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-rw-r--r--thirdparty/thekla_atlas/nvmesh/BaseMesh.cpp19
-rw-r--r--thirdparty/thekla_atlas/nvmesh/BaseMesh.h72
-rw-r--r--thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp1000
-rw-r--r--thirdparty/thekla_atlas/nvmesh/MeshBuilder.h119
-rw-r--r--thirdparty/thekla_atlas/nvmesh/MeshTopology.cpp122
-rw-r--r--thirdparty/thekla_atlas/nvmesh/MeshTopology.h66
-rw-r--r--thirdparty/thekla_atlas/nvmesh/QuadTriMesh.cpp36
-rw-r--r--thirdparty/thekla_atlas/nvmesh/QuadTriMesh.h60
-rw-r--r--thirdparty/thekla_atlas/nvmesh/TriMesh.cpp25
-rw-r--r--thirdparty/thekla_atlas/nvmesh/TriMesh.h51
-rw-r--r--thirdparty/thekla_atlas/nvmesh/geometry/Bounds.cpp54
-rw-r--r--thirdparty/thekla_atlas/nvmesh/geometry/Bounds.h28
-rw-r--r--thirdparty/thekla_atlas/nvmesh/geometry/Measurements.cpp36
-rw-r--r--thirdparty/thekla_atlas/nvmesh/geometry/Measurements.h18
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Edge.cpp57
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Edge.h70
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Face.cpp268
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Face.h106
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp1284
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.h274
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.cpp94
-rw-r--r--thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.h221
-rw-r--r--thirdparty/thekla_atlas/nvmesh/nvmesh.cpp2
-rw-r--r--thirdparty/thekla_atlas/nvmesh/nvmesh.h34
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp1519
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/Atlas.h186
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp1320
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.h111
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.cpp1401
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.h65
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp483
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.h15
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp99
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.h15
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.cpp323
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.h56
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.cpp53
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.h18
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/Util.cpp326
-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/Util.h18
-rw-r--r--thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h159
-rw-r--r--thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp626
-rw-r--r--thirdparty/thekla_atlas/nvmesh/raster/Raster.h49
-rw-r--r--thirdparty/thekla_atlas/nvmesh/weld/Snap.cpp100
-rw-r--r--thirdparty/thekla_atlas/nvmesh/weld/Snap.h18
-rw-r--r--thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.cpp205
-rw-r--r--thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.h19
-rw-r--r--thirdparty/thekla_atlas/nvmesh/weld/Weld.h171
48 files changed, 0 insertions, 11471 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/BaseMesh.cpp b/thirdparty/thekla_atlas/nvmesh/BaseMesh.cpp
deleted file mode 100644
index f17d3b46fd..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/BaseMesh.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#include "BaseMesh.h"
-#include "Stream.h"
-#include "nvmath/TypeSerialization.h"
-
-
-namespace nv
-{
- static Stream & operator<< (Stream & s, BaseMesh::Vertex & vertex)
- {
- return s << vertex.id << vertex.pos << vertex.nor << vertex.tex;
- }
-
- Stream & operator<< (Stream & s, BaseMesh & mesh)
- {
- return s << mesh.m_vertexArray;
- }
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/BaseMesh.h b/thirdparty/thekla_atlas/nvmesh/BaseMesh.h
deleted file mode 100644
index c8559511f1..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/BaseMesh.h
+++ /dev/null
@@ -1,72 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#pragma once
-#ifndef NV_MESH_BASEMESH_H
-#define NV_MESH_BASEMESH_H
-
-#include "nvmesh.h"
-#include "nvmath/Vector.h"
-#include "nvcore/Array.h"
-#include "nvcore/Hash.h"
-
-namespace nv
-{
-
- /// Base mesh without connectivity.
- class BaseMesh
- {
- public:
- struct Vertex;
-
- BaseMesh() {}
-
- BaseMesh(uint vertexNum) :
- m_vertexArray(vertexNum) {}
-
- // Vertex methods.
- uint vertexCount() const { return m_vertexArray.count(); }
- const Vertex & vertexAt(uint i) const { return m_vertexArray[i]; }
- Vertex & vertexAt(uint i) { return m_vertexArray[i]; }
- const Array<Vertex> & vertices() const { return m_vertexArray; }
- Array<Vertex> & vertices() { return m_vertexArray; }
-
- friend Stream & operator<< (Stream & s, BaseMesh & obj);
-
- protected:
-
- Array<Vertex> m_vertexArray;
- };
-
-
- /// BaseMesh vertex.
- struct BaseMesh::Vertex
- {
- Vertex() : id(NIL), pos(0.0f), nor(0.0f), tex(0.0f) {}
-
- uint id; // @@ Vertex should be an index into the vertex data.
- Vector3 pos;
- Vector3 nor;
- Vector2 tex;
- };
-
- inline bool operator==(const BaseMesh::Vertex & a, const BaseMesh::Vertex & b)
- {
- return a.pos == b.pos && a.nor == b.nor && a.tex == b.tex;
- }
-
- inline bool operator!=(const BaseMesh::Vertex & a, const BaseMesh::Vertex & b)
- {
- return a.pos != b.pos && a.nor != b.nor && a.tex != b.tex;
- }
-
- template <> struct Hash<BaseMesh::Vertex>
- {
- uint operator()(const BaseMesh::Vertex & v) const
- {
- return Hash<Vector3>()(v.pos);
- }
- };
-
-} // nv namespace
-
-#endif // NV_MESH_BASEMESH_H
diff --git a/thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp b/thirdparty/thekla_atlas/nvmesh/MeshBuilder.cpp
deleted file mode 100644
index 24d8ddff89..0000000000
--- 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];
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/MeshBuilder.h b/thirdparty/thekla_atlas/nvmesh/MeshBuilder.h
deleted file mode 100644
index 5b3af3fc1d..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/MeshBuilder.h
+++ /dev/null
@@ -1,119 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_MESHBUILDER_H
-#define NV_MESH_MESHBUILDER_H
-
-#include "nvmesh.h"
-#include "nvcore/Array.h"
-#include "nvmath/Vector.h"
-
-namespace nv
-{
- class String;
- class TriMesh;
- class QuadTriMesh;
- namespace HalfEdge { class Mesh; }
-
-
- /// Mesh builder is a helper class for importers.
- /// Ideally it should handle any vertex data, but for now it only accepts positions,
- /// normals and texcoords.
- class MeshBuilder
- {
- NV_FORBID_COPY(MeshBuilder);
- NV_FORBID_HEAPALLOC();
- public:
- MeshBuilder();
- ~MeshBuilder();
-
- // Builder methods.
- uint addPosition(const Vector3 & v);
- uint addNormal(const Vector3 & v);
- uint addTexCoord(const Vector2 & v, uint set = 0);
- uint addColor(const Vector4 & v, uint set = 0);
-
- void beginGroup(uint id);
- void endGroup();
-
- uint addMaterial(const char * name);
- void beginMaterial(uint id);
- void endMaterial();
-
- void beginPolygon(uint id = 0);
- uint addVertex(uint p, uint n = NIL, uint t0 = NIL, uint t1 = NIL, uint c0 = NIL, uint c1 = NIL, uint c2 = NIL);
- uint addVertex(const Vector3 & p);
- //uint addVertex(const Vector3 & p, const Vector3 & n, const Vector2 & t0 = Vector2(0), const Vector2 & t1 = Vector2(0), const Vector4 & c0 = Vector4(0), const Vector4 & c1 = Vector4(0));
- bool endPolygon();
-
- uint weldPositions();
- uint weldNormals();
- uint weldTexCoords(uint set = 0);
- uint weldColors(uint set = 0);
- void weldVertices();
-
- void optimize(); // eliminate duplicate components and duplicate vertices.
- void removeUnusedMaterials(Array<uint> & newMaterialId);
- void sortFacesByGroup();
- void sortFacesByMaterial();
-
- void done();
- void reset();
-
- // Hints.
- void hintTriangleCount(uint count);
- void hintVertexCount(uint count);
- void hintPositionCount(uint count);
- void hintNormalCount(uint count);
- void hintTexCoordCount(uint count, uint set = 0);
- void hintColorCount(uint count, uint set = 0);
-
- // Helpers.
- void addTriangle(uint v0, uint v1, uint v2);
- void addQuad(uint v0, uint v1, uint v2, uint v3);
-
- // Get result.
- TriMesh * buildTriMesh() const;
- QuadTriMesh * buildQuadTriMesh() const;
-
- enum Error {
- Error_None,
- Error_NonManifoldEdge,
- Error_NonManifoldVertex,
- };
-
- HalfEdge::Mesh * buildHalfEdgeMesh(bool weldPositions, Error * error = NULL, Array<uint> * badFaces = NULL) const;
-
- bool buildPositions(Array<Vector3> & positionArray);
- bool buildNormals(Array<Vector3> & normalArray);
- bool buildTexCoords(Array<Vector2> & texCoordArray, uint set = 0);
- bool buildColors(Array<Vector4> & colorArray, uint set = 0);
- void buildVertexToPositionMap(Array<int> & map);
-
-
- // Expose attribute indices of the unified vertex array.
- uint vertexCount() const;
-
- uint positionCount() const;
- uint normalCount() const;
- uint texCoordCount(uint set = 0) const;
- uint colorCount(uint set = 0) const;
-
- uint materialCount() const;
- const char * material(uint i) const;
-
- uint positionIndex(uint vertex) const;
- uint normalIndex(uint vertex) const;
- uint texCoordIndex(uint vertex, uint set = 0) const;
- uint colorIndex(uint vertex, uint set = 0) const;
-
- private:
-
- struct PrivateData;
- PrivateData * d;
-
- };
-
-} // nv namespace
-
-#endif // NV_MESH_MESHBUILDER_H
diff --git a/thirdparty/thekla_atlas/nvmesh/MeshTopology.cpp b/thirdparty/thekla_atlas/nvmesh/MeshTopology.cpp
deleted file mode 100644
index e7e1dce421..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/MeshTopology.cpp
+++ /dev/null
@@ -1,122 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#include "nvmesh.h" // pch
-
-#include "nvcore/Array.h"
-#include "nvcore/BitArray.h"
-
-#include "nvmesh/MeshTopology.h"
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Edge.h"
-#include "nvmesh/halfedge/Face.h"
-
-using namespace nv;
-
-void MeshTopology::buildTopologyInfo(const HalfEdge::Mesh * mesh)
-{
- const uint vertexCount = mesh->colocalVertexCount();
- const uint faceCount = mesh->faceCount();
- const uint edgeCount = mesh->edgeCount();
-
- nvDebug( "--- Building mesh topology:\n" );
-
- Array<uint> stack(faceCount);
-
- BitArray bitFlags(faceCount);
- bitFlags.clearAll();
-
- // Compute connectivity.
- nvDebug( "--- Computing connectivity.\n" );
-
- m_connectedCount = 0;
-
- for(uint f = 0; f < faceCount; f++ ) {
- if( bitFlags.bitAt(f) == false ) {
- m_connectedCount++;
-
- stack.pushBack( f );
- while( !stack.isEmpty() ) {
-
- const uint top = stack.back();
- nvCheck(top != NIL);
- stack.popBack();
-
- if( bitFlags.bitAt(top) == false ) {
- bitFlags.setBitAt(top);
-
- const HalfEdge::Face * face = mesh->faceAt(top);
- const HalfEdge::Edge * firstEdge = face->edge;
- const HalfEdge::Edge * edge = firstEdge;
-
- do {
- const HalfEdge::Face * neighborFace = edge->pair->face;
- if (neighborFace != NULL) {
- stack.pushBack(neighborFace->id);
- }
- edge = edge->next;
- } while(edge != firstEdge);
- }
- }
- }
- }
- nvCheck(stack.isEmpty());
- nvDebug( "--- %d connected components.\n", m_connectedCount );
-
-
- // Count boundary loops.
- nvDebug( "--- Counting boundary loops.\n" );
- m_boundaryCount = 0;
-
- bitFlags.resize(edgeCount);
- bitFlags.clearAll();
-
- // Don't forget to link the boundary otherwise this won't work.
- for (uint e = 0; e < edgeCount; e++)
- {
- const 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;
-
- m_boundaryCount++;
-
- const HalfEdge::Edge * edge = startEdge;
- do {
- bitFlags.setBitAt(edge->id / 2);
- edge = edge->next;
- } while(startEdge != edge);
- }
- }
- nvDebug("--- %d boundary loops found.\n", m_boundaryCount );
-
-
- // Compute euler number.
- m_eulerNumber = vertexCount - edgeCount + faceCount;
- nvDebug("--- Euler number: %d.\n", m_eulerNumber);
-
-
- // Compute genus. (only valid on closed connected surfaces)
- m_genus = -1;
- if( isClosed() && isConnected() ) {
- m_genus = (2 - m_eulerNumber) / 2;
- nvDebug("--- Genus: %d.\n", m_genus);
- }
-}
-
-
-/*static*/ bool MeshTopology::isQuadOnly(const HalfEdge::Mesh * mesh)
-{
- const uint faceCount = mesh->faceCount();
- for(uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = mesh->faceAt(f);
- if (face->edgeCount() != 4) {
- return false;
- }
- }
-
- return true;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/MeshTopology.h b/thirdparty/thekla_atlas/nvmesh/MeshTopology.h
deleted file mode 100644
index c3d7477b15..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/MeshTopology.h
+++ /dev/null
@@ -1,66 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_MESHTOPOLOGY_H
-#define NV_MESH_MESHTOPOLOGY_H
-
-#include <nvmesh/nvmesh.h>
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
- class MeshAdjacency;
-
- /// Mesh topology information.
- class MeshTopology
- {
- public:
- MeshTopology(const HalfEdge::Mesh * mesh) { buildTopologyInfo(mesh); }
-
- /// Determine if the mesh is connected.
- bool isConnected() const { return m_connectedCount == 1; }
-
- /// Determine if the mesh is closed. (Each edge is shared by two faces)
- bool isClosed() const { return m_boundaryCount == 0; }
-
- /// Return true if the mesh has the topology of a disk.
- bool isDisk() const { return isConnected() && m_boundaryCount == 1/* && m_eulerNumber == 1*/; }
-
- /// Return the number of connected components.
- int connectedCount() const { return m_connectedCount; }
-
- /// Return the number of open holes.
- int holeCount() const { return m_boundaryCount; }
-
- /// Return the genus of the mesh.
- int genus() const { return m_genus; }
-
- /// Return the euler number of the mesh.
- int euler() const { return m_eulerNumber; }
-
-
- static bool isQuadOnly(const HalfEdge::Mesh * mesh);
-
-
- private:
-
- NVMESH_API void buildTopologyInfo(const HalfEdge::Mesh * mesh);
-
- private:
-
- ///< Number of boundary loops.
- int m_boundaryCount;
-
- ///< Number of connected components.
- int m_connectedCount;
-
- ///< Euler number.
- int m_eulerNumber;
-
- /// Mesh genus.
- int m_genus;
- };
-
-} // nv namespace
-
-#endif // NV_MESH_MESHTOPOLOGY_H
diff --git a/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.cpp b/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.cpp
deleted file mode 100644
index 64a071abe9..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.cpp
+++ /dev/null
@@ -1,36 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#include "QuadTriMesh.h"
-#include "Stream.h"
-
-using namespace nv;
-
-
-bool QuadTriMesh::isQuadFace(uint i) const
-{
- return m_faceArray[i].isQuadFace();
-}
-
-const QuadTriMesh::Vertex & QuadTriMesh::faceVertex(uint f, uint v) const
-{
- if (isQuadFace(f)) nvDebugCheck(v < 4);
- else nvDebugCheck(v < 3);
-
- const Face & face = this->faceAt(f);
- return this->vertexAt(face.v[v]);
-}
-
-
-namespace nv
-{
- static Stream & operator<< (Stream & s, QuadTriMesh::Face & face)
- {
- return s << face.id << face.v[0] << face.v[1] << face.v[2] << face.v[3];
- }
-
- Stream & operator<< (Stream & s, QuadTriMesh & mesh)
- {
- return s << mesh.m_faceArray << (BaseMesh &) mesh;
- }
-}
-
diff --git a/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.h b/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.h
deleted file mode 100644
index b8465f2db0..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/QuadTriMesh.h
+++ /dev/null
@@ -1,60 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#pragma once
-#ifndef NV_MESH_QUADTRIMESH_H
-#define NV_MESH_QUADTRIMESH_H
-
-#include "nvcore/Array.h"
-#include "nvmath/Vector.h"
-#include "nvmesh/nvmesh.h"
-#include "nvmesh/BaseMesh.h"
-
-namespace nv
-{
- class Stream;
-
- /// Mixed quad/triangle mesh.
- class QuadTriMesh : public BaseMesh
- {
- public:
- struct Face;
- typedef BaseMesh::Vertex Vertex;
-
- QuadTriMesh() {};
- QuadTriMesh(uint faceCount, uint vertexCount) : BaseMesh(vertexCount), m_faceArray(faceCount) {}
-
- // Face methods.
- uint faceCount() const { return m_faceArray.count(); }
-
- const Face & faceAt(uint i) const { return m_faceArray[i]; }
- Face & faceAt(uint i) { return m_faceArray[i]; }
-
- const Array<Face> & faces() const { return m_faceArray; }
- Array<Face> & faces() { return m_faceArray; }
-
- bool isQuadFace(uint i) const;
-
- const Vertex & faceVertex(uint f, uint v) const;
-
- friend Stream & operator<< (Stream & s, QuadTriMesh & obj);
-
- private:
-
- Array<Face> m_faceArray;
-
- };
-
-
- /// QuadTriMesh face.
- struct QuadTriMesh::Face
- {
- uint id;
- uint v[4];
-
- bool isQuadFace() const { return v[3] != NIL; }
- };
-
-} // nv namespace
-
-
-#endif // NV_MESH_QUADTRIMESH_H
diff --git a/thirdparty/thekla_atlas/nvmesh/TriMesh.cpp b/thirdparty/thekla_atlas/nvmesh/TriMesh.cpp
deleted file mode 100644
index bf10a474fb..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/TriMesh.cpp
+++ /dev/null
@@ -1,25 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#include "TriMesh.h"
-
-using namespace nv;
-
-
-/// Triangle mesh.
-Vector3 TriMesh::faceNormal(uint f) const
-{
- const Face & face = this->faceAt(f);
- const Vector3 & p0 = this->vertexAt(face.v[0]).pos;
- const Vector3 & p1 = this->vertexAt(face.v[1]).pos;
- const Vector3 & p2 = this->vertexAt(face.v[2]).pos;
- return normalizeSafe(cross(p1 - p0, p2 - p0), Vector3(0.0f), 0.0f);
-}
-
-/// Get face vertex.
-const TriMesh::Vertex & TriMesh::faceVertex(uint f, uint v) const
-{
- nvDebugCheck(v < 3);
- const Face & face = this->faceAt(f);
- return this->vertexAt(face.v[v]);
-}
-
diff --git a/thirdparty/thekla_atlas/nvmesh/TriMesh.h b/thirdparty/thekla_atlas/nvmesh/TriMesh.h
deleted file mode 100644
index bc5672c1ac..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/TriMesh.h
+++ /dev/null
@@ -1,51 +0,0 @@
-// This code is in the public domain -- Ignacio Castaņo <castano@gmail.com>
-
-#pragma once
-#ifndef NV_MESH_TRIMESH_H
-#define NV_MESH_TRIMESH_H
-
-#include "nvcore/Array.h"
-#include "nvmath/Vector.inl"
-#include "nvmesh/nvmesh.h"
-#include "nvmesh/BaseMesh.h"
-
-namespace nv
-{
- /// Triangle mesh.
- class TriMesh : public BaseMesh
- {
- public:
- struct Face;
- typedef BaseMesh::Vertex Vertex;
-
- TriMesh(uint faceCount, uint vertexCount) : BaseMesh(vertexCount), m_faceArray(faceCount) {}
-
- // Face methods.
- uint faceCount() const { return m_faceArray.count(); }
- const Face & faceAt(uint i) const { return m_faceArray[i]; }
- Face & faceAt(uint i) { return m_faceArray[i]; }
- const Array<Face> & faces() const { return m_faceArray; }
- Array<Face> & faces() { return m_faceArray; }
-
- NVMESH_API Vector3 faceNormal(uint f) const;
- NVMESH_API const Vertex & faceVertex(uint f, uint v) const;
-
- friend Stream & operator<< (Stream & s, BaseMesh & obj);
-
- private:
-
- Array<Face> m_faceArray;
-
- };
-
-
- /// TriMesh face.
- struct TriMesh::Face
- {
- uint id;
- uint v[3];
- };
-
-} // nv namespace
-
-#endif // NV_MESH_TRIMESH_H
diff --git a/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.cpp b/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.cpp
deleted file mode 100644
index 69fd1deb24..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.cpp
+++ /dev/null
@@ -1,54 +0,0 @@
-// This code is in the public domain -- Ignacio CastaÃąo <castano@gmail.com>
-
-#include "nvmesh.h" // pch
-
-#include "Bounds.h"
-
-#include "nvmesh/BaseMesh.h"
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Vertex.h"
-
-#include "nvmath/Box.inl"
-
-using namespace nv;
-
-Box MeshBounds::box(const BaseMesh * mesh)
-{
- nvCheck(mesh != NULL);
-
- Box bounds;
- bounds.clearBounds();
-
- const uint vertexCount = mesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++)
- {
- const BaseMesh::Vertex & vertex = mesh->vertexAt(v);
- bounds.addPointToBounds( vertex.pos );
- }
-
- return bounds;
-}
-
-Box MeshBounds::box(const HalfEdge::Mesh * mesh)
-{
- nvCheck(mesh != NULL);
-
- Box bounds;
- bounds.clearBounds();
-
- const uint vertexCount = mesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++)
- {
- const HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- nvDebugCheck(vertex != NULL);
- bounds.addPointToBounds( vertex->pos );
- }
-
- return bounds;
-}
-
-/*Sphere MeshBounds::sphere(const HalfEdge::Mesh * mesh)
-{
- // @@ TODO
- return Sphere();
-}*/
diff --git a/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.h b/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.h
deleted file mode 100644
index 1cb5b7b905..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/geometry/Bounds.h
+++ /dev/null
@@ -1,28 +0,0 @@
-// This code is in the public domain -- Ignacio CastaÃąo <castano@gmail.com>
-
-#pragma once
-#ifndef NV_MESH_MESHBOUNDS_H
-#define NV_MESH_MESHBOUNDS_H
-
-#include <nvmath/Sphere.h>
-#include <nvmath/Box.h>
-
-#include <nvmesh/nvmesh.h>
-
-namespace nv
-{
- class BaseMesh;
- namespace HalfEdge { class Mesh; }
-
- // Bounding volumes computation.
- namespace MeshBounds
- {
- Box box(const BaseMesh * mesh);
- Box box(const HalfEdge::Mesh * mesh);
-
- Sphere sphere(const HalfEdge::Mesh * mesh);
- }
-
-} // nv namespace
-
-#endif // NV_MESH_MESHBOUNDS_H
diff --git a/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.cpp b/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.cpp
deleted file mode 100644
index e0c271663b..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.cpp
+++ /dev/null
@@ -1,36 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "Measurements.h"
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Face.h"
-
-using namespace nv;
-
-float nv::computeSurfaceArea(const HalfEdge::Mesh * mesh)
-{
- float area = 0;
-
- for (HalfEdge::Mesh::ConstFaceIterator it(mesh->faces()); !it.isDone(); it.advance())
- {
- const HalfEdge::Face * face = it.current();
- area += face->area();
- }
- nvDebugCheck(area >= 0);
-
- return area;
-}
-
-float nv::computeParametricArea(const HalfEdge::Mesh * mesh)
-{
- float area = 0;
-
- for (HalfEdge::Mesh::ConstFaceIterator it(mesh->faces()); !it.isDone(); it.advance())
- {
- const HalfEdge::Face * face = it.current();
- area += face->parametricArea();
- }
-
- return area;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.h b/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.h
deleted file mode 100644
index 0be863b79e..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/geometry/Measurements.h
+++ /dev/null
@@ -1,18 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#pragma once
-#ifndef NV_MESH_MESHMEASUREMENTS_H
-#define NV_MESH_MESHMEASUREMENTS_H
-
-#include "nvmesh/nvmesh.h"
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
-
- float computeSurfaceArea(const HalfEdge::Mesh * mesh);
- float computeParametricArea(const HalfEdge::Mesh * mesh);
-
-} // nv namespace
-
-#endif // NV_MESH_MESHMEASUREMENTS_H
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.cpp b/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.cpp
deleted file mode 100644
index 671650296c..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.cpp
+++ /dev/null
@@ -1,57 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#include "nvmesh.h" // pch
-
-#include "Edge.h"
-#include "Vertex.h"
-
-#include "nvmath/Vector.inl"
-
-using namespace nv;
-using namespace HalfEdge;
-
-Vector3 Edge::midPoint() const
-{
- return (to()->pos + from()->pos) * 0.5f;
-}
-
-float Edge::length() const
-{
- return ::length(to()->pos - from()->pos);
-}
-
-// Return angle between this edge and the previous one.
-float Edge::angle() const {
- Vector3 p = vertex->pos;
- Vector3 a = prev->vertex->pos;
- Vector3 b = next->vertex->pos;
-
- Vector3 v0 = a - p;
- Vector3 v1 = b - p;
-
- return acosf(dot(v0, v1) / (nv::length(v0) * nv::length(v1)));
-}
-
-bool Edge::isValid() const
-{
- // null face is OK.
- if (next == NULL || prev == NULL || pair == NULL || vertex == NULL) return false;
- if (next->prev != this) return false;
- if (prev->next != this) return false;
- if (pair->pair != this) return false;
- return true;
-}
-
-/*
-Edge * Edge::nextBoundary() {
- nvDebugCheck(this->m_pair == NULL);
-
-}
-
-Edge * Edge::prevBoundary() {
- nvDebugCheck(this->m_pair == NULL);
-
-}
-*/
-
-
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.h b/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.h
deleted file mode 100644
index 25c47f4860..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Edge.h
+++ /dev/null
@@ -1,70 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_HALFEDGE_EDGE_H
-#define NV_MESH_HALFEDGE_EDGE_H
-
-#include "nvmath/Vector.h"
-
-namespace nv
-{
- namespace HalfEdge { class Vertex; class Face; class Edge; }
-
- /// Half edge edge.
- class HalfEdge::Edge
- {
- NV_FORBID_COPY(Edge);
- public:
-
- uint id;
-
- Edge * next;
- Edge * prev; // This is not strictly half-edge, but makes algorithms easier and faster.
- Edge * pair;
- Vertex * vertex;
- Face * face;
-
-
- // Default constructor.
- Edge(uint id) : id(id), next(NULL), prev(NULL), pair(NULL), vertex(NULL), face(NULL)
- {
- }
-
-
- // Vertex queries.
- const Vertex * from() const { return vertex; }
- Vertex * from() { return vertex; }
-
- const Vertex * to() const { return pair->vertex; } // This used to be 'next->vertex', but that changed often when the connectivity of the mesh changes.
- Vertex * to() { return pair->vertex; }
-
-
- // Edge queries.
- void setNext(Edge * e) { next = e; if (e != NULL) e->prev = this; }
- void setPrev(Edge * e) { prev = e; if (e != NULL) e->next = this; }
-
- // @@ Add these helpers:
- //Edge * nextBoundary();
- //Edge * prevBoundary();
-
-
- // @@ It would be more simple to only check m_pair == NULL
- // Face queries.
- bool isBoundary() const { return !(face && pair->face); }
-
- // @@ This is not exactly accurate, we should compare the texture coordinates...
- bool isSeam() const { return vertex != pair->next->vertex || next->vertex != pair->vertex; }
-
- bool isValid() const;
-
- // Geometric queries.
- Vector3 midPoint() const;
- float length() const;
- float angle() const;
-
- };
-
-} // nv namespace
-
-
-#endif // NV_MESH_HALFEDGE_EDGE_H
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Face.cpp b/thirdparty/thekla_atlas/nvmesh/halfedge/Face.cpp
deleted file mode 100644
index 9f6987154e..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Face.cpp
+++ /dev/null
@@ -1,268 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#include "nvmesh.h" // pch
-
-#include "Face.h"
-#include "Vertex.h"
-
-#include "nvmath/Fitting.h"
-#include "nvmath/Plane.h"
-#include "nvmath/Vector.inl"
-
-#include "nvcore/Array.h"
-
-
-using namespace nv;
-using namespace HalfEdge;
-
-/// Get face area.
-float Face::area() const
-{
- float area = 0;
- const Vector3 & v0 = edge->from()->pos;
-
- for (ConstEdgeIterator it(edges(edge->next)); it.current() != edge->prev; it.advance())
- {
- const Edge * e = it.current();
-
- const Vector3 & v1 = e->vertex->pos;
- const Vector3 & v2 = e->next->vertex->pos;
-
- area += length(cross(v1-v0, v2-v0));
- }
-
- return area * 0.5f;
-}
-
-float Face::parametricArea() const
-{
- float area = 0;
- const Vector2 & v0 = edge->from()->tex;
-
- for (ConstEdgeIterator it(edges(edge->next)); it.current() != edge->prev; it.advance())
- {
- const Edge * e = it.current();
-
- const Vector2 & v1 = e->vertex->tex;
- const Vector2 & v2 = e->next->vertex->tex;
-
- area += triangleArea(v0, v1, v2);
- }
-
- return area * 0.5f;
-}
-
-
-/// Get boundary length.
-float Face::boundaryLength() const
-{
- float bl = 0;
-
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- bl += edge->length();
- }
-
- return bl;
-}
-
-
-/// Get face normal.
