Work on MeshDecimator.
This commit is contained in:
parent
996dfac39c
commit
773cfc4887
@ -52,14 +52,19 @@ void OpenGLWidget::initializeGL()
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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//Anable smooth lighting
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//Enable smooth lighting
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glEnable(GL_LIGHTING);
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//glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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//glEnable(GL_LIGHT0);
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_SMOOTH);
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//We'll be rendering with index/vertex arrays
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//We'll be rendering with index/vertex arrays
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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}
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void OpenGLWidget::resizeGL(int w, int h)
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void OpenGLWidget::resizeGL(int w, int h)
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@ -70,7 +75,7 @@ void OpenGLWidget::resizeGL(int w, int h)
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//Set up the projection matrix
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//Set up the projection matrix
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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float frustumSize = 32.0f; //Half the volume size
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float frustumSize = 16.0f; //Half the volume size
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float aspect = static_cast<float>(width()) / static_cast<float>(height());
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float aspect = static_cast<float>(width()) / static_cast<float>(height());
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
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}
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}
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@ -86,7 +91,7 @@ void OpenGLWidget::paintGL()
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glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
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glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
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glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
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glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
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glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
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glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
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glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
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glTranslatef(-16.0f,-16.0f,-16.0f); //Centre volume and move back
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//Bind the index buffer
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//Bind the index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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@ -24,10 +24,13 @@ freely, subject to the following restrictions:
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#include "OpenGLWidget.h"
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#include "OpenGLWidget.h"
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#include "MaterialDensityPair.h"
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#include "MaterialDensityPair.h"
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#include "CubicSurfaceExtractor.h"
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#include "CubicSurfaceExtractorWithNormals.h"
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#include "CubicSurfaceExtractorWithNormals.h"
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#include "SurfaceMesh.h"
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#include "SurfaceMesh.h"
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#include "Volume.h"
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#include "Volume.h"
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#include "MeshDecimator.h"
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#include <QApplication>
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#include <QApplication>
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//Use the PolyVox namespace
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//Use the PolyVox namespace
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@ -36,7 +39,9 @@ using namespace PolyVox;
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void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius)
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void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius)
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{
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{
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//This vector hold the position of the center of the volume
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//This vector hold the position of the center of the volume
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Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
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//Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
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Vector3DFloat v3dVolCenter(16, 16, 16);
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//This three-level for loop iterates over every voxel in the volume
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//This three-level for loop iterates over every voxel in the volume
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for (int z = 0; z < volData.getWidth(); z++)
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for (int z = 0; z < volData.getWidth(); z++)
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@ -55,14 +60,16 @@ void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius)
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{
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{
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//Our new density value
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//Our new density value
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uint8_t uDensity = MaterialDensityPair44::getMaxDensity();
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uint8_t uDensity = MaterialDensityPair44::getMaxDensity();
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uint8_t uMaterial = 3;
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//Get the old voxel
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//Get the old voxel
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MaterialDensityPair44 voxel = volData.getVoxelAt(x,y,z);
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MaterialDensityPair44 voxel = volData.getVoxelAt(x,y,z);
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//Modify the density
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//Modify the density
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voxel.setDensity(uDensity);
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voxel.setDensity(uDensity);
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voxel.setMaterial(uMaterial);
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//Wrte the voxel value into the volume
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//Write the voxel value into the volume
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volData.setVoxelAt(x, y, z, voxel);
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volData.setVoxelAt(x, y, z, voxel);
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}
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}
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}
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}
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@ -70,6 +77,28 @@ void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius)
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}
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}
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}
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}
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void addNormals(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& inputMesh, PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>& outputMesh)
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{
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outputMesh.m_Region = inputMesh.m_Region;
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outputMesh.m_vecTriangleIndices.clear();
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for(int ct = 0; ct < inputMesh.m_vecTriangleIndices.size(); ++ct)
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{
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outputMesh.m_vecTriangleIndices.push_back(inputMesh.m_vecTriangleIndices[ct]);
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}
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outputMesh.m_vecVertices.clear();
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for(int ct = 0; ct < inputMesh.m_vecVertices.size(); ++ct)
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{
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PositionMaterialNormal vertex;
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vertex.position = inputMesh.m_vecVertices[ct].position;
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vertex.material = inputMesh.m_vecVertices[ct].material;
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outputMesh.m_vecVertices.push_back(vertex);
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}
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outputMesh.generateAveragedFaceNormals(true, true);
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}
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int main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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{
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//Create and show the Qt OpenGL window
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//Create and show the Qt OpenGL window
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@ -78,16 +107,77 @@ int main(int argc, char *argv[])
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openGLWidget.show();
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openGLWidget.show();
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//Create an empty volume and then place a sphere in it
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//Create an empty volume and then place a sphere in it
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Volume<MaterialDensityPair44> volData(64, 64, 64);
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Volume<MaterialDensityPair44> volData(32, 32, 32, 32);
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createSphereInVolume(volData, 30);
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//createSphereInVolume(volData, 30);
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//This three-level for loop iterates over every voxel in the volume
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/*for (int z = 8; z < 24; z++)
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{
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for (int y = 8; y < 24; y++)
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{
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for (int x = 8; x < 16; x++)
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{
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//Our new density value
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uint8_t uDensity = MaterialDensityPair44::getMaxDensity();
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//Get the old voxel
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MaterialDensityPair44 voxel = volData.getVoxelAt(x,y,z);
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//Modify the density
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voxel.setDensity(uDensity);
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voxel.setMaterial(3);
