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blender-archive/intern/decimation/intern/LOD_QSDecimator.cpp
Chris Want 7c96971152 Reverting change to decimation to fix compatibility with
gcc 3.x (a better solution should be found)
2002-12-28 17:45:46 +00:00

329 lines
7.6 KiB
C++

/**
* $Id$
* ***** 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "LOD_QSDecimator.h"
#include "LOD_ExternBufferEditor.h"
using namespace std;
LOD_QSDecimator *
LOD_QSDecimator::
New(
LOD_ManMesh2 &mesh,
LOD_ExternNormalEditor &face_editor,
LOD_ExternBufferEditor &extern_editor
){
MEM_SmartPtr<LOD_QSDecimator> output
= new LOD_QSDecimator(mesh,face_editor,extern_editor);
MEM_SmartPtr<LOD_EdgeCollapser > collapser(LOD_EdgeCollapser::New());
MEM_SmartPtr<LOD_QuadricEditor> q_editor(LOD_QuadricEditor::New(mesh));
if (
output == NULL ||
collapser == NULL ||
q_editor == NULL
) {
return NULL;
}
output->m_collapser = collapser.Release();
output->m_quadric_editor = q_editor.Release();
return output.Release();
}
bool
LOD_QSDecimator::
Arm(
){
MT_assert(!m_is_armed);
bool heap_result = BuildHeap();
if (!heap_result) {
return false;
}
m_is_armed = true;
return true;
}
bool
LOD_QSDecimator::
Step(
){
return CollapseEdge();
}
LOD_QSDecimator::
LOD_QSDecimator(
LOD_ManMesh2 &mesh,
LOD_ExternNormalEditor &face_editor,
LOD_ExternBufferEditor &extern_editor
) :
m_mesh(mesh),
m_face_editor(face_editor),
m_extern_editor(extern_editor),
m_is_armed (false)
{
m_deg_edges.reserve(32);
m_deg_faces.reserve(32);
m_deg_vertices.reserve(32);
m_update_faces.reserve(32);
m_new_edges.reserve(32);
m_update_vertices.reserve(32);
};
bool
LOD_QSDecimator::
CollapseEdge(
){
// find an edge to collapse
// FIXME force an edge collapse
// or return false
std::vector<LOD_Edge> & edges = m_mesh.EdgeSet();
std::vector<LOD_Vertex> & verts = m_mesh.VertexSet();
std::vector<LOD_Quadric> & quadrics = m_quadric_editor->Quadrics();
int size = edges.size();
if (size == 0) return false;
const int heap_top = m_heap->Top();
if (heap_top == -1 || edges[heap_top].HeapKey() <= -MT_INFINITY) {
return false;
}
// compute the target position
MT_Vector3 new_vertex = m_quadric_editor->TargetVertex(edges[heap_top]);
LOD_Quadric & q0 = quadrics[edges[heap_top].m_verts[0]];
LOD_Quadric & q1 = quadrics[edges[heap_top].m_verts[1]];
LOD_Vertex &v0 = verts[edges[heap_top].m_verts[0]];
LOD_Vertex &v1 = verts[edges[heap_top].m_verts[1]];
LOD_Quadric sum = q0;
sum += q1;
if (m_collapser->CollapseEdge(
heap_top,
m_mesh,
m_deg_edges,
m_deg_faces,
m_deg_vertices,
m_new_edges,
m_update_faces,
m_update_vertices
)) {
// assign new vertex position
v0.pos = new_vertex;
v1.pos = new_vertex;
// sum the quadrics of v0 and v1
q0 = sum;
q1 = sum;
// ok update the primitive properties
m_face_editor.Update(m_update_faces);
m_face_editor.UpdateVertexNormals(m_update_vertices);
// update the external vertex buffer
m_extern_editor.CopyModifiedVerts(m_mesh,m_update_vertices);
// update the external face buffer
m_extern_editor.CopyModifiedFaces(m_mesh,m_update_faces);
// update the edge heap
UpdateHeap(m_deg_edges,m_new_edges);
m_quadric_editor->Remove(m_deg_vertices);
m_face_editor.Remove(m_deg_faces);
m_face_editor.RemoveVertexNormals(m_deg_vertices);
// delete the primitives
DeletePrimitives(m_deg_edges,m_deg_faces,m_deg_vertices);
} else {
// the edge could not be collapsed at the moment - so
// we adjust it's priority and add it back to the heap.
