diff options
Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp | 1284 |
1 files changed, 1284 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp b/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp new file mode 100644 index 0000000000..0012513bce --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp @@ -0,0 +1,1284 @@ +// This code is in the public domain -- castanyo@yahoo.es + +#include "nvmesh.h" // pch + +#include "Mesh.h" +#include "Edge.h" +#include "Vertex.h" +#include "Face.h" + +#include "nvmesh/TriMesh.h" +#include "nvmesh/QuadTriMesh.h" +#include "nvmesh/MeshBuilder.h" + +#include "nvmath/Vector.inl" +#include "nvcore/Array.inl" +#include "nvcore/HashMap.inl" + + +using namespace nv; +using namespace HalfEdge; + +Mesh::Mesh() : m_colocalVertexCount(0) +{ + errorCount = 0; +} + +Mesh::Mesh(const Mesh * mesh) +{ + errorCount = 0; + + // Copy mesh vertices. + const uint vertexCount = mesh->vertexCount(); + m_vertexArray.resize(vertexCount); + + for (uint v = 0; v < vertexCount; v++) + { + const Vertex * vertex = mesh->vertexAt(v); + nvDebugCheck(vertex->id == v); + + m_vertexArray[v] = new Vertex(v); + m_vertexArray[v]->pos = vertex->pos; + m_vertexArray[v]->nor = vertex->nor; + m_vertexArray[v]->tex = vertex->tex; + } + + m_colocalVertexCount = vertexCount; + + + // Copy mesh faces. + const uint faceCount = mesh->faceCount(); + + Array<uint> indexArray(3); + + for (uint f = 0; f < faceCount; f++) + { + const Face * face = mesh->faceAt(f); + + for(Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) { + const Vertex * vertex = it.current()->from(); + indexArray.append(vertex->id); + } + + addFace(indexArray); + indexArray.clear(); + } +} + +Mesh::~Mesh() +{ + clear(); +} + + +void Mesh::clear() +{ + deleteAll(m_vertexArray); + m_vertexArray.clear(); + + foreach(i, m_edgeMap) + { + delete m_edgeMap[i].value; + } + //deleteAll(m_edgeArray); // edgeArray only contains 1/2 of the edges! + m_edgeArray.clear(); + m_edgeMap.clear(); + + deleteAll(m_faceArray); + m_faceArray.clear(); +} + + +Vertex * Mesh::addVertex(const Vector3 & pos) +{ + nvDebugCheck(isFinite(pos)); + + Vertex * v = new Vertex(m_vertexArray.count()); + v->pos = pos; + m_vertexArray.append(v); + + return v; + +// return addVertex(m_vertexArray.count(), pos); +} + +/*Vertex * Mesh::addVertex(uint id, const Vector3 & pos) +{ + nvDebugCheck(isFinite(pos)); + + Vertex * v = new Vertex(id); + v->pos = pos; + m_vertexArray.append(v); + + return v; +}*/ + +/*void Mesh::addVertices(const Mesh * mesh) +{ +nvCheck(mesh != NULL); + +// Add mesh vertices +for (uint v = 0; v < vertexCount; v++) +{ +const Vertex * vertex = mesh->vertexAt(v); +nvDebugCheck(vertex != NULL); + +Vertex * v = addVertex(vertex->pos()); +nvDebugCheck(v != NULL); + +v->setNor(vertex->nor()); +v->setTex(vertex->tex()); +} +}*/ + + +/// Link colocal vertices based on geometric location only. +void Mesh::linkColocals() +{ + nvDebug("--- Linking colocals:\n"); + + const uint vertexCount = this->vertexCount(); + HashMap<Vector3, Vertex *> vertexMap(vertexCount); + + for (uint v = 0; v < vertexCount; v++) + { + Vertex * vertex = vertexAt(v); + + Vertex * colocal; + if (vertexMap.get(vertex->pos, &colocal)) + { + colocal->linkColocal(vertex); + } + else + { + vertexMap.add(vertex->pos, vertex); + } + } + + m_colocalVertexCount = vertexMap.count(); + + nvDebug("--- %d vertex positions.