-Vector3 Face::normal() const
-{
- Vector3 n(0);
-
- const Vertex * vertex0 = NULL;
-
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- nvCheck(edge != NULL);
-
- if (vertex0 == NULL)
- {
- vertex0 = edge->vertex;
- }
- else if (edge->next->vertex != vertex0)
- {
- const HalfEdge::Vertex * vertex1 = edge->from();
- const HalfEdge::Vertex * vertex2 = edge->to();
-
- const Vector3 & p0 = vertex0->pos;
- const Vector3 & p1 = vertex1->pos;
- const Vector3 & p2 = vertex2->pos;
-
- Vector3 v10 = p1 - p0;
- Vector3 v20 = p2 - p0;
-
- n += cross(v10, v20);
- }
- }
-
- return normalizeSafe(n, Vector3(0, 0, 1), 0.0f);
-
-
- // Get face points eliminating duplicates.
- /*Array<Vector3> points(4);
-
- points.append(m_edge->prev()->from()->pos);
-
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- nvDebugCheck(edge != NULL);
-
- const Vector3 & p = edge->from()->pos;
- if (points.back() != p)
- {
- points.append(edge->from()->pos);
- }
- }
-
- points.popBack();
-
- if (points.count() < 3)
- {
- // Invalid normal.
- return Vector3(0.0f);
- }
- else
- {
- // Compute regular normal.
- Vector3 normal = normalizeSafe(cross(points[1] - points[0], points[2] - points[0]), Vector3(0.0f), 0.0f);
-
-#pragma NV_MESSAGE("TODO: make sure these three points are not colinear")
-
- if (points.count() > 3)
- {
- // Compute best fitting plane to the points.
- Plane plane = Fit::bestPlane(points.count(), points.buffer());
-
- // Adjust normal orientation.
- if (dot(normal, plane.vector()) > 0) {
- normal = plane.vector();
- }
- else {
- normal = -plane.vector();
- }
- }
-
- nvDebugCheck(isNormalized(normal));
- return normal;
- }*/
-}
-
-Vector3 Face::centroid() const
-{
- Vector3 sum(0.0f);
- uint count = 0;
-
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- sum += edge->from()->pos;
- count++;
- }
-
- return sum / float(count);
-}
-
-
-bool Face::isValid() const
-{
- uint count = 0;
-
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- if (edge->face != this) return false;
- if (!edge->isValid()) return false;
- if (!edge->pair->isValid()) return false;
- count++;
- }
-
- if (count < 3) return false;
-
- return true;
-}
-
-
-// Determine if this face contains the given edge.
-bool Face::contains(const Edge * e) const
-{
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- if(it.current() == e) return true;
- }
- return false;
-}
-
-// Returns index in this face of the given edge.
-uint Face::edgeIndex(const Edge * e) const
-{
- int i = 0;
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance(), i++)
- {
- if(it.current() == e) return i;
- }
- return NIL;
-}
-
-
-Edge * Face::edgeAt(uint idx)
-{
- int i = 0;
- for(EdgeIterator it(edges()); !it.isDone(); it.advance(), i++) {
- if (i == idx) return it.current();
- }
- return NULL;
-}
-const Edge * Face::edgeAt(uint idx) const
-{
- int i = 0;
- for(ConstEdgeIterator it(edges()); !it.isDone(); it.advance(), i++) {
- if (i == idx) return it.current();
- }
- return NULL;
-}
-
-
-// Count the number of edges in this face.
-uint Face::edgeCount() const
-{
- uint count = 0;
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance()) { ++count; }
- return count;
-}
-
-// Determine if this is a boundary face.
-bool Face::isBoundary() const
-{
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- nvDebugCheck(edge->pair != NULL);
-
- if (edge->pair->face == NULL) {
- return true;
- }
- }
- return false;
-}
-
-// Count the number of boundary edges in the face.
-uint Face::boundaryCount() const
-{
- uint count = 0;
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
- {
- const Edge * edge = it.current();
- nvDebugCheck(edge->pair != NULL);
-
- if (edge->pair->face == NULL) {
- count++;
- }
- }
- return count;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Face.h b/thirdparty/thekla_atlas/nvmesh/halfedge/Face.h
deleted file mode 100644
index 677f8666f0..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Face.h
+++ /dev/null
@@ -1,106 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_HALFEDGE_FACE_H
-#define NV_MESH_HALFEDGE_FACE_H
-
-#include <nvmesh/halfedge/Edge.h>
-
-namespace nv
-{
- namespace HalfEdge { class Vertex; class Face; class Edge; }
-
- /// Face of a half-edge mesh.
- class HalfEdge::Face
- {
- NV_FORBID_COPY(Face);
- public:
-
- uint id;
- uint16 group;
- uint16 material;
- Edge * edge;
-
-
- Face(uint id) : id(id), group(~0), material(~0), edge(NULL) {}
-
- float area() const;
- float parametricArea() const;
- float boundaryLength() const;
- Vector3 normal() const;
- Vector3 centroid() const;
-
- bool isValid() const;
-
- bool contains(const Edge * e) const;
- uint edgeIndex(const Edge * e) const;
-
- Edge * edgeAt(uint idx);
- const Edge * edgeAt(uint idx) const;
-
- uint edgeCount() const;
- bool isBoundary() const;
- uint boundaryCount() const;
-
-
- // The iterator that visits the edges of this face in clockwise order.
- class EdgeIterator //: public Iterator<Edge *>
- {
- public:
- EdgeIterator(Edge * e) : m_end(NULL), m_current(e) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->next;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual Edge * current() const { return m_current; }
- Vertex * vertex() const { return m_current->vertex; }
-
- private:
- Edge * m_end;
- Edge * m_current;
- };
-
- EdgeIterator edges() { return EdgeIterator(edge); }
- EdgeIterator edges(Edge * e)
- {
- nvDebugCheck(contains(e));
- return EdgeIterator(e);
- }
-
- // The iterator that visits the edges of this face in clockwise order.
- class ConstEdgeIterator //: public Iterator<const Edge *>
- {
- public:
- ConstEdgeIterator(const Edge * e) : m_end(NULL), m_current(e) { }
- ConstEdgeIterator(const EdgeIterator & it) : m_end(NULL), m_current(it.current()) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->next;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual const Edge * current() const { return m_current; }
- const Vertex * vertex() const { return m_current->vertex; }
-
- private:
- const Edge * m_end;
- const Edge * m_current;
- };
-
- ConstEdgeIterator edges() const { return ConstEdgeIterator(edge); }
- ConstEdgeIterator edges(const Edge * e) const
- {
- nvDebugCheck(contains(e));
- return ConstEdgeIterator(e);
- }
- };
-
-} // nv namespace
-
-#endif // NV_MESH_HALFEDGE_FACE_H
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp b/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp
deleted file mode 100644
index 0012513bce..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.cpp
+++ /dev/null
@@ -1,1284 +0,0 @@
-// 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;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.h b/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.h
deleted file mode 100644
index c202c2ef9a..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Mesh.h
+++ /dev/null
@@ -1,274 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_HALFEDGE_MESH_H
-#define NV_MESH_HALFEDGE_MESH_H
-
-#include "nvmesh/nvmesh.h"
-#include "nvcore/Array.h"
-#include "nvcore/HashMap.h"
-
-/*
-If I were to redo this again, there are a number of things that I would do differently.
-- Edge map is only useful when importing a mesh to guarantee the result is two-manifold. However, when manipulating the mesh
- it's a pain to maintain the map up to date.
-- Edge array only points to the even vertices. There's no good reason for that. The map becomes required to traverse all edges
- or you have to make sure edges are properly paired.
-- Linked boundaries. It's cleaner to assume a NULL pair means a boundary edge. Makes easier to seal boundaries. The only reason
- why we link boundaries is to simplify traversal, but that could be done with two helper functions (nextBoundary, prevBoundary).
-- Minimize the amount of state that needs to be set in a certain way:
- - boundary vertices point to boundary edge.
-- Remove parenthesis! Make some members public.
-- Remove member functions with side effects:
- - e->setNext(n) modifies e->next and n->prev, instead use "link(e, n)", or "e->next = n, n->prev = e"
-*/
-
-
-namespace nv
-{
- class Vector3;
- class TriMesh;
- class QuadTriMesh;
- //template <typename T> struct Hash<Mesh::Key>;
-
- namespace HalfEdge
- {
- class Edge;
- class Face;
- class Vertex;
-
- /// Simple half edge mesh designed for dynamic mesh manipulation.
- class Mesh
- {
- public:
-
- Mesh();
- Mesh(const Mesh * mesh);
- ~Mesh();
-
- void clear();
-
- Vertex * addVertex(const Vector3 & pos);
- //Vertex * addVertex(uint id, const Vector3 & pos);
- //void addVertices(const Mesh * mesh);
-
- void linkColocals();
- void linkColocalsWithCanonicalMap(const Array<uint> & canonicalMap);
- void resetColocalLinks();
-
- Face * addFace();
- Face * addFace(uint v0, uint v1, uint v2);
- Face * addFace(uint v0, uint v1, uint v2, uint v3);
- Face * addFace(const Array<uint> & indexArray);
- Face * addFace(const Array<uint> & indexArray, uint first, uint num);
- //void addFaces(const Mesh * mesh);
-
- // These functions disconnect the given element from the mesh and delete it.
- void disconnect(Edge * edge);
- void disconnectPair(Edge * edge);
- void disconnect(Vertex * vertex);
- void disconnect(Face * face);
-
- void remove(Edge * edge);
- void remove(Vertex * vertex);
- void remove(Face * face);
-
- // Remove holes from arrays and reassign indices.
- void compactEdges();
- void compactVertices();
- void compactFaces();
-
- void triangulate();
-
- void linkBoundary();
-
- bool splitBoundaryEdges(); // Returns true if any split was made.
-
- // Sew the boundary that starts at the given edge, returns one edge that still belongs to boundary, or NULL if boundary closed.
- HalfEdge::Edge * sewBoundary(Edge * startEdge);
-
-
- // Vertices
- uint vertexCount() const { return m_vertexArray.count(); }
- const Vertex * vertexAt(int i) const { return m_vertexArray[i]; }
- Vertex * vertexAt(int i) { return m_vertexArray[i]; }
-
- uint colocalVertexCount() const { return m_colocalVertexCount; }
-
- // Faces
- uint faceCount() const { return m_faceArray.count(); }
- const Face * faceAt(int i) const { return m_faceArray[i]; }
- Face * faceAt(int i) { return m_faceArray[i]; }
-
- // Edges
- uint edgeCount() const { return m_edgeArray.count(); }
- const Edge * edgeAt(int i) const { return m_edgeArray[i]; }
- Edge * edgeAt(int i) { return m_edgeArray[i]; }
-
- class ConstVertexIterator;
-
- class VertexIterator
- {
- friend class ConstVertexIterator;
- public:
- VertexIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->vertexCount(); }
- virtual Vertex * current() const { return m_mesh->vertexAt(m_current); }
-
- private:
- HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- VertexIterator vertices() { return VertexIterator(this); }
-
- class ConstVertexIterator
- {
- public:
- ConstVertexIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
- ConstVertexIterator(class VertexIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->vertexCount(); }
- virtual const Vertex * current() const { return m_mesh->vertexAt(m_current); }
-
- private:
- const HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- ConstVertexIterator vertices() const { return ConstVertexIterator(this); }
-
- class ConstFaceIterator;
-
- class FaceIterator
- {
- friend class ConstFaceIterator;
- public:
- FaceIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->faceCount(); }
- virtual Face * current() const { return m_mesh->faceAt(m_current); }
-
- private:
- HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- FaceIterator faces() { return FaceIterator(this); }
-
- class ConstFaceIterator
- {
- public:
- ConstFaceIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
- ConstFaceIterator(const FaceIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->faceCount(); }
- virtual const Face * current() const { return m_mesh->faceAt(m_current); }
-
- private:
- const HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- ConstFaceIterator faces() const { return ConstFaceIterator(this); }
-
- class ConstEdgeIterator;
-
- class EdgeIterator
- {
- friend class ConstEdgeIterator;
- public:
- EdgeIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->edgeCount(); }
- virtual Edge * current() const { return m_mesh->edgeAt(m_current); }
-
- private:
- HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- EdgeIterator edges() { return EdgeIterator(this); }
-
- class ConstEdgeIterator
- {
- public:
- ConstEdgeIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
- ConstEdgeIterator(const EdgeIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
-
- virtual void advance() { m_current++; }
- virtual bool isDone() const { return m_current == m_mesh->edgeCount(); }
- virtual const Edge * current() const { return m_mesh->edgeAt(m_current); }
-
- private:
- const HalfEdge::Mesh * m_mesh;
- uint m_current;
- };
- ConstEdgeIterator edges() const { return ConstEdgeIterator(this); }
-
- // @@ Add half-edge iterator.
-
-
-
- // Convert to tri mesh.
- TriMesh * toTriMesh() const;
- QuadTriMesh * toQuadTriMesh() const;
-
- bool isValid() const;
-
- public:
-
- // Error status:
- mutable uint errorCount;
- mutable uint errorIndex0;
- mutable uint errorIndex1;
-
- private:
-
- bool canAddFace(const Array<uint> & indexArray, uint first, uint num) const;
- bool canAddEdge(uint i, uint j) const;
- Edge * addEdge(uint i, uint j);
-
- Edge * findEdge(uint i, uint j) const;
-
- void linkBoundaryEdge(Edge * edge);
- Vertex * splitBoundaryEdge(Edge * edge, float t, const Vector3 & pos);
- void splitBoundaryEdge(Edge * edge, Vertex * vertex);
-
- private:
-
- Array<Vertex *> m_vertexArray;
- Array<Edge *> m_edgeArray;
- Array<Face *> m_faceArray;
-
- struct Key {
- Key() {}
- Key(const Key & k) : p0(k.p0), p1(k.p1) {}
- Key(uint v0, uint v1) : p0(v0), p1(v1) {}
- void operator=(const Key & k) { p0 = k.p0; p1 = k.p1; }
- bool operator==(const Key & k) const { return p0 == k.p0 && p1 == k.p1; }
-
- uint p0;
- uint p1;
- };
- friend struct Hash<Mesh::Key>;
-
- HashMap<Key, Edge *> m_edgeMap;
-
- uint m_colocalVertexCount;
-
- };
- /*
- // This is a much better hash than the default and greatly improves performance!
- template <> struct hash<Mesh::Key>
- {
- uint operator()(const Mesh::Key & k) const { return k.p0 + k.p1; }
- };
- */
-
- } // HalfEdge namespace
-
-} // nv namespace
-
-#endif // NV_MESH_HALFEDGE_MESH_H
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.cpp b/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.cpp
deleted file mode 100644
index 66dad69f8a..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.cpp
+++ /dev/null
@@ -1,94 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "Vertex.h"
-
-#include "nvmath/Vector.inl"
-
-using namespace nv;
-using namespace HalfEdge;
-
-
-// Set first edge of all colocals.
-void Vertex::setEdge(Edge * e)
-{
- for (VertexIterator it(colocals()); !it.isDone(); it.advance()) {
- it.current()->edge = e;
- }
-}
-
-// Update position of all colocals.
-void Vertex::setPos(const Vector3 & p)
-{
- for (VertexIterator it(colocals()); !it.isDone(); it.advance()) {
- it.current()->pos = p;
- }
-}
-
-
-uint HalfEdge::Vertex::colocalCount() const
-{
- uint count = 0;
- for (ConstVertexIterator it(colocals()); !it.isDone(); it.advance()) { ++count; }
- return count;
-}
-
-uint HalfEdge::Vertex::valence() const
-{
- uint count = 0;
- for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance()) { ++count; }
- return count;
-}
-
-const HalfEdge::Vertex * HalfEdge::Vertex::firstColocal() const
-{
- uint firstId = id;
- const Vertex * vertex = this;
-
- for (ConstVertexIterator it(colocals()); !it.isDone(); it.advance())
- {
- if (it.current()->id < firstId) {
- firstId = vertex->id;
- vertex = it.current();
- }
- }
-
- return vertex;
-}
-
-HalfEdge::Vertex * HalfEdge::Vertex::firstColocal()
-{
- Vertex * vertex = this;
- uint firstId = id;
-
- for (VertexIterator it(colocals()); !it.isDone(); it.advance())
- {
- if (it.current()->id < firstId) {
- firstId = vertex->id;
- vertex = it.current();
- }
- }
-
- return vertex;
-}
-
-bool HalfEdge::Vertex::isFirstColocal() const
-{
- return firstColocal() == this;
-}
-
-bool HalfEdge::Vertex::isColocal(const Vertex * v) const {
- if (this == v) return true;
- if (pos != v->pos) return false;
-
- for (ConstVertexIterator it(colocals()); !it.isDone(); it.advance())
- {
- if (v == it.current()) {
- return true;
- }
- }
-
- return false;
-}
-
diff --git a/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.h b/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.h
deleted file mode 100644
index 1c5c8d7141..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/halfedge/Vertex.h
+++ /dev/null
@@ -1,221 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_HALFEDGE_VERTEX_H
-#define NV_MESH_HALFEDGE_VERTEX_H
-
-#include "nvmesh/halfedge/Edge.h"
-
-namespace nv
-{
- namespace HalfEdge { class Vertex; class Face; class Edge; }
-
- // Half edge vertex.
- class HalfEdge::Vertex
- {
- NV_FORBID_COPY(Vertex);
- public:
-
- uint id;
-
- Edge * edge;
- Vertex * next;
- Vertex * prev;
-
- Vector3 pos;
- Vector3 nor;
- Vector2 tex;
- Vector4 col;
-
-
- Vertex(uint id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f), col(0.0f) {
- next = this;
- prev = this;
- }
-
-
- void setEdge(Edge * e);
- void setPos(const Vector3 & p);
-
- uint colocalCount() const;
- uint valence() const;
- bool isFirstColocal() const;
- const Vertex * firstColocal() const;
- Vertex * firstColocal();
-
- bool isColocal(const Vertex * v) const;
-
-
- void linkColocal(Vertex * v) {
- next->prev = v;
- v->next = next;
- next = v;
- v->prev = this;
- }
- void unlinkColocal() {
- next->prev = prev;
- prev->next = next;
- next = this;
- prev = this;
- }
-
-
- // @@ Note: This only works if linkBoundary has been called.
- bool isBoundary() const {
- return (edge && !edge->face);
- }
-
-
- // for(EdgeIterator it(iterator()); !it.isDone(); it.advance()) { ... }
- //
- // EdgeIterator it(iterator());
- // while(!it.isDone()) {
- // ...
- // id.advance();
- // }
-
- // Iterator that visits the edges around this vertex in counterclockwise order.
- class EdgeIterator //: public Iterator<Edge *>
- {
- public:
- EdgeIterator(Edge * e) : m_end(NULL), m_current(e) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->pair->next;
- //m_current = m_current->prev->pair;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual Edge * current() const { return m_current; }
- Vertex * vertex() const { return m_current->vertex; }
-
- private:
- Edge * m_end;
- Edge * m_current;
- };
-
- EdgeIterator edges() { return EdgeIterator(edge); }
- EdgeIterator edges(Edge * e) { return EdgeIterator(e); }
-
- // Iterator that visits the edges around this vertex in counterclockwise order.
- class ConstEdgeIterator //: public Iterator<Edge *>
- {
- public:
- ConstEdgeIterator(const Edge * e) : m_end(NULL), m_current(e) { }
- ConstEdgeIterator(EdgeIterator it) : m_end(NULL), m_current(it.current()) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->pair->next;
- //m_current = m_current->prev->pair;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual const Edge * current() const { return m_current; }
- const Vertex * vertex() const { return m_current->to(); }
-
- private:
- const Edge * m_end;
- const Edge * m_current;
- };
-
- ConstEdgeIterator edges() const { return ConstEdgeIterator(edge); }
- ConstEdgeIterator edges(const Edge * e) const { return ConstEdgeIterator(e); }
-
-
- // Iterator that visits the edges around this vertex in counterclockwise order.
- class ReverseEdgeIterator //: public Iterator<Edge *>
- {
- public:
- ReverseEdgeIterator(Edge * e) : m_end(NULL), m_current(e) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->prev->pair;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual Edge * current() const { return m_current; }
- Vertex * vertex() const { return m_current->vertex; }
-
- private:
- Edge * m_end;
- Edge * m_current;
- };
-
- // Iterator that visits the edges around this vertex in counterclockwise order.
- class ReverseConstEdgeIterator //: public Iterator<Edge *>
- {
- public:
- ReverseConstEdgeIterator(const Edge * e) : m_end(NULL), m_current(e) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->prev->pair;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual const Edge * current() const { return m_current; }
- const Vertex * vertex() const { return m_current->to(); }
-
- private:
- const Edge * m_end;
- const Edge * m_current;
- };
-
-
-
- // Iterator that visits all the colocal vertices.
- class VertexIterator //: public Iterator<Edge *>
- {
- public:
- VertexIterator(Vertex * v) : m_end(NULL), m_current(v) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->next;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual Vertex * current() const { return m_current; }
-
- private:
- Vertex * m_end;
- Vertex * m_current;
- };
-
- VertexIterator colocals() { return VertexIterator(this); }
-
- // Iterator that visits all the colocal vertices.
- class ConstVertexIterator //: public Iterator<Edge *>
- {
- public:
- ConstVertexIterator(const Vertex * v) : m_end(NULL), m_current(v) { }
-
- virtual void advance()
- {
- if (m_end == NULL) m_end = m_current;
- m_current = m_current->next;
- }
-
- virtual bool isDone() const { return m_end == m_current; }
- virtual const Vertex * current() const { return m_current; }
-
- private:
- const Vertex * m_end;
- const Vertex * m_current;
- };
-
- ConstVertexIterator colocals() const { return ConstVertexIterator(this); }
-
- };
-
-} // nv namespace
-
-#endif // NV_MESH_HALFEDGE_VERTEX_H
diff --git a/thirdparty/thekla_atlas/nvmesh/nvmesh.cpp b/thirdparty/thekla_atlas/nvmesh/nvmesh.cpp
deleted file mode 100644
index d007eda332..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/nvmesh.cpp
+++ /dev/null
@@ -1,2 +0,0 @@
-#include "nvmesh.h" // pch
-
diff --git a/thirdparty/thekla_atlas/nvmesh/nvmesh.h b/thirdparty/thekla_atlas/nvmesh/nvmesh.h
deleted file mode 100644
index eb6819675d..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/nvmesh.h
+++ /dev/null
@@ -1,34 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_H
-#define NV_MESH_H
-
-#include "nvcore/nvcore.h"
-
-// Function linkage
-#if NVMESH_SHARED
-#ifdef NVMESH_EXPORTS
-#define NVMESH_API DLL_EXPORT
-#define NVMESH_CLASS DLL_EXPORT_CLASS
-#else
-#define NVMESH_API DLL_IMPORT
-#define NVMESH_CLASS DLL_IMPORT
-#endif
-#else
-#define NVMESH_API
-#define NVMESH_CLASS
-#endif
-
-#if 1 //USE_PRECOMPILED_HEADERS // If using precompiled headers:
-//#include <string.h> // strlen, strcmp, etc.
-//#include "nvcore/StrLib.h"
-//#include "nvcore/StdStream.h"
-//#include "nvcore/Memory.h"
-//#include "nvcore/Debug.h"
-//#include "nvmath/Vector.h"
-//#include "nvcore/Array.h"
-//#include "nvcore/HashMap.h"
-#endif
-
-#endif // NV_MESH_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp b/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp
deleted file mode 100644
index 98f92cef96..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/Atlas.cpp
+++ /dev/null
@@ -1,1519 +0,0 @@
-// 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();
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Atlas.h b/thirdparty/thekla_atlas/nvmesh/param/Atlas.h
deleted file mode 100644
index 41cfaea9cb..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/Atlas.h
+++ /dev/null
@@ -1,186 +0,0 @@
-// Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
-
-#pragma once
-#ifndef NV_MESH_ATLAS_H
-#define NV_MESH_ATLAS_H
-
-#include "nvcore/Array.h"
-#include "nvcore/Ptr.h"
-#include "nvmath/Vector.h"
-#include "nvmesh/nvmesh.h"
-#include "nvmesh/halfedge/Mesh.h"
-
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
-
- class Chart;
- class MeshCharts;
- class VertexMap;
-
- struct SegmentationSettings
- {
- SegmentationSettings();
-
- float maxChartArea;
- float maxBoundaryLength;
-
- float proxyFitMetricWeight;
- float roundnessMetricWeight;
- float straightnessMetricWeight;
- float normalSeamMetricWeight;
- float textureSeamMetricWeight;
- };
-
-
- /// An atlas is a set of charts.
- class Atlas
- {
- public:
-
- Atlas();
- ~Atlas();
-
- uint meshCount() const { return m_meshChartsArray.count(); }
- const MeshCharts * meshAt(uint i) const { return m_meshChartsArray[i]; }
- MeshCharts * meshAt(uint i) { return m_meshChartsArray[i]; }
-
- uint chartCount() const;
- const Chart * chartAt(uint i) const;
- Chart * chartAt(uint i);
-
- // Add mesh charts and takes ownership.
- void addMeshCharts(MeshCharts * meshCharts);
-
- void extractCharts(const HalfEdge::Mesh * mesh);
- void computeCharts(const HalfEdge::Mesh * mesh, const SegmentationSettings & settings, const Array<uint> & unchartedMaterialArray);
-
-
- // Compute a trivial seamless texture similar to ZBrush.
- //bool computeSeamlessTextureAtlas(bool groupFaces = true, bool scaleTiles = false, uint w = 1024, uint h = 1024);
-
- void parameterizeCharts();
-
- // Pack charts in the smallest possible rectangle.
- float packCharts(int quality, float texelArea, bool blockAlign, bool conservative);
- void setFailed() { failed = true; }
- bool hasFailed() const { return failed; }
-
- private:
-
- bool failed;
- Array<MeshCharts *> m_meshChartsArray;
-
- };
-
-
- // Set of charts corresponding to a single mesh.
- class MeshCharts
- {
- public:
- MeshCharts(const HalfEdge::Mesh * mesh);
- ~MeshCharts();
-
- uint chartCount() const { return m_chartArray.count(); }
- uint vertexCount () const { return m_totalVertexCount; }
-
- const Chart * chartAt(uint i) const { return m_chartArray[i]; }
- Chart * chartAt(uint i) { return m_chartArray[i]; }
-
- void computeVertexMap(const Array<uint> & unchartedMaterialArray);
-
- // Extract the charts of the input mesh.
- void extractCharts();
-
- // Compute charts using a simple segmentation algorithm.
- void computeCharts(const SegmentationSettings & settings, const Array<uint> & unchartedMaterialArray);
-
- void parameterizeCharts();
-
- uint faceChartAt(uint i) const { return m_faceChart[i]; }
- uint faceIndexWithinChartAt(uint i) const { return m_faceIndex[i]; }
-
- uint vertexCountBeforeChartAt(uint i) const { return m_chartVertexCountPrefixSum[i]; }
-
- private:
-
- const HalfEdge::Mesh * m_mesh;
-
- Array<Chart *> m_chartArray;
-
- Array<uint> m_chartVertexCountPrefixSum;
- uint m_totalVertexCount;
-
- Array<uint> m_faceChart; // the chart of every face of the input mesh.
- Array<uint> m_faceIndex; // the index within the chart for every face of the input mesh.
- };
-
-
- /// A chart is a connected set of faces with a certain topology (usually a disk).
- class Chart
- {
- public:
-
- Chart();
-
- void build(const HalfEdge::Mesh * originalMesh, const Array<uint> & faceArray);
- void buildVertexMap(const HalfEdge::Mesh * originalMesh, const Array<uint> & unchartedMaterialArray);
-
- bool closeHoles();
-
- bool isDisk() const { return m_isDisk; }
- bool isVertexMapped() const { return m_isVertexMapped; }
-
- uint vertexCount() const { return m_chartMesh->vertexCount(); }
- uint colocalVertexCount() const { return m_unifiedMesh->vertexCount(); }
-
- uint faceCount() const { return m_faceArray.count(); }
- uint faceAt(uint i) const { return m_faceArray[i]; }
-
- const HalfEdge::Mesh * chartMesh() const { return m_chartMesh.ptr(); }
- HalfEdge::Mesh * chartMesh() { return m_chartMesh.ptr(); }
- const HalfEdge::Mesh * unifiedMesh() const { return m_unifiedMesh.ptr(); }
- HalfEdge::Mesh * unifiedMesh() { return m_unifiedMesh.ptr(); }
-
- //uint vertexIndex(uint i) const { return m_vertexIndexArray[i]; }
-
- uint mapChartVertexToOriginalVertex(uint i) const { return m_chartToOriginalMap[i]; }
- uint mapChartVertexToUnifiedVertex(uint i) const { return m_chartToUnifiedMap[i]; }
-
- const Array<uint> & faceArray() const { return m_faceArray; }
-
- void transferParameterization();
-
- float computeSurfaceArea() const;
- float computeParametricArea() const;
- Vector2 computeParametricBounds() const;
-
-
- float scale = 1.0f;
- uint vertexMapWidth;
- uint vertexMapHeight;
-
- private:
-
- bool closeLoop(uint start, const Array<HalfEdge::Edge *> & loop);
-
- // Chart mesh.
- AutoPtr<HalfEdge::Mesh> m_chartMesh;
- AutoPtr<HalfEdge::Mesh> m_unifiedMesh;
-
- bool m_isDisk;
- bool m_isVertexMapped;
-
- // List of faces of the original mesh that belong to this chart.
- Array<uint> m_faceArray;
-
- // Map vertices of the chart mesh to vertices of the original mesh.
