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Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp | 1519 |
1 files changed, 1519 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp b/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp new file mode 100644 index 0000000000..98f92cef96 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp @@ -0,0 +1,1519 @@ +// Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com> + +#include "nvmesh.h" // pch + +#include "Atlas.h" +#include "Util.h" +#include "AtlasBuilder.h" +#include "AtlasPacker.h" +#include "SingleFaceMap.h" +#include "OrthogonalProjectionMap.h" +#include "LeastSquaresConformalMap.h" +#include "ParameterizationQuality.h" + +//#include "nvmesh/export/MeshExportOBJ.h" + +#include "nvmesh/halfedge/Mesh.h" +#include "nvmesh/halfedge/Face.h" +#include "nvmesh/halfedge/Vertex.h" + +#include "nvmesh/MeshBuilder.h" +#include "nvmesh/MeshTopology.h" +#include "nvmesh/param/Util.h" +#include "nvmesh/geometry/Measurements.h" + +#include "nvmath/Vector.inl" +#include "nvmath/Fitting.h" +#include "nvmath/Box.inl" +#include "nvmath/ProximityGrid.h" +#include "nvmath/Morton.h" + +#include "nvcore/StrLib.h" +#include "nvcore/Array.inl" +#include "nvcore/HashMap.inl" + +using namespace nv; + + +/// Ctor. +Atlas::Atlas() +{ + failed=false; +} + +// Dtor. +Atlas::~Atlas() +{ + deleteAll(m_meshChartsArray); +} + +uint Atlas::chartCount() const +{ + uint count = 0; + foreach(c, m_meshChartsArray) { + count += m_meshChartsArray[c]->chartCount(); + } + return count; +} + +const Chart * Atlas::chartAt(uint i) const +{ + foreach(c, m_meshChartsArray) { + uint count = m_meshChartsArray[c]->chartCount(); + + if (i < count) { + return m_meshChartsArray[c]->chartAt(i); + } + + i -= count; + } + + return NULL; +} + +Chart * Atlas::chartAt(uint i) +{ + foreach(c, m_meshChartsArray) { + uint count = m_meshChartsArray[c]->chartCount(); + + if (i < count) { + return m_meshChartsArray[c]->chartAt(i); + } + + i -= count; + } + + return NULL; +} + +// Extract the charts and add to this atlas. +void Atlas::addMeshCharts(MeshCharts * meshCharts) +{ + m_meshChartsArray.append(meshCharts); +} + +void Atlas::extractCharts(const HalfEdge::Mesh * mesh) +{ + MeshCharts * meshCharts = new MeshCharts(mesh); + meshCharts->extractCharts(); + addMeshCharts(meshCharts); +} + +void Atlas::computeCharts(const HalfEdge::Mesh * mesh, const SegmentationSettings & settings, const Array<uint> & unchartedMaterialArray) +{ + failed=false; + MeshCharts * meshCharts = new MeshCharts(mesh); + meshCharts->computeCharts(settings, unchartedMaterialArray); + addMeshCharts(meshCharts); +} + + + + +#if 0 + +/// Compute a seamless texture atlas. +bool Atlas::computeSeamlessTextureAtlas(bool groupFaces/*= true*/, bool scaleTiles/*= false*/, uint w/*= 1024*/, uint h/* = 1024*/) +{ + // Implement seamless texture atlas similar to what ZBrush does. See also: + // "Meshed Atlases for Real-Time Procedural Solid Texturing" + // http://graphics.cs.uiuc.edu/~jch/papers/rtpst.pdf + + // Other methods that we should experiment with: + // + // Seamless Texture Atlases: + // http://www.cs.jhu.edu/~bpurnomo/STA/index.html + // + // Rectangular Multi-Chart Geometry Images: + // http://graphics.cs.uiuc.edu/~jch/papers/rmcgi.pdf + // + // Discrete differential geometry also provide a way of constructing + // seamless quadrangulations as shown in: + // http://www.geometry.caltech.edu/pubs/TACD06.pdf + // + +#pragma message(NV_FILE_LINE "TODO: Implement seamless texture atlas.") + + if (groupFaces) + { + // @@ TODO. + } + else + { + // @@ Create one atlas per face. + } + + if (scaleTiles) + { + // @@ TODO + } + + /* + if (!isQuadMesh(m_mesh)) { + // Only handle quads for now. + return false; + } + + // Each face is a chart. + const uint faceCount = m_mesh->faceCount(); + m_chartArray.resize(faceCount); + + for(uint f = 0; f < faceCount; f++) { + m_chartArray[f].faceArray.clear(); + m_chartArray[f].faceArray.append(f); + } + + // Map each face to a separate square. + + // Determine face layout according to width and height. + float aspect = float(m_width) / float(m_height); + + uint i = 2; + uint total = (m_width / (i+1)) * (m_height / (i+1)); + while(total > faceCount) { + i *= 2; + total = (m_width / (i+1)) * (m_height / (i+1)); + } + + uint tileSize = i / 2; + + int x = 0; + int y = 0; + + m_result = new HalfEdge::Mesh(); + + // Once you have that it's just matter of traversing the faces. + for(uint f = 0; f < faceCount; f++) { + // Compute texture coordinates. + Vector2 tex[4]; + tex[0] = Vector2(float(x), float(y)); + tex[1] = Vector2(float(x+tileSize), float(y)); + tex[2] = Vector2(float(x+tileSize), float(y+tileSize)); + tex[3] = Vector2(float(x), float(y+tileSize)); + + Array<uint> indexArray(4); + + const HalfEdge::Face * face = m_mesh->faceAt(f); + + int i = 0; + for(HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance(), i++) { + const