1057 lines
33 KiB
C++
1057 lines
33 KiB
C++
#pragma region License
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#pragma endregion
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#include "IndexedSurfacePatch.h"
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#include "progmesh.h"
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#include <cstdlib>
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#include <list>
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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_mapUsedMaterials.insert(m_vecVertices[index0].material);
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}
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else
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{
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m_vecVertices[index0].setOnMaterialEdge(true);
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m_vecVertices[index1].setOnMaterialEdge(true);
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m_vecVertices[index2].setOnMaterialEdge(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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m_vecLodRecords.clear();
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m_mapUsedMaterials.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 bIncludeGeometryEdgeVertices 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 bIncludeGeometryEdgeVertices)
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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((bIncludeGeometryEdgeVertices) || (m_vecVertices[uIndex].isOnGeometryEdge() == 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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void IndexedSurfacePatch::generateMaterialWeightedNormals()
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{
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std::vector< std::set<int> > neighbouringVertices(m_vecVertices.size());
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for(int triCt = 0; triCt < m_vecTriangleIndices.size() / 3; triCt++)
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{
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int v0 = m_vecTriangleIndices[(triCt * 3 + 0)];
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int v1 = m_vecTriangleIndices[(triCt * 3 + 1)];
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int v2 = m_vecTriangleIndices[(triCt * 3 + 2)];
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neighbouringVertices[v0].insert(v1);
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neighbouringVertices[v0].insert(v2);
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neighbouringVertices[v1].insert(v0);
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neighbouringVertices[v1].insert(v2);
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neighbouringVertices[v2].insert(v0);
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neighbouringVertices[v2].insert(v1);
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}
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for(int vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
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{
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m_vecVertices[vertCt].noOfMatchingNeighbours = 0;
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m_vecVertices[vertCt].neighbourMaterials.clear();
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Vector3DFloat materialNormal(0,0,0);
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for(std::set<int>::iterator iter = neighbouringVertices[vertCt].begin(); iter != neighbouringVertices[vertCt].end(); iter++)
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{
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m_vecVertices[vertCt].neighbourMaterials.push_back(m_vecVertices[*iter].getMaterial());
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materialNormal += (m_vecVertices[*iter].getPosition() - m_vecVertices[vertCt].getPosition()) * m_vecVertices[vertCt].getMaterial();
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if(m_vecVertices[vertCt].getMaterial() == m_vecVertices[*iter].getMaterial())
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{
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m_vecVertices[vertCt].noOfMatchingNeighbours++;
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}
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}
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materialNormal.normalise();
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m_vecVertices[vertCt].materialNormal = materialNormal;
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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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assert(m_vecLodRecords.size() == 1);
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if(m_vecLodRecords.size() != 1)
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{
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//If we have done progressive LOD then it's too late to split into subsets.
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return result;
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}
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std::vector<int32_t> indexMap(m_vecVertices.size());
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std::fill(indexMap.begin(), indexMap.end(), -1);
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for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt += 3)
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{
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SurfaceVertex& v0 = m_vecVertices[m_vecTriangleIndices[triCt]];
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SurfaceVertex& v1 = m_vecVertices[m_vecTriangleIndices[triCt + 1]];
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SurfaceVertex& v2 = m_vecVertices[m_vecTriangleIndices[triCt + 2]];
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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;
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if(indexMap[m_vecTriangleIndices[triCt]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt]] = result->addVertex(v0);
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}
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i0 = indexMap[m_vecTriangleIndices[triCt]];
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uint32_t i1;
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if(indexMap[m_vecTriangleIndices[triCt+1]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt+1]] = result->addVertex(v1);
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}
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i1 = indexMap[m_vecTriangleIndices[triCt+1]];
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uint32_t i2;
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if(indexMap[m_vecTriangleIndices[triCt+2]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt+2]] = result->addVertex(v2);
