File: Wm5CreateClodMesh.cpp

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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)

#include "Wm5GraphicsPCH.h"
#include "Wm5CreateClodMesh.h"
using namespace Wm5;

//----------------------------------------------------------------------------
CreateClodMesh::CreateClodMesh (TriMesh* mesh, int& numRecords,
    CollapseRecord*& records)
    :
    mNumVertices(mesh->GetVertexBuffer()->GetNumElements()),
    mNumIndices(mesh->GetIndexBuffer()->GetNumElements()),
    mNumTriangles(mNumIndices/3),
    mIndices((int*)mesh->GetIndexBuffer()->GetData()),
    mVBA(mesh),
    mVertices(mNumVertices),
    mHeap(mNumIndices, 0, Mathf::MAX_REAL)
{
    // Ensure the vertex and index buffers are valid for edge collapsing.
    if (!ValidBuffers() )
    {
        numRecords = 0;
        records = 0;
        return;
    }

    // Create the vertex-edge-triangle graph.
    int* currentIndex = mIndices;
    for (int t = 0; t < mNumTriangles; ++t)
    {
        int v0 = *currentIndex++;
        int v1 = *currentIndex++;
        int v2 = *currentIndex++;
        InsertTriangle(TriangleKey(v0, v1, v2), t);
    }

    // Vertices that are endpoints of boundary edges, or are nonmanifold in
    // that they are shared by two edge-triangle connected compoments, cannot
    // be allowed to collapse.
    ClassifyCollapsibleVertices();

    // Update the heap of edges.
    EdgeMap::iterator emIter = mEdges.begin();
    EdgeMap::iterator emEnd = mEdges.end();
    for (/**/; emIter != emEnd; ++emIter)
    {
        assertion(
            emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
            "Unexpected condition.\n");
        mHeap.Update(emIter->second.Record, ComputeMetric(emIter->first));
    }

    while (mHeap.GetNumElements() > 0)
    {
        EdgeKey ekey;
        float metric;
        mHeap.GetMinimum(ekey, metric);
        if (metric == Mathf::MAX_REAL)
        {
            // All remaining heap elements have infinite metrics.
            if (!ValidResults())
            {
                numRecords = 0;
                records = 0;
                return;
            }
            break;
        }

        int indexThrow = CanCollapse(ekey);
        if (indexThrow >= 0)
        {
            Collapse(ekey, indexThrow);
        }
        else
        {
            emIter = mEdges.find(ekey);
            assertion(
                emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
                "Unexpected condition.\n");
            mHeap.Update(emIter->second.Record, Mathf::MAX_REAL);
        }
    }

    // Reorder the vertex buffer so that the vertices are listed in decreasing
    // time of removal by edge collapses.  For example, the first vertex to be
    // removed during an edge collapse is the last vertex in the buffer.
    // Reorder the index buffer so that the triangles are listed in decreasing
    // time of removal by edge collapses.  For example, the first pair of
    // triangles to be removed during an edge collapse are the last triangles
    // in the buffer.
    ReorderBuffers();

    // The collapse records store the incremental changes that are used for
    // dynamic LOD changes.
    ComputeRecords(numRecords, records);
}
//----------------------------------------------------------------------------
CreateClodMesh::~CreateClodMesh ()
{
}
//----------------------------------------------------------------------------
bool CreateClodMesh::ValidBuffers () const
{
    TriangleKeySet triangles;
    std::set<int> vertexIndices;
    int* currentIndex = mIndices;
    for (int t = 0; t < mNumTriangles; ++t)
    {
        int v0 = *currentIndex++;
        int v1 = *currentIndex++;
        int v2 = *currentIndex++;
        if (v0 == v1 || v0 == v2 || v1 == v2)
        {
            // For now, the input should be from triangle meshes or fans.  The
            // edge collapse algorithm must be modified to deal with triangle
            // strips for which degenerate triangles were added (to produce
            // long strips).
            assertion(false, "Degenerate triangles not allowed.\n");
            return false;
        }

        vertexIndices.insert(v0);
        vertexIndices.insert(v1);
        vertexIndices.insert(v2);

        std::pair<TriangleKeySet::iterator, bool> result =
            triangles.insert(TriangleKey(v0, v1, v2));

        if (result.second == false)
        {
            // The index buffer contains repeated triangles.  The edge
            // collapse algorithm is not designed to handle repeats. 
            assertion(false, "Index buffer contains repeated triangles.\n");
            return false;
        }
    }