- Array<uint> m_chartToOriginalMap;
-
- Array<uint> m_chartToUnifiedMap;
- };
-
-} // nv namespace
-
-#endif // NV_MESH_ATLAS_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp b/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp
deleted file mode 100644
index bd2140c2f3..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp
+++ /dev/null
@@ -1,1320 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "AtlasBuilder.h"
-#include "Util.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/halfedge/Vertex.h"
-
-#include "nvmath/Matrix.inl"
-#include "nvmath/Vector.inl"
-
-//#include "nvcore/IntroSort.h"
-#include "nvcore/Array.inl"
-
-#include <algorithm> // std::sort
-
-#include <float.h> // FLT_MAX
-#include <limits.h> // UINT_MAX
-
-using namespace nv;
-
-namespace
-{
-
- // Dummy implementation of a priority queue using sort at insertion.
- // - Insertion is o(n)
- // - Smallest element goes at the end, so that popping it is o(1).
- // - Resorting is n*log(n)
- // @@ Number of elements in the queue is usually small, and we'd have to rebalance often. I'm not sure it's worth implementing a heap.
- // @@ Searcing at removal would remove the need for sorting when priorities change.
- struct PriorityQueue
- {
- PriorityQueue(uint size = UINT_MAX) : maxSize(size) {}
-
- void push(float priority, uint face) {
- uint i = 0;
- const uint count = pairs.count();
- for (; i < count; i++) {
- if (pairs[i].priority > priority) break;
- }
-
- Pair p = { priority, face };
- pairs.insertAt(i, p);
-
- if (pairs.count() > maxSize) {
- pairs.removeAt(0);
- }
- }
-
- // push face out of order, to be sorted later.
- void push(uint face) {
- Pair p = { 0.0f, face };
- pairs.append(p);
- }
-
- uint pop() {
- uint f = pairs.back().face;
- pairs.pop_back();
- return f;
- }
-
- void sort() {
- //nv::sort(pairs); // @@ My intro sort appears to be much slower than it should!
- std::sort(pairs.buffer(), pairs.buffer() + pairs.count());
- }
-
- void clear() {
- pairs.clear();
- }
-
- uint count() const { return pairs.count(); }
-
- float firstPriority() const { return pairs.back().priority; }
-
-
- const uint maxSize;
-
- struct Pair {
- bool operator <(const Pair & p) const { return priority > p.priority; } // !! Sort in inverse priority order!
- float priority;
- uint face;
- };
-
-
- Array<Pair> pairs;
- };
-
- static bool isNormalSeam(const HalfEdge::Edge * edge) {
- return (edge->vertex->nor != edge->pair->next->vertex->nor || edge->next->vertex->nor != edge->pair->vertex->nor);
- }
-
- static bool isTextureSeam(const HalfEdge::Edge * edge) {
- return (edge->vertex->tex != edge->pair->next->vertex->tex || edge->next->vertex->tex != edge->pair->vertex->tex);
- }
-
-} // namespace
-
-
-struct nv::ChartBuildData
-{
- ChartBuildData(int id) : id(id) {
- planeNormal = Vector3(0);
- centroid = Vector3(0);
- coneAxis = Vector3(0);
- coneAngle = 0;
- area = 0;
- boundaryLength = 0;
- normalSum = Vector3(0);
- centroidSum = Vector3(0);
- }
-
- int id;
-
- // Proxy info:
- Vector3 planeNormal;
- Vector3 centroid;
- Vector3 coneAxis;
- float coneAngle;
-
- float area;
- float boundaryLength;
- Vector3 normalSum;
- Vector3 centroidSum;
-
- Array<uint> seeds; // @@ These could be a pointers to the HalfEdge faces directly.
- Array<uint> faces;
- PriorityQueue candidates;
-};
-
-
-
-AtlasBuilder::AtlasBuilder(const HalfEdge::Mesh * m) : mesh(m), facesLeft(m->faceCount())
-{
- const uint faceCount = m->faceCount();
- faceChartArray.resize(faceCount, -1);
- faceCandidateArray.resize(faceCount, -1);
-
- // @@ Floyd for the whole mesh is too slow. We could compute floyd progressively per patch as the patch grows. We need a better solution to compute most central faces.
- //computeShortestPaths();
-
- // Precompute edge lengths and face areas.
- uint edgeCount = m->edgeCount();
- edgeLengths.resize(edgeCount);
-
- for (uint i = 0; i < edgeCount; i++) {
- uint id = m->edgeAt(i)->id;
- nvDebugCheck(id / 2 == i);
-
- edgeLengths[i] = m->edgeAt(i)->length();
- }
-
- faceAreas.resize(faceCount);
- for (uint i = 0; i < faceCount; i++) {
- faceAreas[i] = m->faceAt(i)->area();
- }
-}
-
-AtlasBuilder::~AtlasBuilder()
-{
- const uint chartCount = chartArray.count();
- for (uint i = 0; i < chartCount; i++)
- {
- delete chartArray[i];
- }
-}
-
-
-void AtlasBuilder::markUnchartedFaces(const Array<uint> & unchartedFaces)
-{
- const uint unchartedFaceCount = unchartedFaces.count();
- for (uint i = 0; i < unchartedFaceCount; i++){
- uint f = unchartedFaces[i];
- faceChartArray[f] = -2;
- //faceCandidateArray[f] = -2; // @@ ?
-
- removeCandidate(f);
- }
-
- nvDebugCheck(facesLeft >= unchartedFaceCount);
- facesLeft -= unchartedFaceCount;
-}
-
-
-void AtlasBuilder::computeShortestPaths()
-{
- const uint faceCount = mesh->faceCount();
- shortestPaths.resize(faceCount*faceCount, FLT_MAX);
-
- // Fill edges:
- for (uint i = 0; i < faceCount; i++)
- {
- shortestPaths[i*faceCount + i] = 0.0f;
-
- const HalfEdge::Face * face_i = mesh->faceAt(i);
- Vector3 centroid_i = face_i->centroid();
-
- for (HalfEdge::Face::ConstEdgeIterator it(face_i->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- if (!edge->isBoundary())
- {
- const HalfEdge::Face * face_j = edge->pair->face;
-
- uint j = face_j->id;
- Vector3 centroid_j = face_j->centroid();
-
- shortestPaths[i*faceCount + j] = shortestPaths[j*faceCount + i] = length(centroid_i - centroid_j);
- }
- }
- }
-
- // Use Floyd-Warshall algorithm to compute all paths:
- for (uint k = 0; k < faceCount; k++)
- {
- for (uint i = 0; i < faceCount; i++)
- {
- for (uint j = 0; j < faceCount; j++)
- {
- shortestPaths[i*faceCount + j] = min(shortestPaths[i*faceCount + j], shortestPaths[i*faceCount + k]+shortestPaths[k*faceCount + j]);
- }
- }
- }
-}
-
-
-void AtlasBuilder::placeSeeds(float threshold, uint maxSeedCount)
-{
- // Instead of using a predefiened number of seeds:
- // - Add seeds one by one, growing chart until a certain treshold.
- // - Undo charts and restart growing process.
-
- // @@ How can we give preference to faces far from sharp features as in the LSCM paper?
- // - those points can be found using a simple flood filling algorithm.
- // - how do we weight the probabilities?
-
- for (uint i = 0; i < maxSeedCount; i++)
- {
- if (facesLeft == 0) {
- // No faces left, stop creating seeds.
- break;
- }
-
- createRandomChart(threshold);
- }
-}
-
-
-void AtlasBuilder::createRandomChart(float threshold)
-{
- ChartBuildData * chart = new ChartBuildData(chartArray.count());
- chartArray.append(chart);
-
- // Pick random face that is not used by any chart yet.
- uint randomFaceIdx = rand.getRange(facesLeft - 1);
- uint i = 0;
- for (uint f = 0; f != randomFaceIdx; f++, i++)
- {
- while (faceChartArray[i] != -1) i++;
- }
- while (faceChartArray[i] != -1) i++;
-
- chart->seeds.append(i);
-
- addFaceToChart(chart, i, true);
-
- // Grow the chart as much as possible within the given threshold.
- growChart(chart, threshold * 0.5f, facesLeft);
- //growCharts(threshold - threshold * 0.75f / chartCount(), facesLeft);
-}
-
-void AtlasBuilder::addFaceToChart(ChartBuildData * chart, uint f, bool recomputeProxy)
-{
- // Add face to chart.
- chart->faces.append(f);
-
- nvDebugCheck(faceChartArray[f] == -1);
- faceChartArray[f] = chart->id;
-
- facesLeft--;
-
- // Update area and boundary length.
- chart->area = evaluateChartArea(chart, f);
- chart->boundaryLength = evaluateBoundaryLength(chart, f);
- chart->normalSum = evaluateChartNormalSum(chart, f);
- chart->centroidSum = evaluateChartCentroidSum(chart, f);
-
- if (recomputeProxy) {
- // Update proxy and candidate's priorities.
- updateProxy(chart);
- }
-
- // Update candidates.
- removeCandidate(f);
- updateCandidates(chart, f);
- updatePriorities(chart);
-}
-
-// @@ Get N best candidates in one pass.
-const AtlasBuilder::Candidate & AtlasBuilder::getBestCandidate() const
-{
- uint best = 0;
- float bestCandidateMetric = FLT_MAX;
-
- const uint candidateCount = candidateArray.count();
- nvCheck(candidateCount > 0);
-
- for (uint i = 0; i < candidateCount; i++)
- {
- const Candidate & candidate = candidateArray[i];
-
- if (candidate.metric < bestCandidateMetric) {
- bestCandidateMetric = candidate.metric;
- best = i;
- }
- }
-
- return candidateArray[best];
-}
-
-
-// Returns true if any of the charts can grow more.
-bool AtlasBuilder::growCharts(float threshold, uint faceCount)
-{
-#if 1 // Using one global list.
-
- faceCount = min(faceCount, facesLeft);
-
- for (uint i = 0; i < faceCount; i++)
- {
- const Candidate & candidate = getBestCandidate();
-
- if (candidate.metric > threshold) {
- return false; // Can't grow more.
- }
-
- addFaceToChart(candidate.chart, candidate.face);
- }
-
- return facesLeft != 0; // Can continue growing.
-
-#else // Using one list per chart.
- bool canGrowMore = false;
-
- const uint chartCount = chartArray.count();
- for (uint i = 0; i < chartCount; i++)
- {
- if (growChart(chartArray[i], threshold, faceCount))
- {
- canGrowMore = true;
- }
- }
-
- return canGrowMore;
-#endif
-}
-
-bool AtlasBuilder::growChart(ChartBuildData * chart, float threshold, uint faceCount)
-{
- // Try to add faceCount faces within threshold to chart.
- for (uint i = 0; i < faceCount; )
- {
- if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold)
- {
- return false;
- }
-
- uint f = chart->candidates.pop();
- if (faceChartArray[f] == -1)
- {
- addFaceToChart(chart, f);
- i++;
- }
- }
-
- if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold)
- {
- return false;
- }
-
- return true;
-}
-
-
-void AtlasBuilder::resetCharts()
-{
- const uint faceCount = mesh->faceCount();
- for (uint i = 0; i < faceCount; i++)
- {
- faceChartArray[i] = -1;
- faceCandidateArray[i] = -1;
- }
-
- facesLeft = faceCount;
-
- candidateArray.clear();
-
- const uint chartCount = chartArray.count();
- for (uint i = 0; i < chartCount; i++)
- {
- ChartBuildData * chart = chartArray[i];
-
- const uint seed = chart->seeds.back();
-
- chart->area = 0.0f;
- chart->boundaryLength = 0.0f;
- chart->normalSum = Vector3(0);
- chart->centroidSum = Vector3(0);
-
- chart->faces.clear();
- chart->candidates.clear();
-
- addFaceToChart(chart, seed);
- }
-}
-
-
-void AtlasBuilder::updateCandidates(ChartBuildData * chart, uint f)
-{
- const HalfEdge::Face * face = mesh->faceAt(f);
-
- // Traverse neighboring faces, add the ones that do not belong to any chart yet.
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current()->pair;
-
- if (!edge->isBoundary())
- {
- uint f = edge->face->id;
-
- if (faceChartArray[f] == -1)
- {
- chart->candidates.push(f);
- }
- }
- }
-}
-
-
-void AtlasBuilder::updateProxies()
-{
- const uint chartCount = chartArray.count();
- for (uint i = 0; i < chartCount; i++)
- {
- updateProxy(chartArray[i]);
- }
-}
-
-
-namespace {
-
- float absoluteSum(Vector4::Arg v)
- {
- return fabs(v.x) + fabs(v.y) + fabs(v.z) + fabs(v.w);
- }
-
- //#pragma message(NV_FILE_LINE "FIXME: Using the c=cos(teta) substitution, the equation system becomes linear and we can avoid the newton solver.")
-
- struct ConeFitting
- {
- ConeFitting(const HalfEdge::Mesh * m, float g, float tf, float tx) : mesh(m), gamma(g), tolf(tf), tolx(tx), F(0), D(0), H(0) {
- }
-
- void addTerm(Vector3 N, float A)
- {
- const float c = cosf(X.w);
- const float s = sinf(X.w);
- const float tmp = dot(X.xyz(), N) - c;
-
- F += tmp * tmp;
-
- D.x += 2 * X.x * tmp;
- D.y += 2 * X.y * tmp;
- D.z += 2 * X.z * tmp;
- D.w += 2 * s * tmp;
-
- H(0,0) = 2 * X.x * N.x + 2 * tmp;
- H(0,1) = 2 * X.x * N.y;
- H(0,2) = 2 * X.x * N.z;
- H(0,3) = 2 * X.x * s;
-
- H(1,0) = 2 * X.y * N.x;
- H(1,1) = 2 * X.y * N.y + 2 * tmp;
- H(1,2) = 2 * X.y * N.z;
- H(1,3) = 2 * X.y * s;
-
- H(2,0) = 2 * X.z * N.x;
- H(2,1) = 2 * X.z * N.y;
- H(2,2) = 2 * X.z * N.z + 2 * tmp;
- H(2,3) = 2 * X.z * s;
-
- H(3,0) = 2 * s * N.x;
- H(3,1) = 2 * s * N.y;
- H(3,2) = 2 * s * N.z;
- H(3,3) = 2 * s * s + 2 * c * tmp;
- }
-
- Vector4 solve(ChartBuildData * chart, Vector4 start)
- {
- const uint faceCount = chart->faces.count();
-
- X = start;
-
- Vector4 dX;
-
- do {
- for (uint i = 0; i < faceCount; i++)
- {
- const HalfEdge::Face * face = mesh->faceAt(chart->faces[i]);
-
- addTerm(face->normal(), face->area());
- }
-
- Vector4 dX;
- //solveKramer(H, D, &dX);
- solveLU(H, D, &dX);
-
- // @@ Do a full newton step and reduce by half if F doesn't decrease.
- X -= gamma * dX;
-
- // Constrain normal to be normalized.
- X = Vector4(normalize(X.xyz()), X.w);
-
- } while(absoluteSum(D) > tolf || absoluteSum(dX) > tolx);
-
- return X;
- }
-
- HalfEdge::Mesh const * const mesh;
- const float gamma;
- const float tolf;
- const float tolx;
-
- Vector4 X;
-
- float F;
- Vector4 D;
- Matrix H;
- };
-
- // Unnormalized face normal assuming it's a triangle.
- static Vector3 triangleNormal(const HalfEdge::Face * face)
- {
- Vector3 p0 = face->edge->vertex->pos;
- Vector3 p1 = face->edge->next->vertex->pos;
- Vector3 p2 = face->edge->next->next->vertex->pos;
-
- Vector3 e0 = p2 - p0;
- Vector3 e1 = p1 - p0;
-
- return normalizeSafe(cross(e0, e1), Vector3(0), 0.0f);
- }
-
- static Vector3 triangleNormalAreaScaled(const HalfEdge::Face * face)
- {
- Vector3 p0 = face->edge->vertex->pos;
- Vector3 p1 = face->edge->next->vertex->pos;
- Vector3 p2 = face->edge->next->next->vertex->pos;
-
- Vector3 e0 = p2 - p0;
- Vector3 e1 = p1 - p0;
-
- return cross(e0, e1);
- }
-
- // Average of the edge midpoints weighted by the edge length.
- // I want a point inside the triangle, but closer to the cirumcenter.
- static Vector3 triangleCenter(const HalfEdge::Face * face)
- {
- Vector3 p0 = face->edge->vertex->pos;
- Vector3 p1 = face->edge->next->vertex->pos;
- Vector3 p2 = face->edge->next->next->vertex->pos;
-
- float l0 = length(p1 - p0);
- float l1 = length(p2 - p1);
- float l2 = length(p0 - p2);
-
- Vector3 m0 = (p0 + p1) * l0 / (l0 + l1 + l2);
- Vector3 m1 = (p1 + p2) * l1 / (l0 + l1 + l2);
- Vector3 m2 = (p2 + p0) * l2 / (l0 + l1 + l2);
-
- return m0 + m1 + m2;
- }
-
-} // namespace
-
-void AtlasBuilder::updateProxy(ChartBuildData * chart)
-{
- //#pragma message(NV_FILE_LINE "TODO: Use best fit plane instead of average normal.")
-
- chart->planeNormal = normalizeSafe(chart->normalSum, Vector3(0), 0.0f);
- chart->centroid = chart->centroidSum / float(chart->faces.count());
-
- //#pragma message(NV_FILE_LINE "TODO: Experiment with conic fitting.")
-
- // F = (Nc*Nt - cos Oc)^2 = (x*Nt_x + y*Nt_y + z*Nt_z - cos w)^2
- // dF/dx = 2 * x * (x*Nt_x + y*Nt_y + z*Nt_z - cos w)
- // dF/dy = 2 * y * (x*Nt_x + y*Nt_y + z*Nt_z - cos w)
- // dF/dz = 2 * z * (x*Nt_x + y*Nt_y + z*Nt_z - cos w)
- // dF/dw = 2 * sin w * (x*Nt_x + y*Nt_y + z*Nt_z - cos w)
-
- // JacobianMatrix({
- // 2 * x * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)),
- // 2 * y * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)),
- // 2 * z * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)),
- // 2 * Sin(w) * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w))}, {x,y,z,w})
-
- // H[0,0] = 2 * x * Nt_x + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w));
- // H[0,1] = 2 * x * Nt_y;
- // H[0,2] = 2 * x * Nt_z;
- // H[0,3] = 2 * x * sin(w);
-
- // H[1,0] = 2 * y * Nt_x;
- // H[1,1] = 2 * y * Nt_y + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w));
- // H[1,2] = 2 * y * Nt_z;
- // H[1,3] = 2 * y * sin(w);
-
- // H[2,0] = 2 * z * Nt_x;
- // H[2,1] = 2 * z * Nt_y;
- // H[2,2] = 2 * z * Nt_z + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w));
- // H[2,3] = 2 * z * sin(w);
-
- // H[3,0] = 2 * sin(w) * Nt_x;
- // H[3,1] = 2 * sin(w) * Nt_y;
- // H[3,2] = 2 * sin(w) * Nt_z;
- // H[3,3] = 2 * sin(w) * sin(w) + 2 * cos(w) * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w));
-
- // @@ Cone fitting might be quite slow.
-
- /*ConeFitting coneFitting(mesh, 0.1f, 0.001f, 0.001f);
-
- Vector4 start = Vector4(chart->coneAxis, chart->coneAngle);
- Vector4 solution = coneFitting.solve(chart, start);
-
- chart->coneAxis = solution.xyz();
- chart->coneAngle = solution.w;*/
-}
-
-
-
-bool AtlasBuilder::relocateSeeds()
-{
- bool anySeedChanged = false;
-
- const uint chartCount = chartArray.count();
- for (uint i = 0; i < chartCount; i++)
- {
- if (relocateSeed(chartArray[i]))
- {
- anySeedChanged = true;
- }
- }
-
- return anySeedChanged;
-}
-
-
-bool AtlasBuilder::relocateSeed(ChartBuildData * chart)
-{
- Vector3 centroid = computeChartCentroid(chart);
-
- const uint N = 10; // @@ Hardcoded to 10?
- PriorityQueue bestTriangles(N);
-
- // Find the first N triangles that fit the proxy best.
- const uint faceCount = chart->faces.count();
- for (uint i = 0; i < faceCount; i++)
- {
- float priority = evaluateProxyFitMetric(chart, chart->faces[i]);
- bestTriangles.push(priority, chart->faces[i]);
- }
-
- // Of those, choose the most central triangle.
- uint mostCentral;
- float maxDistance = -1;
-
- const uint bestCount = bestTriangles.count();
- for (uint i = 0; i < bestCount; i++)
- {
- const HalfEdge::Face * face = mesh->faceAt(bestTriangles.pairs[i].face);
- Vector3 faceCentroid = triangleCenter(face);
-
- float distance = length(centroid - faceCentroid);
-
- /*#pragma message(NV_FILE_LINE "TODO: Implement evaluateDistanceToBoundary.")
- float distance = evaluateDistanceToBoundary(chart, bestTriangles.pairs[i].face);*/
-
- if (distance > maxDistance)
- {
- maxDistance = distance;
- mostCentral = bestTriangles.pairs[i].face;
- }
- }
- nvDebugCheck(maxDistance >= 0);
-
- // In order to prevent k-means cyles we record all the previously chosen seeds.
- uint index;
- if (chart->seeds.find(mostCentral, &index))
- {
- // Move new seed to the end of the seed array.
- uint last = chart->seeds.count() - 1;
- swap(chart->seeds[index], chart->seeds[last]);
- return false;
- }
- else
- {
- // Append new seed.
- chart->seeds.append(mostCentral);
- return true;
- }
-}
-
-void AtlasBuilder::removeCandidate(uint f)
-{
- int c = faceCandidateArray[f];
- if (c != -1) {
- faceCandidateArray[f] = -1;
-
- if (c == candidateArray.count() - 1) {
- candidateArray.popBack();
- }
- else {
- candidateArray.replaceWithLast(c);
- faceCandidateArray[candidateArray[c].face] = c;
- }
- }
-}
-
-void AtlasBuilder::updateCandidate(ChartBuildData * chart, uint f, float metric)
-{
- if (faceCandidateArray[f] == -1) {
- const uint index = candidateArray.count();
- faceCandidateArray[f] = index;
- candidateArray.resize(index + 1);
- candidateArray[index].face = f;
- candidateArray[index].chart = chart;
- candidateArray[index].metric = metric;
- }
- else {
- int c = faceCandidateArray[f];
- nvDebugCheck(c != -1);
-
- Candidate & candidate = candidateArray[c];
- nvDebugCheck(candidate.face == f);
-
- if (metric < candidate.metric || chart == candidate.chart) {
- candidate.metric = metric;
- candidate.chart = chart;
- }
- }
-
-}
-
-
-void AtlasBuilder::updatePriorities(ChartBuildData * chart)
-{
- // Re-evaluate candidate priorities.
- uint candidateCount = chart->candidates.count();
- for (uint i = 0; i < candidateCount; i++)
- {
- chart->candidates.pairs[i].priority = evaluatePriority(chart, chart->candidates.pairs[i].face);
-
- if (faceChartArray[chart->candidates.pairs[i].face] == -1)
- {
- updateCandidate(chart, chart->candidates.pairs[i].face, chart->candidates.pairs[i].priority);
- }
- }
-
- // Sort candidates.
- chart->candidates.sort();
-}
-
-
-// Evaluate combined metric.
-float AtlasBuilder::evaluatePriority(ChartBuildData * chart, uint face)
-{
- // Estimate boundary length and area:
- float newBoundaryLength = evaluateBoundaryLength(chart, face);
- float newChartArea = evaluateChartArea(chart, face);
-
- float F = evaluateProxyFitMetric(chart, face);
- float C = evaluateRoundnessMetric(chart, face, newBoundaryLength, newChartArea);
- float P = evaluateStraightnessMetric(chart, face);
-
- // Penalize faces that cross seams, reward faces that close seams or reach boundaries.
- float N = evaluateNormalSeamMetric(chart, face);
- float T = evaluateTextureSeamMetric(chart, face);
-
- //float R = evaluateCompletenessMetric(chart, face);
-
- //float D = evaluateDihedralAngleMetric(chart, face);
- // @@ Add a metric based on local dihedral angle.
-
- // @@ Tweaking the normal and texture seam metrics.
- // - Cause more impedance. Never cross 90 degree edges.
- // -
-
- float cost = float(
- settings.proxyFitMetricWeight * F +
- settings.roundnessMetricWeight * C +
- settings.straightnessMetricWeight * P +
- settings.normalSeamMetricWeight * N +
- settings.textureSeamMetricWeight * T);
-
- /*cost = settings.proxyFitMetricWeight * powf(F, settings.proxyFitMetricExponent);
- cost = max(cost, settings.roundnessMetricWeight * powf(C, settings.roundnessMetricExponent));
- cost = max(cost, settings.straightnessMetricWeight * pow(P, settings.straightnessMetricExponent));
- cost = max(cost, settings.normalSeamMetricWeight * N);
- cost = max(cost, settings.textureSeamMetricWeight * T);*/
-
- // Enforce limits strictly:
- if (newChartArea > settings.maxChartArea) cost = FLT_MAX;
- if (newBoundaryLength > settings.maxBoundaryLength) cost = FLT_MAX;
-
- // Make sure normal seams are fully respected:
- if (settings.normalSeamMetricWeight >= 1000 && N != 0) cost = FLT_MAX;
-
- nvCheck(isFinite(cost));
- return cost;
-}
-
-
-// Returns a value in [0-1].
-float AtlasBuilder::evaluateProxyFitMetric(ChartBuildData * chart, uint f)
-{
- const HalfEdge::Face * face = mesh->faceAt(f);
- Vector3 faceNormal = triangleNormal(face);
- //return square(dot(chart->coneAxis, faceNormal) - cosf(chart->coneAngle));
-
- // Use plane fitting metric for now:
- //return square(1 - dot(faceNormal, chart->planeNormal)); // @@ normal deviations should be weighted by face area
- return 1 - dot(faceNormal, chart->planeNormal); // @@ normal deviations should be weighted by face area
-
- // Find distance to chart.
- /*Vector3 faceCentroid = face->centroid();
-
- float dist = 0;
- int count = 0;
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- if (!edge->isBoundary()) {
- const HalfEdge::Face * neighborFace = edge->pair()->face();
- if (faceChartArray[neighborFace->id()] == chart->id) {
- dist += length(neighborFace->centroid() - faceCentroid);
- count++;
- }
- }
- }
-
- dist /= (count * count);
-
- return (1 - dot(faceNormal, chart->planeNormal)) * dist;*/
-
- //return (1 - dot(faceNormal, chart->planeNormal));
-}
-
-float AtlasBuilder::evaluateDistanceToBoundary(ChartBuildData * chart, uint face)
-{
-//#pragma message(NV_FILE_LINE "TODO: Evaluate distance to boundary metric.")
-
- // @@ This is needed for the seed relocation code.
- // @@ This could provide a better roundness metric.
-
- return 0.0f;
-}
-
-float AtlasBuilder::evaluateDistanceToSeed(ChartBuildData * chart, uint f)
-{
- //const uint seed = chart->seeds.back();
- //const uint faceCount = mesh->faceCount();
- //return shortestPaths[seed * faceCount + f];
-
- const HalfEdge::Face * seed = mesh->faceAt(chart->seeds.back());
- const HalfEdge::Face * face = mesh->faceAt(f);
- return length(triangleCenter(seed) - triangleCenter(face));
-}
-
-
-float AtlasBuilder::evaluateRoundnessMetric(ChartBuildData * chart, uint face, float newBoundaryLength, float newChartArea)
-{
- // @@ D-charts use distance to seed.
- // C(c,t) = pi * D(S_c,t)^2 / A_c
- //return PI * square(evaluateDistanceToSeed(chart, face)) / chart->area;
- //return PI * square(evaluateDistanceToSeed(chart, face)) / chart->area;
- //return 2 * PI * evaluateDistanceToSeed(chart, face) / chart->boundaryLength;
-
- // Garland's Hierarchical Face Clustering paper uses ratio between boundary and area, which is easier to compute and might work as well:
- // roundness = D^2/4*pi*A -> circle = 1, non circle greater than 1
-
- //return square(newBoundaryLength) / (newChartArea * 4 * PI);
- float roundness = square(chart->boundaryLength) / chart->area;
- float newRoundness = square(newBoundaryLength) / newChartArea;
- if (newRoundness > roundness) {
- return square(newBoundaryLength) / (newChartArea * 4 * PI);
- }
- else {
- // Offer no impedance to faces that improve roundness.
- return 0;
- }
-
- //return square(newBoundaryLength) / (4 * PI * newChartArea);
- //return clamp(1 - (4 * PI * newChartArea) / square(newBoundaryLength), 0.0f, 1.0f);
-
- // Use the ratio between the new roundness vs. the previous roundness.
- // - If we use the absolute metric, when the initial face is very long, then it's hard to make any progress.
- //return (square(newBoundaryLength) * chart->area) / (square(chart->boundaryLength) * newChartArea);
- //return (4 * PI * newChartArea) / square(newBoundaryLength) - (4 * PI * chart->area) / square(chart->boundaryLength);
-
- //if (square(newBoundaryLength) * chart->area) / (square(chart->boundaryLength) * newChartArea);
-
-}
-
-float AtlasBuilder::evaluateStraightnessMetric(ChartBuildData * chart, uint f)
-{
- float l_out = 0.0f;
- float l_in = 0.0f;
-
- const HalfEdge::Face * face = mesh->faceAt(f);
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- //float l = edge->length();
- float l = edgeLengths[edge->id/2];
-
- if (edge->isBoundary())
- {
- l_out += l;
- }
- else
- {
- uint neighborFaceId = edge->pair->face->id;
- if (faceChartArray[neighborFaceId] != chart->id) {
- l_out += l;
- }
- else {
- l_in += l;
- }
- }
- }
- nvDebugCheck(l_in != 0.0f); // Candidate face must be adjacent to chart. @@ This is not true if the input mesh has zero-length edges.
