*(e2z) - e0z * (e2y);
FaceNormalsY[i]=e0z*(e2x) - e0x * (e2z);
FaceNormalsZ[i]=e0x*(e2y) - e0y * (e2x);
}
/* Calculate all vertex normals and angles */
for (i=0; i<FacesN; i++)
{
index0=(int)FacesA[i]-1;
NormalsX[index0]+= FaceNormalsX[i]*AnglesA[i];
NormalsY[index0]+= FaceNormalsY[i]*AnglesA[i];
NormalsZ[index0]+= FaceNormalsZ[i]*AnglesA[i];
index1=(int)FacesB[i]-1;
NormalsX[index1]+= FaceNormalsX[i]*AnglesB[i];
NormalsY[index1]+= FaceNormalsY[i]*AnglesB[i];
NormalsZ[index1]+= FaceNormalsZ[i]*AnglesB[i];
index2=(int)FacesC[i]-1;
NormalsX[index2]+= FaceNormalsX[i]*AnglesC[i];
NormalsY[index2]+= FaceNormalsY[i]*AnglesC[i];
NormalsZ[index2]+= FaceNormalsZ[i]*AnglesC[i];
}
/* Normalize the Normals */
for (i=0; i<VertexN; i++)
{
nl= sqrt(NormalsX[i]*NormalsX[i]+NormalsY[i]*NormalsY[i]+NormalsZ[i]*NormalsZ[i])+1e-14; ;
NormalsX[i]/=nl; NormalsY[i]/=nl; NormalsZ[i]/=nl;
}
/* Free memory */
free(FaceNormalsX);
free(FaceNormalsY);
free(FaceNormalsZ);
free(AnglesA);
free(AnglesB);
free(AnglesC);
}