    // Test for a valid vertex buffer.
    if (mNumVertices > (int)vertexIndices.size()
    ||  mNumVertices != (*vertexIndices.rbegin() + 1))
    {
        // If the following assertion is triggered, the vertex buffer has
        // vertices that are not referenced by the index buffer.  This is a
        // problem, because the vertex buffer is reordered based on the order
        // of the edge collapses.  Any other index buffer that references the
        // input vertex buffer is now invalid.
        assertion(false, "Index buffer does not reference all vertices.\n");
        return false;
    }

    return true;
}
//----------------------------------------------------------------------------
void CreateClodMesh::InsertTriangle (const TriangleKey& tKey, Triangle t)
{
    int v0Key = tKey.V[0];
    int v1Key = tKey.V[1];
    int v2Key = tKey.V[2];
    EdgeKey e0Key(v0Key, v1Key);
    EdgeKey e1Key(v1Key, v2Key);
    EdgeKey e2Key(v2Key, v0Key);

    // Insert each edge into its endpoints' adjacency lists.
    mVertices[v0Key].AdjEdges.insert(e0Key);
    mVertices[v0Key].AdjEdges.insert(e2Key);
    mVertices[v0Key].AdjTriangles.insert(tKey);

    mVertices[v1Key].AdjEdges.insert(e0Key);
    mVertices[v1Key].AdjEdges.insert(e1Key);
    mVertices[v1Key].AdjTriangles.insert(tKey);

    mVertices[v2Key].AdjEdges.insert(e1Key);
    mVertices[v2Key].AdjEdges.insert(e2Key);
    mVertices[v2Key].AdjTriangles.insert(tKey);

    EdgeMap::iterator emIter = mEdges.find(e0Key);
    if (emIter == mEdges.end())
    {
        // The edge is encountered the first time.  Insert it into the graph
        // and into the heap.  Insert the triangle into its adjacency list.
        Edge& edge = mEdges[e0Key];
        edge.AdjTriangles.insert(tKey);
        edge.Record = mHeap.Insert(e0Key, Mathf::MAX_REAL);
    }
    else
    {
        // The edge already exists in the graph.   Insert the triangle into
        // its adjacency list.
        emIter->second.AdjTriangles.insert(tKey);
    }

    emIter = mEdges.find(e1Key);
    if (emIter == mEdges.end())
    {
        // The edge is encountered the first time.  Insert it into the graph
        // and into the heap.  Insert the triangle into its adjacency list.
        Edge& edge = mEdges[e1Key];
        edge.AdjTriangles.insert(tKey);
        edge.Record = mHeap.Insert(e1Key, Mathf::MAX_REAL);
    }
    else
    {
        // The edge already exists in the graph.   Insert the triangle into
        // its adjacency list.
        emIter->second.AdjTriangles.insert(tKey);
    }

    emIter = mEdges.find(e2Key);
    if (emIter == mEdges.end())
    {
        // The edge is encountered the first time.  Insert it into the graph
        // and into the heap.  Insert the triangle into its adjacency list.
        Edge& edge = mEdges[e2Key];
        edge.AdjTriangles.insert(tKey);
        edge.Record = mHeap.Insert(e2Key, Mathf::MAX_REAL);
    }
    else
    {
        // The edge already exists in the graph.   Insert the triangle into
        // its adjacency list.
        emIter->second.AdjTriangles.insert(tKey);
    }

    // Insert the triangle into the graph.
    mTriangles[tKey] = t;
}
//----------------------------------------------------------------------------
void CreateClodMesh::RemoveTriangle (const TriangleKey& tKey)
{
    int v0Key = tKey.V[0];
    int v1Key = tKey.V[1];
    int v2Key = tKey.V[2];
    EdgeKey e0Key(v0Key, v1Key);
    EdgeKey e1Key(v1Key, v2Key);
    EdgeKey e2Key(v2Key, v0Key);

