Initial work on progressive mesh generation. Currently based on Stan Melax's PolyChop.

This commit is contained in:
David Williams
2009-10-20 22:02:58 +00:00
parent 5eb538e925
commit c695a7bc86
16 changed files with 1006 additions and 26 deletions

View File

@@ -21,6 +21,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "IndexedSurfacePatch.h"
#include "progmesh.h"
using namespace std;
namespace PolyVox
@@ -331,4 +333,273 @@ namespace PolyVox
return result;
}
/*int IndexedSurfacePatch::countMaterialBoundary(void)
{
int count = 0;
for(int ct = 0; ct < m_vecVertices.size(); ct++)
{
if(m_vecVertices[ct].m_bIsMaterialEdgeVertex)
{
count++;
}
}
return count;
}
void IndexedSurfacePatch::growMaterialBoundary(void)
{
std::vector<SurfaceVertex> vecNewVertices = m_vecVertices;
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
{
SurfaceVertex& v0 = m_vecVertices[*iterIndex];
SurfaceVertex& v0New = vecNewVertices[*iterIndex];
iterIndex++;
SurfaceVertex& v1 = m_vecVertices[*iterIndex];
SurfaceVertex& v1New = vecNewVertices[*iterIndex];
iterIndex++;
SurfaceVertex& v2 = m_vecVertices[*iterIndex];
SurfaceVertex& v2New = vecNewVertices[*iterIndex];
iterIndex++;
if(v0.m_bIsMaterialEdgeVertex || v1.m_bIsMaterialEdgeVertex || v2.m_bIsMaterialEdgeVertex)
{
v0New.m_bIsMaterialEdgeVertex = true;
v1New.m_bIsMaterialEdgeVertex = true;
v2New.m_bIsMaterialEdgeVertex = true;
}
}
m_vecVertices = vecNewVertices;
}*/
void IndexedSurfacePatch::makeProgressiveMesh(void)
{
//Build the mesh using Stan Melax's code
List<VectorM> vecList;
for(int vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
{
VectorM vec;
vec.x = m_vecVertices[vertCt].getPosition().getX();
vec.y = m_vecVertices[vertCt].getPosition().getY();
vec.z = m_vecVertices[vertCt].getPosition().getZ();
if(m_vecVertices[vertCt].isEdgeVertex() || m_vecVertices[vertCt].m_bIsMaterialEdgeVertex)
{
vec.fBoundaryCost = 1.0f;
}
else
{
vec.fBoundaryCost = 0.0f;
}
vecList.Add(vec);
}
List<tridata> triList;
for(int triCt = 0; triCt < m_vecTriangleIndices.size(); )
{
tridata tri;
tri.v[0] = m_vecTriangleIndices[triCt];
triCt++;
tri.v[1] = m_vecTriangleIndices[triCt];
triCt++;
tri.v[2] = m_vecTriangleIndices[triCt];
triCt++;
triList.Add(tri);
}
List<int> map;
List<int> permutation;
ProgressiveMesh(vecList, triList, map, permutation);
//Apply the permutation to our vertices
std::vector<SurfaceVertex> vecNewVertices(m_vecVertices.size());
for(int vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
{
vecNewVertices[permutation[vertCt]]= m_vecVertices[vertCt];
}
std::vector<uint32_t> vecNewTriangleIndices(m_vecTriangleIndices.size());
for(int triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
{
vecNewTriangleIndices[triCt] = permutation[m_vecTriangleIndices[triCt]];
}
m_vecVertices = vecNewVertices;
m_vecTriangleIndices = vecNewTriangleIndices;
////////////////////////////////////////////////////////////////////////////////
//Check for unused vertices?
//int usedVertices = 0;
//int unusedVertices = 0;
/*usedVertices = 0;
unusedVertices = 0;
for(int vertCt = 0; vertCt < isp->m_vecVertices.size(); vertCt++)
{
bool found = false;
for(int triCt = 0; triCt < isp->m_vecTriangleIndices.size(); triCt++)
{
if(vertCt == isp->m_vecTriangleIndices[triCt])
{
found = true;
break;
}
}
if(found)
{
usedVertices++;
}
else
{
unusedVertices++;
}
}
std::cout << "Used = " << usedVertices << std::endl;
std::cout << "Unused = " << unusedVertices << std::endl;*/