-
- //return l_out / l_in;
- float ratio = (l_out - l_in) / (l_out + l_in);
- //if (ratio < 0) ratio *= 10; // Encourage closing gaps.
- return min(ratio, 0.0f); // Only use the straightness metric to close gaps.
- //return ratio;
-}
-
-
-float AtlasBuilder::evaluateNormalSeamMetric(ChartBuildData * chart, uint f)
-{
- float seamFactor = 0.0f;
- float totalLength = 0.0f;
-
- const HalfEdge::Face * face = mesh->faceAt(f);
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- if (edge->isBoundary()) {
- continue;
- }
-
- const uint neighborFaceId = edge->pair->face->id;
- if (faceChartArray[neighborFaceId] != chart->id) {
- continue;
- }
-
- //float l = edge->length();
- float l = edgeLengths[edge->id/2];
-
- totalLength += l;
-
- if (!edge->isSeam()) {
- continue;
- }
-
- // Make sure it's a normal seam.
- if (isNormalSeam(edge))
- {
- float d0 = clamp(dot(edge->vertex->nor, edge->pair->next->vertex->nor), 0.0f, 1.0f);
- float d1 = clamp(dot(edge->next->vertex->nor, edge->pair->vertex->nor), 0.0f, 1.0f);
- //float a0 = clamp(acosf(d0) / (PI/2), 0.0f, 1.0f);
- //float a1 = clamp(acosf(d1) / (PI/2), 0.0f, 1.0f);
- //l *= (a0 + a1) * 0.5f;
-
- l *= 1 - (d0 + d1) * 0.5f;
-
- seamFactor += l;
- }
- }
-
- if (seamFactor == 0) return 0.0f;
- return seamFactor / totalLength;
-}
-
-
-float AtlasBuilder::evaluateTextureSeamMetric(ChartBuildData * chart, uint f)
-{
- float seamLength = 0.0f;
- //float newSeamLength = 0.0f;
- //float oldSeamLength = 0.0f;
- float totalLength = 0.0f;
-
- const HalfEdge::Face * face = mesh->faceAt(f);
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- /*float l = edge->length();
- totalLength += l;
-
- if (edge->isBoundary() || !edge->isSeam()) {
- continue;
- }
-
- // Make sure it's a texture seam.
- if (isTextureSeam(edge))
- {
- uint neighborFaceId = edge->pair()->face()->id();
- if (faceChartArray[neighborFaceId] != chart->id) {
- newSeamLength += l;
- }
- else {
- oldSeamLength += l;
- }
- }*/
-
- if (edge->isBoundary()) {
- continue;
- }
-
- const uint neighborFaceId = edge->pair->face->id;
- if (faceChartArray[neighborFaceId] != chart->id) {
- continue;
- }
-
- //float l = edge->length();
- float l = edgeLengths[edge->id/2];
- totalLength += l;
-
- if (!edge->isSeam()) {
- continue;
- }
-
- // Make sure it's a texture seam.
- if (isTextureSeam(edge))
- {
- seamLength += l;
- }
- }
-
- if (seamLength == 0.0f) {
- return 0.0f; // Avoid division by zero.
- }
-
- return seamLength / totalLength;
-}
-
-
-float AtlasBuilder::evaluateSeamMetric(ChartBuildData * chart, uint f)
-{
- float newSeamLength = 0.0f;
- float oldSeamLength = 0.0f;
- float totalLength = 0.0f;
-
- const HalfEdge::Face * face = mesh->faceAt(f);
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- //float l = edge->length();
- float l = edgeLengths[edge->id/2];
-
- if (edge->isBoundary())
- {
- newSeamLength += l;
- }
- else
- {
- if (edge->isSeam())
- {
- uint neighborFaceId = edge->pair->face->id;
- if (faceChartArray[neighborFaceId] != chart->id) {
- newSeamLength += l;
- }
- else {
- oldSeamLength += l;
- }
- }
- }
-
- totalLength += l;
- }
-
- return (newSeamLength - oldSeamLength) / totalLength;
-}
-
-
-float AtlasBuilder::evaluateChartArea(ChartBuildData * chart, uint f)
-{
- const HalfEdge::Face * face = mesh->faceAt(f);
- //return chart->area + face->area();
- return chart->area + faceAreas[face->id];
-}
-
-
-float AtlasBuilder::evaluateBoundaryLength(ChartBuildData * chart, uint f)
-{
- float boundaryLength = chart->boundaryLength;
-
- // Add new edges, subtract edges shared with the chart.
- const HalfEdge::Face * face = mesh->faceAt(f);
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- //float edgeLength = edge->length();
- float edgeLength = edgeLengths[edge->id/2];
-
- if (edge->isBoundary())
- {
- boundaryLength += edgeLength;
- }
- else
- {
- uint neighborFaceId = edge->pair->face->id;
- if (faceChartArray[neighborFaceId] != chart->id) {
- boundaryLength += edgeLength;
- }
- else {
- boundaryLength -= edgeLength;
- }
- }
- }
- //nvDebugCheck(boundaryLength >= 0);
-
- return max(0.0f, boundaryLength); // @@ Hack!
-}
-
-Vector3 AtlasBuilder::evaluateChartNormalSum(ChartBuildData * chart, uint f)
-{
- const HalfEdge::Face * face = mesh->faceAt(f);
- return chart->normalSum + triangleNormalAreaScaled(face);
-}
-
-Vector3 AtlasBuilder::evaluateChartCentroidSum(ChartBuildData * chart, uint f)
-{
- const HalfEdge::Face * face = mesh->faceAt(f);
- return chart->centroidSum + face->centroid();
-}
-
-
-Vector3 AtlasBuilder::computeChartCentroid(const ChartBuildData * chart)
-{
- Vector3 centroid(0);
-
- const uint faceCount = chart->faces.count();
- for (uint i = 0; i < faceCount; i++)
- {
- const HalfEdge::Face * face = mesh->faceAt(chart->faces[i]);
- centroid += triangleCenter(face);
- }
-
- return centroid / float(faceCount);
-}
-
-
-void AtlasBuilder::fillHoles(float threshold)
-{
- while (facesLeft > 0)
- {
- createRandomChart(threshold);
- }
-}
-
-
-void AtlasBuilder::mergeChart(ChartBuildData * owner, ChartBuildData * chart, float sharedBoundaryLength)
-{
- const uint faceCount = chart->faces.count();
- for (uint i = 0; i < faceCount; i++)
- {
- uint f = chart->faces[i];
-
- nvDebugCheck(faceChartArray[f] == chart->id);
- faceChartArray[f] = owner->id;
-
- owner->faces.append(f);
- }
-
- // Update adjacencies?
-
- owner->area += chart->area;
- owner->boundaryLength += chart->boundaryLength - sharedBoundaryLength;
-
- owner->normalSum += chart->normalSum;
- owner->centroidSum += chart->centroidSum;
-
- updateProxy(owner);
-}
-
-void AtlasBuilder::mergeCharts()
-{
- Array<float> sharedBoundaryLengths;
-
- const uint chartCount = chartArray.count();
- for (int c = chartCount-1; c >= 0; c--)
- {
- sharedBoundaryLengths.clear();
- sharedBoundaryLengths.resize(chartCount, 0.0f);
-
- ChartBuildData * chart = chartArray[c];
-
- float externalBoundary = 0.0f;
-
- const uint faceCount = chart->faces.count();
- for (uint i = 0; i < faceCount; i++)
- {
- uint f = chart->faces[i];
- const HalfEdge::Face * face = mesh->faceAt(f);
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- //float l = edge->length();
- float l = edgeLengths[edge->id/2];
-
- if (edge->isBoundary()) {
- externalBoundary += l;
- }
- else {
- uint neighborFace = edge->pair->face->id;
- uint neighborChart = faceChartArray[neighborFace];
-
- if (neighborChart != c) {
- if ((edge->isSeam() && (isNormalSeam(edge) || isTextureSeam(edge))) || neighborChart == -2) {
- externalBoundary += l;
- }
- else {
- sharedBoundaryLengths[neighborChart] += l;
- }
- }
- }
- }
- }
-
- for (int cc = chartCount-1; cc >= 0; cc--)
- {
- if (cc == c)
- continue;
-
- ChartBuildData * chart2 = chartArray[cc];
- if (chart2 == NULL)
- continue;
-
- if (sharedBoundaryLengths[cc] > 0.8 * max(0.0f, chart->boundaryLength - externalBoundary)) {
-
- // Try to avoid degenerate configurations.
- if (chart2->boundaryLength > sharedBoundaryLengths[cc])
- {
- if (dot(chart2->planeNormal, chart->planeNormal) > -0.25) {
- mergeChart(chart2, chart, sharedBoundaryLengths[cc]);
- delete chart;
- chartArray[c] = NULL;
- break;
- }
- }
- }
-
- if (sharedBoundaryLengths[cc] > 0.20 * max(0.0f, chart->boundaryLength - externalBoundary)) {
-
- // Compare proxies.
- if (dot(chart2->planeNormal, chart->planeNormal) > 0) {
- mergeChart(chart2, chart, sharedBoundaryLengths[cc]);
- delete chart;
- chartArray[c] = NULL;
- break;
- }
- }
- }
- }
-
- // Remove deleted charts.
- for (int c = 0; c < I32(chartArray.count()); /*do not increment if removed*/)
- {
- if (chartArray[c] == NULL) {
- chartArray.removeAt(c);
-
- // Update faceChartArray.
- const uint faceCount = faceChartArray.count();
- for (uint i = 0; i < faceCount; i++) {
- nvDebugCheck (faceChartArray[i] != -1);
- nvDebugCheck (faceChartArray[i] != c);
- nvDebugCheck (faceChartArray[i] <= I32(chartArray.count()));
-
- if (faceChartArray[i] > c) {
- faceChartArray[i]--;
- }
- }
- }
- else {
- chartArray[c]->id = c;
- c++;
- }
- }
-}
-
-
-
-const Array<uint> & AtlasBuilder::chartFaces(uint i) const
-{
- return chartArray[i]->faces;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.h b/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.h
deleted file mode 100644
index f25c724f7e..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.h
+++ /dev/null
@@ -1,111 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#pragma once
-#ifndef NV_MESH_ATLASBUILDER_H
-#define NV_MESH_ATLASBUILDER_H
-
-#include "Atlas.h"
-
-#include "nvmath/Vector.h"
-#include "nvmath/Random.h"
-#include "nvmesh/nvmesh.h"
-
-#include "nvcore/Array.h"
-#include "nvcore/BitArray.h"
-
-
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
-
- struct ChartBuildData;
-
- struct AtlasBuilder
- {
- AtlasBuilder(const HalfEdge::Mesh * m);
- ~AtlasBuilder();
-
- void markUnchartedFaces(const Array<uint> & unchartedFaces);
-
- void computeShortestPaths();
-
- void placeSeeds(float threshold, uint maxSeedCount);
- void createRandomChart(float threshold);
-
- void addFaceToChart(ChartBuildData * chart, uint f, bool recomputeProxy=false);
-
- bool growCharts(float threshold, uint faceCount);
- bool growChart(ChartBuildData * chart, float threshold, uint faceCount);
-
- void resetCharts();
-
- void updateCandidates(ChartBuildData * chart, uint face);
-
- void updateProxies();
- void updateProxy(ChartBuildData * chart);
-
- bool relocateSeeds();
- bool relocateSeed(ChartBuildData * chart);
-
- void updatePriorities(ChartBuildData * chart);
-
- float evaluatePriority(ChartBuildData * chart, uint face);
- float evaluateProxyFitMetric(ChartBuildData * chart, uint face);
- float evaluateDistanceToBoundary(ChartBuildData * chart, uint face);
- float evaluateDistanceToSeed(ChartBuildData * chart, uint face);
- float evaluateRoundnessMetric(ChartBuildData * chart, uint face, float newBoundaryLength, float newChartArea);
- float evaluateStraightnessMetric(ChartBuildData * chart, uint face);
-
- float evaluateNormalSeamMetric(ChartBuildData * chart, uint f);
- float evaluateTextureSeamMetric(ChartBuildData * chart, uint f);
- float evaluateSeamMetric(ChartBuildData * chart, uint f);
-
- float evaluateChartArea(ChartBuildData * chart, uint f);
- float evaluateBoundaryLength(ChartBuildData * chart, uint f);
- Vector3 evaluateChartNormalSum(ChartBuildData * chart, uint f);
- Vector3 evaluateChartCentroidSum(ChartBuildData * chart, uint f);
-
- Vector3 computeChartCentroid(const ChartBuildData * chart);
-
-
- void fillHoles(float threshold);
- void mergeCharts();
-
- // @@ Cleanup.
- struct Candidate {
- uint face;
- ChartBuildData * chart;
- float metric;
- };
-
- const Candidate & getBestCandidate() const;
- void removeCandidate(uint f);
- void updateCandidate(ChartBuildData * chart, uint f, float metric);
-
- void mergeChart(ChartBuildData * owner, ChartBuildData * chart, float sharedBoundaryLength);
-
-
- uint chartCount() const { return chartArray.count(); }
- const Array<uint> & chartFaces(uint i) const;
-
- const HalfEdge::Mesh * mesh;
- uint facesLeft;
- Array<int> faceChartArray;
- Array<ChartBuildData *> chartArray;
- Array<float> shortestPaths;
-
- Array<float> edgeLengths;
- Array<float> faceAreas;
-
- Array<Candidate> candidateArray; //
- Array<uint> faceCandidateArray; // Map face index to candidate index.
-
- MTRand rand;
-
- SegmentationSettings settings;
- };
-
-} // nv namespace
-
-#endif // NV_MESH_ATLASBUILDER_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.cpp b/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.cpp
deleted file mode 100644
index 11e635db17..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.cpp
+++ /dev/null
@@ -1,1401 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "AtlasPacker.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/param/Atlas.h"
-#include "nvmesh/param/Util.h"
-#include "nvmesh/raster/Raster.h"
-
-#include "nvmath/Vector.inl"
-#include "nvmath/ConvexHull.h"
-#include "nvmath/Color.h"
-#include "nvmath/ftoi.h"
-
-#include "nvcore/StrLib.h" // debug
-#include "nvcore/StdStream.h" // fileOpen
-
-#include <float.h> // FLT_MAX
-#include <limits.h> // UINT_MAX
-
-using namespace nv;
-
-#define DEBUG_OUTPUT 0
-
-#if DEBUG_OUTPUT
-
-#include "nvimage/ImageIO.h"
-
-namespace
-{
- const uint TGA_TYPE_GREY = 3;
- const uint TGA_TYPE_RGB = 2;
- const uint TGA_ORIGIN_UPPER = 0x20;
-
-#pragma pack(push, 1)
- struct TgaHeader {
- uint8 id_length;
- uint8 colormap_type;
- uint8 image_type;
- uint16 colormap_index;
- uint16 colormap_length;
- uint8 colormap_size;
- uint16 x_origin;
- uint16 y_origin;
- uint16 width;
- uint16 height;
- uint8 pixel_size;
- uint8 flags;
-
- enum { Size = 18 }; //const static int SIZE = 18;
- };
-#pragma pack(pop)
-
- static void outputDebugBitmap(const char * fileName, const BitMap & bitmap, int w, int h)
- {
- FILE * fp = fileOpen(fileName, "wb");
- if (fp == NULL) return;
-
- nvStaticCheck(sizeof(TgaHeader) == TgaHeader::Size);
- TgaHeader tga;
- tga.id_length = 0;
- tga.colormap_type = 0;
- tga.image_type = TGA_TYPE_GREY;
-
- tga.colormap_index = 0;
- tga.colormap_length = 0;
- tga.colormap_size = 0;
-
- tga.x_origin = 0;
- tga.y_origin = 0;
- tga.width = w;
- tga.height = h;
- tga.pixel_size = 8;
- tga.flags = TGA_ORIGIN_UPPER;
-
- fwrite(&tga, sizeof(TgaHeader), 1, fp);
-
- for (int j = 0; j < h; j++) {
- for (int i = 0; i < w; i++) {
- uint8 color = bitmap.bitAt(i, j) ? 0xFF : 0x0;
- fwrite(&color, 1, 1, fp);
- }
- }
-
- fclose(fp);
- }
-
- static void outputDebugImage(const char * fileName, const Image & bitmap, int w, int h)
- {
- FILE * fp = fileOpen(fileName, "wb");
- if (fp == NULL) return;
-
- nvStaticCheck(sizeof(TgaHeader) == TgaHeader::Size);
- TgaHeader tga;
- tga.id_length = 0;
- tga.colormap_type = 0;
- tga.image_type = TGA_TYPE_RGB;
-
- tga.colormap_index = 0;
- tga.colormap_length = 0;
- tga.colormap_size = 0;
-
- tga.x_origin = 0;
- tga.y_origin = 0;
- tga.width = w;
- tga.height = h;
- tga.pixel_size = 24;
- tga.flags = TGA_ORIGIN_UPPER;
-
- fwrite(&tga, sizeof(TgaHeader), 1, fp);
-
- for (int j = 0; j < h; j++) {
- for (int i = 0; i < w; i++) {
- Color32 color = bitmap.pixel(i, j);
- fwrite(&color.r, 1, 1, fp);
- fwrite(&color.g, 1, 1, fp);
- fwrite(&color.b, 1, 1, fp);
- }
- }
-
- fclose(fp);
- }
-}
-
-#endif // DEBUG_OUTPUT
-
-inline int align(int x, int a) {
- //return a * ((x + a - 1) / a);
- //return (x + a - 1) & -a;
- return (x + a - 1) & ~(a - 1);
-}
-
-inline bool isAligned(int x, int a) {
- return (x & (a - 1)) == 0;
-}
-
-
-
-AtlasPacker::AtlasPacker(Atlas * atlas) : m_atlas(atlas), m_bitmap(256, 256)
-{
- m_width = 0;
- m_height = 0;
-
- // -- GODOT start --
- //m_debug_bitmap.allocate(256, 256);
- //m_debug_bitmap.fill(Color32(0,0,0,0));
- // -- GODOT end --
-}
-
-AtlasPacker::~AtlasPacker()
-{
-}
-
-// This should compute convex hull and use rotating calipers to find the best box. Currently it uses a brute force method.
-static bool computeBoundingBox(Chart * chart, Vector2 * majorAxis, Vector2 * minorAxis, Vector2 * minCorner, Vector2 * maxCorner)
-{
- // Compute list of boundary points.
- Array<Vector2> points(16);
-
- HalfEdge::Mesh * mesh = chart->chartMesh();
- const uint vertexCount = mesh->vertexCount();
-
- for (uint i = 0; i < vertexCount; i++) {
- HalfEdge::Vertex * vertex = mesh->vertexAt(i);
- if (vertex->isBoundary()) {
- points.append(vertex->tex);
- }
- }
-
- // This is not valid anymore. The chart mesh may have multiple boundaries!
- /*const HalfEdge::Vertex * vertex = findBoundaryVertex(chart->chartMesh());
-
- // Traverse boundary.
- const HalfEdge::Edge * const firstEdge = vertex->edge();
- const HalfEdge::Edge * edge = firstEdge;
- do {
- vertex = edge->vertex();
-
- nvDebugCheck (vertex->isBoundary());
- points.append(vertex->tex);
-
- edge = edge->next();
- } while (edge != firstEdge);*/
-
-#if 1
- Array<Vector2> hull;
- if (points.size()==0) {
- return false;
- }
-
- convexHull(points, hull, 0.00001f);
-
- // @@ Ideally I should use rotating calipers to find the best box. Using brute force for now.
-
- float best_area = FLT_MAX;
- Vector2 best_min;
- Vector2 best_max;
- Vector2 best_axis;
-
- const uint hullCount = hull.count();
- for (uint i = 0, j = hullCount-1; i < hullCount; j = i, i++) {
-
- if (equal(hull[i], hull[j])) {
- continue;
- }
-
- Vector2 axis = normalize(hull[i] - hull[j], 0.0f);
- nvDebugCheck(isFinite(axis));
-
- // Compute bounding box.
- Vector2 box_min(FLT_MAX, FLT_MAX);
- Vector2 box_max(-FLT_MAX, -FLT_MAX);
-
- for (uint v = 0; v < hullCount; v++) {
-
- Vector2 point = hull[v];
-
- float x = dot(axis, point);
- if (x < box_min.x) box_min.x = x;
- if (x > box_max.x) box_max.x = x;
-
- float y = dot(Vector2(-axis.y, axis.x), point);
- if (y < box_min.y) box_min.y = y;
- if (y > box_max.y) box_max.y = y;
- }
-
- // Compute box area.
- float area = (box_max.x - box_min.x) * (box_max.y - box_min.y);
-
- if (area < best_area) {
- best_area = area;
- best_min = box_min;
- best_max = box_max;
- best_axis = axis;
- }
- }
-
- // Make sure the box contains all the input points since the convex hull is not 100% accurate.
- /*const uint pointCount = points.count();
- for (uint v = 0; v < pointCount; v++) {
-
- Vector2 point = points[v];
-
- float x = dot(best_axis, point);
- if (x < best_min.x) best_min.x = x;
-
- float y = dot(Vector2(-best_axis.y, best_axis.x), point);
- if (y < best_min.y) best_min.y = y;
- }*/
-
- // Consider all points, not only boundary points, in case the input chart is malformed.
- for (uint i = 0; i < vertexCount; i++) {
- HalfEdge::Vertex * vertex = mesh->vertexAt(i);
- Vector2 point = vertex->tex;
-
- float x = dot(best_axis, point);
- if (x < best_min.x) best_min.x = x;
- if (x > best_max.x) best_max.x = x;
-
- float y = dot(Vector2(-best_axis.y, best_axis.x), point);
- if (y < best_min.y) best_min.y = y;
- if (y > best_max.y) best_max.y = y;
- }
-
- *majorAxis = best_axis;
- *minorAxis = Vector2(-best_axis.y, best_axis.x);
- *minCorner = best_min;
- *maxCorner = best_max;
-
-#else
- // Approximate implementation: try 16 different directions and keep the best.
-
- const uint N = 16;
- Vector2 axis[N];
-
- float minAngle = 0;
- float maxAngle = PI / 2;
-
- int best;
- Vector2 mins[N];
- Vector2 maxs[N];
-
- const int iterationCount = 1;
- for (int j = 0; j < iterationCount; j++)
- {
- // Init predefined directions.
- for (int i = 0; i < N; i++)
- {
- float angle = lerp(minAngle, maxAngle, float(i)/N);
- axis[i].set(cosf(angle), sinf(angle));
- }
-
- // Compute box for each direction.
- for (int i = 0; i < N; i++)
- {
- mins[i].set(FLT_MAX, FLT_MAX);
- maxs[i].set(-FLT_MAX, -FLT_MAX);
- }
-
- for (uint p = 0; p < points.count(); p++)
- {
- Vector2 point = points[p];
-
- for (int i = 0; i < N; i++)
- {
- float x = dot(axis[i], point);
- if (x < mins[i].x) mins[i].x = x;
- if (x > maxs[i].x) maxs[i].x = x;
-
- float y = dot(Vector2(-axis[i].y, axis[i].x), point);
- if (y < mins[i].y) mins[i].y = y;
- if (y > maxs[i].y) maxs[i].y = y;
- }
- }
-
- // Find box with minimum area.
- best = -1;
- int second_best = -1;
- float best_area = FLT_MAX;
- float second_best_area = FLT_MAX;
-
- for (int i = 0; i < N; i++)
- {
- float area = (maxs[i].x - mins[i].x) * (maxs[i].y - mins[i].y);
-
- if (area < best_area)
- {
- second_best_area = best_area;
- second_best = best;
-
- best_area = area;
- best = i;
- }
- else if (area < second_best_area)
- {
- second_best_area = area;
- second_best = i;
- }
- }
- nvDebugCheck(best != -1);
- nvDebugCheck(second_best != -1);
- nvDebugCheck(best != second_best);
-
- if (j != iterationCount-1)
- {
- // Handle wrap-around during the first iteration.
- if (j == 0) {
- if (best == 0 && second_best == N-1) best = N;
- if (best == N-1 && second_best == 0) second_best = N;
- }
-
- if (best < second_best) swap(best, second_best);
-
- // Update angles.
- float deltaAngle = (maxAngle - minAngle) / N;
- maxAngle = minAngle + (best - 0.5f) * deltaAngle;
- minAngle = minAngle + (second_best + 0.5f) * deltaAngle;
- }
- }
-
- // Compute major and minor axis, and origin.
- *majorAxis = axis[best];
- *minorAxis = Vector2(-axis[best].y, axis[best].x);
- *origin = mins[best];
-
- // @@ If the parameterization is invalid, we could have an interior vertex outside the boundary.
- // @@ In that case the returned bounding box would be incorrect. Compute updated bounds here.
- /*for (uint p = 0; p < points.count(); p++)
- {
- Vector2 point = points[p];
-
- for (int i = 0; i < N; i++)
- {
- float x = dot(*majorAxis, point);
- float y = dot(*minorAxis, point);
- }
- }*/
-#endif
-
- return true;
-}
-
-
-void AtlasPacker::packCharts(int quality, float texelsPerUnit, bool blockAligned, bool conservative)
-{
- const uint chartCount = m_atlas->chartCount();
- if (chartCount == 0) return;
-
- Array<float> chartOrderArray;
- chartOrderArray.resize(chartCount);
-
- Array<Vector2> chartExtents;
- chartExtents.resize(chartCount);
-
- float meshArea = 0;
- for (uint c = 0; c < chartCount; c++)
- {
- Chart * chart = m_atlas->chartAt(c);
-
- if (!chart->isVertexMapped() && !chart->isDisk()) {
- chartOrderArray[c] = 0;
-
- // Skip non-disks.
- continue;
- }
-
- Vector2 extents(0.0f);
-
- if (chart->isVertexMapped()) {
- // Let's assume vertex maps are arranged in a rectangle.
- //HalfEdge::Mesh * mesh = chart->chartMesh();
-
- // Arrange vertices in a rectangle.
- extents.x = float(chart->vertexMapWidth);
- extents.y = float(chart->vertexMapHeight);
- }
- else {
- // Compute surface area to sort charts.
- float chartArea = chart->computeSurfaceArea();
- meshArea += chartArea;
- //chartOrderArray[c] = chartArea;
-
- // Compute chart scale
- float parametricArea = fabs(chart->computeParametricArea()); // @@ There doesn't seem to be anything preventing parametric area to be negative.
- if (parametricArea < NV_EPSILON) {
- // When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers.
- Vector2 bounds = chart->computeParametricBounds();
- parametricArea = bounds.x * bounds.y;
- }
- float scale = (chartArea / parametricArea) * texelsPerUnit;
- if (parametricArea == 0) // < NV_EPSILON)
- {
- scale = 0;
- }
- nvCheck(isFinite(scale));
-
- // Compute bounding box of chart.
- Vector2 majorAxis, minorAxis, origin, end;
- if (!computeBoundingBox(chart, &majorAxis, &minorAxis, &origin, &end)) {
- m_atlas->setFailed();
- return;
- }
-
- nvCheck(isFinite(majorAxis) && isFinite(minorAxis) && isFinite(origin));
-
- // Sort charts by perimeter. @@ This is sometimes producing somewhat unexpected results. Is this right?
- //chartOrderArray[c] = ((end.x - origin.x) + (end.y - origin.y)) * scale;
-
- // Translate, rotate and scale vertices. Compute extents.
- HalfEdge::Mesh * mesh = chart->chartMesh();
- const uint vertexCount = mesh->vertexCount();
- for (uint i = 0; i < vertexCount; i++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(i);
-
- //Vector2 t = vertex->tex - origin;
- Vector2 tmp;
- tmp.x = dot(vertex->tex, majorAxis);
- tmp.y = dot(vertex->tex, minorAxis);
- tmp -= origin;
- tmp *= scale;
- if (tmp.x < 0 || tmp.y < 0) {
- nvDebug("tmp: %f %f\n", tmp.x, tmp.y);
- nvDebug("scale: %f\n", scale);
- nvDebug("origin: %f %f\n", origin.x, origin.y);
- nvDebug("majorAxis: %f %f\n", majorAxis.x, majorAxis.y);
- nvDebug("minorAxis: %f %f\n", minorAxis.x, minorAxis.y);
- // -- GODOT start --
- //nvDebugBreak();
- m_atlas->setFailed();
- return;
- // -- GODOT end --
- }
- //nvCheck(tmp.x >= 0 && tmp.y >= 0);
-
- vertex->tex = tmp;
-
- nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
-
- extents = max(extents, tmp);
- }
- nvDebugCheck(extents.x >= 0 && extents.y >= 0);
-
- // Limit chart size.
- if (extents.x > 1024 || extents.y > 1024) {
- float limit = max(extents.x, extents.y);
-
- scale = 1024 / (limit + 1);
-
- for (uint i = 0; i < vertexCount; i++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(i);
- vertex->tex *= scale;
- }
-
- extents *= scale;
-
- nvDebugCheck(extents.x <= 1024 && extents.y <= 1024);
- }
-
-
- // Scale the charts to use the entire texel area available. So, if the width is 0.1 we could scale it to 1 without increasing the lightmap usage and making a better
- // use of it. In many cases this also improves the look of the seams, since vertices on the chart boundaries have more chances of being aligned with the texel centers.
-
- float scale_x = 1.0f;
- float scale_y = 1.0f;
-
- float divide_x = 1.0f;
- float divide_y = 1.0f;
-
- if (extents.x > 0) {
- int cw = ftoi_ceil(extents.x);
-
- if (blockAligned) {
- // Align all chart extents to 4x4 blocks, but taking padding into account.
