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Diffstat (limited to 'intern/decimation/intern/LOD_EdgeCollapser.cpp')
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+#include "LOD_EdgeCollapser.h"
+
+#include "LOD_ManMesh2.h"
+#include "CTR_TaggedSetOps.h"
+#include <algorithm>
+#include <functional>
+
+
+using namespace std;
+
+
+ LOD_EdgeCollapser *
+LOD_EdgeCollapser::
+New(
+){
+ return new LOD_EdgeCollapser();
+}
+
+
+ bool
+LOD_EdgeCollapser::
+TJunctionTest(
+ LOD_ManMesh2 &mesh,
+ vector<LOD_EdgeInd> &e_v0v1,
+ LOD_EdgeInd collapse_edge
+){
+
+ // we need to copy the egdes in e_v0v1 from the mesh
+ // into a new buffer -> we are going to modify them
+
+ int original_size = e_v0v1.size();
+ if (original_size == 0) return true;
+
+ vector<LOD_Edge> &edge_set = mesh.EdgeSet();
+
+ LOD_VertexInd c_v0 = edge_set[collapse_edge].m_verts[0];
+ LOD_VertexInd c_v1 = edge_set[collapse_edge].m_verts[1];
+
+ vector<LOD_Edge> temp_edges;
+ temp_edges.reserve(e_v0v1.size());
+
+ vector<LOD_EdgeInd>::iterator edge_it = e_v0v1.begin();
+ vector<LOD_EdgeInd>::const_iterator edge_end = e_v0v1.end();
+
+ for (;edge_it != edge_end; ++edge_it) {
+ temp_edges.push_back(edge_set[*edge_it]);
+ }
+
+ // in the copied edges replace all instances of c_v0 with c_v1
+
+ vector<LOD_Edge>::iterator e_it = temp_edges.begin();
+ vector<LOD_Edge>::const_iterator e_it_end = temp_edges.end();
+
+ for (; e_it != e_it_end; ++e_it) {
+
+ if (e_it->m_verts[0] == c_v0) {
+ e_it->m_verts[0] = c_v1;
+ }
+ if (e_it->m_verts[1] == c_v0) {
+ e_it->m_verts[1] = c_v1;
+ }
+
+ // normalize the edge
+ if (int(e_it->m_verts[0]) > int(e_it->m_verts[1])) {
+ LOD_EdgeInd temp = e_it->m_verts[0];
+ e_it->m_verts[0] = e_it->m_verts[1];
+ e_it->m_verts[1] = temp;
+ }
+ }
+
+ // sort the edges using the edge less functional
+
+ sort(temp_edges.begin(),temp_edges.end(),LOD_EdgeCollapser::less());
+ // count the unique edges.
+
+ e_it = temp_edges.begin();
+ e_it_end = temp_edges.end();
+
+ int coincedent_edges = 0;
+
+ vector<LOD_Edge>::const_iterator last_edge = e_it;
+ ++e_it;
+
+ for (; e_it != e_it_end; ++e_it) {
+
+ if ((e_it->m_verts[0] == last_edge->m_verts[0]) &&
+ (e_it->m_verts[1] == last_edge->m_verts[1])
+ ) {
+ ++coincedent_edges;
+ }
+ last_edge = e_it;
+ }
+
+ // now if the collapse edge is a boundary edges
+ // then we are alloved at most one coincedent edge
+
+ // otherwise at most 2 coincedent edges
+
+ if (edge_set[collapse_edge].BoundaryEdge()) {
+ return (coincedent_edges > 1);
+ } else {
+ return (coincedent_edges > 2);
+ }
+
+
+}
+
+
+
+ bool
+LOD_EdgeCollapser::
+CollapseEdge(
+ LOD_EdgeInd ei,
+ LOD_ManMesh2 &mesh,
+ vector<LOD_EdgeInd> & degenerate_edges,
+ vector<LOD_FaceInd> & degenerate_faces,
+ vector<LOD_VertexInd> & degenerate_vertices,
+ vector<LOD_EdgeInd> & new_edges,
+ vector<LOD_FaceInd> & update_faces,
+ vector<LOD_VertexInd> & update_vertices
+){
+
+ vector<LOD_Vertex> &verts = mesh.VertexSet();
+ vector<LOD_Edge> &edges = mesh.EdgeSet();
+ vector<LOD_TriFace> &faces = mesh.FaceSet();
+
+ // shouldn't do this (use mesh interface instead!)
