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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)
{
}
//----------------------------------------------------------------------------
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