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//Write the voxel value into the volume
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volData.setVoxelAt(x, y, z, voxel);
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}
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}
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}
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for (int z = 8; z < 24; z++)
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{
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for (int y = 8; y < 24; y++)
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{
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for (int x = 16; x < 24; x++)
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{
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//Our new density value
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uint8_t uDensity = MaterialDensityPair44::getMaxDensity();
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//Get the old voxel
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MaterialDensityPair44 voxel = volData.getVoxelAt(x,y,z);
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//Modify the density
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voxel.setDensity(uDensity);
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voxel.setMaterial(5);
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//Write the voxel value into the volume
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volData.setVoxelAt(x, y, z, voxel);
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}
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}
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}*/
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createSphereInVolume(volData, 10);
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//Extract the surface
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//Extract the surface
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SurfaceMesh<PositionMaterialNormal> mesh;
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Region region(Vector3DInt16(0,0,0), Vector3DInt16(20,20,20));
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CubicSurfaceExtractorWithNormals<MaterialDensityPair44> surfaceExtractor(&volData, volData.getEnclosingRegion(), &mesh);
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SurfaceMesh<PositionMaterial> mesh;
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//CubicSurfaceExtractor<MaterialDensityPair44> surfaceExtractor(&volData, volData.getEnclosingRegion(), &mesh);
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CubicSurfaceExtractor<MaterialDensityPair44> surfaceExtractor(&volData, region, &mesh);
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surfaceExtractor.execute();
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surfaceExtractor.execute();
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/*SurfaceMesh<PositionMaterialNormal> meshWithNormals;
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addNormals(mesh, meshWithNormals);
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meshWithNormals.decimate(0.99);*/
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MeshDecimator<PositionMaterial> decimator(&mesh);
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decimator.execute();
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SurfaceMesh<PositionMaterialNormal> meshWithNormals;
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addNormals(mesh, meshWithNormals);
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//Pass the surface to the OpenGL window
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//Pass the surface to the OpenGL window
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openGLWidget.setSurfaceMeshToRender(mesh);
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openGLWidget.setSurfaceMeshToRender(meshWithNormals);
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//openGLWidget.setSurfaceMeshToRender(mesh);
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//Run the message pump.
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//Run the message pump.
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return app.exec();
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return app.exec();
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@ -28,6 +28,7 @@ freely, subject to the following restrictions:
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#include "GradientEstimators.h"
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#include "GradientEstimators.h"
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#include "MaterialDensityPair.h"
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#include "MaterialDensityPair.h"
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#include "SurfaceExtractor.h"
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#include "SurfaceExtractor.h"
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#include "MeshDecimator.h"
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#include "Mesh.h"
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#include "Mesh.h"
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@ -125,6 +126,9 @@ void OpenGLWidget::setVolume(PolyVox::Volume<MaterialDensityPair44>* volData)
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//mesh->decimate(0.999f);
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//mesh->decimate(0.999f);
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MeshDecimator<PositionMaterialNormal> decimator(mesh.get());
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decimator.execute();
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//mesh->generateAveragedFaceNormals(true);
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//mesh->generateAveragedFaceNormals(true);
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -183,7 +187,7 @@ void OpenGLWidget::initializeGL()
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT0);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_SMOOTH);
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}
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}
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@ -30,15 +30,9 @@ namespace PolyVox
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{
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{
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struct InitialVertexMetadata
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struct InitialVertexMetadata
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{
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{
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list<uint32_t> trianglesUsingVertex;
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Vector3DFloat normal;
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Vector3DFloat normal;
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bool isOnRegionEdge;
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bool isOnMaterialEdge;
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bool isOnMaterialEdge;
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};
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std::bitset<VF_NO_OF_FLAGS> vertexFlags;
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struct CurrentVertexMetadata
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{
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list<uint32_t> trianglesUsingVertex;
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};
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};
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struct Triangle
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struct Triangle
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private:
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private:
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void fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecInitialVertexMetadata);
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void fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecInitialVertexMetadata);
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void fillCurrentVertexMetadata(std::vector<CurrentVertexMetadata>& vecCurrentVertexMetadata);
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void buildTriangles(void);
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void buildConnectivityData(void);
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bool attemptEdgeCollapse(uint32_t uSrc, uint32_t uDest);
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bool attemptEdgeCollapse(uint32_t uSrc, uint32_t uDest);
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SurfaceMesh<VertexType>* m_pInputMesh;
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SurfaceMesh<VertexType>* m_pInputMesh;
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//SurfaceMesh<PositionMaterial>* pMeshOutput;
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//SurfaceMesh<PositionMaterial>* pMeshOutput;
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void countNoOfNeighboursUsingMaterial(void);
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uint32_t performDecimationPass(float fMinDotProductForCollapse);
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uint32_t performDecimationPass(float fMinDotProductForCollapse);
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bool isSubset(std::bitset<VF_NO_OF_FLAGS> a, std::bitset<VF_NO_OF_FLAGS> b);
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bool isSubset(std::bitset<VF_NO_OF_FLAGS> a, std::bitset<VF_NO_OF_FLAGS> b);
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bool collapseChangesFaceNormals(uint32_t uSrc, uint32_t uDst, float fThreshold);
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bool collapseChangesFaceNormals(uint32_t uSrc, uint32_t uDst, float fThreshold);
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//Data structures used during decimation
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//Data structures used during decimation
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std::vector<uint8_t> m_vecNoOfNeighboursUsingMaterial;
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std::vector<bool> vertexLocked;
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std::vector<bool> vertexLocked;
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std::vector<uint32_t> vertexMapper;
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std::vector<uint32_t> vertexMapper;
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//vector< list<uint32_t> > trianglesUsingVertexCurrently;
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std::vector<int> vecOfTriCts;
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std::vector<Vector3DFloat> vecOfTriNormals;
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std::vector<Triangle> m_vecTriangles;
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std::vector<Triangle> m_vecTriangles;
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std::vector< list<uint32_t> > trianglesUsingVertex;
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std::vector<InitialVertexMetadata> m_vecInitialVertexMetadata;
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std::vector<InitialVertexMetadata> m_vecInitialVertexMetadata;
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std::vector<CurrentVertexMetadata> m_vecCurrentVertexMetadata;
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float fMinDotProductForCollapse;
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float fMinDotProductForCollapse;
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};
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};
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template <typename VertexType>
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template <typename VertexType>
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void MeshDecimator<VertexType>::execute()
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void MeshDecimator<VertexType>::execute()
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{
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{
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// We will need the information from this function to
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buildConnectivityData();
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// determine when material boundary edges can collapse.
