blender/intern/decimation/intern/LOD_EdgeCollapser.cpp
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

411 lines
11 KiB
C++

/**
* $Id$
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#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_EdgeInd ed = (*edge_it);
LOD_Edge & edge = edges[ed];//*edge_it];
verts[edge.m_verts[0]].RemoveEdge(ed);
verts[edge.m_verts[1]].RemoveEdge(ed);
}
// 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
}