HalfEdge::Edge * edge = it.current(); + const HalfEdge::Vertex * vertex = edge->from(); + + HalfEdge::Vertex * newVertex = m_result->addVertex(vertex->id(), vertex->pos()); + + newVertex->setTex(Vector3(tex[i], 0)); + newVertex->setNor(vertex->nor()); + + indexArray.append(m_result->vertexCount() + 1); + } + + m_result->addFace(indexArray); + + // Move to the next tile. + x += tileSize + 1; + if (x + tileSize > m_width) { + x = 0; + y += tileSize + 1; + } + } + */ + + return false; +} + +#endif + + +void Atlas::parameterizeCharts() +{ + foreach(i, m_meshChartsArray) { + m_meshChartsArray[i]->parameterizeCharts(); + } +} + + +float Atlas::packCharts(int quality, float texelsPerUnit, bool blockAlign, bool conservative) +{ + AtlasPacker packer(this); + packer.packCharts(quality, texelsPerUnit, blockAlign, conservative); + if (hasFailed()) + return 0; + return packer.computeAtlasUtilization(); +} + + + + +/// Ctor. +MeshCharts::MeshCharts(const HalfEdge::Mesh * mesh) : m_mesh(mesh) +{ +} + +// Dtor. +MeshCharts::~MeshCharts() +{ + deleteAll(m_chartArray); +} + + +void MeshCharts::extractCharts() +{ + const uint faceCount = m_mesh->faceCount(); + + int first = 0; + Array<uint> queue(faceCount); + + BitArray bitFlags(faceCount); + bitFlags.clearAll(); + + for (uint f = 0; f < faceCount; f++) + { + if (bitFlags.bitAt(f) == false) + { + // Start new patch. Reset queue. + first = 0; + queue.clear(); + queue.append(f); + bitFlags.setBitAt(f); + + while (first != queue.count()) + { + const HalfEdge::Face * face = m_mesh->faceAt(queue[first]); + + // Visit face neighbors of queue[first] + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + nvDebugCheck(edge->pair != NULL); + + if (!edge->isBoundary() && /*!edge->isSeam()*/ + //!(edge->from()->tex() != edge->pair()->to()->tex() || edge->to()->tex() != edge->pair()->from()->tex())) + !(edge->from() != edge->pair->to() || edge->to() != edge->pair->from())) // Preserve existing seams (not just texture seams). + { + const HalfEdge::Face * neighborFace = edge->pair->face; + nvDebugCheck(neighborFace != NULL); + + if (bitFlags.bitAt(neighborFace->id) == false) + { + queue.append(neighborFace->id); + bitFlags.setBitAt(neighborFace->id); + } + } + } + + first++; + } + + Chart * chart = new Chart(); + chart->build(m_mesh, queue); + + m_chartArray.append(chart); + } + } +} + + +/* +LSCM: +- identify sharp features using local dihedral angles. +- identify seed faces farthest from sharp features. +- grow charts from these seeds. + +MCGIM: +- phase 1: chart growth + - grow all charts simultaneously using dijkstra search on the dual graph of the mesh. + - graph edges are weighted based on planarity metric. + - metric uses distance to global chart normal. + - terminate when all faces have been assigned. +- phase 2: seed computation: + - place new seed of the chart at the most interior face. + - most interior is evaluated using distance metric only. + +- method repeates the two phases, until the location of the seeds does not change. + - cycles are detected by recording all the previous seeds and chartification terminates. + +D-Charts: + +- Uniaxial conic metric: + - N_c = axis of the generalized cone that best fits the chart. (cone can a be cylinder or a plane). + - omega_c = angle between the face normals and the axis. + - Fitting error between chart C and tringle t: F(c,t) = (N_c*n_t - cos(omega_c))^2 + +- Compactness metrics: + - Roundness: + - C(c,t) = pi * D(S_c,t)^2 / A_c + - S_c = chart seed. + - D(S_c,t) = length of the shortest path inside the chart betwen S_c and t. + - A_c = chart area. + - Straightness: + - P(c,t) = l_out(c,t) / l_in(c,t) + - l_out(c,t) = lenght of the edges not shared between C and t. + - l_in(c,t) = lenght of the edges shared between C and t. + +- Combined metric: + - Cost(c,t) = F(c,t)^alpha + C(c,t)^beta + P(c,t)^gamma + - alpha = 1, beta = 0.7, gamma = 0.5 + + + + +Our basic approach: +- Just one iteration of k-means? +- Avoid dijkstra by greedily growing charts until a threshold is met. Increase threshold and repeat until no faces left. +- If distortion metric is too high, split chart, add two seeds. +- If chart size is low, try removing chart. + + +Postprocess: +- If topology is not disk: + - Fill holes, if new faces fit proxy. + - Find best cut, otherwise. +- After parameterization: + - If boundary self-intersects: + - cut chart along the closest two diametral boundary vertices, repeat parametrization. + - what if the overlap is on an appendix? How do we find that out and cut appropiately? + - emphasize roundness metrics to prevent those cases. + - If interior self-overlaps: preserve boundary parameterization and use mean-value map. + +*/ + + +SegmentationSettings::SegmentationSettings() +{ + // Charts have no area or boundary limits right now. + maxChartArea = NV_FLOAT_MAX; + maxBoundaryLength = NV_FLOAT_MAX; + + proxyFitMetricWeight = 