\n", m_colocalVertexCount); + + // @@ Remove duplicated vertices? or just leave them as colocals? +} + +void Mesh::linkColocalsWithCanonicalMap(const Array<uint> & canonicalMap) +{ + nvDebug("--- Linking colocals:\n"); + + uint vertexMapSize = 0; + foreach(i, canonicalMap) { + vertexMapSize = max(vertexMapSize, canonicalMap[i] + 1); + } + + Array<Vertex *> vertexMap; + vertexMap.resize(vertexMapSize, NULL); + + m_colocalVertexCount = 0; + + const uint vertexCount = this->vertexCount(); + for (uint v = 0; v < vertexCount; v++) + { + Vertex * vertex = vertexAt(v); + + Vertex * colocal = vertexMap[canonicalMap[v]]; + if (colocal != NULL) + { + nvDebugCheck(vertex->pos == colocal->pos); + colocal->linkColocal(vertex); + } + else + { + vertexMap[canonicalMap[v]] = vertex; + m_colocalVertexCount++; + } + } + + nvDebug("--- %d vertex positions.\n", m_colocalVertexCount); +} + + +Face * Mesh::addFace() +{ + Face * f = new Face(m_faceArray.count()); + m_faceArray.append(f); + return f; +} + +Face * Mesh::addFace(uint v0, uint v1, uint v2) +{ + Array<uint> indexArray(3); + indexArray << v0 << v1 << v2; + return addFace(indexArray, 0, 3); +} + +Face * Mesh::addFace(uint v0, uint v1, uint v2, uint v3) +{ + Array<uint> indexArray(4); + indexArray << v0 << v1 << v2 << v3; + return addFace(indexArray, 0, 4); +} + +Face * Mesh::addFace(const Array<uint> & indexArray) +{ + return addFace(indexArray, 0, indexArray.count()); +} + + +Face * Mesh::addFace(const Array<uint> & indexArray, uint first, uint num) +{ + nvDebugCheck(first < indexArray.count()); + nvDebugCheck(num <= indexArray.count()-first); + nvDebugCheck(num > 2); + + if (!canAddFace(indexArray, first, num)) { + errorCount++; + return NULL; + } + + Face * f = new Face(m_faceArray.count()); + + Edge * firstEdge = NULL; + Edge * last = NULL; + Edge * current = NULL; + + for(uint i = 0; i < num-1; i++) + { + current = addEdge(indexArray[first+i], indexArray[first+i+1]); + nvCheck(current != NULL && current->face == NULL); + + current->face = f; + + if (last != NULL) last->setNext(current); + else firstEdge = current; + + last = current; + } + + current = addEdge(indexArray[first+num-1], indexArray[first]); + nvCheck(current != NULL && current->face == NULL); + + current->face = f; + + last->setNext(current); + current->setNext(firstEdge); + + f->edge = firstEdge; + m_faceArray.append(f); + + return f; +} + +/*void Mesh::addFaces(const Mesh * mesh) +{ +nvCheck(mesh != NULL); + +Array indexArray; +// Add faces + +}*/ + + +// Return true if the face can be added to the manifold mesh. +bool Mesh::canAddFace(const Array<uint> & indexArray, uint first, uint num) const +{ + for (uint j = num - 1, i = 0; i < num; j = i++) { + if (!canAddEdge(indexArray[first+j], indexArray[first+i])) { + errorIndex0 = indexArray[first+j]; + errorIndex1 = indexArray[first+i]; + return false; + } + } + + // We also have to make sure the face does not have any duplicate edge! + for (uint i = 0; i < num; i++) { + + int i0 = indexArray[first + i + 0]; + int i1 = indexArray[first + (i + 1)%num]; + + for (uint j = i + 1; j < num; j++) { + int j0 = indexArray[first + j + 0]; + int j1 = indexArray[first + (j + 1)%num]; + + if (i0 == j0 && i1 == j1) { + return false; + } + } + } + + return true; +} + +// Return true if the edge doesn't exist or doesn't have any