m_heap->Remove(&edges[0],0);
edges[heap_top].HeapKey() = - MT_INFINITY;
m_heap->Insert(&edges[0],heap_top);
}
//clear all the temporary buffers
m_deg_faces.clear();
m_deg_edges.clear();
m_deg_vertices.clear();
m_update_faces.clear();
m_update_vertices.clear();
m_new_edges.clear();
return true;
}
void
LOD_QSDecimator::
DeletePrimitives(
const vector<LOD_EdgeInd> & degenerate_edges,
const vector<LOD_FaceInd> & degenerate_faces,
const vector<LOD_VertexInd> & degenerate_vertices
) {
// assumes that the 3 vectors are sorted in descending order.
// Delete Degnerate primitives
//////////////////////////////
// delete the old edges - we have to be very careful here
// mesh.delete() swaps edges to be deleted with the last edge in
// the edge buffer. However the next edge to be deleted may have
// been the last edge in the buffer!
// One way to solve this is to sort degenerate_edges in descending order.
// And then delete them in that order.
// it is also vital that degenerate_edges contains no duplicates
vector<LOD_EdgeInd>::const_iterator edge_it = degenerate_edges.begin();
vector<LOD_EdgeInd>::const_iterator edge_end = degenerate_edges.end();
for (; edge_it != edge_end; ++edge_it) {
m_mesh.DeleteEdge(*edge_it,m_heap);
}
vector<LOD_FaceInd>::const_iterator face_it = degenerate_faces.begin();
vector<LOD_FaceInd>::const_iterator face_end = degenerate_faces.end();
for (;face_it != face_end; ++face_it) {
m_mesh.DeleteFace(m_extern_editor,*face_it);
}
vector<LOD_VertexInd>::const_iterator vertex_it = degenerate_vertices.begin();
vector<LOD_VertexInd>::const_iterator vertex_end = degenerate_vertices.end();
for (;vertex_it != vertex_end; ++vertex_it) {
m_mesh.DeleteVertex(m_extern_editor,*vertex_it);
}
}
bool
LOD_QSDecimator::
BuildHeap(
){
// build the quadrics
if (m_quadric_editor->BuildQuadrics(m_face_editor,true) == false) return false;
m_heap = CTR_UHeap<LOD_Edge>::New();
// load in edge pointers to the heap
std::vector<LOD_Edge> & edge_set= m_mesh.EdgeSet();
std::vector<LOD_Edge>::const_iterator edge_end = edge_set.end();
std::vector<LOD_Edge>::iterator edge_start = edge_set.begin();
std::vector<int> & heap_vector = m_heap->HeapVector();
for (int i = 0; i < edge_set.size(); ++i) {
edge_set[i].HeapPos() = i;
heap_vector.push_back(i);
}
m_heap->MakeHeap(&edge_set[0]);
return true;
}
void
LOD_QSDecimator::
UpdateHeap(
std::vector<LOD_EdgeInd> &deg_edges,
std::vector<LOD_EdgeInd> &new_edges
){
// first of all compute values for the new edges
// and bung them on the heap.
std::vector<LOD_Edge> & edge_set= m_mesh.EdgeSet();
std::vector<LOD_EdgeInd>::const_iterator edge_it = new_edges.begin();
std::vector<LOD_EdgeInd>::const_iterator end_it = new_edges.end();
// insert all the new edges
///////////////////////////
// compute edge costs ffor the new edges
m_quadric_editor->ComputeEdgeCosts(new_edges);
// inser the new elements into the heap
for (; edge_it != end_it; ++edge_it) {
m_heap->Insert(&edge_set[0],*edge_it);
}
// remove all the old values from the heap
edge_it = deg_edges.begin();
end_it = deg_edges.end();
for (; edge_it != end_it; ++edge_it) {
LOD_Edge &e = edge_set[*edge_it];
m_heap->Remove(&edge_set[0],e.HeapPos());
e.HeapPos() = 0xffffffff;
}
}