diff options
Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/param/Util.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmesh/param/Util.cpp | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Util.cpp b/thirdparty/thekla_atlas/nvmesh/param/Util.cpp new file mode 100644 index 0000000000..fe7b58edf8 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/param/Util.cpp @@ -0,0 +1,326 @@ +// 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; +} + + |