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countNoOfNeighboursUsingMaterial();
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buildTriangles();
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fillInitialVertexMetadata(m_vecInitialVertexMetadata);
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fillInitialVertexMetadata(m_vecInitialVertexMetadata);
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uint32_t noOfEdgesCollapsed;
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uint32_t noOfEdgesCollapsed;
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{
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{
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noOfEdgesCollapsed = performDecimationPass(fMinDotProductForCollapse);
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noOfEdgesCollapsed = performDecimationPass(fMinDotProductForCollapse);
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m_pInputMesh->removeDegenerateTris();
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m_pInputMesh->removeDegenerateTris();
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if(noOfEdgesCollapsed > 0)
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{
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//Build the connectivity data for the next pass. If this is slow, then look
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//at adjusting it (based on vertex mapper?) rather than bulding from scratch.
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buildConnectivityData();
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}
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//m_pInputMesh->removeUnusedVertices();
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//m_pInputMesh->removeUnusedVertices();
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}while(noOfEdgesCollapsed > 0);
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}while(noOfEdgesCollapsed > 0);
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@ -58,36 +60,8 @@ namespace PolyVox
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}
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}
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template <typename VertexType>
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template <typename VertexType>
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void MeshDecimator<VertexType>::buildTriangles(void)
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void MeshDecimator<VertexType>::buildConnectivityData(void)
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{
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{
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// Each triangle exists in this vector once.
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vecOfTriCts.clear();
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vecOfTriCts.resize(m_pInputMesh->m_vecTriangleIndices.size() / 3);
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for(int triCt = 0; triCt < vecOfTriCts.size(); triCt++)
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{
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vecOfTriCts[triCt] = triCt;
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}
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vecOfTriNormals.clear();
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vecOfTriNormals.resize(vecOfTriCts.size());
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for(int ct = 0; ct < vecOfTriCts.size(); ct++)
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{
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int triCt = vecOfTriCts[ct];
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int v0 = m_pInputMesh->m_vecTriangleIndices[triCt * 3 + 0];
|
|
||||||
int v1 = m_pInputMesh->m_vecTriangleIndices[triCt * 3 + 1];
|
|
||||||
int v2 = m_pInputMesh->m_vecTriangleIndices[triCt * 3 + 2];
|
|
||||||
|
|
||||||
//Handle degenerates?
|
|
||||||
|
|
||||||
Vector3DFloat v0v1 = m_pInputMesh->m_vecVertices[v1].position - m_pInputMesh->m_vecVertices[v0].position;
|
|
||||||
Vector3DFloat v0v2 = m_pInputMesh->m_vecVertices[v2].position - m_pInputMesh->m_vecVertices[v0].position;
|
|
||||||
Vector3DFloat normal = v0v1.cross(v0v2);
|
|
||||||
|
|
||||||
normal.normalise();
|
|
||||||
|
|
||||||
vecOfTriNormals[ct] = normal;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_vecTriangles.clear();
|
m_vecTriangles.clear();
|
||||||
m_vecTriangles.resize(m_pInputMesh->m_vecTriangleIndices.size() / 3);
|
m_vecTriangles.resize(m_pInputMesh->m_vecTriangleIndices.size() / 3);
|
||||||
for(int triCt = 0; triCt < m_vecTriangles.size(); triCt++)
|
for(int triCt = 0; triCt < m_vecTriangles.size(); triCt++)
|
||||||
@ -107,25 +81,27 @@ namespace PolyVox
|
|||||||
|
|
||||||
m_vecTriangles[triCt].normal = normal;
|
m_vecTriangles[triCt].normal = normal;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
trianglesUsingVertex.clear();
|
||||||
|
trianglesUsingVertex.resize(m_pInputMesh->m_vecVertices.size());
|
||||||
|
for(int ct = 0; ct < m_vecTriangles.size(); ct++)
|
||||||
|
{
|
||||||
|
trianglesUsingVertex[m_vecTriangles[ct].v0].push_back(ct);
|
||||||
|
trianglesUsingVertex[m_vecTriangles[ct].v1].push_back(ct);
|
||||||
|
trianglesUsingVertex[m_vecTriangles[ct].v2].push_back(ct);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexType>
|
void MeshDecimator<PositionMaterial>::fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecVertexMetadata)
|
||||||
void MeshDecimator<VertexType>::fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecVertexMetadata)
|
|
||||||
{
|
{
|
||||||
vecVertexMetadata.clear();
|
vecVertexMetadata.clear();
|
||||||
vecVertexMetadata.resize(m_pInputMesh->m_vecVertices.size());
|
vecVertexMetadata.resize(m_pInputMesh->m_vecVertices.size());
|
||||||
//Initialise the metadata
|
//Initialise the metadata
|
||||||
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
||||||
{
|
{
|
||||||
vecVertexMetadata[ct].trianglesUsingVertex.clear();
|
|
||||||
vecVertexMetadata[ct].normal.setElements(0,0,0);
|
vecVertexMetadata[ct].normal.setElements(0,0,0);
|
||||||
vecVertexMetadata[ct].isOnRegionEdge = false;
|
|
||||||
vecVertexMetadata[ct].isOnMaterialEdge = false;
|
vecVertexMetadata[ct].isOnMaterialEdge = false;
