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-rw-r--r--thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp1000
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diff --git a/thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp b/thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp
deleted file mode 100644
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--- a/thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp
+++ /dev/null
@@ -1,1000 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#include "nvmesh.h" // pch
-
-#include "MeshBuilder.h"
-#include "TriMesh.h"
-#include "QuadTriMesh.h"
-#include "halfedge/Mesh.h"
-#include "halfedge/Vertex.h"
-#include "halfedge/Face.h"
-
-#include "weld/Weld.h"
-
-#include "nvmath/Box.h"
-#include "nvmath/Vector.inl"
-
-#include "nvcore/StrLib.h"
-#include "nvcore/RadixSort.h"
-#include "nvcore/Ptr.h"
-#include "nvcore/Array.inl"
-#include "nvcore/HashMap.inl"
-
-
-using namespace nv;
-
-/*
-By default the mesh builder creates 3 streams (position, normal, texcoord), I'm planning to add support for extra streams as follows:
-
-enum StreamType { StreamType_Float, StreamType_Vector2, StreamType_Vector3, StreamType_Vector4 };
-
-uint addStream(const char *, uint idx, StreamType);
-
-uint addAttribute(float)
-uint addAttribute(Vector2)
-uint addAttribute(Vector3)
-uint addAttribute(Vector4)
-
-struct Vertex
-{
- uint pos;
- uint nor;
- uint tex;
- uint * attribs; // NULL or NIL terminated array?
-};
-
-All streams must be added before hand, so that you know the size of the attribs array.
-
-The vertex hash function could be kept as is, but the == operator should be extended to test
-the extra atributes when available.
-
-That might require a custom hash implementation, or an extension of the current one. How to
-handle the variable number of attributes in the attribs array?
-
-bool operator()(const Vertex & a, const Vertex & b) const
-{
- if (a.pos != b.pos || a.nor != b.nor || a.tex != b.tex) return false;
- if (a.attribs == NULL && b.attribs == NULL) return true;
- return 0 == memcmp(a.attribs, b.attribs, ???);
-}
-
-We could use a NIL terminated array, or provide custom user data to the equals functor.
-
-vertexMap.setUserData((void *)vertexAttribCount);
-
-bool operator()(const Vertex & a, const Vertex & b, void * userData) const { ... }
-
-*/
-
-
-
-namespace
-{
- struct Material
- {
- Material() : faceCount(0) {}
- Material(const String & str) : name(str), faceCount(0) {}
-
- String name;
- uint faceCount;
- };
-
- struct Vertex
- {
- //Vertex() {}
- //Vertex(uint p, uint n, uint t0, uint t1, uint c) : pos(p), nor(n), tex0(t0), tex1(t1), col(c) {}
-
- friend bool operator==(const Vertex & a, const Vertex & b)
- {
- return a.pos == b.pos && a.nor == b.nor && a.tex[0] == b.tex[0] && a.tex[1] == b.tex[1] && a.col[0] == b.col[0] && a.col[1] == b.col[1] && a.col[2] == b.col[2];
- }
-
- uint pos;
- uint nor;
- uint tex[2];
- uint col[3];
- };
-
- struct Face
- {
- uint id;
- uint firstIndex;
- uint indexCount;
- uint material;
- uint group;
- };
-
-} // namespace
-
-
-namespace nv
-{
- // This is a much better hash than the default and greatly improves performance!
- template <> struct Hash<Vertex>
- {
- uint operator()(const Vertex & v) const { return v.pos + v.nor + v.tex[0]/* + v.col*/; }
- };
-}
-
-struct MeshBuilder::PrivateData
-{
- PrivateData() : currentGroup(NIL), currentMaterial(NIL), maxFaceIndexCount(0) {}
-
- uint pushVertex(uint p, uint n, uint t0, uint t1, uint c0, uint c1, uint c2);
- uint pushVertex(const Vertex & v);
-
- Array<Vector3> posArray;
- Array<Vector3> norArray;
- Array<Vector2> texArray[2];
- Array<Vector4> colArray[3];
-
- Array<Vertex> vertexArray;
- HashMap<Vertex, uint> vertexMap;
-
- HashMap<String, uint> materialMap;
- Array<Material> materialArray;
-
- uint currentGroup;
- uint currentMaterial;
-
- Array<uint> indexArray;
- Array<Face> faceArray;
-
- uint maxFaceIndexCount;
-};
-
-
-uint MeshBuilder::PrivateData::pushVertex(uint p, uint n, uint t0, uint t1, uint c0, uint c1, uint c2)
-{
- Vertex v;
- v.pos = p;
- v.nor = n;
- v.tex[0] = t0;
- v.tex[1] = t1;
- v.col[0] = c0;
- v.col[1] = c1;
- v.col[2] = c2;
- return pushVertex(v);
-}
-
-uint MeshBuilder::PrivateData::pushVertex(const Vertex & v)
-{
- // Lookup vertex v in map.