    // Remove the triangle from its vertices' adjacency lists.
    mVertices[v0Key].AdjTriangles.erase(tKey);
    mVertices[v1Key].AdjTriangles.erase(tKey);
    mVertices[v2Key].AdjTriangles.erase(tKey);

    EdgeMap::iterator emIter = mEdges.find(e0Key);
    if (emIter != mEdges.end())
    {
        Edge& edge = emIter->second;
        edge.AdjTriangles.erase(tKey);
        if (edge.AdjTriangles.size() == 0)
        {
            // The edge is not shared by any triangles, so delete it from the
            // heap.
            assertion(
                emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
                "Unexpected condition.\n");
            mHeap.Update(emIter->second.Record, -1.0f);
            EdgeKey generator;
            float metric;
            mHeap.Remove(generator, metric);
            assertion(metric == -1.0f, "The metric should be -1.\n");

            // Delete the edge from its endpoints' adjacency lists.
            mVertices[v0Key].AdjEdges.erase(e0Key);
            mVertices[v1Key].AdjEdges.erase(e0Key);

            // Delete the edge from the graph.
            mEdges.erase(e0Key);
        }
    }
    else
    {
        assertion(false, "Unexpected condition.\n");
    }

    emIter = mEdges.find(e1Key);
    if (emIter != mEdges.end())
    {
        Edge& edge = emIter->second;
        edge.AdjTriangles.erase(tKey);
        if (edge.AdjTriangles.size() == 0)
        {
            // The edge is not shared by any triangles, so delete it from the
            // heap.
            assertion(
                emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
                "Unexpected condition.\n");
            mHeap.Update(emIter->second.Record, -1.0f);
            EdgeKey generator;
            float metric;
            mHeap.Remove(generator, metric);
            assertion(metric == -1.0f, "The metric should be -1.\n");

            // Delete the edge from its endpoints' adjacency lists.
            mVertices[v1Key].AdjEdges.erase(e1Key);
            mVertices[v2Key].AdjEdges.erase(e1Key);

            // Delete the edge from the graph.
            mEdges.erase(e1Key);
        }
    }
    else
    {
        assertion(false, "Unexpected condition.\n");
    }

    emIter = mEdges.find(e2Key);
    if (emIter != mEdges.end())
    {
        Edge& edge = emIter->second;
        edge.AdjTriangles.erase(tKey);
        if (edge.AdjTriangles.size() == 0)
        {
            // The edge is not shared by any triangles, so delete it from the
            // heap.
            assertion(
                emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
                "Unexpected condition.\n");
            mHeap.Update(emIter->second.Record, -1.0f);
            EdgeKey generator;
            float metric;
            mHeap.Remove(generator, metric);
            assertion(metric == -1.0f, "The metric should be -1.\n");

            // Delete the edge from its endpoints' adjacency lists.
            mVertices[v2Key].AdjEdges.erase(e2Key);
            mVertices[v0Key].AdjEdges.erase(e2Key);

            // Delete the edge from the graph.
            mEdges.erase(e2Key);
        }
    }
    else
    {
        assertion(false, "Unexpected condition.\n");
    }

    // Remove the triangle from the graph.
    mTriangles.erase(tKey);
}
//----------------------------------------------------------------------------
void CreateClodMesh::ClassifyCollapsibleVertices ()
{
    // TODO: Test for nonmanifold vertices.  These cannot be collapsed,
    // because they are a bridge between two locally disjoint submeshes (in
    // terms of edge-triangle connectivity).  The test is to count the number
    // of local connected components of vertex.AdjTriangles.  The vertex is
    // nonmanifold if the number of components is larger than one.