1.0f; + roundnessMetricWeight = 0.1f; + straightnessMetricWeight = 0.25f; + normalSeamMetricWeight = 1.0f; + textureSeamMetricWeight = 0.1f; +} + + + +void MeshCharts::computeCharts(const SegmentationSettings & settings, const Array<uint> & unchartedMaterialArray) +{ + Chart * vertexMap = NULL; + + if (unchartedMaterialArray.count() != 0) { + vertexMap = new Chart(); + vertexMap->buildVertexMap(m_mesh, unchartedMaterialArray); + + if (vertexMap->faceCount() == 0) { + delete vertexMap; + vertexMap = NULL; + } + } + + + AtlasBuilder builder(m_mesh); + + if (vertexMap != NULL) { + // Mark faces that do not need to be charted. + builder.markUnchartedFaces(vertexMap->faceArray()); + + m_chartArray.append(vertexMap); + } + + if (builder.facesLeft != 0) { + + // Tweak these values: + const float maxThreshold = 2; + const uint growFaceCount = 32; + const uint maxIterations = 4; + + builder.settings = settings; + + //builder.settings.proxyFitMetricWeight *= 0.75; // relax proxy fit weight during initial seed placement. + //builder.settings.roundnessMetricWeight = 0; + //builder.settings.straightnessMetricWeight = 0; + + // This seems a reasonable estimate. + uint maxSeedCount = max(6U, builder.facesLeft); + + // Create initial charts greedely. + nvDebug("### Placing seeds\n"); + builder.placeSeeds(maxThreshold, maxSeedCount); + nvDebug("### Placed %d seeds (max = %d)\n", builder.chartCount(), maxSeedCount); + + builder.updateProxies(); + + builder.mergeCharts(); + + #if 1 + nvDebug("### Relocating seeds\n"); + builder.relocateSeeds(); + + nvDebug("### Reset charts\n"); + builder.resetCharts(); + + if (vertexMap != NULL) { + builder.markUnchartedFaces(vertexMap->faceArray()); + } + + builder.settings = settings; + + nvDebug("### Growing charts\n"); + + // Restart process growing charts in parallel. + uint iteration = 0; + while (true) + { + if (!builder.growCharts(maxThreshold, growFaceCount)) + { + nvDebug("### Can't grow anymore\n"); + + // If charts cannot grow more: fill holes, merge charts, relocate seeds and start new iteration. + + nvDebug("### Filling holes\n"); + builder.fillHoles(maxThreshold); + nvDebug("### Using %d charts now\n", builder.chartCount()); + + builder.updateProxies(); + + nvDebug("### Merging charts\n"); + builder.mergeCharts(); + nvDebug("### Using %d charts now\n", builder.chartCount()); + + nvDebug("### Reseeding\n"); + if (!builder.relocateSeeds()) + { + nvDebug("### Cannot relocate seeds anymore\n"); + + // Done! + break; + } + + if (iteration == maxIterations) + { + nvDebug("### Reached iteration limit\n"); + break; + } + iteration++; + + nvDebug("### Reset charts\n"); + builder.resetCharts(); + + if (vertexMap != NULL) { + builder.markUnchartedFaces(vertexMap->faceArray()); + } + + nvDebug("### Growing charts\n"); + } + }; + #endif + + // Make sure no holes are left! + nvDebugCheck(builder.facesLeft == 0); + + const uint chartCount = builder.chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + Chart * chart = new Chart(); + m_chartArray.append(chart); + + chart->build(m_mesh, builder.chartFaces(i)); + } + } + + + const uint chartCount = m_chartArray.count(); + + // Build face indices. + m_faceChart.resize(m_mesh->faceCount()); + m_faceIndex.resize(m_mesh->faceCount()); + + for (uint i = 0; i < chartCount; i++) + { + const Chart * chart = m_chartArray[i]; + + const uint faceCount = chart->faceCount(); + for (uint f = 0; f < faceCount; f++) + { + uint idx = chart->faceAt(f); + m_faceChart[idx] = i; + m_faceIndex[idx] = f; + } + } + + // Build an exclusive prefix sum of the chart vertex counts. + m_chartVertexCountPrefixSum.resize(chartCount); + + if (chartCount > 0) + { + m_chartVertexCountPrefixSum[0] = 0; + + for (uint i = 1; i < chartCount; i++) + { + const Chart * chart = m_chartArray[i-1]; + m_chartVertexCountPrefixSum[i] = m_chartVertexCountPrefixSum[i-1] + chart->vertexCount(); + } + + m_totalVertexCount = m_chartVertexCountPrefixSum[chartCount - 1] + m_chartArray[chartCount-1]->vertexCount(); + } + else + { + m_totalVertexCount = 0; + } +} + + +void MeshCharts::parameterizeCharts() +{ + ParameterizationQuality globalParameterizationQuality; + + // Parameterize the charts. + uint diskCount = 0; + const uint chartCount = m_chartArray.count(); + for (uint i = 0; i < chartCount; i++)\ + { + Chart * chart = m_chartArray[i]; + + bool isValid = false; + + if (chart->isVertexMapped()) { + continue; + } + + if (chart->isDisk()) + { + diskCount++; + + ParameterizationQuality chartParameterizationQuality; + + if (chart->faceCount() == 1) { + computeSingleFaceMap(chart->unifiedMesh()); + + chartParameterizationQuality = ParameterizationQuality(chart->unifiedMesh()); + } + else { + computeOrthogonalProjectionMap(chart->unifiedMesh()); + ParameterizationQuality orthogonalQuality(chart->unifiedMesh()); + + computeLeastSquaresConformalMap(chart->unifiedMesh()); + ParameterizationQuality