|
||||||
}
|
vecVertexMetadata[ct].vertexFlags.reset();
|
||||||
|
|
||||||
for(int ct = 0; ct < m_vecTriangles.size(); ct++)
|
|
||||||
{
|
|
||||||
vecVertexMetadata[m_vecTriangles[ct].v0].trianglesUsingVertex.push_back(ct);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for(int outerCt = 0; outerCt < m_pInputMesh->m_vecVertices.size()-1; outerCt++)
|
for(int outerCt = 0; outerCt < m_pInputMesh->m_vecVertices.size()-1; outerCt++)
|
||||||
@ -140,13 +116,10 @@ namespace PolyVox
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//noOfDifferentNormals.clear();
|
|
||||||
//noOfDifferentNormals.resize(m_pInputMesh->m_vecVertices.size());
|
|
||||||
//std::fill(vecVertexMetadata.noOfDifferentNormals.begin(), vecVertexMetadata.noOfDifferentNormals.end(), 0);
|
|
||||||
for(int ct = 0; ct < m_pInputMesh->m_vecVertices.size(); ct++)
|
for(int ct = 0; ct < m_pInputMesh->m_vecVertices.size(); ct++)
|
||||||
{
|
{
|
||||||
Vector3DFloat sumOfNormals(0.0f,0.0f,0.0f);
|
Vector3DFloat sumOfNormals(0.0f,0.0f,0.0f);
|
||||||
for(list<uint32_t>::const_iterator iter = vecVertexMetadata[ct].trianglesUsingVertex.cbegin(); iter != vecVertexMetadata[ct].trianglesUsingVertex.cend(); iter++)
|
for(list<uint32_t>::const_iterator iter = trianglesUsingVertex[ct].cbegin(); iter != trianglesUsingVertex[ct].cend(); iter++)
|
||||||
{
|
{
|
||||||
sumOfNormals += m_vecTriangles[*iter].normal;
|
sumOfNormals += m_vecTriangles[*iter].normal;
|
||||||
}
|
}
|
||||||
@ -155,51 +128,77 @@ namespace PolyVox
|
|||||||
vecVertexMetadata[ct].normal.normalise();
|
vecVertexMetadata[ct].normal.normalise();
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3DFloat offset = static_cast<Vector3DFloat>(m_pInputMesh->m_Region.getLowerCorner());
|
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
||||||
for(int ct = 0; ct < m_pInputMesh->m_vecVertices.size(); ct++)
|
|
||||||
{
|
{
|
||||||
bool bInside = m_pInputMesh->m_Region.containsPoint(m_pInputMesh->m_vecVertices[ct].getPosition() + offset);
|
Region regTransformed = m_pInputMesh->m_Region;
|
||||||
vecVertexMetadata[ct].isOnRegionEdge = !bInside;
|
regTransformed.shift(regTransformed.getLowerCorner() * static_cast<int16_t>(-1));
|
||||||
|
|
||||||
|
//Plus and minus X
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_X, m_pInputMesh->m_vecVertices[ct].getPosition().getX() < regTransformed.getLowerCorner().getX() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_X, m_pInputMesh->m_vecVertices[ct].getPosition().getX() > regTransformed.getUpperCorner().getX() - 0.001f);
|
||||||
|
//Plus and minus Y
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_Y, m_pInputMesh->m_vecVertices[ct].getPosition().getY() < regTransformed.getLowerCorner().getY() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_Y, m_pInputMesh->m_vecVertices[ct].getPosition().getY() > regTransformed.getUpperCorner().getY() - 0.001f);
|
||||||
|
//Plus and minus Z
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_Z, m_pInputMesh->m_vecVertices[ct].getPosition().getZ() < regTransformed.getLowerCorner().getZ() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_Z, m_pInputMesh->m_vecVertices[ct].getPosition().getZ() > regTransformed.getUpperCorner().getZ() - 0.001f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexType>
|
void MeshDecimator<PositionMaterialNormal>::fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecVertexMetadata)
|
||||||
void MeshDecimator<VertexType>::fillCurrentVertexMetadata(std::vector<CurrentVertexMetadata>& vecVertexMetadata)
|
|
||||||
{
|
{
|
||||||
vecVertexMetadata.clear();
|
vecVertexMetadata.clear();
|
||||||
vecVertexMetadata.resize(m_pInputMesh->m_vecVertices.size());
|
vecVertexMetadata.resize(m_pInputMesh->m_vecVertices.size());
|
||||||
|
|
||||||
//Initialise the metadata
|
//Initialise the metadata
|
||||||
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
||||||
{
|
{
|
||||||
vecVertexMetadata[ct].trianglesUsingVertex.clear();
|
vecVertexMetadata[ct].vertexFlags.reset();
|
||||||
|
vecVertexMetadata[ct].isOnMaterialEdge = false;
|
||||||
|
vecVertexMetadata[ct].normal = m_pInputMesh->m_vecVertices[ct].normal;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Determine triangles using each vertex
|
for(int ct = 0; ct < vecVertexMetadata.size(); ct++)
|
||||||
/*trianglesUsingVertex.clear();
|
|
||||||
trianglesUsingVertex.resize(m_pInputMesh->m_vecVertices.size());*/
|
|
||||||
for(int ct = 0; ct < m_pInputMesh->m_vecTriangleIndices.size(); ct++)
|
|
||||||
{
|
{
|
||||||
int triangle = ct / 3;
|
Region regTransformed = m_pInputMesh->m_Region;
|
||||||
|
regTransformed.shift(regTransformed.getLowerCorner() * static_cast<int16_t>(-1));
|
||||||
|
|
||||||
vecVertexMetadata[m_pInputMesh->m_vecTriangleIndices[ct]].trianglesUsingVertex.push_back(triangle);
|
//Plus and minus X
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_X, m_pInputMesh->m_vecVertices[ct].getPosition().getX() < regTransformed.getLowerCorner().getX() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_X, m_pInputMesh->m_vecVertices[ct].getPosition().getX() > regTransformed.getUpperCorner().getX() - 0.001f);
|
||||||
|
//Plus and minus Y
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_Y, m_pInputMesh->m_vecVertices[ct].getPosition().getY() < regTransformed.getLowerCorner().getY() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_Y, m_pInputMesh->m_vecVertices[ct].getPosition().getY() > regTransformed.getUpperCorner().getY() - 0.001f);
|
||||||
|
//Plus and minus Z
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_NEG_Z, m_pInputMesh->m_vecVertices[ct].getPosition().getZ() < regTransformed.getLowerCorner().getZ() + 0.001f);
|
||||||
|
vecVertexMetadata[ct].vertexFlags.set(VF_ON_GEOMETRY_EDGE_POS_Z, m_pInputMesh->m_vecVertices[ct].getPosition().getZ() > regTransformed.getUpperCorner().getZ() - 0.001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
//If all three vertices have the same material then we are not on a material edge. If any vertex has a different
|
||||||
|
//material then all three vertices are on a material edge. E.g. If one vertex has material 'a' and the other two
|
||||||
|
//have material 'b', then the two 'b's are still on an edge (with 'a') even though they are the same as eachother.