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
//switch triangle order?
/*int noOfTriIndices = isp->m_vecTriangleIndices.size();
for(int triCt = 0; triCt < noOfTriIndices; triCt++)
{
vecNewTriangleIndices[(noOfTriIndices - 1) - triCt] = isp->m_vecTriangleIndices[triCt];
}
isp->m_vecTriangleIndices = vecNewTriangleIndices;*/
//Now build the new index buffers
std::vector<uint32_t> vecNewTriangles;
std::vector<uint32_t> vecUnaffectedTriangles;
std::vector<uint32_t> vecCollapsedTriangles;
vector<bool> vecCanCollapse(m_vecVertices.size());
for(int ct = 0; ct < vecCanCollapse.size(); ct++)
{
vecCanCollapse[ct] = true;
}
vector<bool> vecTriangleRemoved(m_vecTriangleIndices.size() / 3);
for(int ct = 0; ct < vecTriangleRemoved.size(); ct++)
{
vecTriangleRemoved[ct] = false;
}
int noOfCollapsed = 0;
m_vecLodRecords.clear();
for(int vertToCollapse = m_vecVertices.size() - 1; vertToCollapse > 0; vertToCollapse--)
//int vertToCollapse = isp->m_vecVertices.size() - 1;
{
int vertCollapseTarget = map[vertToCollapse];
if((vecCanCollapse[vertToCollapse]) && (vecCanCollapse[vertCollapseTarget]))
{
int noOfNew = 0;
for(int triCt = 0; triCt < m_vecTriangleIndices.size();)
{
int v0 = m_vecTriangleIndices[triCt];
triCt++;
int v1 = m_vecTriangleIndices[triCt];
triCt++;
int v2 = m_vecTriangleIndices[triCt];
triCt++;
if(vecTriangleRemoved[(triCt - 3) / 3] == false)
{
if( (v0 == vertToCollapse) || (v1 == vertToCollapse) || (v2 == vertToCollapse) )
{
vecCollapsedTriangles.push_back(v0);
vecCollapsedTriangles.push_back(v1);
vecCollapsedTriangles.push_back(v2);
vecCanCollapse[v0] = false;
vecCanCollapse[v1] = false;
vecCanCollapse[v2] = false;
noOfCollapsed++;
int targetV0 = v0;
int targetV1 = v1;
int targetV2 = v2;
if(targetV0 == vertToCollapse) targetV0 = vertCollapseTarget;
if(targetV1 == vertToCollapse) targetV1 = vertCollapseTarget;
if(targetV2 == vertToCollapse) targetV2 = vertCollapseTarget;
if((targetV0 != targetV1) && (targetV1 != targetV2) && (targetV2 != targetV0))
{
vecNewTriangles.push_back(targetV0);
vecNewTriangles.push_back(targetV1);
vecNewTriangles.push_back(targetV2);
noOfNew++;
vecCanCollapse[targetV0] = false;
vecCanCollapse[targetV1] = false;
vecCanCollapse[targetV2] = false;
}
vecTriangleRemoved[(triCt - 3) / 3] = true;
}
}
}
LodRecord lodRecord;
lodRecord.beginIndex = vecNewTriangles.size() - (3 * noOfNew);
lodRecord.endIndex = vecCollapsedTriangles.size();
m_vecLodRecords.push_back(lodRecord);
}
}
//Copy triangles into unaffected list
for(int triCt = 0; triCt < m_vecTriangleIndices.size();)
{
int v0 = m_vecTriangleIndices[triCt];
triCt++;
int v1 = m_vecTriangleIndices[triCt];
triCt++;
int v2 = m_vecTriangleIndices[triCt];
triCt++;
if(vecTriangleRemoved[(triCt - 3) / 3] == false)
{
vecUnaffectedTriangles.push_back(v0);
vecUnaffectedTriangles.push_back(v1);
vecUnaffectedTriangles.push_back(v2);
}
}
//Now copy the three lists of triangles back
m_vecTriangleIndices.clear();
for(int ct = 0; ct < vecNewTriangles.size(); ct++)
{
m_vecTriangleIndices.push_back(vecNewTriangles[ct]);
}
for(int ct = 0; ct < vecUnaffectedTriangles.size(); ct++)
{
m_vecTriangleIndices.push_back(vecUnaffectedTriangles[ct]);
}
for(int ct = 0; ct < vecCollapsedTriangles.size(); ct++)
{
m_vecTriangleIndices.push_back(vecCollapsedTriangles[ct]);
}
//Adjust the lod records
for(int ct = 0; ct < m_vecLodRecords.size(); ct++)
{
m_vecLodRecords[ct].endIndex += (vecNewTriangles.size() + vecUnaffectedTriangles.size());
}
}
}