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authorRémi Verschelde <rverschelde@gmail.com>2019-04-19 11:42:58 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-04-19 11:42:58 +0200
commit6640f397f15b4179a7283b27c060d3f4f7c9917a (patch)
tree253f8d6f1b38ec07eade7e249472500174324699 /thirdparty/thekla_atlas/nvmesh/param/Util.cpp
parent1b3ea697c5dcbbb2feb0f96204de257532edaf0c (diff)
Drop unused thekla_atlas dependency
Since f12cb82 @reduz dropped the use of the thirdparty thekla_atlas library, which is replaced by xatlas. Fixes #28180. Fixes #28182.
Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/param/Util.cpp')
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/Util.cpp326
1 files changed, 0 insertions, 326 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Util.cpp b/thirdparty/thekla_atlas/nvmesh/param/Util.cpp
deleted file mode 100644
index fe7b58edf8..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/Util.cpp
+++ /dev/null
@@ -1,326 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "Util.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/halfedge/Vertex.h"
-
-#include "nvmath/Vector.inl"
-
-#include "nvcore/Array.inl"
-
-
-using namespace nv;
-
-// Determine if the given mesh is a quad mesh.
-bool nv::isQuadMesh(const HalfEdge::Mesh * mesh)
-{
- nvDebugCheck(mesh != NULL);
-
- const uint faceCount = mesh->faceCount();
- for(uint i = 0; i < faceCount; i++) {
- const HalfEdge::Face * face = mesh->faceAt(i);
- if (face->edgeCount() != 4) {
- return false;
- }
- }
-
- return true;
-}
-
-bool nv::isTriangularMesh(const HalfEdge::Mesh * mesh)
-{
- for (HalfEdge::Mesh::ConstFaceIterator it(mesh->faces()); !it.isDone(); it.advance())
- {
- const HalfEdge::Face * face = it.current();
- if (face->edgeCount() != 3) return false;
- }
- return true;
-}
-
-
-uint nv::countMeshTriangles(const HalfEdge::Mesh * mesh)
-{
- const uint faceCount = mesh->faceCount();
-
- uint triangleCount = 0;
-
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = mesh->faceAt(f);
-
- uint edgeCount = face->edgeCount();
- nvDebugCheck(edgeCount > 2);
-
- triangleCount += edgeCount - 2;
- }
-
- return triangleCount;
-}
-
-const HalfEdge::Vertex * nv::findBoundaryVertex(const HalfEdge::Mesh * mesh)
-{
- const uint vertexCount = mesh->vertexCount();
-
- for (uint v = 0; v < vertexCount; v++)
- {
- const HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- if (vertex->isBoundary()) return vertex;
- }
-
- return NULL;
-}
-
-
-HalfEdge::Mesh * nv::unifyVertices(const HalfEdge::Mesh * inputMesh)
-{
- HalfEdge::Mesh * mesh = new HalfEdge::Mesh;
-
- // Only add the first colocal.
- const uint vertexCount = inputMesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++) {
- const HalfEdge::Vertex * vertex = inputMesh->vertexAt(v);
-
- if (vertex->isFirstColocal()) {
- mesh->addVertex(vertex->pos);
- }
- }
-
- nv::Array<uint> indexArray;
-
- // Add new faces pointing to first colocals.
- uint faceCount = inputMesh->faceCount();
- for (uint f = 0; f < faceCount; f++) {
- const HalfEdge::Face * face = inputMesh->faceAt(f);
-
- indexArray.clear();
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex->firstColocal();
-
- indexArray.append(vertex->id);
- }
-
- mesh->addFace(indexArray);
- }
-
- mesh->linkBoundary();
-
- return mesh;
-}
-
-#include "nvmath/Basis.h"
-
-static bool pointInTriangle(const Vector2 & p, const Vector2 & a, const Vector2 & b, const Vector2 & c)
-{
- return triangleArea(a, b, p) >= 0.00001f &&
- triangleArea(b, c, p) >= 0.00001f &&
- triangleArea(c, a, p) >= 0.00001f;
-}
-
-
-// This is doing a simple ear-clipping algorithm that skips invalid triangles. Ideally, we should
-// also sort the ears by angle, start with the ones that have the smallest angle and proceed in order.
-HalfEdge::Mesh * nv::triangulate(const HalfEdge::Mesh * inputMesh)
-{
- HalfEdge::Mesh * mesh = new HalfEdge::Mesh;
-
- // Add all vertices.
- const uint vertexCount = inputMesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++) {
- const HalfEdge::Vertex * vertex = inputMesh->vertexAt(v);
- mesh->addVertex(vertex->pos);
- }
-
- Array<int> polygonVertices;
- Array<float> polygonAngles;
- Array<Vector2> polygonPoints;
-
- const uint faceCount = inputMesh->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = inputMesh->faceAt(f);
- nvDebugCheck(face != NULL);
-
- const uint edgeCount = face->edgeCount();
- nvDebugCheck(edgeCount >= 3);
-
- polygonVertices.clear();
- polygonVertices.reserve(edgeCount);
-
- if (edgeCount == 3) {
- // Simple case for triangles.
