106 lines
3.4 KiB
C++
106 lines
3.4 KiB
C++
/*******************************************************************************
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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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#ifndef __PolyVox_MeshDecimator_H__
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#define __PolyVox_MeshDecimator_H__
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#include <bitset>
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namespace PolyVox
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{
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template <typename VertexType>
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class MeshDecimator
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{
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//Used to keep track of when a vertex is
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//on one or more faces of the region
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enum POLYVOXCORE_API RegionFaceFlags
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{
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RFF_ON_REGION_FACE_NEG_X,
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RFF_ON_REGION_FACE_POS_X ,
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RFF_ON_REGION_FACE_NEG_Y ,
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RFF_ON_REGION_FACE_POS_Y ,
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RFF_ON_REGION_FACE_NEG_Z ,
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RFF_ON_REGION_FACE_POS_Z,
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RFF_NO_OF_REGION_FACE_FLAGS
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};
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//Data about the initial mesh - this
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//will be fill in once at the start
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struct InitialVertexMetadata
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{
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Vector3DFloat normal;
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bool isOnMaterialEdge;
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std::bitset<RFF_NO_OF_REGION_FACE_FLAGS> isOnRegionFace;
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};
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//Representing a triangle for decimation purposes.
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struct Triangle
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{
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uint32_t v0;
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uint32_t v1;
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uint32_t v2;
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Vector3DFloat normal;
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};
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public:
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MeshDecimator(const SurfaceMesh<VertexType>* pInputMesh, SurfaceMesh<VertexType>* pOutputMesh, float fEdgeCollapseThreshold = 0.95f);
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void execute();
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private:
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void fillInitialVertexMetadata(std::vector<InitialVertexMetadata>& vecInitialVertexMetadata);
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void buildConnectivityData(void);
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bool attemptEdgeCollapse(uint32_t uSrc, uint32_t uDest);
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const SurfaceMesh<VertexType>* m_pInputMesh;
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SurfaceMesh<VertexType>* m_pOutputMesh;
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uint32_t performDecimationPass(float m_fMinDotProductForCollapse);
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bool isSubset(std::bitset<RFF_NO_OF_REGION_FACE_FLAGS> a, std::bitset<RFF_NO_OF_REGION_FACE_FLAGS> b);
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bool canCollapseEdge(uint32_t uSrc, uint32_t uDest);
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bool canCollapseNormalEdge(uint32_t uSrc, uint32_t uDst);
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bool canCollapseRegionEdge(uint32_t uSrc, uint32_t uDst);
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bool canCollapseMaterialEdge(uint32_t uSrc, uint32_t uDst);
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bool collapseChangesFaceNormals(uint32_t uSrc, uint32_t uDst, float fThreshold);
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//Data structures used during decimation
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std::vector<bool> vertexLocked;
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std::vector<uint32_t> vertexMapper;
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std::vector<Triangle> m_vecTriangles;
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std::vector< list<uint32_t> > trianglesUsingVertex; //Should probably use vector of vectors, and resise in advance.
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std::vector<InitialVertexMetadata> m_vecInitialVertexMetadata;
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float m_fMinDotProductForCollapse;
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};
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}
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#include "MeshDecimator.inl"
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#endif //__PolyVox_MeshDecimator_H__
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