- if (conservative) {
- cw = align(cw + 2, 4) - 2;
- }
- else {
- cw = align(cw + 1, 4) - 1;
- }
- }
-
- scale_x = (float(cw) - NV_EPSILON);
- divide_x = extents.x;
- extents.x = float(cw);
- }
-
- if (extents.y > 0) {
- int ch = ftoi_ceil(extents.y);
-
- if (blockAligned) {
- // Align all chart extents to 4x4 blocks, but taking padding into account.
- if (conservative) {
- ch = align(ch + 2, 4) - 2;
- }
- else {
- ch = align(ch + 1, 4) - 1;
- }
- }
-
- scale_y = (float(ch) - NV_EPSILON);
- divide_y = extents.y;
- extents.y = float(ch);
- }
-
- for (uint v = 0; v < vertexCount; v++) {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
-
- vertex->tex.x /= divide_x;
- vertex->tex.y /= divide_y;
- vertex->tex.x *= scale_x;
- vertex->tex.y *= scale_y;
-
- nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
- }
- }
-
- chartExtents[c] = extents;
-
- // Sort charts by perimeter.
- chartOrderArray[c] = extents.x + extents.y;
- }
-
- // @@ We can try to improve compression of small charts by sorting them by proximity like we do with vertex samples.
- // @@ How to do that? One idea: compute chart centroid, insert into grid, compute morton index of the cell, sort based on morton index.
- // @@ We would sort by morton index, first, then quantize the chart sizes, so that all small charts have the same size, and sort by size preserving the morton order.
-
- //nvDebug("Sorting charts.\n");
-
- // Sort charts by area.
- m_radix.sort(chartOrderArray);
- const uint32 * ranks = m_radix.ranks();
-
- // Estimate size of the map based on the mesh surface area and given texel scale.
- float texelCount = meshArea * square(texelsPerUnit) / 0.75f; // Assume 75% utilization.
- if (texelCount < 1) texelCount = 1;
- uint approximateExtent = nextPowerOfTwo(uint(sqrtf(texelCount)));
-
- //nvDebug("Init bitmap.\n");
-
- // @@ Pack all charts smaller than a texel into a compact rectangle.
- // @@ Start considering only 1x1 charts. Extend to 1xn charts later.
-
- /*for (uint i = 0; i < chartCount; i++)
- {
- uint c = ranks[chartCount - i - 1]; // largest chart first
-
- Chart * chart = m_atlas->chartAt(c);
-
- if (!chart->isDisk()) continue;
-
- if (iceil(chartExtents[c].x) == 1 && iceil(chartExtents[c].x) == 1) {
- // @@ Add to
- }
- }*/
-
-
-
- // Init bit map.
- m_bitmap.clearAll();
- if (approximateExtent > m_bitmap.width()) {
- m_bitmap.resize(approximateExtent, approximateExtent, false);
- // -- GODOT start --
- //m_debug_bitmap.resize(approximateExtent, approximateExtent);
- //m_debug_bitmap.fill(Color32(0,0,0,0));
- // -- GODOT end --
- }
-
-
- int w = 0;
- int h = 0;
-
-#if 1
- // Add sorted charts to bitmap.
- for (uint i = 0; i < chartCount; i++)
- {
- uint c = ranks[chartCount - i - 1]; // largest chart first
-
- Chart * chart = m_atlas->chartAt(c);
-
- if (!chart->isVertexMapped() && !chart->isDisk()) continue;
-
- //float scale_x = 1;
- //float scale_y = 1;
-
- BitMap chart_bitmap;
-
- if (chart->isVertexMapped()) {
- // Init all bits to 1.
- chart_bitmap.resize(ftoi_ceil(chartExtents[c].x), ftoi_ceil(chartExtents[c].y), /*initValue=*/true);
-
- // @@ Another alternative would be to try to map each vertex to a different texel trying to fill all the available unused texels.
- }
- else {
- // @@ Add special cases for dot and line charts. @@ Lightmap rasterizer also needs to handle these special cases.
- // @@ We could also have a special case for chart quads. If the quad surface <= 4 texels, align vertices with texel centers and do not add padding. May be very useful for foliage.
-
- // @@ In general we could reduce the padding of all charts by one texel by using a rasterizer that takes into account the 2-texel footprint of the tent bilinear filter. For example,
- // if we have a chart that is less than 1 texel wide currently we add one texel to the left and one texel to the right creating a 3-texel-wide bitmap. However, if we know that the
- // chart is only 1 texel wide we could align it so that it only touches the footprint of two texels:
-
- // | | <- Touches texels 0, 1 and 2.
- // | | <- Only touches texels 0 and 1.
- // \ \ / \ / /
- // \ X X /
- // \ / \ / \ /
- // V V V
- // 0 1 2
-
- if (conservative) {
- // Init all bits to 0.
- chart_bitmap.resize(ftoi_ceil(chartExtents[c].x) + 2, ftoi_ceil(chartExtents[c].y) + 2, /*initValue=*/false); // + 2 to add padding on both sides.
-
- // Rasterize chart and dilate.
- drawChartBitmapDilate(chart, &chart_bitmap, /*padding=*/1);
- }
- else {
- // Init all bits to 0.
- chart_bitmap.resize(ftoi_ceil(chartExtents[c].x) + 1, ftoi_ceil(chartExtents[c].y) + 1, /*initValue=*/false); // Add half a texels on each side.
-
- // Rasterize chart and dilate.
- drawChartBitmap(chart, &chart_bitmap, Vector2(1), Vector2(0.5));
- }
- }
-
- int best_x, best_y;
- int best_cw, best_ch; // Includes padding now.
- int best_r;
- findChartLocation(quality, &chart_bitmap, chartExtents[c], w, h, &best_x, &best_y, &best_cw, &best_ch, &best_r);
-
- /*if (w < best_x + best_cw || h < best_y + best_ch)
- {
- nvDebug("Resize extents to (%d, %d).\n", best_x + best_cw, best_y + best_ch);
- }*/
-
- // Update parametric extents.
- w = max(w, best_x + best_cw);
- h = max(h, best_y + best_ch);
-
- w = align(w, 4);
- h = align(h, 4);
-
- // Resize bitmap if necessary.
- if (uint(w) > m_bitmap.width() || uint(h) > m_bitmap.height())
- {
- //nvDebug("Resize bitmap (%d, %d).\n", nextPowerOfTwo(w), nextPowerOfTwo(h));
- m_bitmap.resize(nextPowerOfTwo(U32(w)), nextPowerOfTwo(U32(h)), false);
- // -- GODOT start --
- //m_debug_bitmap.resize(nextPowerOfTwo(U32(w)), nextPowerOfTwo(U32(h)));
- // -- GODOT end --
- }
-
- //nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
-
- addChart(&chart_bitmap, w, h, best_x, best_y, best_r, /*debugOutput=*/NULL);
-
- // -- GODOT start --
- // IC: Output chart again to debug bitmap.
- /*if (chart->isVertexMapped()) {
- addChart(&chart_bitmap, w, h, best_x, best_y, best_r, &m_debug_bitmap);
- }
- else {
- addChart(chart, w, h, best_x, best_y, best_r, &m_debug_bitmap);
- }*/
- // -- GODOT end --
-
- //float best_angle = 2 * PI * best_r;
-
- // Translate and rotate chart texture coordinates.
- HalfEdge::Mesh * mesh = chart->chartMesh();
- const uint vertexCount = mesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
-
- Vector2 t = vertex->tex;
- if (best_r) swap(t.x, t.y);
- //vertex->tex.x = best_x + t.x * cosf(best_angle) - t.y * sinf(best_angle);
- //vertex->tex.y = best_y + t.x * sinf(best_angle) + t.y * cosf(best_angle);
-
- vertex->tex.x = best_x + t.x + 0.5f;
- vertex->tex.y = best_y + t.y + 0.5f;
-
- nvCheck(vertex->tex.x >= 0 && vertex->tex.y >= 0);
- nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
- }
-
-#if DEBUG_OUTPUT && 0
- StringBuilder fileName;
- fileName.format("debug_packer_%d.tga", i);
- //outputDebugBitmap(fileName.str(), m_bitmap, w, h);
- outputDebugImage(fileName.str(), m_debug_bitmap, w, h);
-#endif
- }
-
-#else // 0
-
- // Add sorted charts to bitmap.
- for (uint i = 0; i < chartCount; i++)
- {
- uint c = ranks[chartCount - i - 1]; // largest chart first
-
- Chart * chart = m_atlas->chartAt(c);
-
- if (!chart->isDisk()) continue;
-
- Vector2 scale(1, 1);
-
-#if 0 // old method.
- //m_padding_x = 2*padding;
- //m_padding_y = 2*padding;
-#else
- //m_padding_x = 0; //padding;
- //m_padding_y = 0; //padding;
-#endif
-
- int bw = ftoi_ceil(chartExtents[c].x + 1);
- int bh = ftoi_ceil(chartExtents[c].y + 1);
-
- if (chartExtents[c].x < 1.0f) {
- scale.x = 0.01f; // @@ Ideally we would like to scale it to 0, but then our rasterizer would not touch any pixels.
- bw = 1;
- }
- if (chartExtents[c].y < 1.0f) {
- scale.y = 0.01f;
- bh = 1;
- }
-
- //BitMap chart_bitmap(iceil(chartExtents[c].x) + 1 + m_padding_x * 2, iceil(chartExtents[c].y) + 1 + m_padding_y * 2);
- //BitMap chart_bitmap(ftoi_ceil(chartExtents[c].x/2)*2, ftoi_ceil(chartExtents[c].y/2)*2);
- BitMap chart_bitmap(bw, bh);
- chart_bitmap.clearAll();
-
- Vector2 offset;
- offset.x = 0; // (chart_bitmap.width() - chartExtents[c].x) * 0.5f;
- offset.y = 0; // (chart_bitmap.height() - chartExtents[c].y) * 0.5f;
-
- drawChartBitmap(chart, &chart_bitmap, scale, offset);
-
- int best_x, best_y;
- int best_cw, best_ch;
- int best_r;
- findChartLocation(quality, &chart_bitmap, chartExtents[c], w, h, &best_x, &best_y, &best_cw, &best_ch, &best_r);
-
- /*if (w < best_x + best_cw || h < best_y + best_ch)
- {
- nvDebug("Resize extents to (%d, %d).\n", best_x + best_cw, best_y + best_ch);
- }*/
-
- // Update parametric extents.
- w = max(w, best_x + best_cw);
- h = max(h, best_y + best_ch);
-
- // Resize bitmap if necessary.
- if (uint(w) > m_bitmap.width() || uint(h) > m_bitmap.height())
- {
- //nvDebug("Resize bitmap (%d, %d).\n", nextPowerOfTwo(w), nextPowerOfTwo(h));
- m_bitmap.resize(nextPowerOfTwo(w), nextPowerOfTwo(h), false);
- m_debug_bitmap.resize(nextPowerOfTwo(w), nextPowerOfTwo(h));
- }
-
- //nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
-
-#if 0 // old method.
-#if _DEBUG
- checkCanAddChart(chart, w, h, best_x, best_y, best_r);
-#endif
-
- // Add chart.
- addChart(chart, w, h, best_x, best_y, best_r);
-#else
- // Add chart reusing its bitmap.
- addChart(&chart_bitmap, w, h, best_x, best_y, best_r);
-#endif
-
- //float best_angle = 2 * PI * best_r;
-
- // Translate and rotate chart texture coordinates.
- HalfEdge::Mesh * mesh = chart->chartMesh();
- const uint vertexCount = mesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
-
- Vector2 t = vertex->tex * scale + offset;
- if (best_r) swap(t.x, t.y);
- //vertex->tex.x = best_x + t.x * cosf(best_angle) - t.y * sinf(best_angle);
- //vertex->tex.y = best_y + t.x * sinf(best_angle) + t.y * cosf(best_angle);
- vertex->tex.x = best_x + t.x + 0.5f;
- vertex->tex.y = best_y + t.y + 0.5f;
-
- nvCheck(vertex->tex.x >= 0 && vertex->tex.y >= 0);
- }
-
-#if DEBUG_OUTPUT && 0
- StringBuilder fileName;
- fileName.format("debug_packer_%d.tga", i);
- //outputDebugBitmap(fileName.str(), m_bitmap, w, h);
- outputDebugImage(fileName.str(), m_debug_bitmap, w, h);
-#endif
- }
-
-#endif // 0
-
- //w -= padding - 1; // Leave one pixel border!
- //h -= padding - 1;
-
- m_width = max(0, w);
- m_height = max(0, h);
-
- nvCheck(isAligned(m_width, 4));
- nvCheck(isAligned(m_height, 4));
-
- // -- GODOT start --
- //m_debug_bitmap.resize(m_width, m_height);
- //m_debug_bitmap.setFormat(Image::Format_ARGB);
- // -- GODOT end --
-
-#if DEBUG_OUTPUT
- //outputDebugBitmap("debug_packer_final.tga", m_bitmap, w, h);
- //outputDebugImage("debug_packer_final.tga", m_debug_bitmap, w, h);
- ImageIO::save("debug_packer_final.tga", &m_debug_bitmap);
-#endif
-}
-
-
-// IC: Brute force is slow, and random may take too much time to converge. We start inserting large charts in a small atlas. Using brute force is lame, because most of the space
-// is occupied at this point. At the end we have many small charts and a large atlas with sparse holes. Finding those holes randomly is slow. A better approach would be to
-// start stacking large charts as if they were tetris pieces. Once charts get small try to place them randomly. It may be interesting to try a intermediate strategy, first try
-// along one axis and then try exhaustively along that axis.
-void AtlasPacker::findChartLocation(int quality, const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r)
-{
- int attempts = 256;
- if (quality == 1) attempts = 4096;
- if (quality == 2) attempts = 2048;
- if (quality == 3) attempts = 1024;
- if (quality == 4) attempts = 512;
-
- if (quality == 0 || w*h < attempts)
- {
- findChartLocation_bruteForce(bitmap, extents, w, h, best_x, best_y, best_w, best_h, best_r);
- }
- else
- {
- findChartLocation_random(bitmap, extents, w, h, best_x, best_y, best_w, best_h, best_r, attempts);
- }
-}
-
-#define BLOCK_SIZE 4
-
-void AtlasPacker::findChartLocation_bruteForce(const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r)
-{
- int best_metric = INT_MAX;
-
- // Try two different orientations.
- for (int r = 0; r < 2; r++)
- {
- int cw = bitmap->width();
- int ch = bitmap->height();
- if (r & 1) swap(cw, ch);
-
- for (int y = 0; y <= h + 1; y += BLOCK_SIZE) // + 1 to extend atlas in case atlas full.
- {
- for (int x = 0; x <= w + 1; x += BLOCK_SIZE) // + 1 not really necessary here.
- {
- // Early out.
- int area = max(w, x+cw) * max(h, y+ch);
- //int perimeter = max(w, x+cw) + max(h, y+ch);
- int extents = max(max(w, x+cw), max(h, y+ch));
-
- int metric = extents*extents + area;
-
- if (metric > best_metric) {
- continue;
- }
- if (metric == best_metric && max(x, y) >= max(*best_x, *best_y)) {
- // If metric is the same, pick the one closest to the origin.
- continue;
- }
-
- if (canAddChart(bitmap, w, h, x, y, r))
- {
- best_metric = metric;
- *best_x = x;
- *best_y = y;
- *best_w = cw;
- *best_h = ch;
- *best_r = r;
-
- if (area == w*h)
- {
- // Chart is completely inside, do not look at any other location.
- goto done;
- }
- }
- }
- }
- }
-
-done:
- nvDebugCheck (best_metric != INT_MAX);
-}
-
-
-void AtlasPacker::findChartLocation_random(const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r, int minTrialCount)
-{
- int best_metric = INT_MAX;
-
- for (int i = 0; i < minTrialCount || best_metric == INT_MAX; i++)
- {
- int r = m_rand.getRange(1);
- int x = m_rand.getRange(w + 1); // + 1 to extend atlas in case atlas full. We may want to use a higher number to increase probability of extending atlas.
- int y = m_rand.getRange(h + 1); // + 1 to extend atlas in case atlas full.
-
- x = align(x, BLOCK_SIZE);
- y = align(y, BLOCK_SIZE);
-
- int cw = bitmap->width();
- int ch = bitmap->height();
- if (r & 1) swap(cw, ch);
-
- // Early out.
- int area = max(w, x+cw) * max(h, y+ch);
- //int perimeter = max(w, x+cw) + max(h, y+ch);
- int extents = max(max(w, x+cw), max(h, y+ch));
-
- int metric = extents*extents + area;
-
- if (metric > best_metric) {
- continue;
- }
- if (metric == best_metric && min(x, y) > min(*best_x, *best_y)) {
- // If metric is the same, pick the one closest to the origin.
- continue;
- }
-
- if (canAddChart(bitmap, w, h, x, y, r))
- {
- best_metric = metric;
- *best_x = x;
- *best_y = y;
- *best_w = cw;
- *best_h = ch;
- *best_r = r;
-
- if (area == w*h)
- {
- // Chart is completely inside, do not look at any other location.
- break;
- }
- }
- }
-}
-
-
-void AtlasPacker::drawChartBitmapDilate(const Chart * chart, BitMap * bitmap, int padding)
-{
- const int w = bitmap->width();
- const int h = bitmap->height();
- const Vector2 extents = Vector2(float(w), float(h));
-
- // Rasterize chart faces, check that all bits are not set.
- const uint faceCount = chart->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = chart->chartMesh()->faceAt(f);
-
- Vector2 vertices[4];
-
- uint edgeCount = 0;
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- if (edgeCount < 4)
- {
- vertices[edgeCount] = it.vertex()->tex + Vector2(0.5) + Vector2(float(padding), float(padding));
- }
- edgeCount++;
- }
-
- if (edgeCount == 3)
- {
- Raster::drawTriangle(Raster::Mode_Antialiased, extents, true, vertices, AtlasPacker::setBitsCallback, bitmap);
- }
- else
- {
- Raster::drawQuad(Raster::Mode_Antialiased, extents, true, vertices, AtlasPacker::setBitsCallback, bitmap);
- }
- }
-
- // Expand chart by padding pixels. (dilation)
- BitMap tmp(w, h);
- for (int i = 0; i < padding; i++) {
- tmp.clearAll();
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- bool b = bitmap->bitAt(x, y);
- if (!b) {
- if (x > 0) {
- b |= bitmap->bitAt(x - 1, y);
- if (y > 0) b |= bitmap->bitAt(x - 1, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x - 1, y + 1);
- }
- if (y > 0) b |= bitmap->bitAt(x, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x, y + 1);
- if (x < w-1) {
- b |= bitmap->bitAt(x + 1, y);
- if (y > 0) b |= bitmap->bitAt(x + 1, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x + 1, y + 1);
- }
- }
- if (b) tmp.setBitAt(x, y);
- }
- }
-
- swap(tmp, *bitmap);
- }
-}
-
-
-void AtlasPacker::drawChartBitmap(const Chart * chart, BitMap * bitmap, const Vector2 & scale, const Vector2 & offset)
-{
- const int w = bitmap->width();
- const int h = bitmap->height();
- const Vector2 extents = Vector2(float(w), float(h));
-
- static const Vector2 pad[4] = {
- Vector2(-0.5, -0.5),
- Vector2(0.5, -0.5),
- Vector2(-0.5, 0.5),
- Vector2(0.5, 0.5)
- };
- /*static const Vector2 pad[4] = {
- Vector2(-1, -1),
- Vector2(1, -1),
- Vector2(-1, 1),
- Vector2(1, 1)
- };*/
-
- // Rasterize 4 times to add proper padding.
- for (int i = 0; i < 4; i++) {
-
- // Rasterize chart faces, check that all bits are not set.
- const uint faceCount = chart->chartMesh()->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = chart->chartMesh()->faceAt(f);
-
- Vector2 vertices[4];
-
- uint edgeCount = 0;
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- if (edgeCount < 4)
- {
- vertices[edgeCount] = it.vertex()->tex * scale + offset + pad[i];
- nvCheck(ftoi_ceil(vertices[edgeCount].x) >= 0);
- nvCheck(ftoi_ceil(vertices[edgeCount].y) >= 0);
- nvCheck(ftoi_ceil(vertices[edgeCount].x) <= w);
- nvCheck(ftoi_ceil(vertices[edgeCount].y) <= h);
- }
- edgeCount++;
- }
-
- if (edgeCount == 3)
- {
- Raster::drawTriangle(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitmap);
- }
- else
- {
- Raster::drawQuad(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitmap);
- }
- }
- }
-
- // @@ This only allows us to expand the size in texel intervals.
- /*if (m_padding_x != 0 && m_padding_y != 0)*/ {
-
- // Expand chart by padding pixels. (dilation)
- BitMap tmp(w, h);
- //for (int i = 0; i < 1; i++) {
- tmp.clearAll();
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- bool b = bitmap->bitAt(x, y);
- if (!b) {
- if (x > 0) {
- b |= bitmap->bitAt(x - 1, y);
- if (y > 0) b |= bitmap->bitAt(x - 1, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x - 1, y + 1);
- }
- if (y > 0) b |= bitmap->bitAt(x, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x, y + 1);
- if (x < w-1) {
- b |= bitmap->bitAt(x + 1, y);
- if (y > 0) b |= bitmap->bitAt(x + 1, y - 1);
- if (y < h-1) b |= bitmap->bitAt(x + 1, y + 1);
- }
- }
- if (b) tmp.setBitAt(x, y);
- }
- }
-
- swap(tmp, *bitmap);
- //}
- }
-}
-
-bool AtlasPacker::canAddChart(const BitMap * bitmap, int atlas_w, int atlas_h, int offset_x, int offset_y, int r)
-{
- nvDebugCheck(r == 0 || r == 1);
-
- // Check whether the two bitmaps overlap.
-
- const int w = bitmap->width();
- const int h = bitmap->height();
-
- if (r == 0) {
- for (int y = 0; y < h; y++) {
- int yy = y + offset_y;
- if (yy >= 0) {
- for (int x = 0; x < w; x++) {
- int xx = x + offset_x;
- if (xx >= 0) {
- if (bitmap->bitAt(x, y)) {
- if (xx < atlas_w && yy < atlas_h) {
- if (m_bitmap.bitAt(xx, yy)) return false;
- }
- }
- }
- }
- }
- }
- }
- else if (r == 1) {
- for (int y = 0; y < h; y++) {
- int xx = y + offset_x;
- if (xx >= 0) {
- for (int x = 0; x < w; x++) {
- int yy = x + offset_y;
- if (yy >= 0) {
- if (bitmap->bitAt(x, y)) {
- if (xx < atlas_w && yy < atlas_h) {
- if (m_bitmap.bitAt(xx, yy)) return false;
- }
- }
- }
- }
- }
- }
- }
-
- return true;
-}
-
-#if 0
-void AtlasPacker::checkCanAddChart(const Chart * chart, int w, int h, int x, int y, int r)
-{
- nvDebugCheck(r == 0 || r == 1);
- Vector2 extents = Vector2(float(w), float(h));
- Vector2 offset = Vector2(float(x), float(y));
-
- // Rasterize chart faces, set bits.
- const uint faceCount = chart->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = chart->chartMesh()->faceAt(f);
-
- Vector2 vertices[4];
-
- uint edgeCount = 0;
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- if (edgeCount < 4)
- {
- Vector2 t = it.vertex()->tex;
- if (r == 1) swap(t.x, t.y);
- vertices[edgeCount] = t + offset;
- }
- edgeCount++;
- }
-
- if (edgeCount == 3)
- {
- Raster::drawTriangle(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::checkBitsCallback, &m_bitmap);
- }
- else
- {
- Raster::drawQuad(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::checkBitsCallback, &m_bitmap);
- }
- }
-}
-#endif // 0
-
-
-static Color32 chartColor = Color32(0);
-static void selectRandomColor(MTRand & rand) {
- // Pick random color for this chart. @@ Select random hue, but fixed saturation/luminance?
- chartColor.r = 128 + rand.getRange(127);
- chartColor.g = 128 + rand.getRange(127);
- chartColor.b = 128 + rand.getRange(127);
- chartColor.a = 255;
-}
-static bool debugDrawCallback(void * param, int x, int y, Vector3::Arg, Vector3::Arg, Vector3::Arg, float area)
-{
- Image * image = (Image *)param;
-
- if (area > 0.0) {
- Color32 c = image->pixel(x, y);
- c.r = chartColor.r;
- c.g = chartColor.g;
- c.b = chartColor.b;
- c.a += U8(ftoi_round(0.5f * area * 255));
- image->pixel(x, y) = c;
- }
-
- return true;
-}
-
-void AtlasPacker::addChart(const Chart * chart, int w, int h, int x, int y, int r, Image * debugOutput)
-{
- nvDebugCheck(r == 0 || r == 1);
-
- nvDebugCheck(debugOutput != NULL);
- selectRandomColor(m_rand);
-
- Vector2 extents = Vector2(float(w), float(h));
- Vector2 offset = Vector2(float(x), float(y)) + Vector2(0.5);
-
- // Rasterize chart faces, set bits.
- const uint faceCount = chart->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = chart->chartMesh()->faceAt(f);
-
- Vector2 vertices[4];
-
- uint edgeCount = 0;
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- if (edgeCount < 4)
- {
- Vector2 t = it.vertex()->tex;
- if (r == 1) swap(t.x, t.y);
- vertices[edgeCount] = t + offset;
- }
- edgeCount++;
- }
-
- if (edgeCount == 3)
- {
- Raster::drawTriangle(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, debugDrawCallback, debugOutput);
- }
- else
- {
- Raster::drawQuad(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, debugDrawCallback, debugOutput);
- }
- }
-}
-
-
-void AtlasPacker::addChart(const BitMap * bitmap, int atlas_w, int atlas_h, int offset_x, int offset_y, int r, Image * debugOutput)
-{
- nvDebugCheck(r == 0 || r == 1);
-
- // Check whether the two bitmaps overlap.
-
- const int w = bitmap->width();
- const int h = bitmap->height();
-
- if (debugOutput != NULL) {
- selectRandomColor(m_rand);
- }
-
- if (r == 0) {
- for (int y = 0; y < h; y++) {
- int yy = y + offset_y;
- if (yy >= 0) {
- for (int x = 0; x < w; x++) {
- int xx = x + offset_x;
- if (xx >= 0) {
- if (bitmap->bitAt(x, y)) {
- if (xx < atlas_w && yy < atlas_h) {
- if (debugOutput) debugOutput->pixel(xx, yy) = chartColor;
- else {
- nvDebugCheck(m_bitmap.bitAt(xx, yy) == false);
- m_bitmap.setBitAt(xx, yy);
- }
- }
- }
- }
- }
- }
- }
- }
- else if (r == 1) {
- for (int y = 0; y < h; y++) {
- int xx = y + offset_x;
- if (xx >= 0) {
- for (int x = 0; x < w; x++) {
- int yy = x + offset_y;
- if (yy >= 0) {
- if (bitmap->bitAt(x, y)) {
- if (xx < atlas_w && yy < atlas_h) {
- if (debugOutput) debugOutput->pixel(xx, yy) = chartColor;
- else {
- nvDebugCheck(m_bitmap.bitAt(xx, yy) == false);
- m_bitmap.setBitAt(xx, yy);
- }
- }
- }
- }
- }
- }
- }
- }
-}
-
-
-
-/*static*/ bool AtlasPacker::checkBitsCallback(void * param, int x, int y, Vector3::Arg, Vector3::Arg, Vector3::Arg, float)
-{
- BitMap * bitmap = (BitMap * )param;
-
- nvDebugCheck(bitmap->bitAt(x, y) == false);
-
- return true;
-}
-
-/*static*/ bool AtlasPacker::setBitsCallback(void * param, int x, int y, Vector3::Arg, Vector3::Arg, Vector3::Arg, float area)
-{
- BitMap * bitmap = (BitMap * )param;
-
- if (area > 0.0) {
- bitmap->setBitAt(x, y);
- }
-
- return true;
-}
-
-
-
-float AtlasPacker::computeAtlasUtilization() const {
- const uint w = m_width;
- const uint h = m_height;
- nvDebugCheck(w <= m_bitmap.width());
- nvDebugCheck(h <= m_bitmap.height());
-
- uint count = 0;
- for (uint y = 0; y < h; y++) {
- for (uint x = 0; x < w; x++) {
- count += m_bitmap.bitAt(x, y);
- }
- }
-
- return float(count) / (w * h);
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.h b/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.h
deleted file mode 100644
index 845dbfb6f3..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/AtlasPacker.h
+++ /dev/null
@@ -1,65 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#pragma once
-#ifndef NV_MESH_ATLASPACKER_H
-#define NV_MESH_ATLASPACKER_H
-
-#include "nvcore/RadixSort.h"
-#include "nvmath/Vector.h"
-#include "nvmath/Random.h"
-#include "nvimage/BitMap.h"
-#include "nvimage/Image.h"
-
-#include "nvmesh/nvmesh.h"
-
-
-namespace nv
-{
- class Atlas;
- class Chart;
-
- struct AtlasPacker
- {
- AtlasPacker(Atlas * atlas);
- ~AtlasPacker();
-
- void packCharts(int quality, float texelArea, bool blockAligned, bool conservative);
- float computeAtlasUtilization() const;
-
- private:
-
- void findChartLocation(int quality, const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r);
- void findChartLocation_bruteForce(const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r);
- void findChartLocation_random(const BitMap * bitmap, Vector2::Arg extents, int w, int h, int * best_x, int * best_y, int * best_w, int * best_h, int * best_r, int minTrialCount);
-
- void drawChartBitmapDilate(const Chart * chart, BitMap * bitmap, int padding);
- void drawChartBitmap(const Chart * chart, BitMap * bitmap, const Vector2 & scale, const Vector2 & offset);
-
- bool canAddChart(const BitMap * bitmap, int w, int h, int x, int y, int r);
- void addChart(const BitMap * bitmap, int w, int h, int x, int y, int r, Image * debugOutput);
- //void checkCanAddChart(const Chart * chart, int w, int h, int x, int y, int r);
- void addChart(const Chart * chart, int w, int h, int x, int y, int r, Image * debugOutput);
-
-
- static bool checkBitsCallback(void * param, int x, int y, Vector3::Arg bar, Vector3::Arg dx, Vector3::Arg dy, float coverage);
- static bool setBitsCallback(void * param, int x, int y, Vector3::Arg bar, Vector3::Arg dx, Vector3::Arg dy, float coverage);
-
- private:
-
- Atlas * m_atlas;
- BitMap m_bitmap;
- // -- GODOT start --
- //Image m_debug_bitmap;
- // -- GODOT end --
- RadixSort m_radix;
-
- uint m_width;
- uint m_height;
-
- MTRand m_rand;
-
- };
-
-} // nv namespace
-
-#endif // NV_MESH_ATLASPACKER_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp b/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp
deleted file mode 100644
index cd1e8bbb7b..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp
+++ /dev/null
@@ -1,483 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#include "nvmesh.h" // pch
-
-#include "LeastSquaresConformalMap.h"
-#include "ParameterizationQuality.h"
-#include "Util.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Face.h"
-
-#include "nvmath/Sparse.h"
-#include "nvmath/Solver.h"
-#include "nvmath/Vector.inl"
-
-#include "nvcore/Array.inl"
-
-
-using namespace nv;
-using namespace HalfEdge;
-
-namespace
-{
-
- // Test all pairs of vertices in the boundary and check distance.