    // Test the vertices to determine whether they are endpoints of boundary
    // edges of the mesh.
    VertexArray::iterator vaIter = mVertices.begin();
    VertexArray::iterator vaEnd = mVertices.end();
    for (/**/; vaIter != vaEnd; ++vaIter)
    {
        Vertex& vertex = *vaIter;
        EdgeKeySet::iterator ekIter = vertex.AdjEdges.begin();
        EdgeKeySet::iterator ekEnd = vertex.AdjEdges.end();
        for (/**/; ekIter != ekEnd; ++ekIter)
        {
            EdgeMap::iterator emIter = mEdges.find(*ekIter);
            if (emIter->second.AdjTriangles.size() != 2)
            {
                vertex.Collapsible = false;
                break;
            }
        }
    }
}
//----------------------------------------------------------------------------
float CreateClodMesh::ComputeMetric (const EdgeKey& eKey)
{
    // These weights may be adjusted to whatever you like.
    const float lengthWeight = 10.0f;
    const float angleWeight = 1.0f;

    // Compute the metric for the edge.  Only manifold edges (exactly two
    // triangles sharing the edge) are allowed to collapse.
    Edge& edge = mEdges[eKey];
    if (edge.AdjTriangles.size() == 2)
    {
        // Length contribution.
        Vector3f& end0 = mVBA.Position<Vector3f>(eKey.V[0]);
        Vector3f& end1 = mVBA.Position<Vector3f>(eKey.V[1]);
        Vector3f diff = end1 - end0;
        float metric = lengthWeight*diff.Length();

        // Angle/area contribution.
        TriangleKey tKey = *edge.AdjTriangles.begin();
        Vector3f position0 = mVBA.Position<Vector3f>(tKey.V[0]);
        Vector3f position1 = mVBA.Position<Vector3f>(tKey.V[1]);
        Vector3f position2 = mVBA.Position<Vector3f>(tKey.V[2]);
        Vector3f edgeDirection0 = position1 - position0;
        Vector3f edgeDirection1 = position2 - position0;
        Vector3f normal0 = edgeDirection0.Cross(edgeDirection1);

        tKey = *edge.AdjTriangles.rbegin();
        position0 = mVBA.Position<Vector3f>(tKey.V[0]);
        position1 = mVBA.Position<Vector3f>(tKey.V[1]);
        position2 = mVBA.Position<Vector3f>(tKey.V[2]);
        edgeDirection0 = position1 - position0;
        edgeDirection1 = position2 - position0;
        Vector3f normal1 = edgeDirection0.Cross(edgeDirection1);
        Vector3f cross = normal0.Cross(normal1);
        metric += angleWeight*cross.Length();

        return metric;
    }

    // Boundary edges (one triangle containing edge) and junction edges
    // (3 or more triangles sharing edge) are not allowed to collapse.
    return Mathf::MAX_REAL;
}
//----------------------------------------------------------------------------
int CreateClodMesh::CanCollapse (const EdgeKey& eKey)
{
    Vertex& vertex0 = mVertices[eKey.V[0]];
    Vertex& vertex1 = mVertices[eKey.V[1]];

    // Test for collapsibility.
    int indexKeep, indexThrow;
    if (vertex0.Collapsible)
    {
        indexKeep = 1;
        indexThrow = 0;
    }
    else if (vertex1.Collapsible)
    {
        indexKeep = 0;
        indexThrow = 1;
    }
    else
    {
        return -1;
    }

    // The collapse cannot be allowed if it leads to the mesh "folding over".
    int vKeep = eKey.V[indexKeep];
    int vThrow = eKey.V[indexThrow];
    Vertex& vertexThrow = mVertices[vThrow];
    Vector3f positionKeep = mVBA.Position<Vector3f>(vKeep);
    Vector3f positionThrow = mVBA.Position<Vector3f>(vThrow);

    TriangleKeySet::iterator tkIter = vertexThrow.AdjTriangles.begin();
    TriangleKeySet::iterator tkEnd = vertexThrow.AdjTriangles.end();
    for (/**/; tkIter != tkEnd; ++tkIter)
    {
        TriangleKey tKey = *tkIter;

