184 lines
6.0 KiB
C++
184 lines
6.0 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 "Vector.h"
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#include <bitset>
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#include <vector>
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namespace PolyVox
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{
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/// The MeshDecimator reduces the number of triangles in a mesh.
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////////////////////////////////////////////////////////////////////////////////
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/// Meshes generated by the PolyVox surface extractors typically have a very high
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/// number of triangles in them. This can pose difficulties both for the rendering
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/// storage of such meshes. The MeshDecimator provides a way of reducing the triangle
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/// count with minimal visual effect.
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///
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/// The MeshDecimator is based on the principle of edge collapse, and currently works
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/// with meshes generated by the SurfaceExtractor or CubicSurfaceExtractor. It does
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/// not work with meshes generated by the CubicSurfaceExtractorWithNormals, although
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/// this may be addressed in the future. The algorithm iterates over each pair of
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/// connected vertices in the mesh and attemps to determine if they can be collapsed
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/// into a single vertex.
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///
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/// The main criteria used in deciding whether two vertices can collapse is whether
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/// they have the same normal. In the case of the cubic surfaces the normals must be
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/// exactly the same, whereas in the case of the Marching Cubes surfaces a threshold
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/// is used to determine whether two normals are 'close enough'. Additional constraints
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/// apply to vertices which lie on the edges of regions or on the boundary between two
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/// regions - these vertices are much less likely to be collapsed.
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///
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/// Given a mesh called 'mesh', you can create a decimated version as follows:
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/// \code
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/// SurfaceMesh<PositionMaterial> decimatedMesh;
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/// MeshDecimator<PositionMaterial> decimator(&mesh, &decimatedMesh);
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/// decimator.execute();
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/// \endcode
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///
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/// The above applies for a cubic mesh, for a Marching Cubes mesh you need to parametise
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/// the MeshDecimator and resulting SurfaceMesh on the 'PositionMaterialNormal' type
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/// instead of the 'PositionMaterial' type.
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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 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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struct IntVertex
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{
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int32_t x;
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int32_t y;
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int32_t z;
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uint32_t index;
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IntVertex(int32_t xVal, int32_t yVal, int32_t zVal, uint32_t indexVal)
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:x(xVal)
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,y(yVal)
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,z(zVal)
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,index(indexVal)
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{
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}
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bool operator==(const IntVertex& rhs) const
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{
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return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
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}
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bool operator<(const IntVertex& rhs) const
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{
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if (z < rhs.z)
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return true;
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if (rhs.z < z)
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return false;
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if (y < rhs.y)
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return true;
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if (rhs.y < y)
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return false;
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if (x < rhs.x)
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return true;
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if (rhs.x < x)
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return false;
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return false;
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}
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};
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public:
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///Constructor
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MeshDecimator(const SurfaceMesh<VertexType>* pInputMesh, SurfaceMesh<VertexType>* pOutputMesh, float fEdgeCollapseThreshold = 0.95f);
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///Performs the decimation.
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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< std::vector<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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