|
||||||
|
for(int ct = 0; ct < m_vecTriangles.size(); ct++)
|
||||||
|
{
|
||||||
|
uint32_t v0 = m_vecTriangles[ct].v0;
|
||||||
|
uint32_t v1 = m_vecTriangles[ct].v1;
|
||||||
|
uint32_t v2 = m_vecTriangles[ct].v2;
|
||||||
|
|
||||||
|
bool allMatch =
|
||||||
|
(m_pInputMesh->m_vecVertices[v0].material == m_pInputMesh->m_vecVertices[v1].material) &&
|
||||||
|
(m_pInputMesh->m_vecVertices[v1].material == m_pInputMesh->m_vecVertices[v2].material);
|
||||||
|
|
||||||
|
if(!allMatch)
|
||||||
|
{
|
||||||
|
vecVertexMetadata[v0].isOnMaterialEdge = true;
|
||||||
|
vecVertexMetadata[v1].isOnMaterialEdge = true;
|
||||||
|
vecVertexMetadata[v2].isOnMaterialEdge = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
uint32_t MeshDecimator<VertexType>::performDecimationPass(float fMinDotProductForCollapse)
|
uint32_t MeshDecimator<VertexType>::performDecimationPass(float fMinDotProductForCollapse)
|
||||||
{
|
{
|
||||||
// I'm using a vector of lists here, rather than a vector of sets,
|
|
||||||
// because I don't believe that duplicates should occur. But this
|
|
||||||
// might be worth checking if we have problems in the future.
|
|
||||||
/*trianglesUsingVertexCurrently.clear();
|
|
||||||
trianglesUsingVertexCurrently.resize(m_pInputMesh->m_vecVertices.size());
|
|
||||||
for(int ct = 0; ct < m_pInputMesh->m_vecTriangleIndices.size(); ct++)
|
|
||||||
{
|
|
||||||
int triangle = ct / 3;
|
|
||||||
|
|
||||||
trianglesUsingVertexCurrently[m_pInputMesh->m_vecTriangleIndices[ct]].push_back(triangle);
|
|
||||||
}*/
|
|
||||||
|
|
||||||
// Count how many edges we have collapsed
|
// Count how many edges we have collapsed
|
||||||
uint32_t noOfEdgesCollapsed = 0;
|
uint32_t noOfEdgesCollapsed = 0;
|
||||||
|
|
||||||
@ -223,13 +222,9 @@ namespace PolyVox
|
|||||||
vertexLocked[ct] = false;
|
vertexLocked[ct] = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
buildTriangles();
|
//For each triangle...
|
||||||
fillCurrentVertexMetadata(m_vecCurrentVertexMetadata);
|
|
||||||
|
|
||||||
//For each triange...
|
|
||||||
for(int ctIter = 0; ctIter < m_vecTriangles.size(); ctIter++)
|
for(int ctIter = 0; ctIter < m_vecTriangles.size(); ctIter++)
|
||||||
{
|
{
|
||||||
|
|
||||||
if(attemptEdgeCollapse(m_vecTriangles[ctIter].v0, m_vecTriangles[ctIter].v1))
|
if(attemptEdgeCollapse(m_vecTriangles[ctIter].v0, m_vecTriangles[ctIter].v1))
|
||||||
{
|
{
|
||||||
++noOfEdgesCollapsed;
|
++noOfEdgesCollapsed;
|
||||||
@ -266,6 +261,12 @@ namespace PolyVox
|
|||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
bool MeshDecimator<VertexType>::attemptEdgeCollapse(uint32_t uSrc, uint32_t uDst)
|
bool MeshDecimator<VertexType>::attemptEdgeCollapse(uint32_t uSrc, uint32_t uDst)
|
||||||
{
|
{
|
||||||
|
//A vertex will be locked if it has already been involved in a collapse this pass.
|
||||||
|
if(vertexLocked[uSrc] || vertexLocked[uDst])
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if(canCollapseEdge(uSrc, uDst))
|
if(canCollapseEdge(uSrc, uDst))
|
||||||
{
|
{
|
||||||
//Move v0 onto v1
|
//Move v0 onto v1
|
||||||
@ -280,51 +281,13 @@ namespace PolyVox
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//This function looks at every vertex in the mesh and determines
|
|
||||||
//how many of it's neighbours have the same material.