        // Compute a normal vector for the plane determined by the vertices
        // of the triangle (using CCW order).
        int j0;
        for (j0 = 0; j0 < 3; ++j0)
        {
            if (tKey.V[j0] == vThrow)
            {
                break;
            }
        }
        int jm = (j0 + 2) % 3;
        int jp = (j0 + 1) % 3;
        Vector3f positionM = mVBA.Position<Vector3f>(tKey.V[jm]);
        Vector3f positionP = mVBA.Position<Vector3f>(tKey.V[jp]);
        Vector3f dirP = positionP - positionThrow;
        Vector3f dirM = positionM - positionThrow;
        Vector3f normalThrow = dirP.Cross(dirM);

        // Now replace the throw position by the keep position and compute a
        // normal vector for the plane determined by the vertices of the
        // triangle (using CCW order).
        dirP = positionP - positionKeep;
        dirM = positionM - positionKeep;
        Vector3f normalKeep = dirP.Cross(dirM);

        // The collapse is not allowed when the angle between the two normals
        // is larger than 90 degrees.
        if (normalThrow.Dot(normalKeep) < 0.0f)
        {
            return -1;
        }
    }

    return indexThrow;
}
//----------------------------------------------------------------------------
void CreateClodMesh::Collapse (const EdgeKey& eKey, int indexThrow)
{
    // Get the endpoints of the edge to be collapsed.
    int vKeep = eKey.V[1 - indexThrow];
    int vThrow = eKey.V[indexThrow];
    Vertex& vertexThrow = mVertices[vThrow];
    CollapseInfo collapse(vKeep, vThrow);

    // Remove all the triangles sharing the throw vertex.  Create the edges
    // opposite the keep vertex for triangle insertion later.  The opposite
    // edges are saved, preserving the vertex ordering.  This information
    // makes it easier to determine which heap edges must be updated when the
    // new triangles are inserted into the graph.
    std::set<Tuple<3,int> > keepInfo;
    TriangleKeySet needRemoval = vertexThrow.AdjTriangles;
    TriangleKeySet::iterator tkIter = needRemoval.begin();
    TriangleKeySet::iterator tkEnd = needRemoval.end();
    for (/**/; tkIter != tkEnd; ++tkIter)
    {
        TriangleKey tKey = *tkIter;

        int j0;
        for (j0 = 0; j0 < 3; ++j0)
        {
            if (tKey.V[j0] == vThrow)
            {
                break;
            }
        }
        assertion(j0 < 3, "Unexpected condition.\n");

        Tuple<3,int> tuple;
        tuple[0] = tKey.V[(j0 + 1) % 3];
        tuple[1] = tKey.V[(j0 + 2) % 3];
        tuple[2] = mTriangles[tKey];

        if (tuple[0] != vKeep && tuple[1] != vKeep)
        {
            keepInfo.insert(tuple);
        }
        else
        {
            if (collapse.TThrow0 == -1)
            {
                collapse.TThrow0 = tuple[2];
            }
            else
            {
                assertion(collapse.TThrow1 == -1, "Unexpected condition.\n");
                collapse.TThrow1 = tuple[2];
                mCollapses.push_back(collapse);
            }
        }

        RemoveTriangle(tKey);
    }

    // Insert the new triangles that share the keep vertex.  Save the edges
    // that need to be updated in the heap.
    EdgeKeySet needUpdate;
    std::set<Tuple<3,int> >::iterator kpIter = keepInfo.begin();
    std::set<Tuple<3,int> >::iterator kpEnd = keepInfo.end();
    for (/**/; kpIter != kpEnd; ++kpIter)
    {
        int v0 = vKeep;
        int v1 = (*kpIter)[0];
        int v2 = (*kpIter)[1];
        Triangle t = (*kpIter)[2];
        InsertTriangle(TriangleKey(v0, v1, v2), t);
        needUpdate.insert(EdgeKey(v0, v1));
        needUpdate.insert(EdgeKey(v1, v2));
        needUpdate.insert(EdgeKey(v2, v0));
    }

