335 lines
12 KiB
C++
335 lines
12 KiB
C++
#pragma region License
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/******************************************************************************
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This file is part of the PolyVox library
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Copyright (C) 2006 David Williams
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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******************************************************************************/
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#pragma endregion
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#include "IndexedSurfacePatch.h"
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using namespace std;
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namespace PolyVox
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{
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IndexedSurfacePatch::IndexedSurfacePatch()
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{
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m_iTimeStamp = -1;
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}
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IndexedSurfacePatch::~IndexedSurfacePatch()
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{
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}
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const std::vector<uint32_t>& IndexedSurfacePatch::getIndices(void) const
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{
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return m_vecTriangleIndices;
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}
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uint32_t IndexedSurfacePatch::getNoOfIndices(void) const
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{
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return m_vecTriangleIndices.size();
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}
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uint32_t IndexedSurfacePatch::getNoOfNonUniformTrianges(void) const
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{
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uint32_t result = 0;
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for(uint32_t i = 0; i < m_vecTriangleIndices.size() - 2; i += 3)
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{
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if((m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+1]].getMaterial())
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&& (m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+2]].getMaterial()))
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{
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}
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else
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{
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result++;
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}
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}
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return result;
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}
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uint32_t IndexedSurfacePatch::getNoOfUniformTrianges(void) const
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{
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uint32_t result = 0;
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for(uint32_t i = 0; i < m_vecTriangleIndices.size() - 2; i += 3)
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{
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if((m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+1]].getMaterial())
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&& (m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+2]].getMaterial()))
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{
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result++;
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}
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}
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return result;
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}
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uint32_t IndexedSurfacePatch::getNoOfVertices(void) const
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{
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return m_vecVertices.size();
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}
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std::vector<SurfaceVertex>& IndexedSurfacePatch::getRawVertexData(void)
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{
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return m_vecVertices;
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}
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const std::vector<SurfaceVertex>& IndexedSurfacePatch::getVertices(void) const
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{
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return m_vecVertices;
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}
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void IndexedSurfacePatch::addTriangle(uint32_t index0, uint32_t index1, uint32_t index2)
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{
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m_vecTriangleIndices.push_back(index0);
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m_vecTriangleIndices.push_back(index1);
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m_vecTriangleIndices.push_back(index2);
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if((m_vecVertices[index0].material != m_vecVertices[index1].material) || (m_vecVertices[index0].material != m_vecVertices[index2].material))
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{
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m_vecVertices[index0].m_bIsMaterialEdgeVertex = true;
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m_vecVertices[index1].m_bIsMaterialEdgeVertex = true;
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m_vecVertices[index2].m_bIsMaterialEdgeVertex = true;
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}
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}
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uint32_t IndexedSurfacePatch::addVertex(const SurfaceVertex& vertex)
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{
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m_vecVertices.push_back(vertex);
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return m_vecVertices.size() - 1;
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}
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void IndexedSurfacePatch::clear(void)
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{
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m_vecVertices.clear();
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m_vecTriangleIndices.clear();
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}
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const bool IndexedSurfacePatch::isEmpty(void) const
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{
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return (getNoOfVertices() == 0) || (getNoOfIndices() == 0);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The function works on a per triangle basis without any need for connectivity
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/// information. It determines whether a triangle is lying on a flat or curved
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/// section of the surface patch by examining the normals - therefore these
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/// normals must hve been set to something sensible before this functions is called.
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/// \param fAmount A factor controlling how much the vertices move by. Find a good
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/// value by experimentation, starting with something small such as 0.1f.
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/// \param bIncludeEdgeVertices Indicates whether vertices on the edge of an
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/// IndexedSurfacePatch should be smoothed. This can cause dicontinuities between
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/// neighbouring patches.
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////////////////////////////////////////////////////////////////////////////////
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void IndexedSurfacePatch::smoothPositions(float fAmount, bool bIncludeEdgeVertices)
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{
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if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
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{
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return;
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}
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//This will hold the new positions, and is initialised with the current positions.
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std::vector<Vector3DFloat> newPositions(m_vecVertices.size());
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for(uint32_t uIndex = 0; uIndex < newPositions.size(); uIndex++)
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{
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newPositions[uIndex] = m_vecVertices[uIndex].getPosition();
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}
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//Iterate over each triangle
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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{
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//Get the vertex data for the triangle
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SurfaceVertex& v0 = m_vecVertices[*iterIndex];
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Vector3DFloat& v0New = newPositions[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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Vector3DFloat& v1New = newPositions[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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Vector3DFloat& v2New = newPositions[*iterIndex];
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iterIndex++;
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//Find the midpoint
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Vector3DFloat v3dMidpoint = (v0.position + v1.position + v2.position) / 3.0f;
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//Vectors from vertex to midpoint
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Vector3DFloat v0ToMidpoint = v3dMidpoint - v0.position;
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Vector3DFloat v1ToMidpoint = v3dMidpoint - v1.position;
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Vector3DFloat v2ToMidpoint = v3dMidpoint - v2.position;
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//Get the vertex normals
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Vector3DFloat n0 = v0.getNormal();
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Vector3DFloat n1 = v1.getNormal();
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Vector3DFloat n2 = v2.getNormal();
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//I don't think these normalisation are necessary... and could be slow.