lscmQuality(chart->unifiedMesh()); + + // If the orthogonal projection produces better results, just use that. + // @@ It may be dangerous to do this, because isValid() does not detect self-overlaps. + // @@ Another problem is that with very thin patches with nearly zero parametric area, the results of our metric are not accurate. + /*if (orthogonalQuality.isValid() && orthogonalQuality.rmsStretchMetric() < lscmQuality.rmsStretchMetric()) { + computeOrthogonalProjectionMap(chart->unifiedMesh()); + chartParameterizationQuality = orthogonalQuality; + } + else*/ { + chartParameterizationQuality = lscmQuality; + } + + // If conformal map failed, + + // @@ Experiment with other parameterization methods. + //computeCircularBoundaryMap(chart->unifiedMesh()); + //computeConformalMap(chart->unifiedMesh()); + //computeNaturalConformalMap(chart->unifiedMesh()); + //computeGuidanceGradientMap(chart->unifiedMesh()); + } + + //ParameterizationQuality chartParameterizationQuality(chart->unifiedMesh()); + + isValid = chartParameterizationQuality.isValid(); + + if (!isValid) + { + nvDebug("*** Invalid parameterization.\n"); +#if 0 + // Dump mesh to inspect problem: + static int pieceCount = 0; + + StringBuilder fileName; + fileName.format("invalid_chart_%d.obj", pieceCount++); + exportMesh(chart->unifiedMesh(), fileName.str()); +#endif + } + + // @@ Check that parameterization quality is above a certain threshold. + + // @@ Detect boundary self-intersections. + + globalParameterizationQuality += chartParameterizationQuality; + } + + if (!isValid) + { + //nvDebugBreak(); + // @@ Run the builder again, but only on this chart. + //AtlasBuilder builder(chart->chartMesh()); + } + + // Transfer parameterization from unified mesh to chart mesh. + chart->transferParameterization(); + + } + + nvDebug(" Parameterized %d/%d charts.\n", diskCount, chartCount); + nvDebug(" RMS stretch metric: %f\n", globalParameterizationQuality.rmsStretchMetric()); + nvDebug(" MAX stretch metric: %f\n", globalParameterizationQuality.maxStretchMetric()); + nvDebug(" RMS conformal metric: %f\n", globalParameterizationQuality.rmsConformalMetric()); + nvDebug(" RMS authalic metric: %f\n", globalParameterizationQuality.maxAuthalicMetric()); +} + + + +Chart::Chart() : m_chartMesh(NULL), m_unifiedMesh(NULL), m_isDisk(false), m_isVertexMapped(false) +{ +} + +void Chart::build(const HalfEdge::Mesh * originalMesh, const Array<uint> & faceArray) +{ + // Copy face indices. + m_faceArray = faceArray; + + const uint meshVertexCount = originalMesh->vertexCount(); + + m_chartMesh = new HalfEdge::Mesh(); + m_unifiedMesh = new HalfEdge::Mesh(); + + Array<uint> chartMeshIndices; + chartMeshIndices.resize(meshVertexCount, ~0); + + Array<uint> unifiedMeshIndices; + unifiedMeshIndices.resize(meshVertexCount, ~0); + + // Add vertices. + const uint faceCount = faceArray.count(); + for (uint f = 0; f < faceCount; f++) + { + const HalfEdge::Face * face = originalMesh->faceAt(faceArray[f]); + nvDebugCheck(face != NULL); + + for(HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Vertex * vertex = it.current()->vertex; + const HalfEdge::Vertex * unifiedVertex = vertex->firstColocal(); + + if (unifiedMeshIndices[unifiedVertex->id] == ~0) + { + unifiedMeshIndices[unifiedVertex->id] = m_unifiedMesh->vertexCount(); + + nvDebugCheck(vertex->pos == unifiedVertex->pos); + m_unifiedMesh->addVertex(vertex->pos); + } + + if (chartMeshIndices[vertex->id] == ~0) + { + chartMeshIndices[vertex->id] = m_chartMesh->vertexCount(); + m_chartToOriginalMap.append(vertex->id); + m_chartToUnifiedMap.append(unifiedMeshIndices[unifiedVertex->id]); + + HalfEdge::Vertex * v = m_chartMesh->addVertex(vertex->pos); + v->nor = vertex->nor; + v->tex = vertex->tex; + } + } + } + + // This is ignoring the canonical map: + // - Is it really necessary to link colocals? + + m_chartMesh->linkColocals(); + //m_unifiedMesh->linkColocals(); // Not strictly necessary, no colocals in the unified mesh. # Wrong. + + // This check is not valid anymore, if the original mesh vertices were linked with a canonical map, then it might have + // some colocal vertices that were unlinked. So, the unified mesh might have some duplicate vertices, because firstColocal() + // is not guaranteed to return the same vertex for two colocal vertices. + //nvCheck(m_chartMesh->colocalVertexCount() == m_unifiedMesh->vertexCount()); + + // Is that OK? What happens in meshes were that happens? Does anything break? Apparently not... + + + + Array<uint> faceIndices(7); + + // Add faces. + for (uint f = 0; f < faceCount; f++) + { + const HalfEdge::Face * face = originalMesh->faceAt(faceArray[f]); + nvDebugCheck(face != NULL); + + faceIndices.clear(); + + for(HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Vertex * vertex = it.current()->vertex; + nvDebugCheck(vertex != NULL); + + faceIndices.append(chartMeshIndices[vertex->id]); + } + + m_chartMesh->addFace(faceIndices); + + faceIndices.clear(); + + for(HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Vertex * vertex = it.current()->vertex; + nvDebugCheck(vertex != NULL); + + vertex = vertex->firstColocal(); + + faceIndices.append(unifiedMeshIndices[vertex->id]); + } + + m_unifiedMesh->addFace(faceIndices); + } + + m_chartMesh->linkBoundary(); + m_unifiedMesh->linkBoundary(); + + //exportMesh(m_unifiedMesh.ptr(), "debug_input.obj"); + + if (m_unifiedMesh->splitBoundaryEdges()) { + m_unifiedMesh = unifyVertices(m_unifiedMesh.ptr()); + } + + //exportMesh(m_unifiedMesh.ptr(), "debug_split.obj"); + + // Closing the holes is not always the best solution and does not fix all the problems. + // We need to do some analysis of the holes and the genus to: + // - Find cuts that reduce genus. + // - Find cuts to connect holes. + // - Use minimal spanning trees or seamster. + if (!closeHoles()) { + /*static int pieceCount = 0; + StringBuilder fileName; + fileName.format("debug_hole_%d.obj", pieceCount++); + exportMesh(m_unifiedMesh.ptr(), fileName.str());*/ + } + + m_unifiedMesh = triangulate(m_unifiedMesh.ptr()); + + //exportMesh(m_unifiedMesh.ptr(), "debug_triangulated.obj"); + + + // Analyze chart topology. + MeshTopology topology(m_unifiedMesh.ptr()); + m_isDisk = topology.isDisk(); + + // This is sometimes failing, when triangulate fails to add a triangle, it generates a hole in the mesh. + //nvDebugCheck(m_isDisk); + + /*if (!m_isDisk) { + static int pieceCount = 0; + StringBuilder fileName; + fileName.format("debug_hole_%d.obj", pieceCount++); + exportMesh(m_unifiedMesh.ptr(), fileName.str()); + }*/ + + +#if 0 + if (!m_isDisk) { + nvDebugBreak(); + + static int pieceCount = 0; + + StringBuilder fileName; + fileName.format("debug_nodisk_%d.obj", pieceCount++); + exportMesh(m_chartMesh.ptr(), fileName.str()); + } +#endif + +} + + +void Chart::buildVertexMap(const HalfEdge::Mesh * originalMesh, const Array<uint> & unchartedMaterialArray) +{ + nvCheck(m_chartMesh == NULL && m_unifiedMesh == NULL); + + m_isVertexMapped = true; + + // Build face indices. + m_faceArray.clear(); + + const uint meshFaceCount = originalMesh->faceCount(); + for (uint f = 0; f < meshFaceCount; f++) { + const HalfEdge::Face * face = originalMesh->faceAt(f); + + if (unchartedMaterialArray.contains(face->material)) { + m_faceArray.append(f); + } + } + + const uint faceCount = m_faceArray.count(); + + if (faceCount == 0) { + return; + } + + + // @@ The chartMesh construction is basically the same as with regular charts, don't duplicate! + + const uint meshVertexCount = originalMesh->vertexCount(); + + m_chartMesh = new HalfEdge::Mesh(); + + Array<uint> chartMeshIndices; + chartMeshIndices.resize(meshVertexCount, ~0); + + // Vertex map mesh only has disconnected vertices. + for (uint f = 0; f < faceCount; f++) + { + const HalfEdge::Face * face = originalMesh->faceAt(m_faceArray[f]); + nvDebugCheck(face != NULL); + + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Vertex * vertex = it.current()->vertex; + + if (chartMeshIndices[vertex->id] == ~0) + { + chartMeshIndices[vertex->id] = m_chartMesh->vertexCount(); + m_chartToOriginalMap.append(vertex->id); + + HalfEdge::Vertex * v = m_chartMesh->addVertex(vertex->pos); + v->nor = vertex->nor; + v->tex = vertex->tex; // @@ Not necessary. + } + } + } + + // @@ Link colocals using the original mesh canonical map? Build canonical map on the fly? Do we need to link colocals at all for this? + //m_chartMesh->linkColocals(); + + Array<uint> faceIndices(7); + + // Add faces. + for (uint f = 0; f < faceCount; f++) + { + const HalfEdge::Face * face = originalMesh->faceAt(m_faceArray[f]); + nvDebugCheck(face != NULL); + + faceIndices.clear(); + + for(HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Vertex * vertex = it.current()->vertex; + nvDebugCheck(vertex != NULL); + nvDebugCheck(chartMeshIndices[vertex->id] != ~0); + + faceIndices.append(chartMeshIndices[vertex->id]); + } + + HalfEdge::Face * new_face = m_chartMesh->addFace(faceIndices); + nvDebugCheck(new_face != NULL); + } + + m_chartMesh->linkBoundary(); + + + const uint chartVertexCount = m_chartMesh->vertexCount(); + + Box bounds; + bounds.clearBounds(); + + for (uint i = 0; i < chartVertexCount; i++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(i); + bounds.addPointToBounds(vertex->pos); + } + + ProximityGrid grid; + grid.init(bounds, chartVertexCount); + + for (uint i = 0; i < chartVertexCount; i++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(i); + grid.add(vertex->pos, i); + } + + +#if 0 + // Arrange vertices in a rectangle. + vertexMapWidth = ftoi_ceil(sqrtf(float(chartVertexCount))); + vertexMapHeight = (chartVertexCount + vertexMapWidth - 1) / vertexMapWidth; + nvDebugCheck(vertexMapWidth >= vertexMapHeight); + + int x = 0, y = 0; + for (uint i = 0; i < chartVertexCount; i++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(i); + + vertex->tex.x = float(x); + vertex->tex.y = float(y); + + x++; + if (x == vertexMapWidth) { + x = 0; + y++; + nvCheck(y < vertexMapHeight); + } + } + +#elif 0 + // Arrange vertices in a rectangle, traversing grid in 3D morton order and laying them down in 2D morton order. + vertexMapWidth = ftoi_ceil(sqrtf(float(chartVertexCount))); + vertexMapHeight = (chartVertexCount + vertexMapWidth - 1) / vertexMapWidth; + nvDebugCheck(vertexMapWidth >= vertexMapHeight); + + int n = 0; + uint32 texelCode = 0; + + uint cellsVisited = 0; + + const uint32 cellCodeCount = grid.mortonCount(); + for (uint32 cellCode = 0; cellCode < cellCodeCount; cellCode++) { + int cell = grid.mortonIndex(cellCode); + if (cell < 0) continue; + + cellsVisited++; + + const Array<uint> & indexArray = grid.cellArray[cell].indexArray; + + foreach(i, indexArray) { + uint idx = indexArray[i]; + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(idx); + + //vertex->tex.x = float(n % rectangleWidth) + 0.5f; + //vertex->tex.y = float(n / rectangleWidth) + 0.5f; + + // Lay down the points in z order too. + uint x, y; + do { + x = decodeMorton2X(texelCode); + y = decodeMorton2Y(texelCode); + texelCode++; + } while (x >= U32(vertexMapWidth) || y >= U32(vertexMapHeight)); + + vertex->tex.x = float(x); + vertex->tex.y = float(y); + + n++; + } + } + + nvDebugCheck(cellsVisited == grid.cellArray.count()); + nvDebugCheck(n == chartVertexCount); + +#else + + uint texelCount = 0; + + const float positionThreshold = 0.01f; + const float normalThreshold = 0.01f; + + uint verticesVisited = 0; + uint cellsVisited = 0; + + Array<int> vertexIndexArray; + vertexIndexArray.resize(chartVertexCount, -1); // Init all indices to -1. + + // Traverse vertices in morton order. @@ It may be more interesting to sort them based on orientation. + const uint cellCodeCount = grid.mortonCount(); + for (uint cellCode = 0; cellCode < cellCodeCount; cellCode++) { + int cell = grid.mortonIndex(cellCode); + if (cell < 0) continue; + + cellsVisited++; + + const Array<uint> & indexArray = grid.cellArray[cell].indexArray; + + foreach(i, indexArray) { + uint idx = indexArray[i]; + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(idx); + + nvDebugCheck(vertexIndexArray[idx] == -1); + + Array<uint> neighbors; + grid.gather(vertex->pos, positionThreshold, /*ref*/neighbors); + + // Compare against all nearby vertices, cluster greedily. + foreach(j, neighbors) { + uint otherIdx = neighbors[j]; + + if (vertexIndexArray[otherIdx] != -1) { + HalfEdge::Vertex * otherVertex = m_chartMesh->vertexAt(otherIdx); + + if (distance(vertex->pos, otherVertex->pos) < positionThreshold && + distance(vertex->nor, otherVertex->nor) < normalThreshold) + { + vertexIndexArray[idx] = vertexIndexArray[otherIdx]; + break; + } + } + } + + // If index not assigned, assign new one. + if (vertexIndexArray[idx] == -1) { + vertexIndexArray[idx] = texelCount++; + } + + verticesVisited++; + } + } + + nvDebugCheck(cellsVisited == grid.cellArray.count()); + nvDebugCheck(verticesVisited == chartVertexCount); + + vertexMapWidth = ftoi_ceil(sqrtf(float(texelCount))); + vertexMapWidth = (vertexMapWidth + 3) & ~3; // Width aligned to 4. + vertexMapHeight = vertexMapWidth == 0 ? 0 : (texelCount + vertexMapWidth - 1) / vertexMapWidth; + //vertexMapHeight = (vertexMapHeight + 3) & ~3; // Height aligned to 4. + nvDebugCheck(vertexMapWidth >= vertexMapHeight); + + nvDebug("Reduced vertex count from %d to %d.\n", chartVertexCount, texelCount); + +#if 0 + // This lays down the clustered vertices linearly. + for (uint i = 0; i < chartVertexCount; i++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(i); + + int idx = vertexIndexArray[i]; + + vertex->tex.x = float(idx % vertexMapWidth); + vertex->tex.y = float(idx / vertexMapWidth); + } +#else + // Lay down the clustered vertices in morton order. + + Array<uint> texelCodes; + texelCodes.resize(texelCount); + + // For each texel, assign one morton code. + uint texelCode = 0; + for (uint i = 0; i < texelCount; i++) { + uint x, y; + do { + x = decodeMorton2X(texelCode); + y = decodeMorton2Y(texelCode); + texelCode++; + } while (x >= U32(vertexMapWidth) || y >= U32(vertexMapHeight)); + + texelCodes[i] = texelCode - 1; + } + + for (uint i = 0; i < chartVertexCount; i++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(i); + + int idx = vertexIndexArray[i]; + if (idx != -1) { + uint texelCode = texelCodes[idx]; + uint x = decodeMorton2X(texelCode); + uint y = decodeMorton2Y(texelCode); + + vertex->tex.x = float(x); + vertex->tex.y = float(y); + } + } + +#endif + +#endif + +} + + + +static void getBoundaryEdges(HalfEdge::Mesh * mesh, Array<HalfEdge::Edge *> & boundaryEdges) +{ + nvDebugCheck(mesh != NULL); + + const uint edgeCount = mesh->edgeCount(); + + BitArray bitFlags(edgeCount); + bitFlags.clearAll(); + + boundaryEdges.clear(); + + // Search for boundary edges. Mark all the edges that belong to the