    // Update the heap for those edges affected by the collapse.
    EdgeKeySet::iterator ekIter = needUpdate.begin();
    EdgeKeySet::iterator ekEnd = needUpdate.end();
    for (/**/; ekIter != ekEnd; ++ekIter)
    {
        EdgeKey updateKey = *ekIter;
        EdgeMap::iterator emIter = mEdges.find(updateKey);
        assertion(
            emIter->second.Record->GetIndex() < mHeap.GetNumElements(),
            "Unexpected condition.\n");
        mHeap.Update(emIter->second.Record, ComputeMetric(updateKey));
    }
}
//----------------------------------------------------------------------------
bool CreateClodMesh::ValidResults ()
{
    // Save the indices of the remaining triangles.  These are needed for
    // reordering of the index buffer.
    if (mNumTriangles != (int)(2*mCollapses.size() + mTriangles.size()))
    {
        assertion(false, "Incorrect triangle counts.\n");
        return false;
    }
    TriangleMap::iterator tmIter = mTriangles.begin();
    TriangleMap::iterator tmEnd = mTriangles.end();
    for (/**/; tmIter != tmEnd; ++tmIter)
    {
        mTrianglesRemaining.push_back(tmIter->second);
    }

    // Save the indices of the remaining vertices.  These are needed for
    // reordering of the vertex buffer.
    VertexArray::iterator vaIter = mVertices.begin();
    VertexArray::iterator vaEnd = mVertices.end();
    for (int i = 0; vaIter != vaEnd; ++vaIter, ++i)
    {
        bool hasEdges = (vaIter->AdjEdges.size() > 0);
        bool hasTriangles = (vaIter->AdjTriangles.size() > 0);
        if (hasEdges != hasTriangles)
        {
            assertion(false, "Inconsistent edge-triangle adjacency.\n");
            return false;
        }

        if (vaIter->AdjEdges.size() > 0)
        {
            mVerticesRemaining.push_back(i);
        }
    }
    if (mNumVertices != (int)(mCollapses.size() + mVerticesRemaining.size()))
    {
        assertion(false, "Incorrect vertex counts.\n");
        return false;
    }

    return true;
}
//----------------------------------------------------------------------------
void CreateClodMesh::ReorderBuffers ()
{
    // Construct the mappings between the old vertex order and the new vertex
    // order.
    std::vector<int> vertexNewToOld(mNumVertices);
    std::vector<int> vertexOldToNew(mNumVertices);
    int vNew = mNumVertices - 1, vOld;

    std::vector<CollapseInfo>::iterator cIter = mCollapses.begin();
    std::vector<CollapseInfo>::iterator cEnd = mCollapses.end();
    for (/**/; cIter != cEnd; ++cIter)
    {
        vOld = cIter->VThrow;
        vertexNewToOld[vNew] = vOld;
        vertexOldToNew[vOld] = vNew--;
    }

    std::vector<int>::iterator vIter = mVerticesRemaining.begin();
    std::vector<int>::iterator vEnd = mVerticesRemaining.end();
    for (/**/; vIter != vEnd; ++vIter)
    {
        vOld = *vIter;
        vertexNewToOld[vNew] = vOld;
        vertexOldToNew[vOld] = vNew--;
    }

    // Reorder the vertex buffer.
    char* oldData = mVBA.GetData();
    int stride = mVBA.GetStride();
    char* newData = new1<char>(mNumVertices*stride);
    char* trgVertex = newData;
    for (vNew = 0; vNew < mNumVertices; ++vNew, trgVertex += stride)
    {
        char* srcVertex = oldData + stride*vertexNewToOld[vNew];
        memcpy(trgVertex, srcVertex, stride);
    }
    memcpy(oldData, newData, mNumVertices*stride);
    delete1(newData);

    // Construct the mappings between the old triangle order and the new
    // triangle order.
    std::vector<int> triangleNewToOld(mNumTriangles);
    int tNew = mNumTriangles - 1, tOld;

    for (cIter = mCollapses.begin(); cIter != cEnd; ++cIter)
    {
        tOld = cIter->TThrow0;
        triangleNewToOld[tNew--] = tOld;
        tOld = cIter->TThrow1;
        triangleNewToOld[tNew--] = tOld;
    }

    std::vector<int>::iterator tIter = mTrianglesRemaining.begin();
    std::vector<int>::iterator tEnd = mTrianglesRemaining.end();
    for (/**/; tIter != tEnd; ++tIter)
    {
        tOld = *tIter;
        triangleNewToOld[tNew--] = tOld;
    }