adjacent face. +bool Mesh::canAddEdge(uint i, uint j) const +{ + if (i == j) { + // Skip degenerate edges. + return false; + } + + // Same check, but taking into account colocal vertices. + const Vertex * v0 = vertexAt(i); + const Vertex * v1 = vertexAt(j); + + for(Vertex::ConstVertexIterator it(v0->colocals()); !it.isDone(); it.advance()) + { + if (it.current() == v1) + { + // Skip degenerate edges. + return false; + } + } + + // Make sure edge has not been added yet. + Edge * edge = findEdge(i, j); + + return edge == NULL || edge->face == NULL; // We ignore edges that don't have an adjacent face yet, since this face could become the edge's face. +} + +Edge * Mesh::addEdge(uint i, uint j) +{ + nvCheck(i != j); + + Edge * edge = findEdge(i, j); + + if (edge != NULL) { + // Edge may already exist, but its face must not be set. + nvDebugCheck(edge->face == NULL); + + // Nothing else to do! + + } + else { + // Add new edge. + + // Lookup pair. + Edge * pair = findEdge(j, i); + + if (pair != NULL) + { + // Create edge with same id. + edge = new Edge(pair->id + 1); + + // Link edge pairs. + edge->pair = pair; + pair->pair = edge; + + // @@ I'm not sure this is necessary! + pair->vertex->setEdge(pair); + } + else + { + // Create edge. + edge = new Edge(2*m_edgeArray.count()); + + // Add only unpaired edges. + m_edgeArray.append(edge); + } + + edge->vertex = m_vertexArray[i]; + m_edgeMap.add(Key(i,j), edge); + } + + // Face and Next are set by addFace. + + return edge; +} + + +/// Find edge, test all colocals. +Edge * Mesh::findEdge(uint i, uint j) const +{ + Edge * edge = NULL; + + const Vertex * v0 = vertexAt(i); + const Vertex * v1 = vertexAt(j); + + // Test all colocal pairs. + for(Vertex::ConstVertexIterator it0(v0->colocals()); !it0.isDone(); it0.advance()) + { + for(Vertex::ConstVertexIterator it1(v1->colocals()); !it1.isDone(); it1.advance()) + { + Key key(it0.current()->id, it1.current()->id); + + if (edge == NULL) { + m_edgeMap.get(key, &edge); +#if !defined(_DEBUG) + if (edge != NULL) return edge; +#endif + } + else { + // Make sure that only one edge is found. + nvDebugCheck(!m_edgeMap.get(key)); + } + } + } + + return edge; +} + +/// Link boundary edges once the mesh has been created. +void Mesh::linkBoundary() +{ + nvDebug("--- Linking boundaries:\n"); + + int num = 0; + + // Create boundary edges. + uint edgeCount = this->edgeCount(); + for(uint e = 0; e < edgeCount; e++) + { + Edge * edge = edgeAt(e); + if (edge != NULL && edge->pair == NULL) { + Edge * pair = new Edge(edge->id + 1); + + uint i = edge->from()->id; + uint j = edge->next->from()->id; + + Key key(j,i); + nvCheck(!m_edgeMap.get(key)); + + pair->vertex = m_vertexArray[j]; + m_edgeMap.add(key, pair); + + edge->pair = pair; + pair->pair = edge; + + num++; + } + } + + // Link boundary edges. + for (uint e = 0; e < edgeCount; e++) { + Edge * edge = edgeAt(e); + if (edge != NULL && edge->pair->face == NULL) { + linkBoundaryEdge(edge->pair); + } + } + + nvDebug("--- %d boundary edges.