- uint idx;
- if (vertexMap.get(v, &idx))
- {
- return idx;
- }
-
- idx = vertexArray.count();
- vertexArray.pushBack(v);
- vertexMap.add(v, idx);
-
- return idx;
-}
-
-
-MeshBuilder::MeshBuilder() : d(new PrivateData())
-{
-}
-
-MeshBuilder::~MeshBuilder()
-{
- nvDebugCheck(d != NULL);
- delete d;
-}
-
-
-// Builder methods.
-uint MeshBuilder::addPosition(const Vector3 & v)
-{
- d->posArray.pushBack(validate(v));
- return d->posArray.count() - 1;
-}
-
-uint MeshBuilder::addNormal(const Vector3 & v)
-{
- d->norArray.pushBack(validate(v));
- return d->norArray.count() - 1;
-}
-
-uint MeshBuilder::addTexCoord(const Vector2 & v, uint set/*=0*/)
-{
- d->texArray[set].pushBack(validate(v));
- return d->texArray[set].count() - 1;
-}
-
-uint MeshBuilder::addColor(const Vector4 & v, uint set/*=0*/)
-{
- d->colArray[set].pushBack(validate(v));
- return d->colArray[set].count() - 1;
-}
-
-void MeshBuilder::beginGroup(uint id)
-{
- d->currentGroup = id;
-}
-
-void MeshBuilder::endGroup()
-{
- d->currentGroup = NIL;
-}
-
-// Add named material, check for uniquenes.
-uint MeshBuilder::addMaterial(const char * name)
-{
- uint index;
- if (d->materialMap.get(name, &index)) {
- nvDebugCheck(d->materialArray[index].name == name);
- }
- else {
- index = d->materialArray.count();
- d->materialMap.add(name, index);
-
- Material material(name);
- d->materialArray.append(material);
- }
- return index;
-}
-
-void MeshBuilder::beginMaterial(uint id)
-{
- d->currentMaterial = id;
-}
-
-void MeshBuilder::endMaterial()
-{
- d->currentMaterial = NIL;
-}
-
-void MeshBuilder::beginPolygon(uint id/*=0*/)
-{
- Face face;
- face.id = id;
- face.firstIndex = d->indexArray.count();
- face.indexCount = 0;
- face.material = d->currentMaterial;
- face.group = d->currentGroup;
-
- d->faceArray.pushBack(face);
-}
-
-uint MeshBuilder::addVertex(uint p, uint n/*= NIL*/, uint t0/*= NIL*/, uint t1/*= NIL*/, uint c0/*= NIL*/, uint c1/*= NIL*/, uint c2/*= NIL*/)
-{
- // @@ In theory there's no need to add vertices before faces, but I'm adding this to debug problems in our maya exporter:
- nvDebugCheck(p < d->posArray.count());
- nvDebugCheck(n == NIL || n < d->norArray.count());
- nvDebugCheck(t0 == NIL || t0 < d->texArray[0].count());
- nvDebugCheck(t1 == NIL || t1 < d->texArray[1].count());
- //nvDebugCheck(c0 == NIL || c0 < d->colArray[0].count());
- if (c0 > d->colArray[0].count()) c0 = NIL; // @@ This seems to be happening in loc_swamp_catwalk.mb! No idea why.