    // Reorder the index buffer.
    int* newIndices = new1<int>(mNumIndices);
    int* trgIndices = newIndices;
    for (tNew = 0; tNew < mNumTriangles; ++tNew)
    {
        tOld = triangleNewToOld[tNew];
        int* srcIndices = mIndices + 3*tOld;
        for (int j = 0; j < 3; ++j)
        {
            *trgIndices++ = *srcIndices++;
        }
    }
    memcpy(mIndices, newIndices, mNumIndices*sizeof(int));
    delete1(newIndices);

    // Map the old indices to the new indices.
    for (int i = 0; i < mNumIndices; ++i)
    {
        mIndices[i] = vertexOldToNew[mIndices[i]];
    }

    // Map the keep and throw vertices.
    for (cIter = mCollapses.begin(); cIter != cEnd; ++cIter)
    {
        cIter->VKeep = vertexOldToNew[cIter->VKeep];
        cIter->VThrow = vertexOldToNew[cIter->VThrow];
    }
}
//----------------------------------------------------------------------------
void CreateClodMesh::ComputeRecords (int& numRecords,
    CollapseRecord*& records)
{
    numRecords = (int)mCollapses.size() + 1;
    records = new1<CollapseRecord>(numRecords);

    // The initial record stores only the initial numbers of vertices and
    // triangles.
    records[0].NumVertices = mNumVertices;
    records[0].NumTriangles = mNumTriangles;

    // Replace throw vertices in the index buffer as we process each collapse
    // record.
    int* indices = new1<int>(mNumIndices);
    memcpy(indices, mIndices, mNumIndices*sizeof(int));
    int* vthrowIndices = new1<int>(mNumIndices);

    // Process the collapse records.
    CollapseRecord* record = &records[1];
    int numVertices = mNumVertices;
    int numTriangles = mNumTriangles;
    std::vector<CollapseInfo>::iterator cIter = mCollapses.begin();
    std::vector<CollapseInfo>::iterator cEnd = mCollapses.end();
    for (/**/; cIter != cEnd; ++cIter, ++record)
    {
        record->VKeep = cIter->VKeep;
        record->VThrow = cIter->VThrow;

        // An edge collapse loses one vertex.
        --numVertices;
        record->NumVertices = numVertices;

        // An edge collapse loses two triangles.
        numTriangles -= 2;
        record->NumTriangles = numTriangles;

        // Collapse the edge and update the indices for the post-collapse
        // index buffer.
        const int numIndices = 3*numTriangles;
        record->NumIndices = 0;
        for (int i = 0; i < numIndices; ++i)
        {
            if (indices[i] == record->VThrow)
            {
                vthrowIndices[record->NumIndices++] = i;
                indices[i] = record->VKeep;
            }
        }
        if (record->NumIndices > 0)
        {
            record->Indices = new1<int>(record->NumIndices);
            size_t numBytes = record->NumIndices*sizeof(int);
            memcpy(record->Indices, vthrowIndices, numBytes);
        }
        else
        {
            record->Indices = 0;
        }
    }

    delete1(vthrowIndices);
    delete1(indices);
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// CreateClodMesh::Vertex
//----------------------------------------------------------------------------
CreateClodMesh::Vertex::Vertex ()
    :
    Collapsible(true)
{
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// CreateClodMesh::Edge
//----------------------------------------------------------------------------
CreateClodMesh::Edge::Edge ()
    :
    Record(0)
{
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// CreateClodMesh::CollapseInfo
//----------------------------------------------------------------------------
CreateClodMesh::CollapseInfo::CollapseInfo (int vKeep, int vThrow)
    :
    VKeep(vKeep),
    VThrow(vThrow),
    TThrow0(-1),
    TThrow1(-1)
{
}
//----------------------------------------------------------------------------