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AlignT.cc
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40 \*===========================================================================*/
41
42
43 #include <Eigen/Dense>
44
45 namespace align{
46
47
48 template< class MeshT >
49 void moveToCOG(MeshT& _mesh) {
50
51 ACG::Vec3d mean(0.0);
52 for (typename MeshT::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it) {
53 mean += _mesh.point(*v_it);
54 }
55
56 mean /= (double)_mesh.n_vertices();
57
58 for (TriMesh::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it) {
59 _mesh.set_point(*v_it, _mesh.point(*v_it) - mean);
60 }
61 }
62
63
64 template< class MeshT >
65 void rotate(MeshT& _mesh) {
66 using namespace Eigen;
67
68 Matrix3Xd data = Matrix3Xd::Zero(3, _mesh.n_vertices());
69 size_t i(0);
70 for (typename MeshT::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it, ++i) {
71 const ACG::Vec3d tmp = _mesh.point(*v_it);
72 data.col(i) = Vector3d(tmp[0], tmp[1], tmp[2]);
73 }
74
75 Matrix3d covar = (data * data.transpose()) / (double)_mesh.n_vertices();
76
77 JacobiSVD<Matrix3d> svd(covar, ComputeFullU | ComputeFullV);
78
79 const Matrix3d& u = svd.matrixU();
80
81 Eigen::Vector3d v0 = u.col(0);
82 Eigen::Vector3d v1 = u.col(1);
83 Eigen::Vector3d v2 = v0.cross(v1);
84
85 v0.normalize();
86 v1.normalize();
87 v2.normalize();
88
89 Matrix3d trans;
90 trans.col(0) = v0;
91 trans.col(1) = v1;
92 trans.col(2) = v2;
93
94 Matrix3d invTrans = trans.inverse();
95
96 ACG::Matrix4x4d mat;
97 mat.identity();
98 for (i = 0; i < 3; ++i) {
99 for (size_t j = 0; j < 3; ++j) {
100 mat(i,j) = invTrans(i,j);
101 }
102 }
103
104 for (typename MeshT::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it, ++i) {
105 const ACG::Vec4d tmp(_mesh.point(*v_it)[0], _mesh.point(*v_it)[1], _mesh.point(*v_it)[2], 1.0);
106 const ACG::Vec4d res = mat * tmp;
107
108 _mesh.set_point(*v_it, ACG::Vec3d(res[0], res[1],res[2]));
109 }
110 }
111
112 template< class MeshT >
113 void moveCenterOfBBToOrigin(MeshT& _mesh) {
114
115 ACG::Vec3d min(DBL_MAX);
116 ACG::Vec3d max(-DBL_MAX);
117 for (typename MeshT::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it) {
118 min.minimize(_mesh.point(*v_it));
119 max.maximize(_mesh.point(*v_it));
120 }
121
122 const ACG::Vec3d diag = max - min;
123 const ACG::Vec3d center = min + 0.5*diag;
124
125 for (typename MeshT::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end(); ++v_it) {
126 _mesh.point(*v_it) -= center;
127 }
128 }
129
130 } // namespace align
131
132 #define ALIGNT_CC
PluginFunctions::rotate
void rotate(const ACG::Vec3d &_axis, const double _angle, const ACG::Vec3d &_center, int _viewer)
Rotate Scene around axis.
Definition: PluginFunctions.cc:837
OpenMesh::VectorT
Definition: Vector11T.hh:83
ACG::Matrix4x4T::identity
void identity()
setup an identity matrix
Definition: Matrix4x4T.cc:256
ACG::Matrix4x4T< double >
align
Definition: AlignT.cc:45