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}
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i2 = indexMap[m_vecTriangleIndices[triCt+2]];
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result->addTriangle(i0,i1,i2);
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}
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}
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result->m_vecLodRecords.clear();
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LodRecord lodRecord;
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lodRecord.beginIndex = 0;
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lodRecord.endIndex = result->getNoOfIndices();
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result->m_vecLodRecords.push_back(lodRecord);
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return result;
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}
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/*int IndexedSurfacePatch::countMaterialBoundary(void)
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{
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int count = 0;
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for(int ct = 0; ct < m_vecVertices.size(); ct++)
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{
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if(m_vecVertices[ct].m_bIsMaterialEdgeVertex)
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{
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count++;
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}
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}
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return count;
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}
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void IndexedSurfacePatch::growMaterialBoundary(void)
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{
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std::vector<SurfaceVertex> vecNewVertices = m_vecVertices;
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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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SurfaceVertex& v0New = vecNewVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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SurfaceVertex& v1New = vecNewVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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SurfaceVertex& v2New = vecNewVertices[*iterIndex];
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iterIndex++;
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if(v0.m_bIsMaterialEdgeVertex || v1.m_bIsMaterialEdgeVertex || v2.m_bIsMaterialEdgeVertex)
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{
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v0New.m_bIsMaterialEdgeVertex = true;
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v1New.m_bIsMaterialEdgeVertex = true;
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v2New.m_bIsMaterialEdgeVertex = true;
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}
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}
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m_vecVertices = vecNewVertices;
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}*/
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void IndexedSurfacePatch::decimate(float fMinDotProductForCollapse)
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{
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generateMaterialWeightedNormals();
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uint32_t noOfEdgesCollapsed = 0;
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do
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{
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//generateAveragedFaceNormals(true);
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noOfEdgesCollapsed = performDecimationPass(fMinDotProductForCollapse);
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removeDegenerateTris();
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}while(noOfEdgesCollapsed > 0);
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//cout << "Collapsed " << performDecimationPass(fMinDotProductForCollapse) << " edges." << endl; removeDegenerateTris();
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/*cout << "Collapsed " << performDecimationPass(fMinDotProductForCollapse) << " edges." << endl; removeDegenerateTris();
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cout << "Collapsed " << performDecimationPass(fMinDotProductForCollapse) << " edges." << endl; removeDegenerateTris();
|
|
cout << "Collapsed " << performDecimationPass(fMinDotProductForCollapse) << " edges." << endl; removeDegenerateTris();
|
|
cout << "Collapsed " << performDecimationPass(fMinDotProductForCollapse) << " edges." << endl; removeDegenerateTris();*/
|
|
|
|
|
|
//Decimation will have invalidated LOD levels.
|
|
m_vecLodRecords.clear();
|
|
LodRecord lodRecord;
|
|
lodRecord.beginIndex = 0;
|
|
lodRecord.endIndex = getNoOfIndices();
|
|
m_vecLodRecords.push_back(lodRecord);
|
|
}
|
|
|
|
/*Returns true if every bit which is set in 'a' is also set in 'b'. The reverse does not need to be true.*/
|
|
bool IndexedSurfacePatch::isSubset(std::bitset<7> a, std::bitset<7> b)
|
|
{
|
|
bool result = true;
|
|
|
|
for(int ct = 1; ct < 7; ct++) //Start at '1' to skip material flag
|
|
{
|
|
if(a.test(ct))
|
|
{
|
|
if(b.test(ct) == false)
|
|
{
|
|
result = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
uint32_t IndexedSurfacePatch::performDecimationPass(float fMinDotProductForCollapse)
|
|
{
|
|
// I'm using a vector of lists here, rather than a vector of sets,
|
|
// because I don't believe that duplicaes should occur. But this
|
|
// might be worth checking if we have problems in the future.
|
|
vector< list<uint32_t> > trianglesUsingVertex(m_vecVertices.size());
|
|
for(int ct = 0; ct < m_vecTriangleIndices.size(); ct++)
|
|
{
|
|
int triangle = ct / 3;
|
|
|
|
trianglesUsingVertex[m_vecTriangleIndices[ct]].push_back(triangle);
|
|
}
|
|
|
|
// Count how many edges we have collapsed
|
|
uint32_t noOfEdgesCollapsed = 0;
|
|
|
|
// The vertex mapper track whick vertices collapse onto which.
|
|
vector<uint32_t> vertexMapper(m_vecVertices.size());
|
|
|
|
// Once a vertex is involved in a collapse (either because it
|
|
// moves onto a different vertex, or because a different vertex
|
|
// moves onto it) it is forbidden to take part in another collapse
|
|
// this pass. We enforce this by setting the vertex locked flag.
|
|
vector<bool> vertexLocked(m_vecVertices.size());
|
|
|
|
// Initialise the vectors
|
|
for(uint32_t ct = 0; ct < m_vecVertices.size(); ct++)
|
|
{
|
|
// Initiall all vertices points to themselves
|
|
vertexMapper[ct] = ct;
|
|
// All vertices are initially unlocked
|
|
vertexLocked[ct] = false;
|
|
}
|
|
|
|
|
|
// Each triangle exists in this vector once.