- nvDebugCheck(c1 == NIL || c1 < d->colArray[1].count());
- nvDebugCheck(c2 == NIL || c2 < d->colArray[2].count());
-
- uint idx = d->pushVertex(p, n, t0, t1, c0, c1, c2);
- d->indexArray.pushBack(idx);
- d->faceArray.back().indexCount++;
- return idx;
-}
-
-uint MeshBuilder::addVertex(const Vector3 & pos)
-{
- uint p = addPosition(pos);
- return addVertex(p);
-}
-
-#if 0
-uint MeshBuilder::addVertex(const Vector3 & pos, const Vector3 & nor, const Vector2 & tex0, const Vector2 & tex1, const Vector4 & col0, const Vector4 & col1)
-{
- uint p = addPosition(pos);
- uint n = addNormal(nor);
- uint t0 = addTexCoord(tex0, 0);
- uint t1 = addTexCoord(tex1, 1);
- uint c0 = addColor(col0);
- uint c1 = addColor(col1);
- return addVertex(p, n, t0, t1, c0, c1);
-}
-#endif
-
-// Return true if the face is valid and was added to the mesh.
-bool MeshBuilder::endPolygon()
-{
- const Face & face = d->faceArray.back();
- const uint count = face.indexCount;
-
- // Validate polygon here.
- bool invalid = count <= 2;
-
- if (!invalid) {
- // Skip zero area polygons. Or polygons with degenerate edges (which will result in zero-area triangles).
- const uint first = face.firstIndex;
- for (uint j = count - 1, i = 0; i < count; j = i, i++) {
- uint v0 = d->indexArray[first + i];
- uint v1 = d->indexArray[first + j];
-
- uint p0 = d->vertexArray[v0].pos;
- uint p1 = d->vertexArray[v1].pos;
-
- if (p0 == p1) {
- invalid = true;
- break;
- }
-
- if (equal(d->posArray[p0], d->posArray[p1], FLT_EPSILON)) {
- invalid = true;
- break;
- }
- }
-
- uint v0 = d->indexArray[first];
- uint p0 = d->vertexArray[v0].pos;
- Vector3 x0 = d->posArray[p0];
-
- float area = 0.0f;
- for (uint j = 1, i = 2; i < count; j = i, i++) {
- uint v1 = d->indexArray[first + i];
- uint v2 = d->indexArray[first + j];
-
- uint p1 = d->vertexArray[v1].pos;
- uint p2 = d->vertexArray[v2].pos;
-
- Vector3 x1 = d->posArray[p1];
- Vector3 x2 = d->posArray[p2];
-
- area += length(cross(x1-x0, x2-x0));
- }
-
- if (0.5 * area < 1e-6) { // Reduce this threshold if artists have legitimate complains.
- invalid = true;
- }
-
- // @@ This is not complete. We may still get zero area triangles after triangulation.
- // However, our plugin triangulates before building the mesh, so hopefully that's not a problem.
-
- }
-
- if (invalid)
- {
- d->indexArray.resize(d->indexArray.size() - count);
- d->faceArray.popBack();
- return false;
- }
- else
- {
- if (d->currentMaterial != NIL) {
- d->materialArray[d->currentMaterial].faceCount++;
- }
-
- d->maxFaceIndexCount = max(d->maxFaceIndexCount, count);
- return true;
- }
-}
-
-
-uint MeshBuilder::weldPositions()
-{
- Array<uint> xrefs;
- Weld<Vector3> weldVector3;
-
- if (d->posArray.count()) {
- // Weld vertex attributes.
- weldVector3(d->posArray, xrefs);
-
- // Remap vertex indices.
- const uint vertexCount = d->vertexArray.count();
- for (uint v = 0; v < vertexCount; v++)
- {
- Vertex & vertex = d->vertexArray[v];
- if (vertex.pos != NIL) vertex.pos = xrefs[vertex.pos];
- }
- }
-
- return d->posArray.count();
-}
-
-uint MeshBuilder::weldNormals()
-{
- Array<uint> xrefs;
- Weld<Vector3> weldVector3;
-
- if (d->norArray.count()) {
- // Weld vertex attributes.
- weldVector3(d->norArray, xrefs);
-
- // Remap vertex indices.
- const uint vertexCount = d->vertexArray.count();
- for (uint v = 0; v < vertexCount; v++)
- {
- Vertex & vertex = d->vertexArray[v];
- if (vertex.nor != NIL) vertex.nor = xrefs[vertex.nor];
- }
- }
-
- return d->norArray.count();
-}
-
-uint MeshBuilder::weldTexCoords(uint set/*=0*/)
-{
- Array<uint> xrefs;
- Weld<Vector2> weldVector2;
-
- if (d->texArray[set].count()) {
- // Weld vertex attributes.