|
|
||||||
template <typename VertexType>
|
|
||||||
void MeshDecimator<VertexType>::countNoOfNeighboursUsingMaterial(void)
|
|
||||||
{
|
|
||||||
//Find all the neighbouring vertices for each vertex
|
|
||||||
std::vector< std::set<int> > neighbouringVertices(m_pInputMesh->m_vecVertices.size());
|
|
||||||
for(int triCt = 0; triCt < m_pInputMesh->m_vecTriangleIndices.size() / 3; triCt++)
|
|
||||||
{
|
|
||||||
int v0 = m_pInputMesh->m_vecTriangleIndices[(triCt * 3 + 0)];
|
|
||||||
int v1 = m_pInputMesh->m_vecTriangleIndices[(triCt * 3 + 1)];
|
|
||||||
int v2 = m_pInputMesh->m_vecTriangleIndices[(triCt * 3 + 2)];
|
|
||||||
|
|
||||||
neighbouringVertices[v0].insert(v1);
|
|
||||||
neighbouringVertices[v0].insert(v2);
|
|
||||||
|
|
||||||
neighbouringVertices[v1].insert(v0);
|
|
||||||
neighbouringVertices[v1].insert(v2);
|
|
||||||
|
|
||||||
neighbouringVertices[v2].insert(v0);
|
|
||||||
neighbouringVertices[v2].insert(v1);
|
|
||||||
}
|
|
||||||
|
|
||||||
//For each vertex, check how many neighbours have the same material
|
|
||||||
m_vecNoOfNeighboursUsingMaterial.resize(m_pInputMesh->m_vecVertices.size());
|
|
||||||
for(int vertCt = 0; vertCt < m_pInputMesh->m_vecVertices.size(); vertCt++)
|
|
||||||
{
|
|
||||||
m_vecNoOfNeighboursUsingMaterial[vertCt] = 0;
|
|
||||||
for(std::set<int>::iterator iter = neighbouringVertices[vertCt].begin(); iter != neighbouringVertices[vertCt].end(); iter++)
|
|
||||||
{
|
|
||||||
if(m_pInputMesh->m_vecVertices[vertCt].getMaterial() == m_pInputMesh->m_vecVertices[*iter].getMaterial())
|
|
||||||
{
|
|
||||||
m_vecNoOfNeighboursUsingMaterial[vertCt]++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Returns true if every bit which is set in 'a' is also set in 'b'. The reverse does not need to be true.
|
// Returns true if every bit which is set in 'a' is also set in 'b'. The reverse does not need to be true.
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
bool MeshDecimator<VertexType>::isSubset(std::bitset<VF_NO_OF_FLAGS> a, std::bitset<VF_NO_OF_FLAGS> b)
|
bool MeshDecimator<VertexType>::isSubset(std::bitset<VF_NO_OF_FLAGS> a, std::bitset<VF_NO_OF_FLAGS> b)
|
||||||
{
|
{
|
||||||
bool result = true;
|
bool result = true;
|
||||||
|
|
||||||
for(int ct = 1; ct < 7; ct++) //Start at '1' to skip material flag
|
for(int ct = 0; ct < VF_NO_OF_FLAGS; ct++)
|
||||||
{
|
{
|
||||||
if(a.test(ct))
|
if(a.test(ct))
|
||||||
{
|
{
|
||||||
@ -342,90 +305,15 @@ namespace PolyVox
|
|||||||
//template <typename VertexType>
|
//template <typename VertexType>
|
||||||
bool MeshDecimator<PositionMaterialNormal>::canCollapseEdge(uint32_t uSrc, uint32_t uDst)
|
bool MeshDecimator<PositionMaterialNormal>::canCollapseEdge(uint32_t uSrc, uint32_t uDst)
|
||||||
{
|
{
|
||||||
//A vertex will be locked if it has already been involved in a collapse this pass.
|
|
||||||
if(vertexLocked[uSrc] || vertexLocked[uDst])
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(m_pInputMesh->m_vecVertices[uSrc].getMaterial() != m_pInputMesh->m_vecVertices[uDst].getMaterial())
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
//For now, don't collapse vertices on material edges...
|
//For now, don't collapse vertices on material edges...
|
||||||
if(m_pInputMesh->m_vecVertices[uSrc].isOnMaterialEdge() || m_pInputMesh->m_vecVertices[uDst].isOnMaterialEdge())
|
if(m_vecInitialVertexMetadata[uSrc].isOnMaterialEdge || m_vecInitialVertexMetadata[uDst].isOnMaterialEdge)
|
||||||
{
|
{
|
||||||
if(true)
|
return false;
|
||||||
{
|
|
||||||
bool pass = false;
|
|
||||||
|
|
||||||
bool allMatch = false;
|
|
||||||
|
|
||||||
// On the original undecimated mesh a material boundary vertex on a straight edge will
|
|
||||||
// have four neighbours with the same material. If it's on a corner it will have a
|
|
||||||
// different number. We only collapse straight edges to avoid changingthe shape of the
|
|
||||||
// material boundary.
|
|
||||||
if(m_vecNoOfNeighboursUsingMaterial[uSrc] == m_vecNoOfNeighboursUsingMaterial[uDst])
|
|
||||||
{
|
|
||||||
if(m_vecNoOfNeighboursUsingMaterial[uSrc] == 4)
|
|
||||||
{
|
|
||||||
allMatch = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool movementValid = false;
|
|
||||||
Vector3DFloat movement = m_pInputMesh->m_vecVertices[uDst].getPosition() - m_pInputMesh->m_vecVertices[uSrc].getPosition();
|
|
||||||
movement.normalise();
|
|
||||||
if(movement.dot(Vector3DFloat(0,0,1)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movement.dot(Vector3DFloat(0,1,0)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movement.dot(Vector3DFloat(1,0,0)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movement.dot(Vector3DFloat(0,0,-1)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movement.dot(Vector3DFloat(0,-1,0)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movement.dot(Vector3DFloat(-1,0,0)) > 0.999)
|
|
||||||
{
|
|
||||||
movementValid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(movementValid && allMatch)
|
|
||||||
{
|
|
||||||
pass = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!pass)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else //Material collapses not allowed
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Vertices on the geometrical edge of surface meshes need special handling.
