Initial check in of MeshDecimator.
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@ -476,339 +476,6 @@ namespace PolyVox
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m_vecVertices = vecNewVertices;
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}*/
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template <typename VertexType>
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void SurfaceMesh<VertexType>::decimate(float fMinDotProductForCollapse)
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{
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// We will need the information from this function to
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// determine when material boundary edges can collapse.
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countNoOfNeighboursUsingMaterial();
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uint32_t noOfEdgesCollapsed;
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do
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{
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noOfEdgesCollapsed = performDecimationPass(fMinDotProductForCollapse);
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removeDegenerateTris();
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}while(noOfEdgesCollapsed > 0);
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//Decimation will have invalidated LOD levels.
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m_vecLodRecords.clear();
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LodRecord lodRecord;
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lodRecord.beginIndex = 0;
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lodRecord.endIndex = getNoOfIndices();
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m_vecLodRecords.push_back(lodRecord);
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}
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// Returns true if every bit which is set in 'a' is also set in 'b'. The reverse does not need to be true.
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template <typename VertexType>
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bool SurfaceMesh<VertexType>::isSubset(std::bitset<VF_NO_OF_FLAGS> a, std::bitset<VF_NO_OF_FLAGS> b)
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{
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bool result = true;
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for(int ct = 1; ct < 7; ct++) //Start at '1' to skip material flag
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{
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if(a.test(ct))
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{
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if(b.test(ct) == false)
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{
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result = false;
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break;
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}
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}
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}
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return result;
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}
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template <typename VertexType>
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uint32_t SurfaceMesh<VertexType>::performDecimationPass(float fMinDotProductForCollapse)
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{
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// I'm using a vector of lists here, rather than a vector of sets,
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// because I don't believe that duplicaes should occur. But this
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// might be worth checking if we have problems in the future.
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vector< list<uint32_t> > trianglesUsingVertex(m_vecVertices.size());
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for(int ct = 0; ct < m_vecTriangleIndices.size(); ct++)
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{
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int triangle = ct / 3;
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trianglesUsingVertex[m_vecTriangleIndices[ct]].push_back(triangle);
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}
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// Count how many edges we have collapsed
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uint32_t noOfEdgesCollapsed = 0;
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// The vertex mapper track whick vertices collapse onto which.
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vector<uint32_t> vertexMapper(m_vecVertices.size());
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// Once a vertex is involved in a collapse (either because it
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// moves onto a different vertex, or because a different vertex
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// moves onto it) it is forbidden to take part in another collapse
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// this pass. We enforce this by setting the vertex locked flag.
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vector<bool> vertexLocked(m_vecVertices.size());
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// Initialise the vectors
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for(uint32_t ct = 0; ct < m_vecVertices.size(); ct++)
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{
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// Initiall all vertices points to themselves
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vertexMapper[ct] = ct;
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// All vertices are initially unlocked
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vertexLocked[ct] = false;
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}
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// Each triangle exists in this vector once.
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vector<int> vecOfTriCts(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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// It *may* be beneficial to randomise the order in which triangles
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// are processed to get a more uniform distribution off collapses and
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// more equally sized triangles at the end. This need more testing really.
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random_shuffle(vecOfTriCts.begin(), vecOfTriCts.end());
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//For each triange...
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for(int ctIter = 0; ctIter < vecOfTriCts.size(); ctIter++)
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{
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int triCt = vecOfTriCts[ctIter];
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//For each edge in each triangle
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for(int edgeCt = 0; edgeCt < 3; edgeCt++)
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{
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int v0 = m_vecTriangleIndices[triCt * 3 + (edgeCt)];
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int v1 = m_vecTriangleIndices[triCt * 3 + ((edgeCt +1) % 3)];
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//A vertex will be locked if it has already been involved in a collapse this pass.
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if(vertexLocked[v0] || vertexLocked[v1])
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{
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continue;
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}
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if(m_vecVertices[v0].getMaterial() != m_vecVertices[v1].getMaterial())
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{
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continue;
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}
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//For now, don't collapse vertices on material edges...