- static void findDiameterVertices(HalfEdge::Mesh * mesh, HalfEdge::Vertex ** a, HalfEdge::Vertex ** b)
- {
- nvDebugCheck(mesh != NULL);
- nvDebugCheck(a != NULL);
- nvDebugCheck(b != NULL);
-
- const uint vertexCount = mesh->vertexCount();
-
- float maxLength = 0.0f;
-
- for (uint v0 = 1; v0 < vertexCount; v0++)
- {
- HalfEdge::Vertex * vertex0 = mesh->vertexAt(v0);
- nvDebugCheck(vertex0 != NULL);
-
- if (!vertex0->isBoundary()) continue;
-
- for (uint v1 = 0; v1 < v0; v1++)
- {
- HalfEdge::Vertex * vertex1 = mesh->vertexAt(v1);
- nvDebugCheck(vertex1 != NULL);
-
- if (!vertex1->isBoundary()) continue;
-
- float len = length(vertex0->pos - vertex1->pos);
-
- if (len > maxLength)
- {
- maxLength = len;
-
- *a = vertex0;
- *b = vertex1;
- }
- }
- }
-
- nvDebugCheck(*a != NULL && *b != NULL);
- }
-
- // Fast sweep in 3 directions
- static bool findApproximateDiameterVertices(HalfEdge::Mesh * mesh, HalfEdge::Vertex ** a, HalfEdge::Vertex ** b)
- {
- nvDebugCheck(mesh != NULL);
- nvDebugCheck(a != NULL);
- nvDebugCheck(b != NULL);
-
- const uint vertexCount = mesh->vertexCount();
-
- HalfEdge::Vertex * minVertex[3];
- HalfEdge::Vertex * maxVertex[3];
-
- minVertex[0] = minVertex[1] = minVertex[2] = NULL;
- maxVertex[0] = maxVertex[1] = maxVertex[2] = NULL;
-
- for (uint v = 1; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- nvDebugCheck(vertex != NULL);
-
- if (vertex->isBoundary())
- {
- minVertex[0] = minVertex[1] = minVertex[2] = vertex;
- maxVertex[0] = maxVertex[1] = maxVertex[2] = vertex;
- break;
- }
- }
-
- if (minVertex[0] == NULL)
- {
- // Input mesh has not boundaries.
- return false;
- }
-
- for (uint v = 1; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- nvDebugCheck(vertex != NULL);
-
- if (!vertex->isBoundary())
- {
- // Skip interior vertices.
- continue;
- }
-
- if (vertex->pos.x < minVertex[0]->pos.x) minVertex[0] = vertex;
- else if (vertex->pos.x > maxVertex[0]->pos.x) maxVertex[0] = vertex;
-
- if (vertex->pos.y < minVertex[1]->pos.y) minVertex[1] = vertex;
- else if (vertex->pos.y > maxVertex[1]->pos.y) maxVertex[1] = vertex;
-
- if (vertex->pos.z < minVertex[2]->pos.z) minVertex[2] = vertex;
- else if (vertex->pos.z > maxVertex[2]->pos.z) maxVertex[2] = vertex;
- }
-
- float lengths[3];
- for (int i = 0; i < 3; i++)
- {
- lengths[i] = length(minVertex[i]->pos - maxVertex[i]->pos);
- }
-
- if (lengths[0] > lengths[1] && lengths[0] > lengths[2])
- {
- *a = minVertex[0];
- *b = maxVertex[0];
- }
- else if (lengths[1] > lengths[2])
- {
- *a = minVertex[1];
- *b = maxVertex[1];
- }
- else
- {
- *a = minVertex[2];
- *b = maxVertex[2];
- }
-
- return true;
- }
-
- // Conformal relations from Bruno Levy:
-
- // Computes the coordinates of the vertices of a triangle
- // in a local 2D orthonormal basis of the triangle's plane.
- static void project_triangle(Vector3::Arg p0, Vector3::Arg p1, Vector3::Arg p2, Vector2 * z0, Vector2 * z1, Vector2 * z2)
- {
- Vector3 X = normalize(p1 - p0, 0.0f);
- Vector3 Z = normalize(cross(X, (p2 - p0)), 0.0f);
- Vector3 Y = normalize(cross(Z, X), 0.0f);
-
- float x0 = 0.0f;
- float y0 = 0.0f;
- float x1 = length(p1 - p0);
- float y1 = 0.0f;
- float x2 = dot((p2 - p0), X);
- float y2 = dot((p2 - p0), Y);
-
- *z0 = Vector2(x0, y0);
- *z1 = Vector2(x1, y1);
- *z2 = Vector2(x2, y2);
- }
-
- // LSCM equation, geometric form :
- // (Z1 - Z0)(U2 - U0) = (Z2 - Z0)(U1 - U0)
- // Where Uk = uk + i.vk is the complex number
- // corresponding to (u,v) coords
- // Zk = xk + i.yk is the complex number
- // corresponding to local (x,y) coords
- // cool: no divide with this expression,
- // makes it more numerically stable in
- // the presence of degenerate triangles.
-
- static void setup_conformal_map_relations(SparseMatrix & A, int row, const HalfEdge::Vertex * v0, const HalfEdge::Vertex * v1, const HalfEdge::Vertex * v2)
- {
- int id0 = v0->id;
- int id1 = v1->id;
- int id2 = v2->id;
-
- Vector3 p0 = v0->pos;
- Vector3 p1 = v1->pos;
- Vector3 p2 = v2->pos;
-
- Vector2 z0, z1, z2;
- project_triangle(p0, p1, p2, &z0, &z1, &z2);
-
- Vector2 z01 = z1 - z0;
- Vector2 z02 = z2 - z0;
-
- float a = z01.x;
- float b = z01.y;
- float c = z02.x;
- float d = z02.y;
- nvCheck(b == 0.0f);
-
- // Note : 2*id + 0 --> u
- // 2*id + 1 --> v
- int u0_id = 2 * id0 + 0;
- int v0_id = 2 * id0 + 1;
- int u1_id = 2 * id1 + 0;
- int v1_id = 2 * id1 + 1;
- int u2_id = 2 * id2 + 0;
- int v2_id = 2 * id2 + 1;
-
- // Note : b = 0
-
- // Real part
- A.setCoefficient(u0_id, 2 * row + 0, -a+c);
- A.setCoefficient(v0_id, 2 * row + 0, b-d);
- A.setCoefficient(u1_id, 2 * row + 0, -c);
- A.setCoefficient(v1_id, 2 * row + 0, d);
- A.setCoefficient(u2_id, 2 * row + 0, a);
-
- // Imaginary part
- A.setCoefficient(u0_id, 2 * row + 1, -b+d);
- A.setCoefficient(v0_id, 2 * row + 1, -a+c);
- A.setCoefficient(u1_id, 2 * row + 1, -d);
- A.setCoefficient(v1_id, 2 * row + 1, -c);
- A.setCoefficient(v2_id, 2 * row + 1, a);
- }
-
-
- // Conformal relations from Brecht Van Lommel (based on ABF):
-
- static float vec_angle_cos(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3)
- {
- Vector3 d1 = v1 - v2;
- Vector3 d2 = v3 - v2;
- return clamp(dot(d1, d2) / (length(d1) * length(d2)), -1.0f, 1.0f);
- }
-
- static float vec_angle(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3)
- {
- float dot = vec_angle_cos(v1, v2, v3);
- return acosf(dot);
- }
-
- static void triangle_angles(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3, float *a1, float *a2, float *a3)
- {
- *a1 = vec_angle(v3, v1, v2);
- *a2 = vec_angle(v1, v2, v3);
- *a3 = PI - *a2 - *a1;
- }
-
- static void triangle_cosines(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3, float *a1, float *a2, float *a3)
- {
- *a1 = vec_angle_cos(v3, v1, v2);
- *a2 = vec_angle_cos(v1, v2, v3);
- *a3 = vec_angle_cos(v2, v3, v1);
- }
-
- static void setup_abf_relations(SparseMatrix & A, int row, const HalfEdge::Vertex * v0, const HalfEdge::Vertex * v1, const HalfEdge::Vertex * v2)
- {
- int id0 = v0->id;
- int id1 = v1->id;
- int id2 = v2->id;
-
- Vector3 p0 = v0->pos;
- Vector3 p1 = v1->pos;
- Vector3 p2 = v2->pos;
-
-#if 1
- // @@ IC: Wouldn't it be more accurate to return cos and compute 1-cos^2?
- // It does indeed seem to be a little bit more robust.
- // @@ Need to revisit this more carefully!
-
- float a0, a1, a2;
- triangle_angles(p0, p1, p2, &a0, &a1, &a2);
-
- float s0 = sinf(a0);
- float s1 = sinf(a1);
- float s2 = sinf(a2);
-
- /*// Hack for degenerate triangles.
- if (equal(s0, 0) && equal(s1, 0) && equal(s2, 0)) {
- if (equal(a0, 0)) a0 += 0.001f;
- if (equal(a1, 0)) a1 += 0.001f;
- if (equal(a2, 0)) a2 += 0.001f;
-
- if (equal(a0, PI)) a0 = PI - a1 - a2;
- if (equal(a1, PI)) a1 = PI - a0 - a2;
- if (equal(a2, PI)) a2 = PI - a0 - a1;
-
- s0 = sinf(a0);
- s1 = sinf(a1);
- s2 = sinf(a2);
- }*/
-
- if (s1 > s0 && s1 > s2)
- {
- swap(s1, s2);
- swap(s0, s1);
-
- swap(a1, a2);
- swap(a0, a1);
-
- swap(id1, id2);
- swap(id0, id1);
- }
- else if (s0 > s1 && s0 > s2)
- {
- swap(s0, s2);
- swap(s0, s1);
-
- swap(a0, a2);
- swap(a0, a1);
-
- swap(id0, id2);
- swap(id0, id1);
- }
-
- float c0 = cosf(a0);
-#else
- float c0, c1, c2;
- triangle_cosines(p0, p1, p2, &c0, &c1, &c2);
-
- float s0 = 1 - c0*c0;
- float s1 = 1 - c1*c1;
- float s2 = 1 - c2*c2;
-
- nvDebugCheck(s0 != 0 || s1 != 0 || s2 != 0);
-
- if (s1 > s0 && s1 > s2)
- {
- swap(s1, s2);
- swap(s0, s1);
-
- swap(c1, c2);
- swap(c0, c1);
-
- swap(id1, id2);
- swap(id0, id1);
- }
- else if (s0 > s1 && s0 > s2)
- {
- swap(s0, s2);
- swap(s0, s1);
-
- swap(c0, c2);
- swap(c0, c1);
-
- swap(id0, id2);
- swap(id0, id1);
- }
-#endif
-
- float ratio = (s2 == 0.0f) ? 1.0f: s1/s2;
- float cosine = c0 * ratio;
- float sine = s0 * ratio;
-
- // Note : 2*id + 0 --> u
- // 2*id + 1 --> v
- int u0_id = 2 * id0 + 0;
- int v0_id = 2 * id0 + 1;
- int u1_id = 2 * id1 + 0;
- int v1_id = 2 * id1 + 1;
- int u2_id = 2 * id2 + 0;
- int v2_id = 2 * id2 + 1;
-
- // Real part
- A.setCoefficient(u0_id, 2 * row + 0, cosine - 1.0f);
- A.setCoefficient(v0_id, 2 * row + 0, -sine);
- A.setCoefficient(u1_id, 2 * row + 0, -cosine);
- A.setCoefficient(v1_id, 2 * row + 0, sine);
- A.setCoefficient(u2_id, 2 * row + 0, 1);
-
- // Imaginary part
- A.setCoefficient(u0_id, 2 * row + 1, sine);
- A.setCoefficient(v0_id, 2 * row + 1, cosine - 1.0f);
- A.setCoefficient(u1_id, 2 * row + 1, -sine);
- A.setCoefficient(v1_id, 2 * row + 1, -cosine);
- A.setCoefficient(v2_id, 2 * row + 1, 1);
- }
-
-} // namespace
-
-
-bool nv::computeLeastSquaresConformalMap(HalfEdge::Mesh * mesh)
-{
- nvDebugCheck(mesh != NULL);
-
- // For this to work properly, mesh should not have colocals that have the same
- // attributes, unless you want the vertices to actually have different texcoords.
-
- const uint vertexCount = mesh->vertexCount();
- const uint D = 2 * vertexCount;
- const uint N = 2 * countMeshTriangles(mesh);
-
- // N is the number of equations (one per triangle)
- // D is the number of variables (one per vertex; there are 2 pinned vertices).
- if (N < D - 4) {
- return false;
- }
-
- SparseMatrix A(D, N);
- FullVector b(N);
- FullVector x(D);
-
- // Fill b:
- b.fill(0.0f);
-
- // Fill x:
- HalfEdge::Vertex * v0;
- HalfEdge::Vertex * v1;
- if (!findApproximateDiameterVertices(mesh, &v0, &v1))
- {
- // Mesh has no boundaries.
- return false;
- }
- if (v0->tex == v1->tex)
- {
- // LSCM expects an existing parameterization.
- return false;
- }
-
- for (uint v = 0; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- nvDebugCheck(vertex != NULL);
-
- // Initial solution.
- x[2 * v + 0] = vertex->tex.x;
- x[2 * v + 1] = vertex->tex.y;
- }
-
- // Fill A:
- const uint faceCount = mesh->faceCount();
- for (uint f = 0, t = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = mesh->faceAt(f);
- nvDebugCheck(face != NULL);
- nvDebugCheck(face->edgeCount() == 3);
-
- const HalfEdge::Vertex * vertex0 = NULL;
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- nvCheck(edge != NULL);
-
- if (vertex0 == NULL)
- {
- vertex0 = edge->vertex;
- }
- else if (edge->next->vertex != vertex0)
- {
- const HalfEdge::Vertex * vertex1 = edge->from();
- const HalfEdge::Vertex * vertex2 = edge->to();
-
- setup_abf_relations(A, t, vertex0, vertex1, vertex2);
- //setup_conformal_map_relations(A, t, vertex0, vertex1, vertex2);
-
- t++;
- }
- }
- }
-
- const uint lockedParameters[] =
- {
- 2 * v0->id + 0,
- 2 * v0->id + 1,
- 2 * v1->id + 0,
- 2 * v1->id + 1
- };
-
- // Solve
- LeastSquaresSolver(A, b, x, lockedParameters, 4, 0.000001f);
-
- // Map x back to texcoords:
- for (uint v = 0; v < vertexCount; v++)
- {
- HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- nvDebugCheck(vertex != NULL);
-
- vertex->tex = Vector2(x[2 * v + 0], x[2 * v + 1]);
- }
-
- return true;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.h b/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.h
deleted file mode 100644
index 51fbf193c8..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.h
+++ /dev/null
@@ -1,15 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#pragma once
-#ifndef NV_MESH_LEASTSQUARESCONFORMALMAP_H
-#define NV_MESH_LEASTSQUARESCONFORMALMAP_H
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
-
- bool computeLeastSquaresConformalMap(HalfEdge::Mesh * mesh);
-
-} // nv namespace
-
-#endif // NV_MESH_LEASTSQUARESCONFORMALMAP_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp b/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp
deleted file mode 100644
index d6e5e30561..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp
+++ /dev/null
@@ -1,99 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "OrthogonalProjectionMap.h"
-
-#include "nvcore/Array.inl"
-
-#include "nvmath/Fitting.h"
-#include "nvmath/Vector.inl"
-#include "nvmath/Box.inl"
-#include "nvmath/Plane.inl"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/geometry/Bounds.h"
-
-
-using namespace nv;
-
-bool nv::computeOrthogonalProjectionMap(HalfEdge::Mesh * mesh)
-{
- Vector3 axis[2];
-
-#if 1
-
- uint vertexCount = mesh->vertexCount();
- Array<Vector3> points(vertexCount);
- points.resize(vertexCount);
-
- for (uint i = 0; i < vertexCount; i++)
- {
- points[i] = mesh->vertexAt(i)->pos;
- }
-
-#if 0
- axis[0] = Fit::computePrincipalComponent_EigenSolver(vertexCount, points.buffer());
- axis[0] = normalize(axis[0]);
-
- Plane plane = Fit::bestPlane(vertexCount, points.buffer());
-
- Vector3 n = plane.vector();
-
- axis[1] = cross(axis[0], n);
- axis[1] = normalize(axis[1]);
-#else
- // Avoid redundant computations.
- float matrix[6];
- Fit::computeCovariance(vertexCount, points.buffer(), matrix);
-
- if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0) {
- return false;
- }
-
- float eigenValues[3];
- Vector3 eigenVectors[3];
- if (!nv::Fit::eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) {
- return false;
- }
-
- axis[0] = normalize(eigenVectors[0]);
- axis[1] = normalize(eigenVectors[1]);
-#endif
-
-
-#else
-
- // IC: I thought this was generally more robust, but turns out it's not even guaranteed to return a valid projection. Imagine a narrow quad perpendicular to one plane, but rotated so that the shortest axis of
- // the bounding box is in the direction of that plane.
-
- // Use the shortest box axis
- Box box = MeshBounds::box(mesh);
- Vector3 dir = box.extents();
-
- if (fabs(dir.x) <= fabs(dir.y) && fabs(dir.x) <= fabs(dir.z)) {
- axis[0] = Vector3(0, 1, 0);
- axis[1] = Vector3(0, 0, 1);
- }
- else if (fabs(dir.y) <= fabs(dir.z)) {
- axis[0] = Vector3(1, 0, 0);
- axis[1] = Vector3(0, 0, 1);
- }
- else {
- axis[0] = Vector3(1, 0, 0);
- axis[1] = Vector3(0, 1, 0);
- }
-#endif
-
- // Project vertices to plane.
- for (HalfEdge::Mesh::VertexIterator it(mesh->vertices()); !it.isDone(); it.advance())
- {
- HalfEdge::Vertex * vertex = it.current();
- vertex->tex.x = dot(axis[0], vertex->pos);
- vertex->tex.y = dot(axis[1], vertex->pos);
- }
-
- return true;
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.h b/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.h
deleted file mode 100644
index 54920413d5..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.h
+++ /dev/null
@@ -1,15 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#pragma once
-#ifndef NV_MESH_ORTHOGONALPROJECTIONMAP_H
-#define NV_MESH_ORTHOGONALPROJECTIONMAP_H
-
-namespace nv
-{
- namespace HalfEdge { class Mesh; }
-
- bool computeOrthogonalProjectionMap(HalfEdge::Mesh * mesh);
-
-} // nv namespace
-
-#endif // NV_MESH_ORTHOGONALPROJECTIONMAP_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.cpp b/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.cpp
deleted file mode 100644
index 683ee603cd..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.cpp
+++ /dev/null
@@ -1,323 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#include "nvmesh.h" // pch
-
-#include "ParameterizationQuality.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Edge.h"
-
-#include "nvmath/Vector.inl"
-
-#include "nvcore/Debug.h"
-
-#include <float.h>
-
-
-using namespace nv;
-
-#if 0
-/*
-float triangleConformalEnergy(Vector3 q[3], Vector2 p[3])
-{
-const Vector3 v1 = q[0];
-const Vector3 v2 = q[1];
-const Vector3 v3 = q[2];
-
-const Vector2 w1 = p[0];
-const Vector2 w2 = p[1];
-const Vector2 w3 = p[2];
-
-float x1 = v2.x() - v1.x();
-float x2 = v3.x() - v1.x();
-float y1 = v2.y() - v1.y();
-float y2 = v3.y() - v1.y();
-float z1 = v2.z() - v1.z();
-float z2 = v3.z() - v1.z();
-
-float s1 = w2.x() - w1.x();
-float s2 = w3.x() - w1.x();
-float t1 = w2.y() - w1.y();
-float t2 = w3.y() - w1.y();
-
-float r = 1.0f / (s1 * t2 - s2 * t1);
-Vector3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
-Vector3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
-
-Vector3 N = cross(v3-v1, v2-v1);
-
-// Rotate 90 around N.
-}
-*/
-
-static float triangleConformalEnergy(Vector3 q[3], Vector2 p[3])
-{
- // Using Denis formulas:
- Vector3 c0 = q[1] - q[2];
- Vector3 c1 = q[2] - q[0];
- Vector3 c2 = q[0] - q[1];
-
- Vector3 N = cross(-c0, c1);
- float T = length(N); // 2T
- N = normalize(N, 0);
-
- float cot_alpha0 = dot(-c1, c2) / length(cross(-c1, c2));
- float cot_alpha1 = dot(-c2, c0) / length(cross(-c2, c0));
- float cot_alpha2 = dot(-c0, c1) / length(cross(-c0, c1));
-
- Vector3 t0 = -cot_alpha1 * c1 + cot_alpha2 * c2;
- Vector3 t1 = -cot_alpha2 * c2 + cot_alpha0 * c0;
- Vector3 t2 = -cot_alpha0 * c0 + cot_alpha1 * c1;
-
- nvCheck(equal(length(t0), length(c0)));
- nvCheck(equal(length(t1), length(c1)));
- nvCheck(equal(length(t2), length(c2)));
- nvCheck(equal(dot(t0, c0), 0));
- nvCheck(equal(dot(t1, c1), 0));
- nvCheck(equal(dot(t2, c2), 0));
-
- // Gradients
- Vector3 grad_u = 1.0f / T * (p[0].x * t0 + p[1].x * t1 + p[2].x * t2);
- Vector3 grad_v = 1.0f / T * (p[0].y * t0 + p[1].y * t1 + p[2].y * t2);
-
- // Rotated gradients
- Vector3 Jgrad_u = 1.0f / T * (p[0].x * c0 + p[1].x * c1 + p[2].x * c2);
- Vector3 Jgrad_v = 1.0f / T * (p[0].y * c0 + p[1].y * c1 + p[2].y * c2);
-
- // Using Lengyel's formulas:
- {
- const Vector3 v1 = q[0];
- const Vector3 v2 = q[1];
- const Vector3 v3 = q[2];
-
- const Vector2 w1 = p[0];
- const Vector2 w2 = p[1];
- const Vector2 w3 = p[2];
-
- float x1 = v2.x - v1.x;
- float x2 = v3.x - v1.x;
- float y1 = v2.y - v1.y;
- float y2 = v3.y - v1.y;
- float z1 = v2.z - v1.z;
- float z2 = v3.z - v1.z;
-
- float s1 = w2.x - w1.x;
- float s2 = w3.x - w1.x;
- float t1 = w2.y - w1.y;
- float t2 = w3.y - w1.y;
-
- float r = 1.0f / (s1 * t2 - s2 * t1);
- Vector3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
- Vector3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
-
- Vector3 Jsdir = cross(N, sdir);
- Vector3 Jtdir = cross(N, tdir);
-
- float x = 3;
- }
-
- // check: sdir == grad_u
- // check: tdir == grad_v
-
- return length(grad_u - Jgrad_v);
-}
-#endif // 0
-
-
-ParameterizationQuality::ParameterizationQuality()
-{
- m_totalTriangleCount = 0;
- m_flippedTriangleCount = 0;
- m_zeroAreaTriangleCount = 0;
-
- m_parametricArea = 0.0f;
- m_geometricArea = 0.0f;
-
- m_stretchMetric = 0.0f;
- m_maxStretchMetric = 0.0f;
-
- m_conformalMetric = 0.0f;
- m_authalicMetric = 0.0f;
-}
-
-ParameterizationQuality::ParameterizationQuality(const HalfEdge::Mesh * mesh)
-{
- nvDebugCheck(mesh != NULL);
-
- m_totalTriangleCount = 0;
- m_flippedTriangleCount = 0;
- m_zeroAreaTriangleCount = 0;
-
- m_parametricArea = 0.0f;
- m_geometricArea = 0.0f;
-
- m_stretchMetric = 0.0f;
- m_maxStretchMetric = 0.0f;
-
- m_conformalMetric = 0.0f;
- m_authalicMetric = 0.0f;
-
- const uint faceCount = mesh->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = mesh->faceAt(f);
- const HalfEdge::Vertex * vertex0 = NULL;
-
- Vector3 p[3];
- Vector2 t[3];
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
-
- if (vertex0 == NULL)
- {
- vertex0 = edge->vertex;
-
- p[0] = vertex0->pos;
- t[0] = vertex0->tex;
- }
- else if (edge->to() != vertex0)
- {
- p[1] = edge->from()->pos;
- p[2] = edge->to()->pos;
- t[1] = edge->from()->tex;
- t[2] = edge->to()->tex;
-
- processTriangle(p, t);
- }
- }
- }
-
- if (m_flippedTriangleCount + m_zeroAreaTriangleCount == faceCount)
- {
- // If all triangles are flipped, then none is.
- m_flippedTriangleCount = 0;
- }
-
- nvDebugCheck(isFinite(m_parametricArea) && m_parametricArea >= 0);
- nvDebugCheck(isFinite(m_geometricArea) && m_geometricArea >= 0);
- nvDebugCheck(isFinite(m_stretchMetric));
- nvDebugCheck(isFinite(m_maxStretchMetric));
- nvDebugCheck(isFinite(m_conformalMetric));
- nvDebugCheck(isFinite(m_authalicMetric));
-}
-
-bool ParameterizationQuality::isValid() const
-{
- return m_flippedTriangleCount == 0; // @@ Does not test for self-overlaps.
-}
-
-float ParameterizationQuality::rmsStretchMetric() const
-{
- if (m_geometricArea == 0) return 0.0f;
- float normFactor = sqrtf(m_parametricArea / m_geometricArea);
- return sqrtf(m_stretchMetric / m_geometricArea) * normFactor;
-}
-
-float ParameterizationQuality::maxStretchMetric() const
-{
- if (m_geometricArea == 0) return 0.0f;
- float normFactor = sqrtf(m_parametricArea / m_geometricArea);
- return m_maxStretchMetric * normFactor;
-}
-
-float ParameterizationQuality::rmsConformalMetric() const
-{
- if (m_geometricArea == 0) return 0.0f;
- return sqrtf(m_conformalMetric / m_geometricArea);
-}
-
-float ParameterizationQuality::maxAuthalicMetric() const
-{
- if (m_geometricArea == 0) return 0.0f;
- return sqrtf(m_authalicMetric / m_geometricArea);
-}
-
-void ParameterizationQuality::operator += (const ParameterizationQuality & pq)
-{
- m_totalTriangleCount += pq.m_totalTriangleCount;
- m_flippedTriangleCount += pq.m_flippedTriangleCount;
- m_zeroAreaTriangleCount += pq.m_zeroAreaTriangleCount;
-
- m_parametricArea += pq.m_parametricArea;
- m_geometricArea += pq.m_geometricArea;
-
- m_stretchMetric += pq.m_stretchMetric;
- m_maxStretchMetric = max(m_maxStretchMetric, pq.m_maxStretchMetric);
-
- m_conformalMetric += pq.m_conformalMetric;
- m_authalicMetric += pq.m_authalicMetric;
-}
-
-
-void ParameterizationQuality::processTriangle(Vector3 q[3], Vector2 p[3])
-{
- m_totalTriangleCount++;
-
- // Evaluate texture stretch metric. See:
- // - "Texture Mapping Progressive Meshes", Sander, Snyder, Gortler & Hoppe
- // - "Mesh Parameterization: Theory and Practice", Siggraph'07 Course Notes, Hormann, Levy & Sheffer.
-
- float t1 = p[0].x;
- float s1 = p[0].y;
- float t2 = p[1].x;
- float s2 = p[1].y;
- float t3 = p[2].x;
- float s3 = p[2].y;
-
- float geometricArea = length(cross(q[1] - q[0], q[2] - q[0])) / 2;
- float parametricArea = ((s2 - s1)*(t3 - t1) - (s3 - s1)*(t2 - t1)) / 2;
-
- if (isZero(parametricArea))
- {
- m_zeroAreaTriangleCount++;
- return;
- }
-
- Vector3 Ss = (q[0] * (t2- t3) + q[1] * (t3 - t1) + q[2] * (t1 - t2)) / (2 * parametricArea);
- Vector3 St = (q[0] * (s3- s2) + q[1] * (s1 - s3) + q[2] * (s2 - s1)) / (2 * parametricArea);
-
- float a = dot(Ss, Ss); // E
- float b = dot(Ss, St); // F
- float c = dot(St, St); // G
-
- // Compute eigen-values of the first fundamental form:
- float sigma1 = sqrtf(0.5f * max(0.0f, a + c - sqrtf(square(a - c) + 4 * square(b)))); // gamma uppercase, min eigenvalue.