- weldVector2(d->texArray[set], xrefs);
-
- // Remap vertex indices.
- const uint vertexCount = d->vertexArray.count();
- for (uint v = 0; v < vertexCount; v++)
- {
- Vertex & vertex = d->vertexArray[v];
- if (vertex.tex[set] != NIL) vertex.tex[set] = xrefs[vertex.tex[set]];
- }
- }
-
- return d->texArray[set].count();
-}
-
-uint MeshBuilder::weldColors(uint set/*=0*/)
-{
- Array<uint> xrefs;
- Weld<Vector4> weldVector4;
-
- if (d->colArray[set].count()) {
- // Weld vertex attributes.
- weldVector4(d->colArray[set], xrefs);
-
- // Remap vertex indices.
- const uint vertexCount = d->vertexArray.count();
- for (uint v = 0; v < vertexCount; v++)
- {
- Vertex & vertex = d->vertexArray[v];
- if (vertex.col[set] != NIL) vertex.col[set] = xrefs[vertex.col[set]];
- }
- }
-
- return d->colArray[set].count();
-}
-
-void MeshBuilder::weldVertices() {
-
- if (d->vertexArray.count() == 0) {
- // Nothing to do.
- return;
- }
-
- Array<uint> xrefs;
- Weld<Vertex> weldVertex;
-
- // Weld vertices.
- weldVertex(d->vertexArray, xrefs);
-
- // Remap face indices.
- const uint indexCount = d->indexArray.count();
- for (uint i = 0; i < indexCount; i++)
- {
- d->indexArray[i] = xrefs[d->indexArray[i]];
- }
-
- // Remap vertex map.
- foreach(i, d->vertexMap)
- {
- d->vertexMap[i].value = xrefs[d->vertexMap[i].value];
- }
-}
-
-
-void MeshBuilder::optimize()
-{
- if (d->vertexArray.count() == 0)
- {
- return;
- }
-
- weldPositions();
- weldNormals();
- weldTexCoords(0);
- weldTexCoords(1);
- weldColors();
-
- weldVertices();
-}
-
-
-
-
-
-
-void MeshBuilder::removeUnusedMaterials(Array<uint> & newMaterialId)
-{
- uint materialCount = d->materialArray.count();
-
- // Reset face counts.
- for (uint i = 0; i < materialCount; i++) {
- d->materialArray[i].faceCount = 0;
- }
-
- // Count faces.
- foreach(i, d->faceArray) {
- Face & face = d->faceArray[i];
-
- if (face.material != NIL) {
- nvDebugCheck(face.material < materialCount);
-
- d->materialArray[face.material].faceCount++;
- }
- }
-
- // Remove unused materials.
- newMaterialId.resize(materialCount);
-
- for (uint i = 0, m = 0; i < materialCount; i++)
- {
- if (d->materialArray[m].faceCount > 0)
- {
- newMaterialId[i] = m++;
- }
- else
- {
- newMaterialId[i] = NIL;
- d->materialArray.removeAt(m);
- }
- }
-
- materialCount = d->materialArray.count();
-
- // Update face material ids.