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if(m_vecVertices[v0].isOnMaterialEdge() || m_vecVertices[v1].isOnMaterialEdge())
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{
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if(true)
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{
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bool pass = false;
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bool allMatch = false;
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// On the original undecimated mesh a material boundary vertex on a straight edge will
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// have four neighbours with the same material. If it's on a corner it will have a
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// different number. We only collapse straight edges to avoid changingthe shape of the
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// material boundary.
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if(m_vecNoOfNeighboursUsingMaterial[v0] == m_vecNoOfNeighboursUsingMaterial[v1])
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{
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if(m_vecNoOfNeighboursUsingMaterial[v0] == 4)
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{
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allMatch = true;
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}
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}
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bool movementValid = false;
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Vector3DFloat movement = m_vecVertices[v1].getPosition() - m_vecVertices[v0].getPosition();
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movement.normalise();
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if(movement.dot(Vector3DFloat(0,0,1)) > 0.999)
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{
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movementValid = true;
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}
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if(movement.dot(Vector3DFloat(0,1,0)) > 0.999)
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{
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movementValid = true;
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}
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if(movement.dot(Vector3DFloat(1,0,0)) > 0.999)
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{
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movementValid = true;
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}
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if(movement.dot(Vector3DFloat(0,0,-1)) > 0.999)
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{
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movementValid = true;
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}
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if(movement.dot(Vector3DFloat(0,-1,0)) > 0.999)
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{
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movementValid = true;
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}
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if(movement.dot(Vector3DFloat(-1,0,0)) > 0.999)
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{
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movementValid = true;
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}
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if(movementValid && allMatch)
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{
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pass = true;
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}
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if(!pass)
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{
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continue;
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}
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}
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else //Material collapses not allowed
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{
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continue;
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}
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}
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// Vertices on the geometrical edge of surface meshes need special handling.
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// We check for this by whether any of the edge flags are set.
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if(m_vecVertices[v0].m_bFlags.any() || m_vecVertices[v1].m_bFlags.any())
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{
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// Assume we can't collapse until we prove otherwise...
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bool bCollapseGeometryEdgePair = false;
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// We can collapse normal vertices onto edge vertices, and edge vertices
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// onto corner vertices, but not vice-versa. Hence we check whether all
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// the edge flags in the source vertex are also set in the destination vertex.
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if(isSubset(m_vecVertices[v0].m_bFlags, m_vecVertices[v1].m_bFlags))
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{
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// In general adjacent regions surface meshes may collapse differently
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// and this can cause cracks. We solve this by only allowing the collapse
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// is the normals are exactly the same. We do not use the user provided
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// tolerence here (but do allow for floating point error).
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if(m_vecVertices[v0].getNormal().dot(m_vecVertices[v1].getNormal()) > 0.999)
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{
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// Ok, this pair can collapse.
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bCollapseGeometryEdgePair = true;
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}
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}
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// Use the result.
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if(!bCollapseGeometryEdgePair)
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{
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continue;
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}
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}
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//Check the normals are within the threashold.
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if(m_vecVertices[v0].getNormal().dot(m_vecVertices[v1].getNormal()) < fMinDotProductForCollapse)
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{
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continue;
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}
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////////////////////////////////////////////////////////////////////////////////
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//The last test is whether we will flip any of the faces
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bool faceFlipped = false;
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list<uint32_t> triangles = trianglesUsingVertex[v0];
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/*set<uint32_t> triangles;
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std::set_union(trianglesUsingVertex[v0].begin(), trianglesUsingVertex[v0].end(),
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trianglesUsingVertex[v1].begin(), trianglesUsingVertex[v1].end(),
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std::inserter(triangles, triangles.begin()));*/
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for(list<uint32_t>::iterator triIter = triangles.begin(); triIter != triangles.end(); triIter++)
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{
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uint32_t tri = *triIter;
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uint32_t v0Old = m_vecTriangleIndices[tri * 3];
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uint32_t v1Old = m_vecTriangleIndices[tri * 3 + 1];
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uint32_t v2Old = m_vecTriangleIndices[tri * 3 + 2];
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//Check if degenerate
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if((v0Old == v1Old) || (v1Old == v2Old) || (v2Old == v0Old))
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{