- float sigma2 = sqrtf(0.5f * max(0.0f, a + c + sqrtf(square(a - c) + 4 * square(b)))); // gamma lowercase, max eigenvalue.
- nvCheck(sigma2 >= sigma1);
-
- // isometric: sigma1 = sigma2 = 1
- // conformal: sigma1 / sigma2 = 1
- // authalic: sigma1 * sigma2 = 1
-
- float rmsStretch = sqrtf((a + c) * 0.5f);
- float rmsStretch2 = sqrtf((square(sigma1) + square(sigma2)) * 0.5f);
- nvDebugCheck(equal(rmsStretch, rmsStretch2, 0.01f));
-
- if (parametricArea < 0.0f)
- {
- // Count flipped triangles.
- m_flippedTriangleCount++;
-
- parametricArea = fabsf(parametricArea);
- }
-
- m_stretchMetric += square(rmsStretch) * geometricArea;
- m_maxStretchMetric = max(m_maxStretchMetric, sigma2);
-
- if (!isZero(sigma1, 0.000001f)) {
- // sigma1 is zero when geometricArea is zero.
- m_conformalMetric += (sigma2 / sigma1) * geometricArea;
- }
- m_authalicMetric += (sigma1 * sigma2) * geometricArea;
-
- // Accumulate total areas.
- m_geometricArea += geometricArea;
- m_parametricArea += parametricArea;
-
-
- //triangleConformalEnergy(q, p);
-}
diff --git a/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.h b/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.h
deleted file mode 100644
index 342e26b889..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/ParameterizationQuality.h
+++ /dev/null
@@ -1,56 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#pragma once
-#ifndef NV_MESH_PARAMETERIZATIONQUALITY_H
-#define NV_MESH_PARAMETERIZATIONQUALITY_H
-
-#include <nvmesh/nvmesh.h>
-
-namespace nv
-{
- class Vector2;
- class Vector3;
-
- namespace HalfEdge { class Mesh; }
-
- // Estimate quality of existing parameterization.
- NVMESH_CLASS class ParameterizationQuality
- {
- public:
- ParameterizationQuality();
- ParameterizationQuality(const HalfEdge::Mesh * mesh);
-
- bool isValid() const;
-
- float rmsStretchMetric() const;
- float maxStretchMetric() const;
-
- float rmsConformalMetric() const;
- float maxAuthalicMetric() const;
-
- void operator += (const ParameterizationQuality & pq);
-
- private:
-
- void processTriangle(Vector3 p[3], Vector2 t[3]);
-
- private:
-
- uint m_totalTriangleCount;
- uint m_flippedTriangleCount;
- uint m_zeroAreaTriangleCount;
-
- float m_parametricArea;
- float m_geometricArea;
-
- float m_stretchMetric;
- float m_maxStretchMetric;
-
- float m_conformalMetric;
- float m_authalicMetric;
-
- };
-
-} // nv namespace
-
-#endif // NV_MESH_PARAMETERIZATIONQUALITY_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.cpp b/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.cpp
deleted file mode 100644
index 4b205de8bf..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.cpp
+++ /dev/null
@@ -1,53 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#include "nvmesh.h" // pch
-
-#include "SingleFaceMap.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Face.h"
-
-#include "nvmath/Vector.inl"
-
-using namespace nv;
-
-
-
-void nv::computeSingleFaceMap(HalfEdge::Mesh * mesh)
-{
- nvDebugCheck(mesh != NULL);
- nvDebugCheck(mesh->faceCount() == 1);
-
- HalfEdge::Face * face = mesh->faceAt(0);
- nvCheck(face != NULL);
-
- Vector3 p0 = face->edge->from()->pos;
- Vector3 p1 = face->edge->to()->pos;
-
- Vector3 X = normalizeSafe(p1 - p0, Vector3(0.0f), 0.0f);
- Vector3 Z = face->normal();
- Vector3 Y = normalizeSafe(cross(Z, X), Vector3(0.0f), 0.0f);
-
- uint i = 0;
- for (HalfEdge::Face::EdgeIterator it(face->edges()); !it.isDone(); it.advance(), i++)
- {
- HalfEdge::Vertex * vertex = it.vertex();
- nvCheck(vertex != NULL);
-
- if (i == 0)
- {
- vertex->tex = Vector2(0);
- }
- else
- {
- Vector3 pn = vertex->pos;
-
- float xn = dot((pn - p0), X);
- float yn = dot((pn - p0), Y);
-
- vertex->tex = Vector2(xn, yn);
- }
- }
-}
-
diff --git a/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.h b/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.h
deleted file mode 100644
index b70719f5d8..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/SingleFaceMap.h
+++ /dev/null
@@ -1,18 +0,0 @@
-// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
-
-#pragma once
-#ifndef NV_MESH_SINGLEFACEMAP_H
-#define NV_MESH_SINGLEFACEMAP_H
-
-namespace nv
-{
- namespace HalfEdge
- {
- class Mesh;
- }
-
- void computeSingleFaceMap(HalfEdge::Mesh * mesh);
-
-} // nv namespace
-
-#endif // NV_MESH_SINGLEFACEMAP_H
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Util.cpp b/thirdparty/thekla_atlas/nvmesh/param/Util.cpp
deleted file mode 100644
index fe7b58edf8..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/Util.cpp
+++ /dev/null
@@ -1,326 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "Util.h"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/halfedge/Vertex.h"
-
-#include "nvmath/Vector.inl"
-
-#include "nvcore/Array.inl"
-
-
-using namespace nv;
-
-// Determine if the given mesh is a quad mesh.
-bool nv::isQuadMesh(const HalfEdge::Mesh * mesh)
-{
- nvDebugCheck(mesh != NULL);
-
- const uint faceCount = mesh->faceCount();
- for(uint i = 0; i < faceCount; i++) {
- const HalfEdge::Face * face = mesh->faceAt(i);
- if (face->edgeCount() != 4) {
- return false;
- }
- }
-
- return true;
-}
-
-bool nv::isTriangularMesh(const HalfEdge::Mesh * mesh)
-{
- for (HalfEdge::Mesh::ConstFaceIterator it(mesh->faces()); !it.isDone(); it.advance())
- {
- const HalfEdge::Face * face = it.current();
- if (face->edgeCount() != 3) return false;
- }
- return true;
-}
-
-
-uint nv::countMeshTriangles(const HalfEdge::Mesh * mesh)
-{
- const uint faceCount = mesh->faceCount();
-
- uint triangleCount = 0;
-
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = mesh->faceAt(f);
-
- uint edgeCount = face->edgeCount();
- nvDebugCheck(edgeCount > 2);
-
- triangleCount += edgeCount - 2;
- }
-
- return triangleCount;
-}
-
-const HalfEdge::Vertex * nv::findBoundaryVertex(const HalfEdge::Mesh * mesh)
-{
- const uint vertexCount = mesh->vertexCount();
-
- for (uint v = 0; v < vertexCount; v++)
- {
- const HalfEdge::Vertex * vertex = mesh->vertexAt(v);
- if (vertex->isBoundary()) return vertex;
- }
-
- return NULL;
-}
-
-
-HalfEdge::Mesh * nv::unifyVertices(const HalfEdge::Mesh * inputMesh)
-{
- HalfEdge::Mesh * mesh = new HalfEdge::Mesh;
-
- // Only add the first colocal.
- const uint vertexCount = inputMesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++) {
- const HalfEdge::Vertex * vertex = inputMesh->vertexAt(v);
-
- if (vertex->isFirstColocal()) {
- mesh->addVertex(vertex->pos);
- }
- }
-
- nv::Array<uint> indexArray;
-
- // Add new faces pointing to first colocals.
- uint faceCount = inputMesh->faceCount();
- for (uint f = 0; f < faceCount; f++) {
- const HalfEdge::Face * face = inputMesh->faceAt(f);
-
- indexArray.clear();
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex->firstColocal();
-
- indexArray.append(vertex->id);
- }
-
- mesh->addFace(indexArray);
- }
-
- mesh->linkBoundary();
-
- return mesh;
-}
-
-#include "nvmath/Basis.h"
-
-static bool pointInTriangle(const Vector2 & p, const Vector2 & a, const Vector2 & b, const Vector2 & c)
-{
- return triangleArea(a, b, p) >= 0.00001f &&
- triangleArea(b, c, p) >= 0.00001f &&
- triangleArea(c, a, p) >= 0.00001f;
-}
-
-
-// This is doing a simple ear-clipping algorithm that skips invalid triangles. Ideally, we should
-// also sort the ears by angle, start with the ones that have the smallest angle and proceed in order.
-HalfEdge::Mesh * nv::triangulate(const HalfEdge::Mesh * inputMesh)
-{
- HalfEdge::Mesh * mesh = new HalfEdge::Mesh;
-
- // Add all vertices.
- const uint vertexCount = inputMesh->vertexCount();
- for (uint v = 0; v < vertexCount; v++) {
- const HalfEdge::Vertex * vertex = inputMesh->vertexAt(v);
- mesh->addVertex(vertex->pos);
- }
-
- Array<int> polygonVertices;
- Array<float> polygonAngles;
- Array<Vector2> polygonPoints;
-
- const uint faceCount = inputMesh->faceCount();
- for (uint f = 0; f < faceCount; f++)
- {
- const HalfEdge::Face * face = inputMesh->faceAt(f);
- nvDebugCheck(face != NULL);
-
- const uint edgeCount = face->edgeCount();
- nvDebugCheck(edgeCount >= 3);
-
- polygonVertices.clear();
- polygonVertices.reserve(edgeCount);
-
- if (edgeCount == 3) {
- // Simple case for triangles.
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex;
- polygonVertices.append(vertex->id);
- }
-
- int v0 = polygonVertices[0];
- int v1 = polygonVertices[1];
- int v2 = polygonVertices[2];
-
- mesh->addFace(v0, v1, v2);
- }
- else {
- // Build 2D polygon projecting vertices onto normal plane.
- // Faces are not necesarily planar, this is for example the case, when the face comes from filling a hole. In such cases
- // it's much better to use the best fit plane.
- const Vector3 fn = face->normal();
-
- Basis basis;
- basis.buildFrameForDirection(fn);
-
- polygonPoints.clear();
- polygonPoints.reserve(edgeCount);
- polygonAngles.clear();
- polygonAngles.reserve(edgeCount);
-
- for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance())
- {
- const HalfEdge::Edge * edge = it.current();
- const HalfEdge::Vertex * vertex = edge->vertex;
- polygonVertices.append(vertex->id);
-
- Vector2 p;
- p.x = dot(basis.tangent, vertex->pos);
- p.y = dot(basis.bitangent, vertex->pos);
-
- polygonPoints.append(p);
- }
- polygonAngles.resize(edgeCount);
-
- while (polygonVertices.size() > 2) {
- uint size = polygonVertices.size();
-
- // Update polygon angles. @@ Update only those that have changed.
- float minAngle = 2 * PI;
- uint bestEar = 0; // Use first one if none of them is valid.
- bool bestIsValid = false;
- for (uint i = 0; i < size; i++) {
- uint i0 = i;
- uint i1 = (i+1) % size; // Use Sean's polygon interation trick.
- uint i2 = (i+2) % size;
-
- Vector2 p0 = polygonPoints[i0];
- Vector2 p1 = polygonPoints[i1];
- Vector2 p2 = polygonPoints[i2];
-
- float d = clamp(dot(p0-p1, p2-p1) / (length(p0-p1) * length(p2-p1)), -1.0f, 1.0f);
- float angle = acosf(d);
-
- float area = triangleArea(p0, p1, p2);
- if (area < 0.0f) angle = 2.0f * PI - angle;
-
- polygonAngles[i1] = angle;
-
- if (angle < minAngle || !bestIsValid) {
-
- // Make sure this is a valid ear, if not, skip this point.
- bool valid = true;
- for (uint j = 0; j < size; j++) {
- if (j == i0 || j == i1 || j == i2) continue;
- Vector2 p = polygonPoints[j];
-
- if (pointInTriangle(p, p0, p1, p2)) {
- valid = false;
- break;
- }
- }
-
- if (valid || !bestIsValid) {
- minAngle = angle;
- bestEar = i1;
- bestIsValid = valid;
- }
- }
- }
-
- nvDebugCheck(minAngle <= 2 * PI);
-
- // Clip best ear:
-
- uint i0 = (bestEar+size-1) % size;
- uint i1 = (bestEar+0) % size;
- uint i2 = (bestEar+1) % size;
-
- int v0 = polygonVertices[i0];
- int v1 = polygonVertices[i1];
- int v2 = polygonVertices[i2];
-
- mesh->addFace(v0, v1, v2);
-
- polygonVertices.removeAt(i1);
- polygonPoints.removeAt(i1);
- polygonAngles.removeAt(i1);
- }
- }
-
-#if 0
-
- uint i = 0;
- while (polygonVertices.size() > 2 && i < polygonVertices.size()) {
- uint size = polygonVertices.size();
- uint i0 = (i+0) % size;
- uint i1 = (i+1) % size;
- uint i2 = (i+2) % size;
-
- const HalfEdge::Vertex * v0 = polygonVertices[i0];
- const HalfEdge::Vertex * v1 = polygonVertices[i1];
- const HalfEdge::Vertex * v2 = polygonVertices[i2];
-
- const Vector3 p0 = v0->pos;
- const Vector3 p1 = v1->pos;
- const Vector3 p2 = v2->pos;
-
- const Vector3 e0 = p2 - p1;
- const Vector3 e1 = p0 - p1;
-
- // If this ear forms a valid triangle, setup relations, remove v1 and repeat.
- Vector3 n = cross(e0, e1);
- float len = dot(fn, n); // = sin(angle)
-
- float angle = asin(len);
-
-
- if (len > 0.0f) {
- mesh->addFace(v0->id(), v1->id(), v2->id());
- polygonVertices.removeAt(i1);
- polygonAngles.removeAt(i1);
- if (i2 > i1) i2--;
- // @@ Update angles at i0 and i2
- }
- else {
- i++;
- }
- }
-
- // @@ Create a few degenerate triangles to avoid introducing holes.
- i = 0;
- const uint size = polygonVertices.size();
- while (i < size - 2) {
- uint i0 = (i+0) % size;
- uint i1 = (i+1) % size;
- uint i2 = (i+2) % size;
-
- const HalfEdge::Vertex * v0 = polygonVertices[i0];
- const HalfEdge::Vertex * v1 = polygonVertices[i1];
- const HalfEdge::Vertex * v2 = polygonVertices[i2];
-
- mesh->addFace(v0->id(), v1->id(), v2->id());
- i++;
- }
-#endif
- }
-
- mesh->linkBoundary();
-
- return mesh;
-}
-
-
diff --git a/thirdparty/thekla_atlas/nvmesh/param/Util.h b/thirdparty/thekla_atlas/nvmesh/param/Util.h
deleted file mode 100644
index 774563ac0b..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/Util.h
+++ /dev/null
@@ -1,18 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh/nvmesh.h"
-
-namespace nv {
-
- namespace HalfEdge { class Mesh; class Vertex; }
-
- bool isQuadMesh(const HalfEdge::Mesh * mesh);
- bool isTriangularMesh(const HalfEdge::Mesh * mesh);
-
- uint countMeshTriangles(const HalfEdge::Mesh * mesh);
- const HalfEdge::Vertex * findBoundaryVertex(const HalfEdge::Mesh * mesh);
-
- HalfEdge::Mesh * unifyVertices(const HalfEdge::Mesh * inputMesh);
- HalfEdge::Mesh * triangulate(const HalfEdge::Mesh * inputMesh);
-
-} // nv namespace
diff --git a/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h b/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h
deleted file mode 100644
index 0947d4851c..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h
+++ /dev/null
@@ -1,159 +0,0 @@
-// Copyright NVIDIA Corporation 2007 -- Denis Kovacs <den.kovacs@gmail.com>
-
-#pragma once
-#ifndef NV_MESH_CLIPPEDTRIANGLE_H
-#define NV_MESH_CLIPPEDTRIANGLE_H
-
-#include <nvmath/Vector.h>
-
-namespace nv
-{
-
- class ClippedTriangle
- {
- public:
- ClippedTriangle(Vector2::Arg a, Vector2::Arg b, Vector2::Arg c)
- {
- m_numVertices = 3;
- m_activeVertexBuffer = 0;
-
- m_verticesA[0]=a;
- m_verticesA[1]=b;
- m_verticesA[2]=c;
-
- m_vertexBuffers[0] = m_verticesA;
- m_vertexBuffers[1] = m_verticesB;
- }
-
- uint vertexCount()
- {
- return m_numVertices;
- }
-
- const Vector2 * vertices()
- {
- return m_vertexBuffers[m_activeVertexBuffer];
- }
-
- inline void clipHorizontalPlane(float offset, float clipdirection)
- {
- Vector2 * v = m_vertexBuffers[m_activeVertexBuffer];
- m_activeVertexBuffer ^= 1;
- Vector2 * v2 = m_vertexBuffers[m_activeVertexBuffer];
-
- v[m_numVertices] = v[0];
-
- float dy2, dy1 = offset - v[0].y;
- int dy2in, dy1in = clipdirection*dy1 >= 0;
- uint p=0;
-
- for (uint k=0; k<m_numVertices; k++)
- {
- dy2 = offset - v[k+1].y;
- dy2in = clipdirection*dy2 >= 0;
-
- if (dy1in) v2[p++] = v[k];
-
- if ( dy1in + dy2in == 1 ) // not both in/out
- {
- float dx = v[k+1].x - v[k].x;
- float dy = v[k+1].y - v[k].y;
- v2[p++] = Vector2(v[k].x + dy1*(dx/dy), offset);
- }
-
- dy1 = dy2; dy1in = dy2in;
- }
- m_numVertices = p;
-
- //for (uint k=0; k<m_numVertices; k++) printf("(%f, %f)\n", v2[k].x, v2[k].y); printf("\n");
- }
-
- inline void clipVerticalPlane(float offset, float clipdirection )
- {
- Vector2 * v = m_vertexBuffers[m_activeVertexBuffer];
- m_activeVertexBuffer ^= 1;
- Vector2 * v2 = m_vertexBuffers[m_activeVertexBuffer];
-
- v[m_numVertices] = v[0];
-
- float dx2, dx1 = offset - v[0].x;
- int dx2in, dx1in = clipdirection*dx1 >= 0;
- uint p=0;
-
- for (uint k=0; k<m_numVertices; k++)
- {
- dx2 = offset - v[k+1].x;
- dx2in = clipdirection*dx2 >= 0;
-
- if (dx1in) v2[p++] = v[k];
-
- if ( dx1in + dx2in == 1 ) // not both in/out
- {
- float dx = v[k+1].x - v[k].x;
- float dy = v[k+1].y - v[k].y;
- v2[p++] = Vector2(offset, v[k].y + dx1*(dy/dx));
- }
-
- dx1 = dx2; dx1in = dx2in;
- }
- m_numVertices = p;
-
- //for (uint k=0; k<m_numVertices; k++) printf("(%f, %f)\n", v2[k].x, v2[k].y); printf("\n");
- }
-
- void computeAreaCentroid()
- {
- Vector2 * v = m_vertexBuffers[m_activeVertexBuffer];
- v[m_numVertices] = v[0];
-
- m_area = 0;
- float centroidx=0, centroidy=0;
- for (uint k=0; k<m_numVertices; k++)
- {
- // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/
- float f = v[k].x*v[k+1].y - v[k+1].x*v[k].y;
- m_area += f;
- centroidx += f * (v[k].x + v[k+1].x);
- centroidy += f * (v[k].y + v[k+1].y);
- }
- m_area = 0.5f * fabs(m_area);
- if (m_area==0) {
- m_centroid = Vector2(0.0f);
- } else {
- m_centroid = Vector2(centroidx/(6*m_area), centroidy/(6*m_area));
- }
- }
-
- void clipAABox(float x0, float y0, float x1, float y1)
- {
- clipVerticalPlane ( x0, -1);
- clipHorizontalPlane( y0, -1);
- clipVerticalPlane ( x1, 1);
- clipHorizontalPlane( y1, 1);
-
- computeAreaCentroid();
- }
-
- Vector2 centroid()
- {
- return m_centroid;
- }
-
- float area()
- {
- return m_area;
- }
-
- private:
- Vector2 m_verticesA[7+1];
- Vector2 m_verticesB[7+1];
- Vector2 * m_vertexBuffers[2];
- uint m_numVertices;
- uint m_activeVertexBuffer;
- float m_area;
- Vector2 m_centroid;
- };
-
-} // nv namespace
-
-#endif // NV_MESH_CLIPPEDTRIANGLE_H
diff --git a/thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp b/thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp
deleted file mode 100644
index d46b34f045..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp
+++ /dev/null
@@ -1,626 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-/** @file Raster.cpp
- * @brief Triangle rasterization library using affine interpolation. Not
- * specially optimized, but enough for my purposes.
-**/
-
-#include "nvmesh.h" // pch
-
-#include "Raster.h"
-#include "ClippedTriangle.h"
-
-#include "nvcore/Utils.h" // min, max
-
-#include "nvmath/Vector.inl"
-#include "nvmath/ftoi.h"
-
-
-#define RA_EPSILON 0.00001f
-
-using namespace nv;
-using namespace nv::Raster;
-
-namespace
-{
- static inline float delta(float bot, float top, float ih)
- {
- return (bot - top) * ih;
- }
-
- static inline Vector2 delta(Vector2::Arg bot, Vector2::Arg top, float ih)
- {
- return (bot - top) * ih;
- }
-
- static inline Vector3 delta(Vector3::Arg bot, Vector3::Arg top, float ih)
- {
- return (bot - top) * ih;
- }
-
- // @@ The implementation in nvmath.h should be equivalent.
- static inline int iround(float f)
- {
- // @@ Optimize this.
- return int(floorf(f+0.5f));
- //return int(round(f));
- //return int(f);
- }
-
- /// A triangle vertex.
- struct Vertex
- {
- Vector2 pos; // Position.
- Vector3 tex; // Texcoord. (Barycentric coordinate)
- };
-
-
- /// A triangle for rasterization.
- struct Triangle
- {
- Triangle(Vector2::Arg v0, Vector2::Arg v1, Vector2::Arg v2, Vector3::Arg t0, Vector3::Arg t1, Vector3::Arg t2);
-
- bool computeDeltas();
-
- bool draw(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param);
- bool drawAA(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param);
- bool drawC(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param);
- void flipBackface();
- void computeUnitInwardNormals();
-
- // Vertices.
- Vector2 v1, v2, v3;
- Vector2 n1, n2, n3; // unit inward normals
- Vector3 t1, t2, t3;
-
- // Deltas.
- Vector3 dx, dy;
-
- float sign;
- bool valid;
- };
-
-
- /// Triangle ctor.
- Triangle::Triangle(Vector2::Arg v0, Vector2::Arg v1, Vector2::Arg v2,
- Vector3::Arg t0, Vector3::Arg t1, Vector3::Arg t2)
- {
- // Init vertices.
- this->v1 = v0;
- this->v2 = v2;
- this->v3 = v1;
-
- // Set barycentric coordinates.
- this->t1 = t0;
- this->t2 = t2;
- this->t3 = t1;
-
- // make sure every triangle is front facing.
- flipBackface();
-
- // Compute deltas.
- valid = computeDeltas();
-
- computeUnitInwardNormals();
- }
-
-
- /// Compute texture space deltas.
- /// This method takes two edge vectors that form a basis, determines the
- /// coordinates of the canonic vectors in that basis, and computes the
- /// texture gradient that corresponds to those vectors.
- bool Triangle::computeDeltas()
- {
- Vector2 e0 = v3 - v1;
- Vector2 e1 = v2 - v1;
-
- Vector3 de0 = t3 - t1;
- Vector3 de1 = t2 - t1;
-
- float denom = 1.0f / (e0.y * e1.x - e1.y * e0.x);
- if (!isFinite(denom)) {
- return false;
- }
-
- float lambda1 = - e1.y * denom;
- float lambda2 = e0.y * denom;
- float lambda3 = e1.x * denom;
- float lambda4 = - e0.x * denom;
-
- dx = de0 * lambda1 + de1 * lambda2;
- dy = de0 * lambda3 + de1 * lambda4;
-
- return true;
- }
-
- // compute unit inward normals for each edge.
- void Triangle::computeUnitInwardNormals()
- {
- n1 = v1 - v2; n1 = Vector2(-n1.y, n1.x); n1 = n1 * (1.0f/sqrtf(n1.x*n1.x + n1.y*n1.y));
- n2 = v2 - v3; n2 = Vector2(-n2.y, n2.x); n2 = n2 * (1.0f/sqrtf(n2.x*n2.x + n2.y*n2.y));
- n3 = v3 - v1; n3 = Vector2(-n3.y, n3.x); n3 = n3 * (1.0f/sqrtf(n3.x*n3.x + n3.y*n3.y));
- }
-
- void Triangle::flipBackface()
- {
- // check if triangle is backfacing, if so, swap two vertices
- if ( ((v3.x-v1.x)*(v2.y-v1.y) - (v3.y-v1.y)*(v2.x-v1.x)) < 0 ) {
- Vector2 hv=v1; v1=v2; v2=hv; // swap pos
- Vector3 ht=t1; t1=t2; t2=ht; // swap tex
- }
- }
-
- bool Triangle::draw(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param)
- {
- // 28.4 fixed-point coordinates
- const int Y1 = iround(16.0f * v1.y);
- const int Y2 = iround(16.0f * v2.y);
- const int Y3 = iround(16.0f * v3.y);
-
- const int X1 = iround(16.0f * v1.x);
- const int X2 = iround(16.0f * v2.x);
- const int X3 = iround(16.0f * v3.x);
-
- // Deltas
- const int DX12 = X1 - X2;
- const int DX23 = X2 - X3;
- const int DX31 = X3 - X1;
-
- const int DY12 = Y1 - Y2;
- const int DY23 = Y2 - Y3;
- const int DY31 = Y3 - Y1;
-
- // Fixed-point deltas
- const int FDX12 = DX12 << 4;
- const int FDX23 = DX23 << 4;
- const int FDX31 = DX31 << 4;
-
- const int FDY12 = DY12 << 4;
- const int FDY23 = DY23 << 4;
- const int FDY31 = DY31 << 4;
-
- int minx, miny, maxx, maxy;
- if (enableScissors) {
- int frustumX0 = 0 << 4;
- int frustumY0 = 0 << 4;
- int frustumX1 = (int)extents.x << 4;
- int frustumY1 = (int)extents.y << 4;
-
- // Bounding rectangle
- minx = (nv::max(min3(X1, X2, X3), frustumX0) + 0xF) >> 4;
- miny = (nv::max(min3(Y1, Y2, Y3), frustumY0) + 0xF) >> 4;
- maxx = (nv::min(max3(X1, X2, X3), frustumX1) + 0xF) >> 4;
- maxy = (nv::min(max3(Y1, Y2, Y3), frustumY1) + 0xF) >> 4;
- }
- else {
- // Bounding rectangle
- minx = (min3(X1, X2, X3) + 0xF) >> 4;
- miny = (min3(Y1, Y2, Y3) + 0xF) >> 4;
- maxx = (max3(X1, X2, X3) + 0xF) >> 4;
- maxy = (max3(Y1, Y2, Y3) + 0xF) >> 4;
- }
-
- // Block size, standard 8x8 (must be power of two)
- const int q = 8;
-
- // @@ This won't work when minx,miny are negative. This code path is not used. Leaving as is for now.
- nvCheck(minx >= 0);
- nvCheck(miny >= 0);
-
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
-
- // Half-edge constants
- int C1 = DY12 * X1 - DX12 * Y1;
- int C2 = DY23 * X2 - DX23 * Y2;
- int C3 = DY31 * X3 - DX31 * Y3;
-
- // Correct for fill convention
- if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
- if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
- if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
-
- // Loop through blocks
- for(int y = miny; y < maxy; y += q)
- {
- for(int x = minx; x < maxx; x += q)
- {
- // Corners of block
- int x0 = x << 4;
- int x1 = (x + q - 1) << 4;
- int y0 = y << 4;
- int y1 = (y + q - 1) << 4;
-
- // Evaluate half-space functions
- bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
- bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
- bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
- bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
- int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
-
- bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
- bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
- bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
- bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
- int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
-
- bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
- bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
- bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
- bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
- int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
-
- // Skip block when outside an edge
- if(a == 0x0 || b == 0x0 || c == 0x0) continue;
-
- // Accept whole block when totally covered
- if(a == 0xF && b == 0xF && c == 0xF)
- {
- Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x);
-
- for(int iy = y; iy < y + q; iy++)
- {
- Vector3 tex = texRow;
- for(int ix = x; ix < x + q; ix++)
- {
- //Vector3 tex = t1 + dx * (ix - v1.x) + dy * (iy - v1.y);
- if (!cb(param, ix, iy, tex, dx, dy, 1.0)) {
- // early out.
- return false;
- }
- tex += dx;
- }
- texRow += dy;
- }
- }
- else // Partially covered block
- {
- int CY1 = C1 + DX12 * y0 - DY12 * x0;
- int CY2 = C2 + DX23 * y0 - DY23 * x0;
- int CY3 = C3 + DX31 * y0 - DY31 * x0;
- Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x);
-
- for(int iy = y; iy < y + q; iy++)
- {
- int CX1 = CY1;
- int CX2 = CY2;
- int CX3 = CY3;
- Vector3 tex = texRow;
-
- for(int ix = x; ix < x + q; ix++)
- {
- if(CX1 > 0 && CX2 > 0 && CX3 > 0)
- {
- if (!cb(param, ix, iy, tex, dx, dy, 1.0))
- {
- // early out.