same boundary. + for (uint e = 0; e < edgeCount; e++) + { + HalfEdge::Edge * startEdge = mesh->edgeAt(e); + + if (startEdge != NULL && startEdge->isBoundary() && bitFlags.bitAt(e) == false) + { + nvDebugCheck(startEdge->face != NULL); + nvDebugCheck(startEdge->pair->face == NULL); + + startEdge = startEdge->pair; + + const HalfEdge::Edge * edge = startEdge; + do { + nvDebugCheck(edge->face == NULL); + nvDebugCheck(bitFlags.bitAt(edge->id/2) == false); + + bitFlags.setBitAt(edge->id / 2); + edge = edge->next; + } while(startEdge != edge); + + boundaryEdges.append(startEdge); + } + } +} + + +bool Chart::closeLoop(uint start, const Array<HalfEdge::Edge *> & loop) +{ + const uint vertexCount = loop.count() - start; + + nvDebugCheck(vertexCount >= 3); + if (vertexCount < 3) return false; + + nvDebugCheck(loop[start]->vertex->isColocal(loop[start+vertexCount-1]->to())); + + // If the hole is planar, then we add a single face that will be properly triangulated later. + // If the hole is not planar, we add a triangle fan with a vertex at the hole centroid. + // This is still a bit of a hack. There surely are better hole filling algorithms out there. + + Array<Vector3> points; + points.resize(vertexCount); + for (uint i = 0; i < vertexCount; i++) { + points[i] = loop[start+i]->vertex->pos; + } + + bool isPlanar = Fit::isPlanar(vertexCount, points.buffer()); + + if (isPlanar) { + // Add face and connect edges. + HalfEdge::Face * face = m_unifiedMesh->addFace(); + for (uint i = 0; i < vertexCount; i++) { + HalfEdge::Edge * edge = loop[start + i]; + + edge->face = face; + edge->setNext(loop[start + (i + 1) % vertexCount]); + } + face->edge = loop[start]; + + nvDebugCheck(face->isValid()); + } + else { + // If the polygon is not planar, we just cross our fingers, and hope this will work: + + // Compute boundary centroid: + Vector3 centroidPos(0); + + for (uint i = 0; i < vertexCount; i++) { + centroidPos += points[i]; + } + + centroidPos *= (1.0f / vertexCount); + + HalfEdge::Vertex * centroid = m_unifiedMesh->addVertex(centroidPos); + + // Add one pair of edges for each boundary vertex. + for (uint j = vertexCount-1, i = 0; i < vertexCount; j = i++) { + HalfEdge::Face * face = m_unifiedMesh->addFace(centroid->id, loop[start+j]->vertex->id, loop[start+i]->vertex->id); + nvDebugCheck(face != NULL); + } + } + + return true; +} + + +bool Chart::closeHoles() +{ + nvDebugCheck(!m_isVertexMapped); + + Array<HalfEdge::Edge *> boundaryEdges; + getBoundaryEdges(m_unifiedMesh.ptr(), boundaryEdges); + + uint boundaryCount = boundaryEdges.count(); + if (boundaryCount <= 1) + { + // Nothing to close. + return true; + } + + // Compute lengths and areas. + Array<float> boundaryLengths; + //Array<Vector3> boundaryCentroids; + + for (uint i = 0; i < boundaryCount; i++) + { + const HalfEdge::Edge * startEdge = boundaryEdges[i]; + nvCheck(startEdge->face == NULL); + + //float boundaryEdgeCount = 0; + float boundaryLength = 0.0f; + //Vector3 boundaryCentroid(zero); + + const HalfEdge::Edge * edge = startEdge; + do { + Vector3 t0 = edge->from()->pos; + Vector3 t1 = edge->to()->pos; + + //boundaryEdgeCount++; + boundaryLength += length(t1 - t0); + //boundaryCentroid += edge->vertex()->pos; + + edge = edge->next; + } while(edge != startEdge); + + boundaryLengths.append(boundaryLength); + //boundaryCentroids.append(boundaryCentroid / boundaryEdgeCount); + } + + + // Find disk boundary. + uint diskBoundary = 0; + float maxLength = boundaryLengths[0]; + + for (uint i = 1; i < boundaryCount; i++) + { + if (boundaryLengths[i] > maxLength) + { + maxLength = boundaryLengths[i]; + diskBoundary = i; + } + } + + + // Sew holes. + /*for (uint i = 0; i < boundaryCount; i++) + { + if (diskBoundary == i) + { + // Skip disk boundary. + continue; + } + + HalfEdge::Edge * startEdge = boundaryEdges[i]; + nvCheck(startEdge->face() == NULL); + + boundaryEdges[i] = m_unifiedMesh->sewBoundary(startEdge); + } + + exportMesh(m_unifiedMesh.ptr(), "debug_sewn.obj");*/ + + //bool hasNewHoles = false; + + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + // @@ Close loop is wrong, after closing a loop, we do not only have to add the face, but make sure that every edge in he loop is pointing to the right place. + + // Close holes. + for (uint i = 0; i < boundaryCount; i++) + { + if (diskBoundary == i) + { + // Skip disk boundary. + continue; + } + + HalfEdge::Edge * startEdge = boundaryEdges[i]; + nvDebugCheck(startEdge != NULL); + nvDebugCheck(startEdge->face == NULL); + +#if 1 + Array<HalfEdge::Vertex *> vertexLoop; + Array<HalfEdge::Edge *> edgeLoop; + + HalfEdge::Edge * edge = startEdge; + do { + HalfEdge::Vertex * vertex = edge->next->vertex; // edge->to() + + uint i; + for (i = 0; i < vertexLoop.count(); i++) { + if (vertex->isColocal(vertexLoop[i])) { + break; + } + } + + bool isCrossing = (i != vertexLoop.count()); + + if (isCrossing) { + + HalfEdge::Edge * prev = edgeLoop[i]; // Previous edge before the loop. + HalfEdge::Edge * next = edge->next; // Next edge after the loop. + + nvDebugCheck(prev->to()->isColocal(next->from())); + + // Close loop. + edgeLoop.append(edge); + closeLoop(i+1, edgeLoop); + + // Link boundary loop. + prev->setNext(next); + vertex->setEdge(next); + + // Start over again. + vertexLoop.clear(); + edgeLoop.clear(); + + edge = startEdge; + vertex = edge->to(); + } + + vertexLoop.append(vertex); + edgeLoop.append(edge); + + edge = edge->next; + } while(edge != startEdge); + + closeLoop(0, edgeLoop); +#endif + + /* + + // Add face and connect boundary edges. + HalfEdge::Face * face = m_unifiedMesh->addFace(); + face->setEdge(startEdge); + + HalfEdge::Edge * edge = startEdge; + do { + edge->setFace(face); + + edge = edge->next(); + } while(edge != startEdge); + + */ + + + /* + uint edgeCount = 0; + HalfEdge::Edge * edge = startEdge; + do { + edgeCount++; + edge = edge->next(); + } while(edge != startEdge); + + + + // Count edges in this boundary. + uint edgeCount = 0; + HalfEdge::Edge * edge = startEdge; + do { + edgeCount++; + edge = edge->next(); + } while(edge != startEdge); + + // Trivial hole, fill with one triangle. This actually works for all convex boundaries with non colinear vertices. + if (edgeCount == 3) { + // Add face and connect boundary edges. + HalfEdge::Face * face = m_unifiedMesh->addFace(); + face->setEdge(startEdge); + + edge = startEdge; + do { + edge->setFace(face); + + edge = edge->next(); + } while(edge != startEdge); + + // @@ Implement the above using addFace, it should now work with existing edges, as long as their face pointers is zero. + + } + else { + // Ideally we should: + // - compute best fit plane of boundary vertices. + // - project boundary polygon onto plane. + // - triangulate boundary polygon. + // - add faces of the resulting triangulation. + + // I don't have a good triangulator available. A more simple solution that works in more (but not all) cases: + // - compute boundary centroid. + // - add vertex centroid. + // - connect centroid vertex with boundary vertices. + // - connect radial edges with boundary edges. + + // This should work for non-convex boundaries with colinear vertices as long as the kernel of the polygon is not empty. + + // Compute boundary centroid: + Vector3 centroid_pos(0); + Vector2 centroid_tex(0); + + HalfEdge::Edge * edge = startEdge; + do { + centroid_pos += edge->vertex()->pos; + centroid_tex += edge->vertex()->tex; + edge = edge->next(); + } while(edge != startEdge); + + centroid_pos *= (1.0f / edgeCount); + centroid_tex *= (1.0f / edgeCount); + + HalfEdge::Vertex * centroid = m_unifiedMesh->addVertex(centroid_pos); + centroid->tex = centroid_tex; + + // Add one pair of edges for each boundary vertex. + edge = startEdge; + do { + HalfEdge::Edge * next = edge->next(); + + nvCheck(edge->face() == NULL); + HalfEdge::Face * face = m_unifiedMesh->addFace(centroid->id(), edge->from()->id(), edge->to()->id()); + + if (face != NULL) { + nvCheck(edge->face() == face); + } + else { + hasNewHoles = true; + } + + edge = next; + } while(edge != startEdge); + } + */ + } + + /*nvDebugCheck(!hasNewHoles); + + if (hasNewHoles) { + // Link boundary again, in case closeHoles created new holes! + m_unifiedMesh->linkBoundary(); + }*/ + + // Because some algorithms do not expect sparse edge buffers. + //m_unifiedMesh->compactEdges(); + + // In case we messed up: + //m_unifiedMesh->linkBoundary(); + + getBoundaryEdges(m_unifiedMesh.ptr(), boundaryEdges); + + boundaryCount = boundaryEdges.count(); + nvDebugCheck(boundaryCount == 1); + + //exportMesh(m_unifiedMesh.ptr(), "debug_hole_filled.obj"); + + return boundaryCount == 1; +} + + +// Transfer parameterization from unified mesh to chart mesh. +void Chart::transferParameterization() { + nvDebugCheck(!m_isVertexMapped); + + uint vertexCount = m_chartMesh->vertexCount(); + for (uint v = 0; v < vertexCount; v++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(v); + HalfEdge::Vertex * unifiedVertex = m_unifiedMesh->vertexAt(mapChartVertexToUnifiedVertex(v)); + vertex->tex = unifiedVertex->tex; + } +} + +float Chart::computeSurfaceArea() const { + return nv::computeSurfaceArea(m_chartMesh.ptr()) * scale; +} + +float Chart::computeParametricArea() const { + // This only makes sense in parameterized meshes. + nvDebugCheck(m_isDisk); + nvDebugCheck(!m_isVertexMapped); + + return nv::computeParametricArea(m_chartMesh.ptr()); +} + +Vector2 Chart::computeParametricBounds() const { + // This only makes sense in parameterized meshes. + nvDebugCheck(m_isDisk); + nvDebugCheck(!m_isVertexMapped); + + Box bounds; + bounds.clearBounds(); + + uint vertexCount = m_chartMesh->vertexCount(); + for (uint v = 0; v < vertexCount; v++) { + HalfEdge::Vertex * vertex = m_chartMesh->vertexAt(v); + bounds.addPointToBounds(Vector3(vertex->tex, 0)); + } + + return bounds.extents().xy(); +} |