Blender V2.61 - r43446
|
00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "LOD_EdgeCollapser.h" 00034 00035 #include "LOD_ManMesh2.h" 00036 #include "CTR_TaggedSetOps.h" 00037 #include <algorithm> 00038 #include <functional> 00039 00040 00041 using namespace std; 00042 00043 00044 LOD_EdgeCollapser * 00045 LOD_EdgeCollapser:: 00046 New( 00047 ){ 00048 return new LOD_EdgeCollapser(); 00049 } 00050 00051 00052 bool 00053 LOD_EdgeCollapser:: 00054 TJunctionTest( 00055 LOD_ManMesh2 &mesh, 00056 vector<LOD_EdgeInd> &e_v0v1, 00057 LOD_EdgeInd collapse_edge 00058 ){ 00059 00060 // we need to copy the egdes in e_v0v1 from the mesh 00061 // into a new buffer -> we are going to modify them 00062 00063 int original_size = e_v0v1.size(); 00064 if (original_size == 0) return true; 00065 00066 vector<LOD_Edge> &edge_set = mesh.EdgeSet(); 00067 00068 LOD_VertexInd c_v0 = edge_set[collapse_edge].m_verts[0]; 00069 LOD_VertexInd c_v1 = edge_set[collapse_edge].m_verts[1]; 00070 00071 vector<LOD_Edge> temp_edges; 00072 temp_edges.reserve(e_v0v1.size()); 00073 00074 vector<LOD_EdgeInd>::iterator edge_it = e_v0v1.begin(); 00075 vector<LOD_EdgeInd>::const_iterator edge_end = e_v0v1.end(); 00076 00077 for (;edge_it != edge_end; ++edge_it) { 00078 temp_edges.push_back(edge_set[*edge_it]); 00079 } 00080 00081 // in the copied edges replace all instances of c_v0 with c_v1 00082 00083 vector<LOD_Edge>::iterator e_it = temp_edges.begin(); 00084 vector<LOD_Edge>::const_iterator e_it_end = temp_edges.end(); 00085 00086 for (; e_it != e_it_end; ++e_it) { 00087 00088 if (e_it->m_verts[0] == c_v0) { 00089 e_it->m_verts[0] = c_v1; 00090 } 00091 if (e_it->m_verts[1] == c_v0) { 00092 e_it->m_verts[1] = c_v1; 00093 } 00094 00095 // normalize the edge 00096 if (int(e_it->m_verts[0]) > int(e_it->m_verts[1])) { 00097 LOD_EdgeInd temp = e_it->m_verts[0]; 00098 e_it->m_verts[0] = e_it->m_verts[1]; 00099 e_it->m_verts[1] = temp; 00100 } 00101 } 00102 00103 // sort the edges using the edge less functional 00104 00105 sort(temp_edges.begin(),temp_edges.end(),LOD_EdgeCollapser::less()); 00106 // count the unique edges. 00107 00108 e_it = temp_edges.begin(); 00109 e_it_end = temp_edges.end(); 00110 00111 int coincedent_edges = 0; 00112 00113 vector<LOD_Edge>::const_iterator last_edge = e_it; 00114 ++e_it; 00115 00116 for (; e_it != e_it_end; ++e_it) { 00117 00118 if ((e_it->m_verts[0] == last_edge->m_verts[0]) && 00119 (e_it->m_verts[1] == last_edge->m_verts[1]) 00120 ) { 00121 ++coincedent_edges; 00122 } 00123 last_edge = e_it; 00124 } 00125 00126 // now if the collapse edge is a boundary edges 00127 // then we are alloved at most one coincedent edge 00128 00129 // otherwise at most 2 coincedent edges 00130 00131 if (edge_set[collapse_edge].BoundaryEdge()) { 00132 return (coincedent_edges > 1); 00133 } else { 00134 return (coincedent_edges > 2); 00135 } 00136 00137 00138 } 00139 00140 00141 00142 bool 00143 LOD_EdgeCollapser:: 00144 CollapseEdge( 00145 LOD_EdgeInd ei, 00146 LOD_ManMesh2 &mesh, 00147 vector<LOD_EdgeInd> & degenerate_edges, 00148 vector<LOD_FaceInd> & degenerate_faces, 00149 vector<LOD_VertexInd> & degenerate_vertices, 00150 vector<LOD_EdgeInd> & new_edges, 00151 vector<LOD_FaceInd> & update_faces, 00152 vector<LOD_VertexInd> & update_vertices 00153 ){ 00154 00155 vector<LOD_Vertex> &verts = mesh.VertexSet(); 00156 vector<LOD_Edge> &edges = mesh.EdgeSet(); 00157 vector<LOD_TriFace> &faces = mesh.FaceSet(); 00158 00159 // shouldn't do this (use mesh interface instead!) 