- return false;
- }
- }
-
- CX1 -= FDY12;
- CX2 -= FDY23;
- CX3 -= FDY31;
- tex += dx;
- }
-
- CY1 += FDX12;
- CY2 += FDX23;
- CY3 += FDX31;
- texRow += dy;
- }
- }
- }
- }
-
- return true;
- }
-
-
-#define PX_INSIDE 1.0f/sqrt(2.0f)
-#define PX_OUTSIDE -1.0f/sqrt(2.0f)
-
-#define BK_SIZE 8
-#define BK_INSIDE sqrt(BK_SIZE*BK_SIZE/2.0f)
-#define BK_OUTSIDE -sqrt(BK_SIZE*BK_SIZE/2.0f)
-
- // extents has to be multiple of BK_SIZE!!
- bool Triangle::drawAA(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param)
- {
- float minx, miny, maxx, maxy;
- if (enableScissors) {
- // Bounding rectangle
- minx = floorf(max(min3(v1.x, v2.x, v3.x), 0.0f));
- miny = floorf(max(min3(v1.y, v2.y, v3.y), 0.0f));
- maxx = ceilf( min(max3(v1.x, v2.x, v3.x), extents.x-1.0f));
- maxy = ceilf( min(max3(v1.y, v2.y, v3.y), extents.y-1.0f));
- }
- else {
- // Bounding rectangle
- minx = floorf(min3(v1.x, v2.x, v3.x));
- miny = floorf(min3(v1.y, v2.y, v3.y));
- maxx = ceilf( max3(v1.x, v2.x, v3.x));
- maxy = ceilf( max3(v1.y, v2.y, v3.y));
- }
-
- // There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds.
- minx = floorf(minx);
- miny = floorf(miny);
- //minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport)
- //miny = (float)(((int)miny) & (~((int)BK_SIZE - 1)));
-
- minx += 0.5; miny +=0.5; // sampling at texel centers!
- maxx += 0.5; maxy +=0.5;
-
- // Half-edge constants
- float C1 = n1.x * (-v1.x) + n1.y * (-v1.y);
- float C2 = n2.x * (-v2.x) + n2.y * (-v2.y);
- float C3 = n3.x * (-v3.x) + n3.y * (-v3.y);
-
- // Loop through blocks
- for(float y0 = miny; y0 <= maxy; y0 += BK_SIZE)
- {
- for(float x0 = minx; x0 <= maxx; x0 += BK_SIZE)
- {
- // Corners of block
- float xc = (x0 + (BK_SIZE-1)/2.0f);
- float yc = (y0 + (BK_SIZE-1)/2.0f);
-
- // Evaluate half-space functions
- float aC = C1 + n1.x * xc + n1.y * yc;
- float bC = C2 + n2.x * xc + n2.y * yc;
- float cC = C3 + n3.x * xc + n3.y * yc;
-
- // Skip block when outside an edge
- if( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue;
-
- // Accept whole block when totally covered
- if( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) )
- {
- Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x);
-
- for (float y = y0; y < y0 + BK_SIZE; y++)
- {
- Vector3 tex = texRow;
- for(float x = x0; x < x0 + BK_SIZE; x++)
- {
- if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f))
- {
- return false;
- }
- tex += dx;
- }
- texRow += dy;
- }
- }
- else // Partially covered block
- {
- float CY1 = C1 + n1.x * x0 + n1.y * y0;
- float CY2 = C2 + n2.x * x0 + n2.y * y0;
- float CY3 = C3 + n3.x * x0 + n3.y * y0;
- Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x);
-
- for(float y = y0; y < y0 + BK_SIZE; y++) // @@ This is not clipping to scissor rectangle correctly.
- {
- float CX1 = CY1;
- float CX2 = CY2;
- float CX3 = CY3;
- Vector3 tex = texRow;
-
- for (float x = x0; x < x0 + BK_SIZE; x++) // @@ This is not clipping to scissor rectangle correctly.
- {
- if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE)
- {
- // pixel completely covered
- Vector3 tex = t1 + dx * (x - v1.x) + dy * (y - v1.y);
- if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f))
- {
- return false;
- }
- }
- else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE))
- {
- // triangle partially covers pixel. do clipping.
- ClippedTriangle ct(v1-Vector2(x,y), v2-Vector2(x,y), v3-Vector2(x,y));
- ct.clipAABox(-0.5, -0.5, 0.5, 0.5);
- Vector2 centroid = ct.centroid();
- float area = ct.area();
- if (area > 0.0f)
- {
- Vector3 texCent = tex - dx*centroid.x - dy*centroid.y;
- //nvCheck(texCent.x >= -0.1f && texCent.x <= 1.1f); // @@ Centroid is not very exact...
- //nvCheck(texCent.y >= -0.1f && texCent.y <= 1.1f);
- //nvCheck(texCent.z >= -0.1f && texCent.z <= 1.1f);
- //Vector3 texCent2 = t1 + dx * (x - v1.x) + dy * (y - v1.y);
- if (!cb(param, (int)x, (int)y, texCent, dx, dy, area))
- {
- return false;
- }
- }
- }
-
- CX1 += n1.x;
- CX2 += n2.x;
- CX3 += n3.x;
- tex += dx;
- }
-
- CY1 += n1.y;
- CY2 += n2.y;
- CY3 += n3.y;
- texRow += dy;
- }
- }
- }
- }
-
- return true;
- }
-
-} // namespace
-
-
-/// Process the given triangle.
-bool nv::Raster::drawTriangle(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void * param)
-{
- Triangle tri(v[0], v[1], v[2], Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1));
-
- // @@ It would be nice to have a conservative drawing mode that enlarges the triangle extents by one texel and is able to handle degenerate triangles.
- // @@ Maybe the simplest thing to do would be raster triangle edges.
-
- if (tri.valid) {
- if (mode == Mode_Antialiased) {
- return tri.drawAA(extents, enableScissors, cb, param);
- }
- if (mode == Mode_Nearest) {
- return tri.draw(extents, enableScissors, cb, param);
- }
- }
-
- return true;
-}
-
-inline static float triangleArea(Vector2::Arg v1, Vector2::Arg v2, Vector2::Arg v3)
-{
- return 0.5f * (v3.x * v1.y + v1.x * v2.y + v2.x * v3.y - v2.x * v1.y - v3.x * v2.y - v1.x * v3.y);
-}
-
-/// Process the given quad.
-bool nv::Raster::drawQuad(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[4], SamplingCallback cb, void * param)
-{
- bool sign0 = triangleArea(v[0], v[1], v[2]) > 0.0f;
- bool sign1 = triangleArea(v[0], v[2], v[3]) > 0.0f;
-
- // Divide the quad into two non overlapping triangles.
- if (sign0 == sign1) {
- Triangle tri0(v[0], v[1], v[2], Vector3(0,0,0), Vector3(1,0,0), Vector3(1,1,0));
- Triangle tri1(v[0], v[2], v[3], Vector3(0,0,0), Vector3(1,1,0), Vector3(0,1,0));
-
- if (tri0.valid && tri1.valid) {
- if (mode == Mode_Antialiased) {
- return tri0.drawAA(extents, enableScissors, cb, param) && tri1.drawAA(extents, enableScissors, cb, param);
- } else {
- return tri0.draw(extents, enableScissors, cb, param) && tri1.draw(extents, enableScissors, cb, param);
- }
- }
- }
- else
- {
- Triangle tri0(v[0], v[1], v[3], Vector3(0,0,0), Vector3(1,0,0), Vector3(0,1,0));
- Triangle tri1(v[1], v[2], v[3], Vector3(1,0,0), Vector3(1,1,0), Vector3(0,1,0));
-
- if (tri0.valid && tri1.valid) {
- if (mode == Mode_Antialiased) {
- return tri0.drawAA(extents, enableScissors, cb, param) && tri1.drawAA(extents, enableScissors, cb, param);
- } else {
- return tri0.draw(extents, enableScissors, cb, param) && tri1.draw(extents, enableScissors, cb, param);
- }
- }
- }
-
- return true;
-}
-
-
-static bool drawPoint(const Vector2 & p, const Vector2 v[2], LineSamplingCallback cb, void * param) {
-
- int x = ftoi_round(p.x);
- int y = ftoi_round(p.y);
- Vector2 ip = Vector2(float(x) + 0.5f, float(y) + 0.5f);
-
- float t;
-
- // Return minimum distance between line segment vw and point p
- Vector2 dv = v[1] - v[0];
- const float l2 = nv::lengthSquared(dv); // i.e. |w-v|^2 - avoid a sqrt
- if (l2 == 0.0) {
- t = 0; // v0 == v1 case
- }
- else {
- // Consider the line extending the segment, parameterized as v + t (w - v).
- // We find projection of point p onto the line.
- // It falls where t = [(p-v) . (w-v)] / |w-v|^2
- t = dot(ip - v[0], dv) / l2;
- if (t < 0.0) {
- t = 0; // Beyond the 'v0' end of the segment
- }
- else if (t > 1.0) {
- t = 1; // Beyond the 'v1' end of the segment
- }
- }
-
- Vector2 projection = v[0] + t * dv; // Projection falls on the segment
-
- float d = distance(ip, projection);
-
- return cb(param, x, y, t, saturate(1-d));
-}
-
-
-void nv::Raster::drawLine(bool antialias, Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param)
-{
- nvCheck(antialias == true); // @@ Not implemented.
- //nvCheck(enableScissors == false); // @@ Not implemented.
-
- // Very crappy DDA implementation.
-
- Vector2 p = v[0];
- Vector2 dp, dpdy;
-
- float dx = v[1].x - v[0].x;
- float dy = v[1].y - v[0].y;
- int n;
-
- // Degenerate line.
- if (dx == 0 && dy == 0) return;
-
- if (fabsf(dx) >= fabsf(dy)) {
- n = iround(fabsf(dx));
- dp.x = dx / fabsf(dx);
- dp.y = dy / fabsf(dx);
- nvDebugCheck(fabsf(dp.y) <= 1.0f);
- dpdy.x = 0;
- dpdy.y = 1;
- }
- else {
- n = iround(fabs(dy));
- dp.x = dx / fabsf(dy);
- dp.y = dy / fabsf(dy);
- nvDebugCheck(fabsf(dp.x) <= 1.0f);
- dpdy.x = 1;
- dpdy.y = 0;
- }
-
- for (int i = 0; i <= n; i++) {
- drawPoint(p, v, cb, param);
- drawPoint(p + dpdy, v, cb, param);
- drawPoint(p - dpdy, v, cb, param);
- p += dp;
- }
-}
-
-
-// Draw vertical or horizontal segments. For degenerate triangles.
-/*bool nv::Raster::drawSegment(Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param)
-{
- nvCheck(enableScissors == false);
-
-
- if (v[0].x == v[1].x) { // Vertical segment.
-
- }
- else if (v[0].y == v[1].y) { // Horizontal segment.
- int y = ftoi_round(v[0].y);
- int x0 = ftoi_floor(v[0].x);
- int x1 = ftoi_floor(v[0].x);
-
- for (int x = x0; x <= x1; x++) {
-
- cb(param, x, y, t,
- }
- }
-
- return false; // Not a valid segment.
-}
-*/
diff --git a/thirdparty/thekla_atlas/nvmesh/raster/Raster.h b/thirdparty/thekla_atlas/nvmesh/raster/Raster.h
deleted file mode 100644
index 05af2ddb00..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/raster/Raster.h
+++ /dev/null
@@ -1,49 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#pragma once
-#ifndef NV_MESH_RASTER_H
-#define NV_MESH_RASTER_H
-
-/** @file Raster.h
- * @brief Rasterization library.
- *
- * This is just a standard scanline rasterizer that I took from one of my old
- * projects. The perspective correction wasn't necessary so I just removed it.
-**/
-
-#include "nvmath/Vector.h"
-#include "nvmesh/nvmesh.h"
-
-namespace nv
-{
-
- namespace Raster
- {
- enum Mode {
- Mode_Nearest,
- Mode_Antialiased,
- //Mode_Conservative
- };
-
-
- /// A callback to sample the environment. Return false to terminate rasterization.
- typedef bool (NV_CDECL * SamplingCallback)(void * param, int x, int y, Vector3::Arg bar, Vector3::Arg dx, Vector3::Arg dy, float coverage);
-
- // Process the given triangle. Returns false if rasterization was interrupted by the callback.
- NVMESH_API bool drawTriangle(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void * param);
-
- // Process the given quad. Returns false if rasterization was interrupted by the callback.
- NVMESH_API bool drawQuad(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[4], SamplingCallback cb, void * param);
-
- typedef bool (NV_CDECL * LineSamplingCallback)(void * param, int x, int y, float t, float d); // t is the position along the segment, d is the distance to the line.
-
- // Process the given line.
- NVMESH_API void drawLine(bool antialias, Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param);
-
- // Draw vertical or horizontal segments. For degenerate triangles.
- //NVMESH_API void drawSegment(Vector2::Arg extents, bool enableScissors, const Vector2 v[2], SamplingCallback cb, void * param);
- }
-}
-
-
-#endif // NV_MESH_RASTER_H
diff --git a/thirdparty/thekla_atlas/nvmesh/weld/Snap.cpp b/thirdparty/thekla_atlas/nvmesh/weld/Snap.cpp
deleted file mode 100644
index b6bff4d83d..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/weld/Snap.cpp
+++ /dev/null
@@ -1,100 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#include <nvcore/RadixSort.h>
-
-#include <nvmesh/weld/Snap.h>
-#include <nvmesh/TriMesh.h>
-#include <nvmesh/geometry/Bounds.h>
-
-using namespace nv;
-
-namespace {
-
- // Snap the given vertices.
- void Snap(TriMesh::Vertex & a, TriMesh::Vertex & b, float texThreshold, float norThreshold)
- {
- a.pos = b.pos = (a.pos + b.pos) * 0.5f;
-
- if (equal(a.tex.x, b.tex.x, texThreshold) && equal(a.tex.y, b.tex.y, texThreshold)) {
- b.tex = a.tex = (a.tex + b.tex) * 0.5f;
- }
-
- if (equal(a.nor.x, b.nor.x, norThreshold) && equal(a.nor.y, b.nor.y, norThreshold) && equal(a.nor.z, b.nor.z, norThreshold)) {
- b.nor = a.nor = (a.nor + b.nor) * 0.5f;
- }
- };
-
-} // nv namespace
-
-uint nv::SnapVertices(TriMesh * mesh, float posThreshold, float texThreshold, float norThreshold)
-{
- nvDebug("--- Snapping vertices.\n");
-
- // Determine largest axis.
- Box box = MeshBounds::box(mesh);
- Vector3 extents = box.extents();
-
- int axis = 2;
- if( extents.x > extents.y ) {
- if( extents.x > extents.z ) {
- axis = 0;
- }
- }
- else if(extents.y > extents.z) {
- axis = 1;
- }
-
- // @@ Use diagonal instead!
-
-
- // Sort vertices according to the largest axis.
- const uint vertexCount = mesh->vertexCount();
- nvCheck(vertexCount > 2); // Must have at least two vertices.
-
- // Get pos channel.
- //PiMesh::Channel * pos_channel = mesh->GetChannel(mesh->FindChannel(VS_POS));
- //nvCheck( pos_channel != NULL );
-
- //const PiArray<Vec4> & pos_array = pos_channel->data;
-
- Array<float> distArray;
- distArray.resize(vertexCount);
-
- for(uint v = 0; v < vertexCount; v++) {
- if (axis == 0) distArray[v] = mesh->vertexAt(v).pos.x;
- else if (axis == 1) distArray[v] = mesh->vertexAt(v).pos.y;
- else distArray[v] = mesh->vertexAt(v).pos.z;
- }
-
- RadixSort radix;
- const uint * xrefs = radix.sort(distArray.buffer(), distArray.count()).ranks();
- nvCheck(xrefs != NULL);
-
- uint snapCount = 0;
- for(uint v = 0; v < vertexCount-1; v++) {
- for(uint n = v+1; n < vertexCount; n++) {
- nvDebugCheck( distArray[xrefs[v]] <= distArray[xrefs[n]] );
-
- if (fabs(distArray[xrefs[n]] - distArray[xrefs[v]]) > posThreshold) {
- break;
- }
-
- TriMesh::Vertex & v0 = mesh->vertexAt(xrefs[v]);
- TriMesh::Vertex & v1 = mesh->vertexAt(xrefs[n]);
-
- const float dist = length(v0.pos - v1.pos);
-
- if (dist <= posThreshold) {
- Snap(v0, v1, texThreshold, norThreshold);
- snapCount++;
- }
- }
- }
-
- // @@ todo: debug, make sure that the distance between vertices is now >= threshold
-
- nvDebug("--- %u vertices snapped\n", snapCount);
-
- return snapCount;
-};
-
diff --git a/thirdparty/thekla_atlas/nvmesh/weld/Snap.h b/thirdparty/thekla_atlas/nvmesh/weld/Snap.h
deleted file mode 100644
index 8e0566cda3..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/weld/Snap.h
+++ /dev/null
@@ -1,18 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#ifndef NV_MESH_SNAP_H
-#define NV_MESH_SNAP_H
-
-#include <nvmesh/nvmesh.h>
-#include <nvmath/nvmath.h>
-
-namespace nv
-{
- class TriMesh;
-
- NVMESH_API uint SnapVertices(TriMesh * mesh, float posThreshold=NV_EPSILON, float texThreshold=1.0f/1024, float norThreshold=NV_NORMAL_EPSILON);
-
-} // nv namespace
-
-
-#endif // NV_MESH_SNAP_H
diff --git a/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.cpp b/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.cpp
deleted file mode 100644
index 2ba4dcae18..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.cpp
+++ /dev/null
@@ -1,205 +0,0 @@
-// Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
-
-#include <nvmesh/TriMesh.h>
-#include <nvmesh/QuadTriMesh.h>
-
-#include <nvmesh/weld/VertexWeld.h>
-#include <nvmesh/weld/Weld.h>
-
-using namespace nv;
-
-// Weld trimesh vertices
-void nv::WeldVertices(TriMesh * mesh)
-{
- nvDebug("--- Welding vertices.\n");
-
- nvCheck(mesh != NULL);
-
- uint count = mesh->vertexCount();
- Array<uint> xrefs;
- Weld<TriMesh::Vertex> weld;
- uint newCount = weld(mesh->vertices(), xrefs);
-
- nvDebug("--- %d vertices welded\n", count - newCount);
-
-
- // Remap faces.
- const uint faceCount = mesh->faceCount();
- for(uint f = 0; f < faceCount; f++)
- {
- TriMesh::Face & face = mesh->faceAt(f);
- face.v[0] = xrefs[face.v[0]];
- face.v[1] = xrefs[face.v[1]];
- face.v[2] = xrefs[face.v[2]];
- }
-}
-
-
-// Weld trimesh vertices
-void nv::WeldVertices(QuadTriMesh * mesh)
-{
- nvDebug("--- Welding vertices.\n");
-
- nvCheck(mesh != NULL);
-
- uint count = mesh->vertexCount();
- Array<uint> xrefs;
- Weld<TriMesh::Vertex> weld;
- uint newCount = weld(mesh->vertices(), xrefs);
-
- nvDebug("--- %d vertices welded\n", count - newCount);
-
- // Remap faces.
- const uint faceCount = mesh->faceCount();
- for(uint f = 0; f < faceCount; f++)
- {
- QuadTriMesh::Face & face = mesh->faceAt(f);
- face.v[0] = xrefs[face.v[0]];
- face.v[1] = xrefs[face.v[1]];
- face.v[2] = xrefs[face.v[2]];
-
- if (face.isQuadFace())
- {
- face.v[3] = xrefs[face.v[3]];
- }
- }
-}
-
-
-
-// OLD code
-
-#if 0
-
-namespace {
-
-struct VertexInfo {
- uint id; ///< Original vertex id.
- uint normal_face_group;
- uint tangent_face_group;
- uint material;
- uint chart;
-};
-
-
-/// VertexInfo hash functor.
-struct VertexHash : public IHashFunctor<VertexInfo> {
- VertexHash(PiMeshPtr m) : mesh(m) {
- uint c = mesh->FindChannel(VS_POS);
- piCheck(c != PI_NULL_INDEX);
- channel = mesh->GetChannel(c);
- piCheck(channel != NULL);
- }
-
- uint32 operator () (const VertexInfo & v) const {
- return channel->data[v.id].GetHash();
- }
-
-private:
- PiMeshPtr mesh;
- PiMesh::Channel * channel;
-};
-
-
-/// VertexInfo comparator.
-struct VertexEqual : public IBinaryPredicate<VertexInfo> {
- VertexEqual(PiMeshPtr m) : mesh(m) {}
-
- bool operator () (const VertexInfo & a, const VertexInfo & b) const {
-
- bool equal = a.normal_face_group == b.normal_face_group &&
- a.tangent_face_group == b.tangent_face_group &&
- a.material == b.material &&
- a.chart == b.chart;
-
- // Split vertex shared by different face types.
- if( !equal ) {
- return false;
- }
-
- // They were the same vertex.
- if( a.id == b.id ) {
- return true;
- }
-
- // Vertex equal if all the channels are equal.
- return mesh->IsVertexEqual(a.id, b.id);
- }
-
-private:
- PiMeshPtr mesh;
-};
-
-} // namespace
-
-
-/// Weld the vertices.
-void PiMeshVertexWeld::WeldVertices(const PiMeshSmoothGroup * mesh_smooth_group,
- const PiMeshMaterial * mesh_material, const PiMeshAtlas * mesh_atlas )
-{
- piDebug( "--- Welding vertices:\n" );
-
- piDebug( "--- Expand mesh vertices.\n" );
- PiArray<VertexInfo> vertex_array;
-
- const uint face_num = mesh->GetFaceNum();
- const uint vertex_max = face_num * 3;
- vertex_array.Resize( vertex_max );
-
- for(uint i = 0; i < vertex_max; i++) {
-
- uint f = i/3;
-
- const PiMesh::Face & face = mesh->GetFace(f);
- vertex_array[i].id = face.v[i%3];
-
- // Reset face attributes.
- vertex_array[i].normal_face_group = PI_NULL_INDEX;
- vertex_array[i].tangent_face_group = PI_NULL_INDEX;
- vertex_array[i].material = PI_NULL_INDEX;
- vertex_array[i].chart = PI_NULL_INDEX;
-
- // Set available attributes.
- if( mesh_smooth_group != NULL ) {
- if( mesh_smooth_group->HasNormalFaceGroups() ) {
- vertex_array[i].normal_face_group = mesh_smooth_group->GetNormalFaceGroup( f );
- }
- if( mesh_smooth_group->HasTangentFaceGroups() ) {
- vertex_array[i].tangent_face_group = mesh_smooth_group->GetTangentFaceGroup( f );
- }
- }
- if( mesh_material != NULL ) {
- vertex_array[i].material = mesh_material->GetFaceMaterial( f );
- }
- if( mesh_atlas != NULL && mesh_atlas->HasCharts() ) {
- vertex_array[i].chart = mesh_atlas->GetFaceChart( f );
- }
- }
- piDebug( "--- %d vertices.\n", vertex_max );
-
- piDebug( "--- Collapse vertices.\n" );
-
- uint * xrefs = new uint[vertex_max];
- VertexHash hash(mesh);
- VertexEqual equal(mesh);
- const uint vertex_num = Weld( vertex_array, xrefs, hash, equal );
- piCheck(vertex_num <= vertex_max);
- piDebug( "--- %d vertices.\n", vertex_num );
-
- // Remap face indices.
- piDebug( "--- Remapping face indices.\n" );
- mesh->RemapFaceIndices(vertex_max, xrefs);
-
-
- // Overwrite xrefs to map new vertices to old vertices.
- for(uint v = 0; v < vertex_num; v++) {
- xrefs[v] = vertex_array[v].id;
- }
-
- // Update vertex order.
- mesh->ReorderVertices(vertex_num, xrefs);
-
- delete [] xrefs;
-}
-
-#endif // 0
diff --git a/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.h b/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.h
deleted file mode 100644
index 1dc2e4ba4d..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/weld/VertexWeld.h
+++ /dev/null
@@ -1,19 +0,0 @@
-// Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
-
-#ifndef NV_MESH_VERTEXWELD_H
-#define NV_MESH_VERTEXWELD_H
-
-#include <nvmesh/nvmesh.h>
-
-namespace nv
-{
- class TriMesh;
- class QuadMesh;
-
- NVMESH_API void WeldVertices(TriMesh * mesh);
- NVMESH_API void WeldVertices(QuadTriMesh * mesh);
-
-} // nv namespace
-
-
-#endif // NV_MESH_VERTEXWELD_H
diff --git a/thirdparty/thekla_atlas/nvmesh/weld/Weld.h b/thirdparty/thekla_atlas/nvmesh/weld/Weld.h
deleted file mode 100644
index e615539461..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/weld/Weld.h
+++ /dev/null
@@ -1,171 +0,0 @@
-// This code is in the public domain -- castanyo@yahoo.es
-
-#ifndef NV_MESH_WELD_H
-#define NV_MESH_WELD_H
-
-#include "nvcore/Array.h"
-#include "nvcore/Hash.h"
-#include "nvcore/Utils.h" // nextPowerOfTwo
-
-#include <string.h> // for memset, memcmp, memcpy
-
-// Weld function to remove array duplicates in linear time using hashing.
-
-namespace nv
-{
-
-/// Generic welding routine. This function welds the elements of the array p
-/// and returns the cross references in the xrefs array. To compare the elements
-/// it uses the given hash and equal functors.
-///
-/// This code is based on the ideas of Ville Miettinen and Pierre Terdiman.
-template <class T, class H=Hash<T>, class E=Equal<T> >
-struct Weld
-{
- // xrefs maps old elements to new elements
- uint operator()(Array<T> & p, Array<uint> & xrefs)
- {
- const uint N = p.size(); // # of input vertices.
- uint outputCount = 0; // # of output vertices
- uint hashSize = nextPowerOfTwo(N); // size of the hash table
- uint * hashTable = new uint[hashSize + N]; // hash table + linked list
- uint * next = hashTable + hashSize; // use bottom part as linked list
-
- xrefs.resize(N);
- memset( hashTable, NIL, hashSize*sizeof(uint) ); // init hash table (NIL = 0xFFFFFFFF so memset works)
-
- H hash;
- E equal;
- for (uint i = 0; i < N; i++)
- {
- const T & e = p[i];
- uint32 hashValue = hash(e) & (hashSize-1);
- uint offset = hashTable[hashValue];
-
- // traverse linked list
- while( offset != NIL && !equal(p[offset], e) )
- {
- offset = next[offset];
- }
-
- xrefs[i] = offset;
-
- // no match found - copy vertex & add to hash
- if( offset == NIL )
- {
- // save xref
- xrefs[i] = outputCount;
-
- // copy element
- p[outputCount] = e;
-
- // link to hash table
- next[outputCount] = hashTable[hashValue];
-
- // update hash heads and increase output counter
- hashTable[hashValue] = outputCount++;
- }
- }
-
- // cleanup
- delete [] hashTable;
-
- p.resize(outputCount);
-
- // number of output vertices
- return outputCount;
- }
-};
-
-
-/// Reorder the given array accoding to the indices given in xrefs.
-template <class T>
-void reorderArray(Array<T> & array, const Array<uint> & xrefs)
-{
- const uint count = xrefs.count();
- Array<T> new_array;
- new_array.resize(count);
-
- for(uint i = 0; i < count; i++) {
- new_array[i] = array[xrefs[i]];
- }
-
- swap(array, new_array);
-}
-
-/// Reverse the given array so that new indices point to old indices.
-inline void reverseXRefs(Array<uint> & xrefs, uint count)
-{
- Array<uint> new_xrefs;
- new_xrefs.resize(count);
-
- for(uint i = 0; i < xrefs.count(); i++) {
- new_xrefs[xrefs[i]] = i;
- }
-
- swap(xrefs, new_xrefs);
-}
-
-
-
-//
-struct WeldN
-{
- uint vertexSize;
-
- WeldN(uint n) : vertexSize(n) {}
-
- // xrefs maps old elements to new elements
- uint operator()(uint8 * ptr, uint N, Array<uint> & xrefs)
- {
- uint outputCount = 0; // # of output vertices
- uint hashSize = nextPowerOfTwo(N); // size of the hash table
- uint * hashTable = new uint[hashSize + N]; // hash table + linked list
- uint * next = hashTable + hashSize; // use bottom part as linked list
-
- xrefs.resize(N);
- memset( hashTable, NIL, hashSize*sizeof(uint) ); // init hash table (NIL = 0xFFFFFFFF so memset works)
-
- for (uint i = 0; i < N; i++)
- {
- const uint8 * vertex = ptr + i * vertexSize;
- uint32 hashValue = sdbmHash(vertex, vertexSize) & (hashSize-1);
- uint offset = hashTable[hashValue];
-
- // traverse linked list
- while (offset != NIL && memcmp(ptr + offset * vertexSize, vertex, vertexSize) != 0)
- {
- offset = next[offset];
- }
-
- xrefs[i] = offset;
-
- // no match found - copy vertex & add to hash
- if (offset == NIL)
- {
- // save xref
- xrefs[i] = outputCount;
-
- // copy element
- memcpy(ptr + outputCount * vertexSize, vertex, vertexSize);
-
- // link to hash table
- next[outputCount] = hashTable[hashValue];
-
- // update hash heads and increase output counter
- hashTable[hashValue] = outputCount++;
- }
- }
-
- // cleanup
- delete [] hashTable;
-
- // number of output vertices
- return outputCount;
- }
-};
-
-
-} // nv namespace
-
-#endif // NV_MESH_WELD_H