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continue;
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}
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uint32_t v0New = v0Old;
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uint32_t v1New = v1Old;
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uint32_t v2New = v2Old;
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if(v0New == v0)
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v0New = v1;
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if(v1New == v0)
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v1New = v1;
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if(v2New == v0)
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v2New = v1;
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//Check if degenerate
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if((v0New == v1New) || (v1New == v2New) || (v2New == v0New))
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{
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continue;
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}
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Vector3DFloat v0OldPos = m_vecVertices[vertexMapper[v0Old]].getPosition();
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Vector3DFloat v1OldPos = m_vecVertices[vertexMapper[v1Old]].getPosition();
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Vector3DFloat v2OldPos = m_vecVertices[vertexMapper[v2Old]].getPosition();
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Vector3DFloat v0NewPos = m_vecVertices[vertexMapper[v0New]].getPosition();
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Vector3DFloat v1NewPos = m_vecVertices[vertexMapper[v1New]].getPosition();
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Vector3DFloat v2NewPos = m_vecVertices[vertexMapper[v2New]].getPosition();
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/*Vector3DFloat v0OldPos = m_vecVertices[v0Old].getPosition();
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Vector3DFloat v1OldPos = m_vecVertices[v1Old].getPosition();
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Vector3DFloat v2OldPos = m_vecVertices[v2Old].getPosition();
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Vector3DFloat v0NewPos = m_vecVertices[v0New].getPosition();
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Vector3DFloat v1NewPos = m_vecVertices[v1New].getPosition();
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Vector3DFloat v2NewPos = m_vecVertices[v2New].getPosition();*/
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Vector3DFloat OldNormal = (v1OldPos - v0OldPos).cross(v2OldPos - v1OldPos);
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Vector3DFloat NewNormal = (v1NewPos - v0NewPos).cross(v2NewPos - v1NewPos);
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OldNormal.normalise();
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NewNormal.normalise();
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// Note for after holiday - We are still getting faces flipping despite the following test. I tried changing
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// the 0.0 to 0.9 (which should still let coplanar faces merge) but oddly nothing then merged. Investigate this.
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float dotProduct = OldNormal.dot(NewNormal);
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//cout << dotProduct << endl;
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if(dotProduct < 0.9f)
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{
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//cout << " Face flipped!!" << endl;
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faceFlipped = true;
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/*vertexLocked[v0] = true;
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vertexLocked[v1] = true;*/
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break;
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}
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}
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if(faceFlipped == true)
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{
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continue;
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}
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////////////////////////////////////////////////////////////////////////////////
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//Move v0 onto v1
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vertexMapper[v0] = v1; //vertexMapper[v1];
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vertexLocked[v0] = true;
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vertexLocked[v1] = true;
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//Increment the counter
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++noOfEdgesCollapsed;
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}
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}
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if(noOfEdgesCollapsed > 0)
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{
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//Fix up the indices
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for(int triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
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{
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uint32_t before = m_vecTriangleIndices[triCt];
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uint32_t after = vertexMapper[m_vecTriangleIndices[triCt]];
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if(before != after)
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{
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m_vecTriangleIndices[triCt] = vertexMapper[m_vecTriangleIndices[triCt]];
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}
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}
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}
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return noOfEdgesCollapsed;
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}
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template <typename VertexType>
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int SurfaceMesh<VertexType>::noOfDegenerateTris(void)
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{
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@ -859,4 +526,36 @@ namespace PolyVox
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m_vecTriangleIndices.resize(noOfNonDegenerate * 3);
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}
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template <typename VertexType>
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void SurfaceMesh<VertexType>::removeUnusedVertices(void)
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{
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vector<bool> isVertexUsed(m_vecVertices.size());
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fill(isVertexUsed.begin(), isVertexUsed.end(), false);
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for(int triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
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{
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int v = m_vecTriangleIndices[triCt];
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isVertexUsed[v] = true;
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}
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int noOfUsedVertices = 0;
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vector<uint32_t> newPos(m_vecVertices.size());
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for(int vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
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{
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if(isVertexUsed[vertCt])
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{
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m_vecVertices[noOfUsedVertices] = m_vecVertices[vertCt];
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newPos[vertCt] = noOfUsedVertices;
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noOfUsedVertices++;
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}
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}
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m_vecVertices.resize(noOfUsedVertices);
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for(int triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
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{
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m_vecTriangleIndices[triCt] = newPos[m_vecTriangleIndices[triCt]];
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}
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}
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}
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