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex;
- polygonVertices.append(vertex->id);
- }
-
- int v0 = polygonVertices[0];
- int v1 = polygonVertices[1];
- int v2 = polygonVertices[2];
-
- mesh->addFace(v0, v1, v2);
- }
- else {
- // Build 2D polygon projecting vertices onto normal plane.
- // Faces are not necesarily planar, this is for example the case, when the face comes from filling a hole. In such cases
- // it's much better to use the best fit plane.
- const Vector3 fn = face->normal();
-
- Basis basis;
- basis.buildFrameForDirection(fn);
-
- polygonPoints.clear();
- polygonPoints.reserve(edgeCount);
- polygonAngles.clear();
- polygonAngles.reserve(edgeCount);
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex;
- polygonVertices.append(vertex->id);
-
- Vector2 p;
- p.x = dot(basis.tangent, vertex->pos);
- p.y = dot(basis.bitangent, vertex->pos);
-
- polygonPoints.append(p);
- }
- polygonAngles.resize(edgeCount);
-
- while (polygonVertices.size() > 2) {
- uint size = polygonVertices.size();
-
- // Update polygon angles. @@ Update only those that have changed.
- float minAngle = 2 * PI;
- uint bestEar = 0; // Use first one if none of them is valid.
- bool bestIsValid = false;
- for (uint i = 0; i < size; i++) {
- uint i0 = i;
- uint i1 = (i+1) % size; // Use Sean's polygon interation trick.
- uint i2 = (i+2) % size;
-
- Vector2 p0 = polygonPoints[i0];
- Vector2 p1 = polygonPoints[i1];
- Vector2 p2 = polygonPoints[i2];
-
- float d = clamp(dot(p0-p1, p2-p1) / (length(p0-p1) * length(p2-p1)), -1.0f, 1.0f);
- float angle = acosf(d);
-
- float area = triangleArea(p0, p1, p2);
- if (area < 0.0f) angle = 2.0f * PI - angle;
-
- polygonAngles[i1] = angle;
-
- if (angle < minAngle || !bestIsValid) {
-
- // Make sure this is a valid ear, if not, skip this point.
- bool valid = true;
- for (uint j = 0; j < size; j++) {
- if (j == i0 || j == i1 || j == i2) continue;
- Vector2 p = polygonPoints[j];
-
- if (pointInTriangle(p, p0, p1, p2)) {
- valid = false;
- break;
- }
- }
-
- if (valid || !bestIsValid) {
- minAngle = angle;
- bestEar = i1;
- bestIsValid = valid;
- }
- }
- }
-
- nvDebugCheck(minAngle <= 2 * PI);
-
- // Clip best ear:
-
- uint i0 = (bestEar+size-1) % size;
- uint i1 = (bestEar+0) % size;
- uint i2 = (bestEar+1) % size;
-
- int v0 = polygonVertices[i0];
- int v1 = polygonVertices[i1];
- int v2 = polygonVertices[i2];
-
- mesh->addFace(v0, v1, v2);
-
- polygonVertices.removeAt(i1);
- polygonPoints.removeAt(i1);
- polygonAngles.removeAt(i1);
- }
- }
-
-#if 0
-
- uint i = 0;
- while (polygonVertices.size() > 2 && i < polygonVertices.size()) {
- uint size = polygonVertices.size();
- uint i0 = (i+0) % size;
- uint i1 = (i+1) % size;
- uint i2 = (i+2) % size;
-
- const HalfEdge::Vertex * v0 = polygonVertices[i0];
- const HalfEdge::Vertex * v1 = polygonVertices[i1];
- const HalfEdge::Vertex * v2 = polygonVertices[i2];
-
- const Vector3 p0 = v0->pos;
- const Vector3 p1 = v1->pos;
- const Vector3 p2 = v2->pos;
-
- const Vector3 e0 = p2 - p1;
- const Vector3 e1 = p0 - p1;
-
- // If this ear forms a valid triangle, setup relations, remove v1 and repeat.
- Vector3 n = cross(e0, e1);
- float len = dot(fn, n); // = sin(angle)
-
- float angle = asin(len);
-
-
- if (len > 0.0f) {
- mesh->addFace(v0->id(), v1->id(), v2->id());
- polygonVertices.removeAt(i1);
- polygonAngles.removeAt(i1);
- if (i2 > i1) i2--;
- // @@ Update angles at i0 and i2
- }
- else {
- i++;
- }
- }
-
- // @@ Create a few degenerate triangles to avoid introducing holes.
- i = 0;
- const uint size = polygonVertices.size();
- while (i < size - 2) {
- uint i0 = (i+0) % size;
- uint i1 = (i+1) % size;
- uint i2 = (i+2) % size;
-
- const HalfEdge::Vertex * v0 = polygonVertices[i0];
- const HalfEdge::Vertex * v1 = polygonVertices[i1];
- const HalfEdge::Vertex * v2 = polygonVertices[i2];
-
- mesh->addFace(v0->id(), v1->id(), v2->id());
- i++;
- }
-#endif
- }
-
- mesh->linkBoundary();
-
- return mesh;
-}
-
-