\n", num); +} + +/// Link this boundary edge. +void Mesh::linkBoundaryEdge(Edge * edge) +{ + nvCheck(edge->face == NULL); + + // Make sure next pointer has not been set. @@ We want to be able to relink boundary edges after mesh changes. + //nvCheck(edge->next() == NULL); + + Edge * next = edge; + while(next->pair->face != NULL) { + // Get pair prev + Edge * e = next->pair->next; + while (e->next != next->pair) { + e = e->next; + } + next = e; + } + edge->setNext(next->pair); + + // Adjust vertex edge, so that it's the boundary edge. (required for isBoundary()) + if (edge->vertex->edge != edge) + { + // Multiple boundaries in the same edge. + //nvCheck( edge->vertex()->edge() == NULL || edge->vertex()->edge()->face() != NULL ); + edge->vertex->edge = edge; + } +} + + +/// Convert to tri mesh. +TriMesh * Mesh::toTriMesh() const +{ + uint triangleCount = 0; + + // Count triangle faces. + const uint faceCount = this->faceCount(); + for(uint f = 0; f < faceCount; f++) + { + const Face * face = faceAt(f); + triangleCount += face->edgeCount() - 2; + } + + TriMesh * triMesh = new TriMesh(triangleCount, vertexCount()); + + // Add vertices. + Array<TriMesh::Vertex> & vertices = triMesh->vertices(); + + const uint vertexCount = this->vertexCount(); + for(uint v = 0; v < vertexCount; v++) + { + const Vertex * vertex = vertexAt(v); + + TriMesh::Vertex triVertex; + triVertex.id = vertices.count(); + triVertex.pos = vertex->pos; + triVertex.nor = vertex->nor; + triVertex.tex = vertex->tex; + + vertices.append(triVertex); + } + + // Add triangles. + Array<TriMesh::Face> & triangles = triMesh->faces(); + + for(uint f = 0; f < faceCount; f++) + { + const Face * face = faceAt(f); + + // @@ Triangulate arbitrary polygons correctly. + const uint v0 = face->edge->vertex->id; + uint v1 = face->edge->next->vertex->id; + + for(Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + uint v2 = it.current()->vertex->id; + + // Skip the first two vertices. + if (v2 == v0 || v2 == v1) continue; + + TriMesh::Face triangle; + triangle.id = triangles.count(); + triangle.v[0] = v0; + triangle.v[1] = v1; + triangle.v[2] = v2; + + v1 = v2; + + triangles.append(triangle); + } + } + + return triMesh; +} + +QuadTriMesh * Mesh::toQuadTriMesh() const +{ + MeshBuilder builder; + + const uint vertexCount = this->vertexCount(); + builder.hintVertexCount(vertexCount); + + for(uint v = 0; v < vertexCount; v++) + { + const Vertex * vertex = vertexAt(v); + + builder.addPosition(vertex->pos); + builder.addNormal(vertex->nor); + builder.addTexCoord(vertex->tex); + } + + const uint faceCount = this->faceCount(); + builder.hintTriangleCount(faceCount); + + for(uint f = 0; f < faceCount; f++) + { + const Face * face = faceAt(f); + + builder.beginPolygon(); + + for(Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + uint v = it.current()->vertex->id; + builder.addVertex(v, v, v); + } + + builder.endPolygon(); + } + + builder.done(); + + return builder.buildQuadTriMesh(); +} + + +// Triangulate in place. +void Mesh::triangulate() { + + bool all_triangles = true; + + const uint faceCount = m_faceArray.count(); + for (uint f = 0; f < faceCount; f++) { + Face * face = m_faceArray[f]; + if (face->edgeCount() != 3) { + all_triangles = false; + break; + } + } + + if (all_triangles) { + return; + } + + + // Do not touch vertices, but rebuild edges and faces. + Array<Edge *> edgeArray; + Array<Face *> faceArray; + + swap(edgeArray, m_edgeArray); + swap(faceArray, m_faceArray); + m_edgeMap.clear(); + + for (uint f = 0; f < faceCount; f++) { + Face * face = faceArray[f]; + + // Trivial fan-like triangulation. + const uint v0 = face->edge->vertex->id; + uint v2, v1 = -1; + + for (Face::EdgeIterator