- foreach(i, d->faceArray) {
- Face & face = d->faceArray[i];
-
- if (face.material != NIL) {
- uint id = newMaterialId[face.material];
- nvDebugCheck(id != NIL && id < materialCount);
-
- face.material = id;
- }
- }
-}
-
-void MeshBuilder::sortFacesByGroup()
-{
- const uint faceCount = d->faceArray.count();
-
- Array<uint> faceGroupArray;
- faceGroupArray.resize(faceCount);
-
- for (uint i = 0; i < faceCount; i++) {
- faceGroupArray[i] = d->faceArray[i].group;
- }
-
- RadixSort radix;
- radix.sort(faceGroupArray);
-
- Array<Face> newFaceArray;
- newFaceArray.resize(faceCount);
-
- for (uint i = 0; i < faceCount; i++) {
- newFaceArray[i] = d->faceArray[radix.rank(i)];
- }
-
- swap(newFaceArray, d->faceArray);
-}
-
-void MeshBuilder::sortFacesByMaterial()
-{
- const uint faceCount = d->faceArray.count();
-
- Array<uint> faceMaterialArray;
- faceMaterialArray.resize(faceCount);
-
- for (uint i = 0; i < faceCount; i++) {
- faceMaterialArray[i] = d->faceArray[i].material;
- }
-
- RadixSort radix;
- radix.sort(faceMaterialArray);
-
- Array<Face> newFaceArray;
- newFaceArray.resize(faceCount);
-
- for (uint i = 0; i < faceCount; i++) {
- newFaceArray[i] = d->faceArray[radix.rank(i)];
- }
-
- swap(newFaceArray, d->faceArray);
-}
-
-
-void MeshBuilder::reset()
-{
- nvDebugCheck(d != NULL);
- delete d;
- d = new PrivateData();
-}
-
-void MeshBuilder::done()
-{
- if (d->currentGroup != NIL) {
- endGroup();
- }
-
- if (d->currentMaterial != NIL) {
- endMaterial();
- }
-}
-
-// Hints.
-void MeshBuilder::hintTriangleCount(uint count)
-{
- d->indexArray.reserve(d->indexArray.count() + count * 4);
-}
-
-void MeshBuilder::hintVertexCount(uint count)
-{
- d->vertexArray.reserve(d->vertexArray.count() + count);
- d->vertexMap.resize(d->vertexMap.count() + count);
-}
-
-void MeshBuilder::hintPositionCount(uint count)
-{
- d->posArray.reserve(d->posArray.count() + count);
-}
-
-void MeshBuilder::hintNormalCount(uint count)
-{
- d->norArray.reserve(d->norArray.count() + count);
-}
-
-void MeshBuilder::hintTexCoordCount(uint count, uint set/*=0*/)
-{
- d->texArray[set].reserve(d->texArray[set].count() + count);
-}
-
-void MeshBuilder::hintColorCount(uint count, uint set/*=0*/)
-{
- d->colArray[set].reserve(d->colArray[set].count() + count);
-}
-
-
-// Helpers.
-void MeshBuilder::addTriangle(uint v0, uint v1, uint v2)
-{
- beginPolygon();
- addVertex(v0);
- addVertex(v1);
- addVertex(v2);
- endPolygon();
-}
-
-void MeshBuilder::addQuad(uint v0, uint v1, uint v2, uint v3)
-{
- beginPolygon();
- addVertex(v0);
- addVertex(v1);
- addVertex(v2);
- addVertex(v3);
- endPolygon();
-}
-
-
-// Get tri mesh.
-TriMesh * MeshBuilder::buildTriMesh() const
-{
- const uint faceCount = d->faceArray.count();
- uint triangleCount = 0;
- for (uint f = 0; f < faceCount; f++) {
- triangleCount += d->faceArray[f].indexCount - 2;
- }
-
- const uint vertexCount = d->vertexArray.count();
- TriMesh * mesh = new TriMesh(triangleCount, vertexCount);
-
- // Build faces.
- Array<TriMesh::Face> & faces = mesh->faces();
-
- for(uint f = 0; f < faceCount; f++)
- {
- int firstIndex = d->faceArray[f].firstIndex;
- int indexCount = d->faceArray[f].indexCount;
-
- int v0 = d->indexArray[firstIndex + 0];
- int v1 = d->indexArray[firstIndex + 1];
-
- for(int t = 0; t < indexCount - 2; t++) {
- int v2 = d->indexArray[firstIndex + t + 2];
-
- TriMesh::Face face;
- face.id = faces.count();
- face.v[0] = v0;
- face.v[1] = v1;
- face.v[2] = v2;
- faces.append(face);
-
- v1 = v2;
- }
- }
-
- // Build vertices.
- Array<BaseMesh::Vertex> & vertices = mesh->vertices();
-
- for(uint i = 0; i < vertexCount; i++)
- {
- BaseMesh::Vertex vertex;
- vertex.id = i;
- if (d->vertexArray[i].pos != NIL) vertex.pos = d->posArray[d->vertexArray[i].pos];
- if (d->vertexArray[i].nor != NIL) vertex.nor = d->norArray[d->vertexArray[i].nor];
- if (d->vertexArray[i].tex[0] != NIL) vertex.tex = d->texArray[0][d->vertexArray[i].tex[0]];
-
- vertices.append(vertex);
- }
-
- return mesh;
-}
-
-// Get quad/tri mesh.