+ LOD_VertexInd v0_ind = edges[ei].m_verts[0];
+ LOD_VertexInd v1_ind = edges[ei].m_verts[1];
+#if 0
+ LOD_Vertex &v0 = verts[v0_ind];
+ LOD_Vertex &v1 = verts[v1_ind];
+#endif
+ vector<vector<LOD_EdgeInd> > e_v01(2);
+ e_v01[0].reserve(32);
+ e_v01[1].reserve(32);
+
+ mesh.VertexEdges(v0_ind,e_v01[0]);
+ mesh.VertexEdges(v1_ind,e_v01[1]);
+
+
+ // compute the union of e_v0 and e_v1 -> this is the degenerate edges of the collapse
+ // we remove old edges and replace edges inside the collapse zone with new ones
+
+ CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Union(e_v01,edges,degenerate_edges);
+
+ vector< vector<LOD_FaceInd> > p_v01(2);
+ p_v01[0].reserve(32);
+ p_v01[1].reserve(32);
+
+ mesh.VertexFaces(v0_ind,p_v01[0]);
+ mesh.VertexFaces(v1_ind,p_v01[1]);
+
+ // compute the union of p_v0 anf p_v1
+ vector<LOD_FaceInd> p_v0v1;
+ p_v0v1.reserve(32);
+
+ CTR_TaggedSetOps<LOD_FaceInd,LOD_TriFace>::Union(p_v01,faces,p_v0v1);
+
+ // compute the union of all the edges in p_v0v1 this is the collapse zone
+
+ vector<vector<LOD_EdgeInd> > e_input_vectors(p_v0v1.size());
+
+ vector<LOD_FaceInd>::iterator p_v0v1_end = p_v0v1.end();
+ vector<LOD_FaceInd>::iterator p_v0v1_start = p_v0v1.begin();
+
+ vector<vector<LOD_FaceInd> >::iterator vector_insert_it = e_input_vectors.begin();
+
+ for (;p_v0v1_start != p_v0v1_end; ++p_v0v1_start , ++vector_insert_it) {
+ mesh.FaceEdges(*p_v0v1_start,*vector_insert_it);
+ }
+
+ vector<LOD_EdgeInd> collapse_zone;
+ collapse_zone.reserve(32);
+
+ CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Union(e_input_vectors,edges,collapse_zone);
+
+ // compute the ring edges = collpase_zone - e_v0v1
+
+ vector<LOD_EdgeInd> edge_ring;
+ edge_ring.reserve(32);
+
+ CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Difference(collapse_zone,degenerate_edges,edges,edge_ring);
+
+ // T Junction test
+ //////////////////
+ // At this point we check to see if any of the polygons
+ // in p_v0v1 are coninceddent - this leads
+ // to errors later on if we try and insert a polygon
+ // into the mesh to an edge which already has 2 polygons.
+
+ // not that t junctions occur naturally from edge collapses
+ // and are not just the result of coincedent polygons
+ // for example consider collapsing an edge that forms part
+ // of a triangular bottle neck.
+
+ // Really we need to make sure that we don't create t-junctions.
+
+ // I think that a sufficient test is to check the number of
+ // coincedent edge pairs after a collapse. If it is more than 2
+ // then collapsing the edge may result in an undeleted edge
+ // sharing more than 2 polygons. This test probably is too
+ // restictive though.
+
+ // To perform this test we need to make a copy of the edges
+ // in e_v0v1. We then apply the contraction to these edge
+ // copies. Sort them using a function that places coincedent
+ // edges next to each other. And then count the number
+ // of coincedent pairs.
+
+ // Of course we have to do this test before we change any of the
+ // mesh -> so we can back out safely.
+
+ if (TJunctionTest(mesh,degenerate_edges,ei)) return false;
+
+ // Compute the set of possibly degenerate vertices
+ // this is the union of all the vertices of polygons
+ // of v0 and v1
+
+ vector<LOD_FaceInd>::iterator face_it = p_v0v1.begin();
+ vector<LOD_FaceInd>::const_iterator face_end = p_v0v1.end();
+
+
+ vector<vector<LOD_VertexInd> > p_v0v1_vertices(p_v0v1.size());
+
+ for (int i = 0; face_it != face_end; ++face_it, ++i) {
+ mesh.FaceVertices(*face_it,p_v0v1_vertices[i]);
+ }
+
+ vector<LOD_VertexInd> vertex_ring;
+ vertex_ring.reserve(32);
+
+ CTR_TaggedSetOps<LOD_VertexInd,LOD_Vertex>::Union(p_v0v1_vertices,verts,vertex_ring);
+
+ // remove all the internal edges e_v0v1 from the mesh.
+ // for each edge remove the egde from it's vertices edge lists.
