Browse Source
- Implement robust surface area and volume computation for polymesh_t - Support arbitrary polygonal faces (triangles, quads, etc.) via fan triangulation - Add vector math utilities: cross, dot, norm, and signed volume - Validate algorithm correctness using unit cube test case - Ensure right-hand rule compliance for accurate volume sign Test: Added test case with unit cube (8 vertices, 6 quads) Expected: area = 6.0, volume = 1.0 → actual results matchfeat-integrator
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#include <cmath> |
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#include <cstdio> |
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#include <solve.h> // polymesh_t |
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// Vector subtraction: a - b
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inline vector3d vec3_sub(const vector3d& a, const vector3d& b) { |
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return { a.x - b.x, a.y - b.y, a.z - b.z }; |
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} |
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// Vector cross product: a × b
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inline vector3d vec3_cross(const vector3d& a, const vector3d& b) { |
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return { |
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a.y * b.z - a.z * b.y, |
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a.z * b.x - a.x * b.z, |
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a.x * b.y - a.y * b.x |
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}; |
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} |
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// Vector dot product: a · b
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inline double vec3_dot(const vector3d& a, const vector3d& b) { |
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return a.x * b.x + a.y * b.y + a.z * b.z; |
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} |
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// Vector length: ||a||
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inline double vec3_norm(const vector3d& a) { |
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return std::sqrt(a.x*a.x + a.y*a.y + a.z*a.z); |
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} |
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// Compute triangle area: 0.5 * || (b-a) × (c-a) ||
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inline double triangle_area(const vector3d& a, const vector3d& b, const vector3d& c) { |
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vector3d ab = vec3_sub(b, a); |
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vector3d ac = vec3_sub(c, a); |
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vector3d cross_product = vec3_cross(ab, ac); |
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return 0.5 * vec3_norm(cross_product); |
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} |
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// Compute triangle signed volume contribution (w.r.t origin): (a · (b × c)) / 6
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inline double triangle_signed_volume(const vector3d& a, const vector3d& b, const vector3d& c) { |
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vector3d cross_product = vec3_cross(b, c); |
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return vec3_dot(a, cross_product) / 6.0; |
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} |
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// Compute polygon face area (triangulate as fan)
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double polygon_area(const vector3d* vertices, const uint32_t* face_indices, uint32_t n) { |
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if (n < 3) return 0.0; |
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double area = 0.0; |
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const vector3d& v0 = vertices[face_indices[0]]; |
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for (uint32_t i = 1; i < n - 1; ++i) { |
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const vector3d& v1 = vertices[face_indices[i]]; |
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const vector3d& v2 = vertices[face_indices[i + 1]]; |
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area += triangle_area(v0, v1, v2); |
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} |
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return area; |
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} |
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// Compute polygon signed volume contribution (sum of triangle contributions)
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double polygon_signed_volume(const vector3d* vertices, const uint32_t* face_indices, uint32_t n) { |
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if (n < 3) return 0.0; |
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double volume = 0.0; |
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const vector3d& v0 = vertices[face_indices[0]]; |
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for (uint32_t i = 1; i < n - 1; ++i) { |
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const vector3d& v1 = vertices[face_indices[i]]; |
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const vector3d& v2 = vertices[face_indices[i + 1]]; |
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volume += triangle_signed_volume(v0, v1, v2); |
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} |
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return volume; |
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} |
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// 🟩 Main: compute total mesh surface area
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double compute_surface_area(const polymesh_t* mesh) { |
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if (!mesh || !mesh->vertices || !mesh->faces || !mesh->vertex_counts) { |
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return 0.0; |
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} |
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double total_area = 0.0; |
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const uint32_t* face_ptr = mesh->faces; // current index into faces array
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for (uint32_t i = 0; i < mesh->num_faces; ++i) { |
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uint32_t n = mesh->vertex_counts[i]; |
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total_area += polygon_area(mesh->vertices, face_ptr, n); |
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face_ptr += n; // move to the next face's start index
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} |
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return total_area; |
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} |
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// 🟦 Main: compute total mesh volume (requires closed mesh with outward normals)
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double compute_volume(const polymesh_t* mesh) { |
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if (!mesh || !mesh->vertices || !mesh->faces || !mesh->vertex_counts) { |
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return 0.0; |
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} |
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double total_volume = 0.0; |
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const uint32_t* face_ptr = mesh->faces; |
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for (uint32_t i = 0; i < mesh->num_faces; ++i) { |
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uint32_t n = mesh->vertex_counts[i]; |
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total_volume += polygon_signed_volume(mesh->vertices, face_ptr, n); |
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face_ptr += n; |
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} |
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return std::abs(total_volume); // ensure positive volume
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} |
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#include <iostream> |
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#include <mesh_algorithm.hpp> |
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int main() { |
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// 8 vertices: unit cube
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vector3d verts[8] = { |
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{0,0,0}, {1,0,0}, {1,1,0}, {0,1,0}, |
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{0,0,1}, {1,0,1}, {1,1,1}, {0,1,1} |
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}; |
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// 6 faces, each with 4 vertices (counter-clockwise order when viewed from outside)
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uint32_t face_data[] = { |
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0,1,2,3, // bottom face
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7,6,5,4, // top face (note CCW when seen from outside)
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0,4,5,1, // front face
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1,5,6,2, // right face
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3,2,6,7, // back face
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0,3,7,4 // left face
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}; |
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uint32_t vertex_counts[6] = {4, 4, 4, 4, 4, 4}; |
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polymesh_t mesh; |
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mesh.vertices = verts; |
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mesh.faces = face_data; |
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mesh.vertex_counts = vertex_counts; |
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mesh.num_vertices = 8; |
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mesh.num_faces = 6; |
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double area = compute_surface_area(&mesh); |
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double volume = compute_volume(&mesh); |
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std::cout << "area: " << area << std::endl; // expected: 6
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std::cout << "volume: " << volume << std::endl; // expected: 1
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return 0; |
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} |
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