it(face->edges()); !it.isDone(); it.advance()) { + Edge * edge = it.current(); + v2 = edge->to()->id; + if (v2 == v0) break; + if (v1 != -1) addFace(v0, v1, v2); + v1 = v2; + } + } + + nvDebugCheck(m_faceArray.count() > faceCount); // triangle count > face count + + linkBoundary(); + + deleteAll(edgeArray); + deleteAll(faceArray); +} + + +/* +Fixing T-junctions. + +- Find T-junctions. Find vertices that are on an edge. + - This test is approximate. + - Insert edges on a spatial index to speedup queries. + - Consider only open edges, that is edges that have no pairs. + - Consider only vertices on boundaries. +- Close T-junction. + - Split edge. + +*/ +bool Mesh::splitBoundaryEdges() { + + Array<Vertex *> boundaryVertices; + + foreach(i, m_vertexArray) { + Vertex * v = m_vertexArray[i]; + if (v->isBoundary()) { + boundaryVertices.append(v); + } + } + + nvDebug("Fixing T-junctions:\n"); + + int splitCount = 0; + + foreach(v, boundaryVertices) { + Vertex * vertex = boundaryVertices[v]; + + Vector3 x0 = vertex->pos; + + // Find edges that this vertex overlaps with. + foreach(e, m_edgeArray) { + //for (uint e = 0; e < m_edgeArray.count(); e++) { + Edge * edge = m_edgeArray[e]; + if (edge != NULL && edge->isBoundary()) { + + if (edge->from() == vertex || edge->to() == vertex) { + continue; + } + + Vector3 x1 = edge->from()->pos; + Vector3 x2 = edge->to()->pos; + + Vector3 v01 = x0 - x1; + Vector3 v21 = x2 - x1; + + float l = length(v21); + float d = length(cross(v01, v21)) / l; + + if (isZero(d)) { + float t = dot(v01, v21) / (l * l); + + // @@ Snap x0 to x1 or x2, if too close? No, do vertex snapping elsewhere. + /*if (equal(t, 0.0f, 0.01f)) { + //vertex->setPos(x1); + } + else if (equal(t, 1.0f, 0.01f)) { + //vertex->setPos(x2); + } + else*/ + if (t > 0.0f + NV_EPSILON && t < 1.0f - NV_EPSILON) { + nvDebugCheck(equal(lerp(x1, x2, t), x0)); + + Vertex * splitVertex = splitBoundaryEdge(edge, t, x0); + vertex->linkColocal(splitVertex); // @@ Should we do this here? + splitCount++; + } + } + } + } + } + + nvDebug(" - %d edges split.\n", splitCount); + + nvDebugCheck(isValid()); + + return splitCount != 0; +} + + +// For this to be effective, we have to fix the boundary junctions first. +Edge * Mesh::sewBoundary(Edge * startEdge) { + nvDebugCheck(startEdge->face == NULL); + + // @@ We may want to be more conservative linking colocals in order to preserve the input topology. One way of doing that is by linking colocals only + // if the vertices next to them are linked as well. That is, by sewing boundaries after detecting them. If any pair of consecutive edges have their first + // and last vertex in the same position, then it can be linked. + + Edge * lastBoundarySeen = startEdge; + + nvDebug("Sewing Boundary:\n"); + + int count = 0; + int sewnCount = 0; + + Edge * edge = startEdge; + do { + nvDebugCheck(edge->face == NULL); + + Edge * edge_a = edge; + Edge * edge_b = edge->prev; + + Edge * pair_a = edge_a->pair; + Edge * pair_b = edge_b->pair; + + Vertex * v0a = edge_a->to(); + Vertex * v0b = edge_b->from(); + Vertex * v1a = edge_a->from(); + Vertex * v1b = edge_b->to(); + + nvDebugCheck(v1a->isColocal(v1b)); + + /* + v0b + _+ v0a + \ / + b \ / a + \|/ + v1b + v1a + */ + + // @@ This should not happen while sewing, but it may be produced somewhere else. + nvDebugCheck(edge_a != edge_b); + + if (v0a->pos == v0b->pos) { + + // Link