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//Normals should be normalised anyway, and as long as all triangles are
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//about the same size the distances to midpoint should be similar too.
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//v0ToMidpoint.normalise();
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//v1ToMidpoint.normalise();
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//v2ToMidpoint.normalise();
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//n0.normalise();
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//n1.normalise();
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//n2.normalise();
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//If the dot product is zero the the normals are perpendicular
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//to the triangle, hence the positions do not move.
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v0New += (n0 * (n0.dot(v0ToMidpoint)) * fAmount);
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v1New += (n1 * (n1.dot(v1ToMidpoint)) * fAmount);
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v2New += (n2 * (n2.dot(v2ToMidpoint)) * fAmount);
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}
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//Update with the new positions
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for(uint32_t uIndex = 0; uIndex < newPositions.size(); uIndex++)
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{
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if((bIncludeEdgeVertices) || (m_vecVertices[uIndex].isEdgeVertex() == false))
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{
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m_vecVertices[uIndex].setPosition(newPositions[uIndex]);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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/// This function can help improve the visual appearance of a surface patch by
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/// smoothing normals with other nearby normals. It iterates over each triangle
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/// in the surface patch and determines the sum of its corners normals. For any
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/// given vertex, these sums are in turn summed for any triangles which use the
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/// vertex. Usually, the resulting normals should be renormalised afterwards.
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/// Note: This function can cause lighting discontinuities accross region boundaries.
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////////////////////////////////////////////////////////////////////////////////
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void IndexedSurfacePatch::sumNearbyNormals(bool bNormaliseResult)
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{
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if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
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{
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return;
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}
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std::vector<Vector3DFloat> summedNormals(m_vecVertices.size());
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//Initialise all normals to zero. Should be ok as the vector should store all elements contiguously.
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memset(&summedNormals[0], 0, summedNormals.size() * sizeof(Vector3DFloat));
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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{
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SurfaceVertex& v0 = m_vecVertices[*iterIndex];
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Vector3DFloat& v0New = summedNormals[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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Vector3DFloat& v1New = summedNormals[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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Vector3DFloat& v2New = summedNormals[*iterIndex];
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iterIndex++;
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Vector3DFloat sumOfNormals = v0.getNormal() + v1.getNormal() + v2.getNormal();
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v0New += sumOfNormals;
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v1New += sumOfNormals;
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v2New += sumOfNormals;
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}
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for(uint32_t uIndex = 0; uIndex < summedNormals.size(); uIndex++)
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{
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if(bNormaliseResult)
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{
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summedNormals[uIndex].normalise();
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}
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m_vecVertices[uIndex].setNormal(summedNormals[uIndex]);
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}
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}
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void IndexedSurfacePatch::generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices)
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{
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Vector3DFloat offset = static_cast<Vector3DFloat>(m_Region.getLowerCorner());
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//Initially zero the normals
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for(vector<SurfaceVertex>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
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{
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if(m_Region.containsPoint(iterVertex->getPosition() + offset, 0.001))
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{
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iterVertex->setNormal(Vector3DFloat(0.0f,0.0f,0.0f));
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}
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}
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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{
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SurfaceVertex& v0 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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iterIndex++;
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Vector3DFloat triangleNormal = (v1.getPosition()-v0.getPosition()).cross(v2.getPosition()-v0.getPosition());
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if(m_Region.containsPoint(v0.getPosition() + offset, 0.001))
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{
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v0.setNormal(v0.getNormal() + triangleNormal);
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}
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if(m_Region.containsPoint(v1.getPosition() + offset, 0.001))
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{
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v1.setNormal(v1.getNormal() + triangleNormal);
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}
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if(m_Region.containsPoint(v2.getPosition() + offset, 0.001))
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{
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v2.setNormal(v2.getNormal() + triangleNormal);
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}
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}
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if(bNormalise)
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{
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for(vector<SurfaceVertex>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
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{
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Vector3DFloat normal = iterVertex->getNormal();
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normal.normalise();
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iterVertex->setNormal(normal);
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}
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}
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}
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POLYVOX_SHARED_PTR<IndexedSurfacePatch> IndexedSurfacePatch::extractSubset(std::set<uint8_t> setMaterials)
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{
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POLYVOX_SHARED_PTR<IndexedSurfacePatch> result(new IndexedSurfacePatch);
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if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
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{
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return result;
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}
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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{
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SurfaceVertex& v0 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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iterIndex++;
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if(
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(setMaterials.find(v0.getMaterial()) != setMaterials.end()) ||
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(setMaterials.find(v1.getMaterial()) != setMaterials.end()) ||
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(setMaterials.find(v2.getMaterial()) != setMaterials.end()))
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{
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uint32_t i0 = result->addVertex(v0);
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uint32_t i1 = result->addVertex(v1);
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uint32_t i2 = result->addVertex(v2);
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result->addTriangle(i0,i1,i2);
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}
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}
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return result;
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}
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}
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