Created
August 4, 2014 20:49
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evenly distributed random points on a mesh
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// | |
// Mesh2Points.h | |
// | |
// Created by lars berg on 8/1/14. | |
// | |
#pragma once | |
#include "ofMain.h" | |
namespace Mesh2Points | |
{ | |
static float areaOfTriangle(ofVec3f p0, ofVec3f p1, ofVec3f p2) | |
{ | |
return (p2 - p1).cross(p0 - p1).length() * .5; | |
} | |
template <class T> | |
static T pointInTriangle(T t0, T t1, T t2 , float u, float v) | |
{ | |
if( ( u + v ) > 1 ) | |
{ | |
u = 1. - u; | |
v = 1. - v; | |
} | |
return t0 * u + t1 * v + t2 * (1 - u - v); | |
} | |
class Face3 | |
{ | |
public: | |
Face3(ofVec3f a, ofVec3f b, ofVec3f c) : | |
a(a), b(b), c(c), area(areaOfTriangle(a,b,c)) | |
{}; | |
static bool compareAreas(Face3 a, Face3 b ) | |
{ | |
return a.area < b.area; | |
} | |
ofVec3f a, b, c; | |
float area, normalizedArea, u; | |
}; | |
static vector<Face3> getSortedAndWeightedMeshFaces(ofMesh& mesh, bool normalizeFaceAreas = true) | |
{ | |
vector<Face3> faces; | |
float totalArea = 0; | |
ofVec3f minBound, maxBound; | |
//center the mesh | |
auto& v = mesh.getVertices(); | |
minBound = maxBound = v[0]; | |
for(auto& vert: v) | |
{ | |
for(int i=0; i<3; i++) | |
{ | |
minBound[i] = fmin(minBound[i], vert[i]); | |
maxBound[i] = fmax(maxBound[i], vert[i]); | |
} | |
} | |
ofVec3f centroid = (minBound + maxBound) * .5; | |
for(auto &vert: v) vert -= centroid; | |
//create our faces | |
if(mesh.getIndices().size() == 0) | |
{ | |
for(int i=0; i<v.size(); i+=3) | |
{ | |
Face3 f(v[i], v[i+1], v[i+2]); | |
totalArea += f.area; | |
faces.push_back(f); | |
} | |
} | |
else | |
{ | |
auto& indices = mesh.getIndices(); | |
for(int i=0; i<indices.size(); i+=3) | |
{ | |
Face3 f(v[indices[i]], v[indices[i+1]], v[indices[i+2]]); | |
totalArea += f.area; | |
faces.push_back(f); | |
} | |
} | |
//sort the faces by are | |
sort(faces.begin(), faces.end(), Face3::compareAreas); | |
//get the normalized face areas and a 'u' sampling value | |
float u = 0; | |
for(auto &f: faces) | |
{ | |
f.normalizedArea = f.area / totalArea; | |
u += f.normalizedArea; | |
f.u = u; | |
} | |
return faces; | |
} | |
static vector<ofVec3f> getRandomSurfacePoints(ofMesh& mesh, int numPoints = 100000, float scale = 1.) | |
{ | |
vector<ofVec3f> points(numPoints); | |
//get our faces | |
auto faces = getSortedAndWeightedMeshFaces(mesh, true); | |
//find a bunch of random points on the surface | |
for(auto &p: points) | |
{ | |
float lowThreshold = ofRandom(0., 1.); | |
for(auto& f: faces) | |
{ | |
if(lowThreshold < f.u) | |
{ | |
p = pointInTriangle(f.a, f.b, f.c, ofRandom(0.,1.), ofRandom(0.,1.)) * scale; | |
break; | |
} | |
} | |
} | |
return points; | |
} | |
} |
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