-QuadTriMesh * MeshBuilder::buildQuadTriMesh() const
-{
- const uint faceCount = d->faceArray.count();
- const uint vertexCount = d->vertexArray.count();
- QuadTriMesh * mesh = new QuadTriMesh(faceCount, vertexCount);
-
- // Build faces.
- Array<QuadTriMesh::Face> & faces = mesh->faces();
-
- for (uint f = 0; f < faceCount; f++)
- {
- int firstIndex = d->faceArray[f].firstIndex;
- int indexCount = d->faceArray[f].indexCount;
-
- QuadTriMesh::Face face;
- face.id = f;
-
- face.v[0] = d->indexArray[firstIndex + 0];
- face.v[1] = d->indexArray[firstIndex + 1];
- face.v[2] = d->indexArray[firstIndex + 2];
-
- // Only adds triangles and quads. Ignores polygons.
- if (indexCount == 3) {
- face.v[3] = NIL;
- faces.append(face);
- }
- else if (indexCount == 4) {
- face.v[3] = d->indexArray[firstIndex + 3];
- faces.append(face);
- }
- }
-
- // Build vertices.
- Array<BaseMesh::Vertex> & vertices = mesh->vertices();
-
- for(uint i = 0; i < vertexCount; i++)
- {
- BaseMesh::Vertex vertex;
- vertex.id = i;
- if (d->vertexArray[i].pos != NIL) vertex.pos = d->posArray[d->vertexArray[i].pos];
- if (d->vertexArray[i].nor != NIL) vertex.nor = d->norArray[d->vertexArray[i].nor];
- if (d->vertexArray[i].tex[0] != NIL) vertex.tex = d->texArray[0][d->vertexArray[i].tex[0]];
-
- vertices.append(vertex);
- }
-
- return mesh;
-}
-
-// Get half edge mesh.
-HalfEdge::Mesh * MeshBuilder::buildHalfEdgeMesh(bool weldPositions, Error * error/*=NULL*/, Array<uint> * badFaces/*=NULL*/) const
-{
- if (error != NULL) *error = Error_None;
-
- const uint vertexCount = d->vertexArray.count();
- AutoPtr<HalfEdge::Mesh> mesh(new HalfEdge::Mesh());
-
- for(uint v = 0; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->addVertex(d->posArray[d->vertexArray[v].pos]);
- if (d->vertexArray[v].nor != NIL) vertex->nor = d->norArray[d->vertexArray[v].nor];
- if (d->vertexArray[v].tex[0] != NIL) vertex->tex = Vector2(d->texArray[0][d->vertexArray[v].tex[0]]);
- if (d->vertexArray[v].col[0] != NIL) vertex->col = d->colArray[0][d->vertexArray[v].col[0]];
- }
-
- if (weldPositions) {
- mesh->linkColocals();
- }
- else {
- // Build canonical map from position indices.
- Array<uint> canonicalMap(vertexCount);
-
- foreach (i, d->vertexArray) {
- canonicalMap.append(d->vertexArray[i].pos);
- }
-
- mesh->linkColocalsWithCanonicalMap(canonicalMap);
- }
-
- const uint faceCount = d->faceArray.count();
- for (uint f = 0; f < faceCount; f++)
- {
- const uint firstIndex = d->faceArray[f].firstIndex;
- const uint indexCount = d->faceArray[f].indexCount;
-
- HalfEdge::Face * face = mesh->addFace(d->indexArray, firstIndex, indexCount);
-
- // @@ This is too late, removing the face here will leave the mesh improperly connected.
- /*if (face->area() <= FLT_EPSILON) {
- mesh->remove(face);
- face = NULL;
- }*/
-
- if (face == NULL) {
- // Non manifold mesh.
- if (error != NULL) *error = Error_NonManifoldEdge;
- if (badFaces != NULL) {
- badFaces->append(d->faceArray[f].id);
- }
- //return NULL; // IC: Ignore error and continue building the mesh.
- }
-
- if (face != NULL) {
- face->group = d->faceArray[f].group;
- face->material = d->faceArray[f].material;
- }
- }
-
- mesh->linkBoundary();
-
- // We cannot fix functions here, because this would introduce new vertices and these vertices won't have the corresponding builder data.