|
// Vertices on the geometrical edge of surface meshes need special handling.
|
||||||
// We check for this by whether any of the edge flags are set.
|
// We check for this by whether any of the edge flags are set.
|
||||||
if(m_pInputMesh->m_vecVertices[uSrc].m_bFlags.any() || m_pInputMesh->m_vecVertices[uDst].m_bFlags.any())
|
if(m_vecInitialVertexMetadata[uSrc].vertexFlags.any() || m_vecInitialVertexMetadata[uDst].vertexFlags.any())
|
||||||
{
|
{
|
||||||
// Assume we can't collapse until we prove otherwise...
|
// Assume we can't collapse until we prove otherwise...
|
||||||
bool bCollapseGeometryEdgePair = false;
|
bool bCollapseGeometryEdgePair = false;
|
||||||
@ -433,7 +321,7 @@ namespace PolyVox
|
|||||||
// We can collapse normal vertices onto edge vertices, and edge vertices
|
// We can collapse normal vertices onto edge vertices, and edge vertices
|
||||||
// onto corner vertices, but not vice-versa. Hence we check whether all
|
// onto corner vertices, but not vice-versa. Hence we check whether all
|
||||||
// the edge flags in the source vertex are also set in the destination vertex.
|
// the edge flags in the source vertex are also set in the destination vertex.
|
||||||
if(isSubset(m_pInputMesh->m_vecVertices[uSrc].m_bFlags, m_pInputMesh->m_vecVertices[uDst].m_bFlags))
|
if(isSubset(m_vecInitialVertexMetadata[uSrc].vertexFlags, m_vecInitialVertexMetadata[uDst].vertexFlags))
|
||||||
{
|
{
|
||||||
// In general adjacent regions surface meshes may collapse differently
|
// In general adjacent regions surface meshes may collapse differently
|
||||||
// and this can cause cracks. We solve this by only allowing the collapse
|
// and this can cause cracks. We solve this by only allowing the collapse
|
||||||
@ -468,38 +356,26 @@ namespace PolyVox
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
//template <typename VertexType>
|
|
||||||
bool MeshDecimator<PositionMaterial>::canCollapseEdge(uint32_t uSrc, uint32_t uDst)
|
bool MeshDecimator<PositionMaterial>::canCollapseEdge(uint32_t uSrc, uint32_t uDst)
|
||||||
{
|
{
|
||||||
//A vertex will be locked if it has already been involved in a collapse this pass.
|
bool bCanCollapse = true;
|
||||||
if(vertexLocked[uSrc] || vertexLocked[uDst])
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(m_vecInitialVertexMetadata[uSrc].isOnMaterialEdge)
|
if(m_vecInitialVertexMetadata[uSrc].isOnMaterialEdge)
|
||||||
{
|
{
|
||||||
if(m_vecInitialVertexMetadata[uSrc].isOnRegionEdge)
|
bCanCollapse &= canCollapseMaterialEdge(uSrc, uDst);
|
||||||
{
|
|
||||||
assert(false); //Shouldn't be on both edge types.
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return canCollapseMaterialEdge(uSrc, uDst);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
if(m_vecInitialVertexMetadata[uSrc].vertexFlags.any())
|
||||||
{
|
{
|
||||||
if(m_vecInitialVertexMetadata[uSrc].isOnRegionEdge)
|
bCanCollapse &= canCollapseRegionEdge(uSrc, uDst);
|
||||||
{
|
|
||||||
return canCollapseRegionEdge(uSrc, uDst);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return canCollapseNormalEdge(uSrc, uDst);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(bCanCollapse) //Only bother with this is the earlier tests passed.