00160 LOD_VertexInd v0_ind = edges[ei].m_verts[0]; 00161 LOD_VertexInd v1_ind = edges[ei].m_verts[1]; 00162 #if 0 00163 LOD_Vertex &v0 = verts[v0_ind]; 00164 LOD_Vertex &v1 = verts[v1_ind]; 00165 #endif 00166 vector<vector<LOD_EdgeInd> > e_v01(2); 00167 e_v01[0].reserve(32); 00168 e_v01[1].reserve(32); 00169 00170 mesh.VertexEdges(v0_ind,e_v01[0]); 00171 mesh.VertexEdges(v1_ind,e_v01[1]); 00172 00173 00174 // compute the union of e_v0 and e_v1 -> this is the degenerate edges of the collapse 00175 // we remove old edges and replace edges inside the collapse zone with new ones 00176 00177 CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Union(e_v01,edges,degenerate_edges); 00178 00179 vector< vector<LOD_FaceInd> > p_v01(2); 00180 p_v01[0].reserve(32); 00181 p_v01[1].reserve(32); 00182 00183 mesh.VertexFaces(v0_ind,p_v01[0]); 00184 mesh.VertexFaces(v1_ind,p_v01[1]); 00185 00186 // compute the union of p_v0 anf p_v1 00187 vector<LOD_FaceInd> p_v0v1; 00188 p_v0v1.reserve(32); 00189 00190 CTR_TaggedSetOps<LOD_FaceInd,LOD_TriFace>::Union(p_v01,faces,p_v0v1); 00191 00192 // compute the union of all the edges in p_v0v1 this is the collapse zone 00193 00194 vector<vector<LOD_EdgeInd> > e_input_vectors(p_v0v1.size()); 00195 00196 vector<LOD_FaceInd>::iterator p_v0v1_end = p_v0v1.end(); 00197 vector<LOD_FaceInd>::iterator p_v0v1_start = p_v0v1.begin(); 00198 00199 vector<vector<LOD_FaceInd> >::iterator vector_insert_it = e_input_vectors.begin(); 00200 00201 for (;p_v0v1_start != p_v0v1_end; ++p_v0v1_start , ++vector_insert_it) { 00202 mesh.FaceEdges(*p_v0v1_start,*vector_insert_it); 00203 } 00204 00205 vector<LOD_EdgeInd> collapse_zone; 00206 collapse_zone.reserve(32); 00207 00208 CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Union(e_input_vectors,edges,collapse_zone); 00209 00210 // compute the ring edges = collpase_zone - e_v0v1 00211 00212 vector<LOD_EdgeInd> edge_ring; 00213 edge_ring.reserve(32); 00214 00215 CTR_TaggedSetOps<LOD_EdgeInd,LOD_Edge>::Difference(collapse_zone,degenerate_edges,edges,edge_ring); 00216 00217 // T Junction test 00219 // At this point we check to see if any of the polygons 00220 // in p_v0v1 are coninceddent - this leads 00221 // to errors later on if we try and insert a polygon 00222 // into the mesh to an edge which already has 2 polygons. 00223 00224 // not that t junctions occur naturally from edge collapses 00225 // and are not just the result of coincedent polygons 00226 // for example consider collapsing an edge that forms part 00227 // of a triangular bottle neck. 00228 00229 // Really we need to make sure that we don't create t-junctions. 00230 00231 // I think that a sufficient test is to check the number of 00232 // coincedent edge pairs after a collapse. If it is more than 2 00233 // then collapsing the edge may result in an undeleted edge 00234 // sharing more than 2 polygons. This test probably is too 00235 // restictive though. 00236 00237 // To perform this test we need to make a copy of the edges 00238 // in e_v0v1. We then apply the contraction to these edge 00239 // copies. Sort them using a function that places coincedent 00240 // edges next to each other. And then count the number 00241 // of coincedent pairs. 00242 00243 // Of course we have to do this test before we change any of the 00244 // mesh -> so we can back out safely. 00245 00246 if (TJunctionTest(mesh,degenerate_edges,ei)) return false; 00247 00248 // Compute the set of possibly degenerate vertices 00249 // this is the union of all the vertices of polygons 00250 // of v0 and v1 00251 00252 vector<LOD_FaceInd>::iterator face_it = p_v0v1.begin(); 00253 vector<LOD_FaceInd>::const_iterator face_end = p_v0v1.end(); 00254 00255 00256 vector<vector<LOD_VertexInd> > p_v0v1_vertices(p_v0v1.size()); 00257 00258 for (int i = 0; face_it != face_end; ++face_it, ++i) { 00259 mesh.FaceVertices(*face_it,p_v0v1_vertices[i]); 00260 } 00261 00262 vector<LOD_VertexInd> vertex_ring; 00263 vertex_ring.reserve(32); 00264 00265 CTR_TaggedSetOps<LOD_VertexInd,LOD_Vertex>::Union(p_v0v1_vertices,verts,vertex_ring); 00266 00267 // remove all the internal edges e_v0v1 from the mesh. 00268 // for each edge remove the egde from it's vertices edge lists. 00269 00270 vector<LOD_EdgeInd>::iterator edge_it = degenerate_edges.begin(); 00271 vector<LOD_EdgeInd>::const_iterator edge_end = degenerate_edges.end(); 00272 00273 for (; !