-
- // Maybe the builder should perform the search for T-junctions and update the vertex data directly.
-
- // For now, we don't fix T-junctions at export time, but only during parameterization.
-
- //mesh->fixBoundaryJunctions();
-
- //mesh->sewBoundary();
-
- return mesh.release();
-}
-
-
-bool MeshBuilder::buildPositions(Array<Vector3> & positionArray)
-{
- const uint vertexCount = d->vertexArray.count();
- positionArray.resize(vertexCount);
-
- for (uint v = 0; v < vertexCount; v++)
- {
- nvDebugCheck(d->vertexArray[v].pos != NIL);
- positionArray[v] = d->posArray[d->vertexArray[v].pos];
- }
-
- return true;
-}
-
-bool MeshBuilder::buildNormals(Array<Vector3> & normalArray)
-{
- bool anyNormal = false;
-
- const uint vertexCount = d->vertexArray.count();
- normalArray.resize(vertexCount);
-
- for (uint v = 0; v < vertexCount; v++)
- {
- if (d->vertexArray[v].nor == NIL) {
- normalArray[v] = Vector3(0, 0, 1);
- }
- else {
- anyNormal = true;
- normalArray[v] = d->norArray[d->vertexArray[v].nor];
- }
- }
-
- return anyNormal;
-}
-
-bool MeshBuilder::buildTexCoords(Array<Vector2> & texCoordArray, uint set/*=0*/)
-{
- bool anyTexCoord = false;
-
- const uint vertexCount = d->vertexArray.count();
- texCoordArray.resize(vertexCount);
-
- for (uint v = 0; v < vertexCount; v++)
- {
- if (d->vertexArray[v].tex[set] == NIL) {
- texCoordArray[v] = Vector2(0, 0);
- }
- else {
- anyTexCoord = true;
- texCoordArray[v] = d->texArray[set][d->vertexArray[v].tex[set]];
- }
- }
-
- return anyTexCoord;
-}
-
-bool MeshBuilder::buildColors(Array<Vector4> & colorArray, uint set/*=0*/)
-{
- bool anyColor = false;
-
- const uint vertexCount = d->vertexArray.count();
- colorArray.resize(vertexCount);
-
- for (uint v = 0; v < vertexCount; v++)
- {
- if (d->vertexArray[v].col[set] == NIL) {
- colorArray[v] = Vector4(0, 0, 0, 1);
- }
- else {
- anyColor = true;
- colorArray[v] = d->colArray[set][d->vertexArray[v].col[set]];
- }
- }
-
- return anyColor;
-}
-
-void MeshBuilder::buildVertexToPositionMap(Array<int> &map)
-{
- const uint vertexCount = d->vertexArray.count();
- map.resize(vertexCount);
-
- foreach (i, d->vertexArray) {
- map[i] = d->vertexArray[i].pos;
- }
-}
-
-
-
-uint MeshBuilder::vertexCount() const
-{
- return d->vertexArray.count();
-}
-
-
-uint MeshBuilder::positionCount() const
-{
- return d->posArray.count();
-}
-
-uint MeshBuilder::normalCount() const
-{
- return d->norArray.count();
-}
-
-uint MeshBuilder::texCoordCount(uint set/*=0*/) const
-{
- return d->texArray[set].count();
-}
-
-uint MeshBuilder::colorCount(uint set/*=0*/) const
-{
- return d->colArray[set].count();
-}
-
-
-uint MeshBuilder::materialCount() const
-{
- return d->materialArray.count();
-}
-
-const char * MeshBuilder::material(uint i) const
-{
- return d->materialArray[i].name;
-}
-
-
-uint MeshBuilder::positionIndex(uint vertex) const
-{
- return d->vertexArray[vertex].pos;
-}
-uint MeshBuilder::normalIndex(uint vertex) const
-{
- return d->vertexArray[vertex].nor;
-}
-uint MeshBuilder::texCoordIndex(uint vertex, uint set/*=0*/) const
-{
- return d->vertexArray[vertex].tex[set];
-}
-uint MeshBuilder::colorIndex(uint vertex, uint set/*=0*/) const
-{
- return d->vertexArray[vertex].col[set];
-}