vertices. + v0a->linkColocal(v0b); + + // Remove edges to be collapsed. + disconnect(edge_a); + disconnect(edge_b); + disconnect(pair_a); + disconnect(pair_b); + + // Link new boundary edges. + Edge * prevBoundary = edge_b->prev; + Edge * nextBoundary = edge_a->next; + if (nextBoundary != NULL) { + nvDebugCheck(nextBoundary->face == NULL); + nvDebugCheck(prevBoundary->face == NULL); + nextBoundary->setPrev(prevBoundary); + + // Make sure boundary vertex points to boundary edge. + v0a->setEdge(nextBoundary); // This updates all colocals. + } + lastBoundarySeen = prevBoundary; + + // Creat new edge. + Edge * newEdge_a = addEdge(v0a->id, v1a->id); // pair_a->from()->id, pair_a->to()->id + Edge * newEdge_b = addEdge(v1b->id, v0b->id); + + newEdge_a->pair = newEdge_b; + newEdge_b->pair = newEdge_a; + + newEdge_a->face = pair_a->face; + newEdge_b->face = pair_b->face; + + newEdge_a->setNext(pair_a->next); + newEdge_a->setPrev(pair_a->prev); + + newEdge_b->setNext(pair_b->next); + newEdge_b->setPrev(pair_b->prev); + + delete edge_a; + delete edge_b; + delete pair_a; + delete pair_b; + + edge = nextBoundary; // If nextBoundary is NULL we have closed the loop. + sewnCount++; + } + else { + edge = edge->next; + } + + count++; + } while(edge != NULL && edge != lastBoundarySeen); + + nvDebug(" - Sewn %d out of %d.\n", sewnCount, count); + + if (lastBoundarySeen != NULL) { + nvDebugCheck(lastBoundarySeen->face == NULL); + } + + return lastBoundarySeen; +} + + +// @@ We must always disconnect edge pairs simultaneously. +void Mesh::disconnect(Edge * edge) { + nvDebugCheck(edge != NULL); + + // Remove from edge list. + if ((edge->id & 1) == 0) { + nvDebugCheck(m_edgeArray[edge->id / 2] == edge); + m_edgeArray[edge->id / 2] = NULL; + } + + // Remove edge from map. @@ Store map key inside edge? + nvDebugCheck(edge->from() != NULL && edge->to() != NULL); + bool removed = m_edgeMap.remove(Key(edge->from()->id, edge->to()->id)); + nvDebugCheck(removed == true); + + // Disconnect from vertex. + if (edge->vertex != NULL) { + if (edge->vertex->edge == edge) { + if (edge->prev && edge->prev->pair) { + edge->vertex->edge = edge->prev->pair; + } + else if (edge->pair && edge->pair->next) { + edge->vertex->edge = edge->pair->next; + } + else { + edge->vertex->edge = NULL; + // @@ Remove disconnected vertex? + } + } + //edge->setVertex(NULL); + } + + // Disconnect from face. + if (edge->face != NULL) { + if (edge->face->edge == edge) { + if (edge->next != NULL && edge->next != edge) { + edge->face->edge = edge->next; + } + else if (edge->prev != NULL && edge->prev != edge) { + edge->face->edge = edge->prev; + } + else { + edge->face->edge = NULL; + // @@ Remove disconnected face? + } + } + //edge->setFace(NULL); + } + + // @@ Hack, we don't disconnect from pair, because pair needs us to remove itself from the map. + // Disconect from pair. + /*if (edge->pair != NULL) { + if (edge->pair->pair == edge) { + edge->pair->setPair(NULL); + } + //edge->setPair(NULL); + }*/ + + // Disconnect from previous. + if (edge->prev) { + if (edge->prev->next == edge) { + edge->prev->setNext(NULL); + } + //edge->setPrev(NULL); + } + + // Disconnect from next. + if (edge->next) { + if (edge->next->prev == edge) { + edge->next->setPrev(NULL); + } + //edge->setNext(NULL); + } +} + + +void Mesh::remove(Edge * edge) { + nvDebugCheck(edge != NULL); + + disconnect(edge); + + delete edge; +} + +void Mesh::remove(Vertex * vertex) { + nvDebugCheck(vertex != NULL); + + // Remove from vertex list. + m_vertexArray[vertex->id] = NULL; + + // Disconnect from colocals. + vertex->unlinkColocal(); + + // Disconnect from edges. + if (vertex->edge != NULL) { + // @@ Removing a connected vertex is asking for trouble... + if (vertex->edge->vertex == vertex) { + // @@ Connect edge to a colocal? + vertex->edge->vertex = NULL; + } + + vertex->setEdge(NULL); + } + + delete vertex; +} + +void Mesh::remove(Face * face) { + nvDebugCheck(face != NULL); + + // Remove from face list. + m_faceArray[face->id] = NULL; + + // Disconnect from edges. + if (face->edge != NULL) { + nvDebugCheck(face->edge->face == face); + + face->edge->face = NULL; + + face->edge = NULL; + } + + delete face; +} + + +void Mesh::compactEdges() { + const uint edgeCount = m_edgeArray.count(); + + uint c = 0; + for (uint i = 0; i < edgeCount; i++) { + if (m_edgeArray[i] != NULL) { + if (i != c) { + m_edgeArray[c] = m_edgeArray[i]; + m_edgeArray[c]->id = 2 * c; + if (m_edgeArray[c]->pair != NULL) { + m_edgeArray[c]->pair->id = 2 * c + 1; + } + } + c++; + } + } + + m_edgeArray.resize(c); +} + + +void Mesh::compactVertices() { + const uint vertexCount = m_vertexArray.count(); + + uint c = 0; + for (uint i = 0; i < vertexCount; i++) { + if (m_vertexArray[i] != NULL) { + if (i != c) { + m_vertexArray[c] = m_vertexArray[i]; + m_vertexArray[c]->id = c; + } + c++; + } + } + + m_vertexArray.resize(c); + + // @@ Generate xref array for external attributes. +} + + +void Mesh::compactFaces() { + const uint faceCount = m_faceArray.count(); + + uint c = 0; + for (uint i = 0; i < faceCount; i++) { + if (m_faceArray[i] != NULL) { + if (i != c) { + m_faceArray[c] = m_faceArray[i]; + m_faceArray[c]->id = c; + } + c++; + } + } + + m_faceArray.resize(c); +} + + +Vertex * Mesh::splitBoundaryEdge(Edge * edge, float t, const Vector3 & pos) { + + /* + We want to go from this configuration: + + + + + | ^ + edge |<->| pair + v | + + + + + To this one: + + + + + | ^ + e0 |<->| p0 + v | + vertex + + + | ^ + e1 |<->| p1 + v | + + + + + */ + + + Edge * pair = edge->pair; + + // Make sure boundaries are linked. + nvDebugCheck(pair != NULL); + + // Make sure edge is a boundary edge. + nvDebugCheck(pair->face == NULL); + + // Add new vertex. + Vertex * vertex = addVertex(pos); + vertex->nor = lerp(edge->from()->nor, edge->to()->nor, t); + vertex->tex = lerp(edge->from()->tex, edge->to()->tex, t); + vertex->col = lerp(edge->from()->col, edge->to()->col, t); + + disconnect(edge); + disconnect(pair); + + // Add edges. + Edge * e0 = addEdge(edge->from()->id, vertex->id); + Edge * p0 = addEdge(vertex->id, pair->to()->id); + + Edge * e1 = addEdge(vertex->id, edge->to()->id); + Edge * p1 = addEdge(pair->from()->id, vertex->id); + + // Link edges. + e0->setNext(e1); + p1->setNext(p0); + + e0->setPrev(edge->prev); + e1->setNext(edge->next); + + p1->setPrev(pair->prev); + p0->setNext(pair->next); + + nvDebugCheck(e0->next == e1); + nvDebugCheck(e1->prev == e0); + + nvDebugCheck(p1->next == p0); + nvDebugCheck(p0->prev == p1); + + nvDebugCheck(p0->pair == e0); + nvDebugCheck(e0->pair == p0); + + nvDebugCheck(p1->pair == e1); + nvDebugCheck(e1->pair == p1); + + // Link faces. + e0->face = edge->face; + e1->face = edge->face; + + // Link