+
+ vector<LOD_EdgeInd>::iterator edge_it = degenerate_edges.begin();
+ vector<LOD_EdgeInd>::const_iterator edge_end = degenerate_edges.end();
+
+ for (; edge_it != edge_end; ++edge_it) {
+
+ LOD_Edge & edge = edges[*edge_it];
+
+ verts[edge.m_verts[0]].RemoveEdge(*edge_it);
+ verts[edge.m_verts[1]].RemoveEdge(*edge_it);
+ }
+
+ // we postpone deletion of the internal edges untill the end
+ // this is because deleting edges invalidates all of the
+ // EdgeInd vectors above.
+
+
+ // now untie all the polygons in p_v0v1 from the edge ring
+
+ // select all polygons in p_v0v1
+
+ face_it = p_v0v1.begin();
+ face_end = p_v0v1.end();
+
+ for (;face_it != face_end; ++face_it) {
+ faces[*face_it].SetSelectTag(true);
+ }
+
+ edge_it = edge_ring.begin();
+ edge_end = edge_ring.end();
+
+ for (;edge_it != edge_end; ++edge_it) {
+ LOD_Edge & edge = edges[*edge_it];
+
+ // presumably all edges in edge_ring point to at least
+ // one polygon from p_v0v1
+
+ if (!edge.m_faces[0].IsEmpty() && faces[edge.m_faces[0]].SelectTag()) {
+ edge.m_faces[0].Invalidate();
+ }
+
+ if (!edge.m_faces[1].IsEmpty() && faces[edge.m_faces[1]].SelectTag()) {
+ edge.m_faces[1].Invalidate();
+ }
+ }
+
+ // deselect the faces
+
+ face_it = p_v0v1.begin();
+ face_end = p_v0v1.end();
+
+ for (;face_it != face_end; ++face_it) {
+ faces[*face_it].SetSelectTag(false);
+ }
+
+ // perform the edge collapse
+ ////////////////////////////
+
+ // iterate through the polygons of p_v0 and replace the vertex
+ // index v0 with v1
+
+ face_it = p_v01[0].begin();
+ face_end = p_v01[0].end();
+
+ for (;face_it != face_end; ++face_it) {
+ faces[*face_it].SwapVertex(v0_ind,v1_ind);
+ }
+
+ face_it = p_v0v1.begin();
+ face_end = p_v0v1.end();
+
+ for (;face_it != face_end; ++face_it) {
+ if (faces[*face_it].Degenerate()) {
+ degenerate_faces.push_back(*face_it);
+ } else {
+ update_faces.push_back(*face_it);
+ }
+ }
+
+ // Add all the non-degenerate faces back into the
+ // mesh. Get a record of the new edges created in
+ // this process.
+
+ face_it = update_faces.begin();
+ face_end = update_faces.end();
+
+ for (;face_it != face_end; ++face_it) {
+ mesh.ConnectTriangle(*face_it,new_edges);
+ }
+
+ // degenerate ring primitives
+ /////////////////////////////
+
+ // we now need to examine each of the edges on the ring
+ // and work out if they are degenerate - if so we attempt
+ // to delete them -> add them to the other edges to delete
+ // in e_v0v1
+
+ edge_it = edge_ring.begin();
+ edge_end = edge_ring.end();
+
+ for (;edge_it != edge_end; ++edge_it) {
+ if (edges[*edge_it].Degenerate()) {
+ degenerate_edges.push_back(*edge_it);
+ }
+ }
+
+ // do the same for the ring vertices.
+
+ vector<LOD_VertexInd>::iterator vertex_it = vertex_ring.begin();
+ vector<LOD_VertexInd>::const_iterator vertex_end = vertex_ring.end();
+
+ for (;vertex_it != vertex_end; ++vertex_it) {
+ if (verts[*vertex_it].Degenerate()) {
+ degenerate_vertices.push_back(*vertex_it);
+ } else {
+ update_vertices.push_back(*vertex_it);
+ }
+ }
+
+ // we now know all the degenerate primitives
+ // and the new primitives we have inserted into the mesh
+
+ // We now delete the mesh primitives, mesh.DeleteXXXXXX() methods
+ // assume that the index vectors are sorted into descending order.
+ // we do that now.
+
+ sort(degenerate_edges.begin(),degenerate_edges.end(),LOD_EdgeInd::greater());
+ sort(degenerate_faces.begin(),degenerate_faces.end(),LOD_FaceInd::greater());
+ sort(degenerate_vertices.begin(),degenerate_vertices.end(),LOD_VertexInd::greater());
+
+
+ return true;
+
+}
+
+LOD_EdgeCollapser::
+LOD_EdgeCollapser(
+){
+ // nothing to do
+}