|
|
vector<int> vecOfTriCts(m_vecTriangleIndices.size() / 3);
|
|
for(int triCt = 0; triCt < vecOfTriCts.size(); triCt++)
|
|
{
|
|
vecOfTriCts[triCt] = triCt;
|
|
}
|
|
|
|
// It *may* be beneficial to randomise the order in which triangles
|
|
// are processed to get a more uniform distribution off collapses and
|
|
// more equally sized triangles at the end. This need more testing really.
|
|
random_shuffle(vecOfTriCts.begin(), vecOfTriCts.end());
|
|
|
|
//For each triange...
|
|
for(int ctIter = 0; ctIter < vecOfTriCts.size(); ctIter++)
|
|
{
|
|
int triCt = vecOfTriCts[ctIter];
|
|
|
|
//For each edge in each triangle
|
|
for(int edgeCt = 0; edgeCt < 3; edgeCt++)
|
|
{
|
|
int v0 = m_vecTriangleIndices[triCt * 3 + (edgeCt)];
|
|
int v1 = m_vecTriangleIndices[triCt * 3 + ((edgeCt +1) % 3)];
|
|
|
|
//A vertex will be locked if it has already been involved in a collapse this pass.
|
|
if(vertexLocked[v0] || vertexLocked[v1])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(m_vecVertices[v0].getMaterial() != m_vecVertices[v1].getMaterial())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//For now, don't collapse vertices on material edges...
|
|
if(m_vecVertices[v0].isOnMaterialEdge() || m_vecVertices[v1].isOnMaterialEdge())
|
|
{
|
|
if(true)
|
|
{
|
|
bool pass = false;
|
|
//if(m_vecVertices[v0].materialNormal.dot(m_vecVertices[v1].materialNormal) < 0.9999)
|
|
/*if(m_vecVertices[v0].isOnMaterialEdge() && m_vecVertices[v1].isOnMaterialEdge())
|
|
{
|
|
if(m_vecVertices[v0].getMaterial() == m_vecVertices[v1].getMaterial())
|
|
{
|
|
pass = true;
|
|
}
|
|
}*/
|
|
|
|
|
|
|
|
bool allMatch = false;
|
|
|
|
if(m_vecVertices[v0].noOfMatchingNeighbours == m_vecVertices[v1].noOfMatchingNeighbours)
|
|
{
|
|
if(m_vecVertices[v0].noOfMatchingNeighbours == 4)
|
|
{
|
|
allMatch = true;
|
|
}
|
|
}
|
|
|
|
bool movementValid = false;
|
|
Vector3DFloat movement = m_vecVertices[v1].getPosition() - m_vecVertices[v0].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(movementValid && allMatch)
|
|
{
|
|
pass = true;
|
|
}
|
|
|
|
if(!pass)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else //Material collapses not allowed
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//...or those on geometry (region) edges.
|
|
/*if(m_vecVertices[v0].isOnGeometryEdge() || m_vecVertices[v1].isOnGeometryEdge())
|
|
{
|
|
continue;
|
|
}*/
|
|
|
|
// In theory it seems we should also allow edge vertices to collapse onto other edge vertices,
|
|
// and also onto corner vertices.But a corner vertex shouldn't collapse onto another corner?
|
|
|
|
//After holiday, consider using the following line so that 'internal' vertices can collapse onto
|
|
//edges (but not vice-versa) and edges can collapse onto corners (but not vice-versa).
|
|
//FIXME - Stop corners collapsing onto corners!
|
|
if(isSubset(m_vecVertices[v0].m_bFlags, m_vecVertices[v1].m_bFlags) == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
/*if((m_vecVertices[v0].getNoOfGeometryEdges()) >= (m_vecVertices[v1].getNoOfGeometryEdges()))
|
|
{
|
|
continue;
|
|
}*/
|
|
|
|
//Check the normals are within the threashold.