vertices. + edge->from()->setEdge(e0); + vertex->setEdge(e1); + + delete edge; + delete pair; + + return vertex; +} + +#if 0 +// Without introducing new vertices. +void Mesh::splitBoundaryEdge(Edge * edge, Vertex * vertex) { + + /* + We want to go from this configuration: + + | | pn + + + + | ^ + | | + edge |<->| pair + | | + v | + + + + | | pp + + To this one: + \ / + \ / + + + + | ^ + e0 |<->| p0 + v | + vertex + + + | ^ + e1 |<->| p1 + v | + + + + / \ + / \ + */ + + + Edge * pair = edge->pair; + Edge * pn = pair->next(); + Edge * pp = pair->prev(); + + // Make sure boundaries are linked. + nvDebugCheck(pair != NULL); + + // Make sure edge is a boundary edge. + nvDebugCheck(pair->face() == NULL); + + nvDebugCheck(edge->isValid()); + nvDebugCheck(pair->isValid()); + + disconnect(edge); + disconnect(pair); + + // Add edges. + Edge * e0 = addEdge(edge->from()->id(), vertex->id()); + Edge * e1 = addEdge(vertex->id(), edge->to()->id()); + + // Link faces. + e0->setFace(edge->face()); + e1->setFace(edge->face()); + + // Link pairs. + Edge * p0 = findEdge(vertex->id(), pair->to()->id()); + if (p0 == NULL) { + p0 = addEdge(vertex->id(), pair->to()->id()); + pn->setPrev(p0); + } + else { + nvDebugCheck(p0->face() != NULL); + if (e0->prev() != NULL) { + pn->setPrev(e0->prev()); + } + else { + nvDebugCheck(pn == e0); + } + } + + Edge * p1 = findEdge(pair->from()->id(), vertex->id()); + if (p1 == NULL) { + p1 = addEdge(pair->from()->id(), vertex->id()); + pp->setNext(p1); + } + else { + nvDebugCheck(p1->face() != NULL); + if (e1->next() != NULL) { + pp->setPrev(e1->next()); + } + else { + nvDebugCheck(pp == e1); + } + } + + // Link edges. + e0->setNext(e1); // e1->setPrev(e0) + + if (p0->face() == p1->face()) { // can be null + p1->setNext(p0); // p0->setPrev(p1) + } + else { + //if (p1->face() == NULL) p1->setNext( + } + + + e0->setPrev(edge->prev()); + e1->setNext(edge->next()); + + nvDebugCheck(e0->pair == p0); + nvDebugCheck(e1->pair == p1); + nvDebugCheck(p0->pair == e0); + nvDebugCheck(p1->pair == e1); + + nvDebugCheck(e0->isValid()); + nvDebugCheck(e1->isValid()); + nvDebugCheck(pp->isValid()); + nvDebugCheck(pn->isValid()); + + nvDebugCheck(e0->pair->isValid()); + nvDebugCheck(e1->pair->isValid()); + nvDebugCheck(pp->pair->isValid()); + nvDebugCheck(pn->pair->isValid()); + + nvDebugCheck(edge->face->isValid()); + + if (pn->pair->face != NULL) { + nvDebugCheck(pn->pair->face->isValid()); + } + + if (pp->pair->face() != NULL) { + nvDebugCheck(pn->pair->face->isValid()); + } + + if (p0->face != NULL) { + nvDebugCheck(p0->face->isValid()); + } + + if (p1->face() != NULL) { + nvDebugCheck(p1->face()->isValid()); + } + + nvDebugCheck(isValid()); // Only for extreme debugging. + + // Link vertices. + edge->from()->setEdge(e0); + vertex->setEdge(p0); + + delete edge; + delete pair; +} +#endif + +bool Mesh::isValid() const +{ + // Make sure all edges are valid. + const uint edgeCount = m_edgeArray.count(); + for (uint e = 0; e < edgeCount; e++) { + Edge * edge = m_edgeArray[e]; + if (edge != NULL) { + if (edge->id != 2*e) { + return false; + } + if (!edge->isValid()) { + return false; + } + + if (edge->pair->id != 2*e+1) { + return false; + } + if (!edge->pair->isValid()) { + return false; + } + } + } + + // @@ Make sure all faces are valid. + + // @@ Make sure all vertices are valid. + + return true; +} |