|
||||||
|
{
|
||||||
|
bCanCollapse &= canCollapseNormalEdge(uSrc, uDst);
|
||||||
|
}
|
||||||
|
|
||||||
|
return bCanCollapse;
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
@ -510,43 +386,18 @@ namespace PolyVox
|
|||||||
|
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
bool MeshDecimator<VertexType>::canCollapseRegionEdge(uint32_t uSrc, uint32_t uDst)
|
bool MeshDecimator<VertexType>::canCollapseRegionEdge(uint32_t uSrc, uint32_t uDst)
|
||||||
{
|
{
|
||||||
return false;
|
if(isSubset(m_vecInitialVertexMetadata[uSrc].vertexFlags, m_vecInitialVertexMetadata[uDst].vertexFlags) == false)
|
||||||
|
|
||||||
if(m_vecInitialVertexMetadata[uDst].isOnRegionEdge)
|
|
||||||
{
|
{
|
||||||
|
return false;
|
||||||
int matchingCoordinates = 0;
|
|
||||||
if(abs(m_pInputMesh->m_vecVertices[uSrc].getPosition().getX() - m_pInputMesh->m_vecVertices[uDst].getPosition().getX()) < 0.001)
|
|
||||||
{
|
|
||||||
matchingCoordinates++;
|
|
||||||
}
|
|
||||||
if(abs(m_pInputMesh->m_vecVertices[uSrc].getPosition().getY() - m_pInputMesh->m_vecVertices[uDst].getPosition().getY()) < 0.001)
|
|
||||||
{
|
|
||||||
matchingCoordinates++;
|
|
||||||
}
|
|
||||||
if(abs(m_pInputMesh->m_vecVertices[uSrc].getPosition().getZ() - m_pInputMesh->m_vecVertices[uDst].getPosition().getZ()) < 0.001)
|
|
||||||
{
|
|
||||||
matchingCoordinates++;
|
|
||||||
}
|
|
||||||
if(matchingCoordinates != 2)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(m_vecInitialVertexMetadata[uSrc].trianglesUsingVertex.size() != m_vecInitialVertexMetadata[uDst].trianglesUsingVertex.size()) //Corner
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(m_vecInitialVertexMetadata[uSrc].normal.dot(m_vecInitialVertexMetadata[uDst].normal) < 0.999f)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return !collapseChangesFaceNormals(uSrc, uDst, 0.999f);
|
|
||||||
}
|
}
|
||||||
return false;
|
|
||||||
|
if(m_vecInitialVertexMetadata[uSrc].normal.dot(m_vecInitialVertexMetadata[uDst].normal) < 0.999f)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
@ -559,12 +410,7 @@ namespace PolyVox
|
|||||||
bool MeshDecimator<VertexType>::collapseChangesFaceNormals(uint32_t uSrc, uint32_t uDst, float fThreshold)
|
bool MeshDecimator<VertexType>::collapseChangesFaceNormals(uint32_t uSrc, uint32_t uDst, float fThreshold)
|
||||||
{
|
{
|
||||||
bool faceFlipped = false;
|
bool faceFlipped = false;
|
||||||
//list<uint32_t> triangles = trianglesUsingVertexCurrently[v0];
|
list<uint32_t> triangles = trianglesUsingVertex[uSrc];
|
||||||
list<uint32_t> triangles = m_vecCurrentVertexMetadata[uSrc].trianglesUsingVertex;
|
|
||||||
/*set<uint32_t> triangles;
|
|
||||||
std::set_union(trianglesUsingVertex[v0].begin(), trianglesUsingVertex[v0].end(),
|
|
||||||
trianglesUsingVertex[v1].begin(), trianglesUsingVertex[v1].end(),
|
|
||||||
std::inserter(triangles, triangles.begin()));*/
|
|
||||||
|
|
||||||
for(list<uint32_t>::iterator triIter = triangles.begin(); triIter != triangles.end(); triIter++)
|
for(list<uint32_t>::iterator triIter = triangles.begin(); triIter != triangles.end(); triIter++)
|
||||||
{
|
{
|
||||||
|
@ -90,12 +90,6 @@ namespace PolyVox
|
|||||||
//which cover a whole triangle are counted. Materials which only
|
//which cover a whole triangle are counted. Materials which only
|
||||||
//exist on a material boundary do not count.
|
//exist on a material boundary do not count.
|
||||||
std::set<uint8_t> m_mapUsedMaterials;
|
std::set<uint8_t> m_mapUsedMaterials;
|
||||||
|
|
||||||
private:
|
|
||||||
void countNoOfNeighboursUsingMaterial(void);
|
|
||||||
|
|
||||||
//Data structures used during decimation
|
|
||||||
std::vector<uint8_t> m_vecNoOfNeighboursUsingMaterial;
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -332,44 +332,6 @@ namespace PolyVox
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//This function looks at every vertex in the mesh and determines
|
|
||||||
//how many of it's neighbours have the same material.
|
|
||||||
template <typename VertexType>
|
|
||||||
void SurfaceMesh<VertexType>::countNoOfNeighboursUsingMaterial(void)
|
|
||||||
{
|
|
||||||
//Find all the neighbouring vertices for each vertex
|
|
||||||
std::vector< std::set<int> > neighbouringVertices(m_vecVertices.size());
|
|
||||||
for(int triCt = 0; triCt < m_vecTriangleIndices.size() / 3; triCt++)
|
|
||||||
{
|
|
||||||
int v0 = m_vecTriangleIndices[(triCt * 3 + 0)];
|
|
||||||
int v1 = m_vecTriangleIndices[(triCt * 3 + 1)];
|
|
||||||
int v2 = m_vecTriangleIndices[(triCt * 3 + 2)];
|
|
||||||
|
|
||||||
neighbouringVertices[v0].insert(v1);
|
|
||||||
neighbouringVertices[v0].insert(v2);
|
|
||||||
|
|
||||||
neighbouringVertices[v1].insert(v0);
|
|
||||||
neighbouringVertices[v1].insert(v2);
|
|
||||||
|
|
||||||
neighbouringVertices[v2].insert(v0);
|
|
||||||
neighbouringVertices[v2].insert(v1);
|
|
||||||
}
|
|
||||||
|
|
||||||
//For each vertex, check how many neighbours have the same material
|
|
||||||
m_vecNoOfNeighboursUsingMaterial.resize(m_vecVertices.size());
|
|
||||||
for(int vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
|
|
||||||
{
|
|
||||||
m_vecNoOfNeighboursUsingMaterial[vertCt] = 0;
|
|
||||||
for(std::set<int>::iterator iter = neighbouringVertices[vertCt].begin(); iter != neighbouringVertices[vertCt].end(); iter++)
|
|
||||||
{
|
|
||||||
if(m_vecVertices[vertCt].getMaterial() == m_vecVertices[*iter].getMaterial())
|
|
||||||
{
|
|
||||||
m_vecNoOfNeighboursUsingMaterial[vertCt]++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename VertexType>
|
template <typename VertexType>
|
||||||
polyvox_shared_ptr< SurfaceMesh<VertexType> > SurfaceMesh<VertexType>::extractSubset(std::set<uint8_t> setMaterials)
|
polyvox_shared_ptr< SurfaceMesh<VertexType> > SurfaceMesh<VertexType>::extractSubset(std::set<uint8_t> setMaterials)
|
||||||
{
|
{
|
||||||
|
Loading…
x
Reference in New Issue
Block a user