|
|
if(m_vecVertices[v0].getNormal().dot(m_vecVertices[v1].getNormal()) < fMinDotProductForCollapse)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//The last test is whether we will flip any of the faces
|
|
|
|
bool faceFlipped = false;
|
|
list<uint32_t> triangles = trianglesUsingVertex[v0];
|
|
/*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++)
|
|
{
|
|
uint32_t tri = *triIter;
|
|
|
|
uint32_t v0Old = m_vecTriangleIndices[tri * 3];
|
|
uint32_t v1Old = m_vecTriangleIndices[tri * 3 + 1];
|
|
uint32_t v2Old = m_vecTriangleIndices[tri * 3 + 2];
|
|
|
|
//Check if degenerate
|
|
if((v0Old == v1Old) || (v1Old == v2Old) || (v2Old == v0Old))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
uint32_t v0New = v0Old;
|
|
uint32_t v1New = v1Old;
|
|
uint32_t v2New = v2Old;
|
|
|
|
if(v0New == v0)
|
|
v0New = v1;
|
|
if(v1New == v0)
|
|
v1New = v1;
|
|
if(v2New == v0)
|
|
v2New = v1;
|
|
|
|
//Check if degenerate
|
|
if((v0New == v1New) || (v1New == v2New) || (v2New == v0New))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Vector3DFloat v0OldPos = m_vecVertices[vertexMapper[v0Old]].getPosition();
|
|
Vector3DFloat v1OldPos = m_vecVertices[vertexMapper[v1Old]].getPosition();
|
|
Vector3DFloat v2OldPos = m_vecVertices[vertexMapper[v2Old]].getPosition();
|
|
|
|
Vector3DFloat v0NewPos = m_vecVertices[vertexMapper[v0New]].getPosition();
|
|
Vector3DFloat v1NewPos = m_vecVertices[vertexMapper[v1New]].getPosition();
|
|
Vector3DFloat v2NewPos = m_vecVertices[vertexMapper[v2New]].getPosition();
|
|
|
|
/*Vector3DFloat v0OldPos = m_vecVertices[v0Old].getPosition();
|
|
Vector3DFloat v1OldPos = m_vecVertices[v1Old].getPosition();
|
|
Vector3DFloat v2OldPos = m_vecVertices[v2Old].getPosition();
|
|
|
|
Vector3DFloat v0NewPos = m_vecVertices[v0New].getPosition();
|
|
Vector3DFloat v1NewPos = m_vecVertices[v1New].getPosition();
|
|
Vector3DFloat v2NewPos = m_vecVertices[v2New].getPosition();*/
|
|
|
|
Vector3DFloat OldNormal = (v1OldPos - v0OldPos).cross(v2OldPos - v1OldPos);
|
|
Vector3DFloat NewNormal = (v1NewPos - v0NewPos).cross(v2NewPos - v1NewPos);
|
|
|
|
OldNormal.normalise();
|
|
NewNormal.normalise();
|
|
|
|
// Note for after holiday - We are still getting faces flipping despite the following test. I tried changing
|
|
// the 0.0 to 0.9 (which should still let coplanar faces merge) but oddly nothing then merged. Investigate this.
|
|
float dotProduct = OldNormal.dot(NewNormal);
|
|
//cout << dotProduct << endl;
|
|
if(dotProduct < 0.9f)
|
|
{
|
|
//cout << " Face flipped!!" << endl;
|
|
|
|
faceFlipped = true;
|
|
|
|
/*vertexLocked[v0] = true;
|
|
vertexLocked[v1] = true;*/
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(faceFlipped == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//Move v0 onto v1
|
|
vertexMapper[v0] = v1; //vertexMapper[v1];
|
|
vertexLocked[v0] = true;
|
|
vertexLocked[v1] = true;
|
|
|
|
//Increment the counter
|
|
++noOfEdgesCollapsed;
|
|
}
|
|
}
|
|
|
|
if(noOfEdgesCollapsed > 0)
|
|
{
|
|
//Fix up the indices
|
|
for(int triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
|
|
{
|
|
uint32_t before = m_vecTriangleIndices[triCt];
|
|
uint32_t after = vertexMapper[m_vecTriangleIndices[triCt]];
|
|
if(before != after)
|
|
{
|
|
m_vecTriangleIndices[triCt] = vertexMapper[m_vecTriangleIndices[triCt]];
|
|
}
|
|
}
|
|
}
|
|
|
|
return noOfEdgesCollapsed;
|
|
}
|
|
|
|
int IndexedSurfacePatch::noOfDegenerateTris(void)
|
|
{
|
|
int count = 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((v0 == v1) || (v1 == v2) || (v2 == v0))
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void IndexedSurfacePatch::removeDegenerateTris(void)
|
|
{
|
|
int noOfNonDegenerate = 0;
|
|
int targetCt = 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((v0 != v1) && (v1 != v2) & (v2 != v0))
|
|
{
|
|
m_vecTriangleIndices[targetCt] = v0;
|
|
targetCt++;
|
|
m_vecTriangleIndices[targetCt] = v1;
|
|
targetCt++;
|
|
m_vecTriangleIndices[targetCt] = v2;
|
|
targetCt++;
|
|
|
|
noOfNonDegenerate++;
|
|
}
|
|
}
|
|
|
|
m_vecTriangleIndices.resize(noOfNonDegenerate * 3);
|
|
}
|
|
|
|
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].isOnEdge())
|
|
{
|
|
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());
|
|
}
|
|
}
|
|
}
|