(edge_it == edge_end); ++edge_it) { 00274 00275 LOD_EdgeInd ed = (*edge_it); 00276 LOD_Edge & edge = edges[ed];//*edge_it]; 00277 00278 verts[edge.m_verts[0]].RemoveEdge(ed); 00279 verts[edge.m_verts[1]].RemoveEdge(ed); 00280 } 00281 00282 // we postpone deletion of the internal edges untill the end 00283 // this is because deleting edges invalidates all of the 00284 // EdgeInd vectors above. 00285 00286 00287 // now untie all the polygons in p_v0v1 from the edge ring 00288 00289 // select all polygons in p_v0v1 00290 00291 face_it = p_v0v1.begin(); 00292 face_end = p_v0v1.end(); 00293 00294 for (;face_it != face_end; ++face_it) { 00295 faces[*face_it].SetSelectTag(true); 00296 } 00297 00298 edge_it = edge_ring.begin(); 00299 edge_end = edge_ring.end(); 00300 00301 for (;edge_it != edge_end; ++edge_it) { 00302 LOD_Edge & edge = edges[*edge_it]; 00303 00304 // presumably all edges in edge_ring point to at least 00305 // one polygon from p_v0v1 00306 00307 if (!edge.m_faces[0].IsEmpty() && faces[edge.m_faces[0]].SelectTag()) { 00308 edge.m_faces[0].Invalidate(); 00309 } 00310 00311 if (!edge.m_faces[1].IsEmpty() && faces[edge.m_faces[1]].SelectTag()) { 00312 edge.m_faces[1].Invalidate(); 00313 } 00314 } 00315 00316 // deselect the faces 00317 00318 face_it = p_v0v1.begin(); 00319 face_end = p_v0v1.end(); 00320 00321 for (;face_it != face_end; ++face_it) { 00322 faces[*face_it].SetSelectTag(false); 00323 } 00324 00325 // perform the edge collapse 00327 00328 // iterate through the polygons of p_v0 and replace the vertex 00329 // index v0 with v1 00330 00331 face_it = p_v01[0].begin(); 00332 face_end = p_v01[0].end(); 00333 00334 for (;face_it != face_end; ++face_it) { 00335 faces[*face_it].SwapVertex(v0_ind,v1_ind); 00336 } 00337 00338 face_it = p_v0v1.begin(); 00339 face_end = p_v0v1.end(); 00340 00341 for (;face_it != face_end; ++face_it) { 00342 if (faces[*face_it].Degenerate()) { 00343 degenerate_faces.push_back(*face_it); 00344 } else { 00345 update_faces.push_back(*face_it); 00346 } 00347 } 00348 00349 // Add all the non-degenerate faces back into the 00350 // mesh. Get a record of the new edges created in 00351 // this process. 00352 00353 face_it = update_faces.begin(); 00354 face_end = update_faces.end(); 00355 00356 for (;face_it != face_end; ++face_it) { 00357 mesh.ConnectTriangle(*face_it,new_edges); 00358 } 00359 00360 // degenerate ring primitives 00362 00363 // we now need to examine each of the edges on the ring 00364 // and work out if they are degenerate - if so we attempt 00365 // to delete them -> add them to the other edges to delete 00366 // in e_v0v1 00367 00368 edge_it = edge_ring.begin(); 00369 edge_end = edge_ring.end(); 00370 00371 for (;edge_it != edge_end; ++edge_it) { 00372 if (edges[*edge_it].Degenerate()) { 00373 degenerate_edges.push_back(*edge_it); 00374 } 00375 } 00376 00377 // do the same for the ring vertices. 00378 00379 vector<LOD_VertexInd>::iterator vertex_it = vertex_ring.begin(); 00380 vector<LOD_VertexInd>::const_iterator vertex_end = vertex_ring.end(); 00381 00382 for (;vertex_it != vertex_end; ++vertex_it) { 00383 if (verts[*vertex_it].Degenerate()) { 00384 degenerate_vertices.push_back(*vertex_it); 00385 } else { 00386 update_vertices.push_back(*vertex_it); 00387 } 00388 } 00389 00390 // we now know all the degenerate primitives 00391 // and the new primitives we have inserted into the mesh 00392 00393 // We now delete the mesh primitives, mesh.DeleteXXXXXX() methods 00394 // assume that the index vectors are sorted into descending order. 00395 // we do that now. 00396 00397 sort(degenerate_edges.begin(),degenerate_edges.end(),LOD_EdgeInd::greater()); 00398 sort(degenerate_faces.begin(),degenerate_faces.end(),LOD_FaceInd::greater()); 00399 sort(degenerate_vertices.begin(),degenerate_vertices.end(),LOD_VertexInd::greater()); 00400 00401 00402 return true; 00403 00404 } 00405 00406 LOD_EdgeCollapser:: 00407 LOD_EdgeCollapser( 00408 ){ 00409 // nothing to do 00410 }