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LOD_QuadricEditor.cpp « intern « decimation « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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_QuadricEditor.h"

#include "LOD_ExternNormalEditor.h"

// Creation
///////////

using namespace std;


LOD_QuadricEditor::
LOD_QuadricEditor(
	LOD_ManMesh2 &mesh
) :
	m_quadrics(NULL),
	m_mesh(mesh)
{
};

	LOD_QuadricEditor *
LOD_QuadricEditor::
New(
	LOD_ManMesh2 &mesh
){
	//same number of quadrics as vertices in the mesh

	MEM_SmartPtr<LOD_QuadricEditor> output(new LOD_QuadricEditor(mesh));

	if (output == NULL) {
		return NULL;
	}
	return output.Release();
}


// Property editor interface
////////////////////////////

	void
LOD_QuadricEditor::
Remove(
	std::vector<LOD_VertexInd> &sorted_vertices
){
	vector<LOD_Quadric> & quadrics = *m_quadrics;

	vector<LOD_VertexInd>::const_iterator it_start = sorted_vertices.begin();
	vector<LOD_VertexInd>::const_iterator it_end = sorted_vertices.end();

	for (; it_start != it_end; ++it_start) {

		if (quadrics.size() > 0) {
			LOD_Quadric temp = quadrics[*it_start];
		
			quadrics[*it_start] = quadrics.back();
			quadrics.back() = temp;

			quadrics.pop_back();
		}
	}
};


// Editor specific methods
//////////////////////////

	bool
LOD_QuadricEditor::
BuildQuadrics(
	LOD_ExternNormalEditor& normal_editor,
	bool preserve_boundaries
){
	if (m_quadrics != NULL) delete(m_quadrics);		

	m_quadrics =new vector<LOD_Quadric> (m_mesh.VertexSet().size());
	if (m_quadrics == NULL) return false;

	// iterate through the face set of the mesh
	// compute a quadric based upon that face and 
	// add it to each of it's vertices quadrics.

	const vector<LOD_TriFace> &faces = m_mesh.FaceSet();
	const vector<LOD_Vertex> &verts = m_mesh.VertexSet();
	vector<LOD_Edge> &edges = m_mesh.EdgeSet();	

	const vector<MT_Vector3> &normals = normal_editor.Normals();
	vector<MT_Vector3>::const_iterator normal_it = normals.begin();
	
	vector<LOD_TriFace>::const_iterator face_it = faces.begin();
	vector<LOD_TriFace>::const_iterator face_end = faces.end();

	vector<LOD_Quadric> & quadrics = *m_quadrics;


	for (; face_it != face_end; ++face_it, ++normal_it) {
				
		MT_Vector3 normal = *normal_it;
		MT_Scalar offset = -normal.dot(verts[face_it->m_verts[0]].pos);	

		LOD_Quadric q(normal,offset);

		quadrics[face_it->m_verts[0]] += q;
		quadrics[face_it->m_verts[1]] += q;
		quadrics[face_it->m_verts[2]] += q;
	}

	if (preserve_boundaries) {

		// iterate through the edge set and add a boundary quadric to 
		// each of the boundary edges vertices.
	
		vector<LOD_Edge>::const_iterator edge_it = edges.begin();
		vector<LOD_Edge>::const_iterator edge_end = edges.end();	

		for (; edge_it != edge_end; ++edge_it) {
			if (edge_it->BoundaryEdge()) {

				// compute a plane perpendicular to the edge and the normal
				// of the edges single polygon.
				const MT_Vector3 & v0 = verts[edge_it->m_verts[0]].pos;
				const MT_Vector3 & v1 = verts[edge_it->m_verts[1]].pos;
	
				MT_Vector3 edge_vector = v1 - v0;

				LOD_FaceInd edge_face = edge_it->OpFace(LOD_EdgeInd::Empty());
				edge_vector = edge_vector.cross(normals[edge_face]);

				if (!edge_vector.fuzzyZero()) {
					edge_vector.normalize();
				
					LOD_Quadric boundary_q(edge_vector, - edge_vector.dot(v0));	
					boundary_q *= 100;				

					quadrics[edge_it->m_verts[0]] += boundary_q;
					quadrics[edge_it->m_verts[1]] += boundary_q;
				}
			}
		}
	}


	// initiate the heap keys of the edges by computing the edge costs.

	vector<LOD_Edge>::iterator edge_it = edges.begin();
	vector<LOD_Edge>::const_iterator edge_end = edges.end();

	for (; edge_it != edge_end; ++edge_it)  {
		
		MT_Vector3 target = TargetVertex(*edge_it);

		LOD_Edge &e = *edge_it;
		LOD_Quadric q0 = quadrics[e.m_verts[0]];
		const LOD_Quadric &q1 = quadrics[e.m_verts[1]];
		
		e.HeapKey() = -float(q0.Evaluate(target) + q1.Evaluate(target));
	}

	return true;

};

	MT_Vector3 
LOD_QuadricEditor::
TargetVertex(
	LOD_Edge & e
){

	// compute an edge contration target for edge ei
	// this is computed by summing it's vertices quadrics and 
	// optimizing the result.
	vector<LOD_Vertex> &verts = m_mesh.VertexSet();

	vector<LOD_Quadric> &quadrics = *m_quadrics;

	LOD_VertexInd v0 = e.m_verts[0];
	LOD_VertexInd v1 = e.m_verts[1];

	LOD_Quadric q0 = quadrics[v0];
	q0 += quadrics[v1];

	MT_Vector3 result;

	if (q0.Optimize(result)) {
		return result;
	} else {
		// the quadric was degenerate -> just take the average of 
		// v0 and v1

		return ((verts[v0].pos + verts[v1].pos) * 0.5);
	}
};

	void
LOD_QuadricEditor::
ComputeEdgeCosts(
	vector<LOD_EdgeInd> &edges
){ 	
	
	// for each we compute the target vertex and then compute
	// the quadric error e = Q1(v') + Q2(v')
	vector<LOD_Edge> &edge_set = m_mesh.EdgeSet();

	vector<LOD_Quadric> &quadrics = *m_quadrics;

	vector<LOD_EdgeInd>::const_iterator edge_it = edges.begin();
	vector<LOD_EdgeInd>::const_iterator edge_end = edges.end();

	for (; edge_it != edge_end; ++edge_it)  {
		
		MT_Vector3 target = TargetVertex(edge_set[*edge_it]);

		LOD_Edge &e = edge_set[*edge_it];
		LOD_Quadric q0 = quadrics[e.m_verts[0]];
		const LOD_Quadric &q1 = quadrics[e.m_verts[1]];
		
		e.HeapKey() = -float(q0.Evaluate(target) + q1.Evaluate(target));
	}
};