173 lines
6.5 KiB
C++
173 lines
6.5 KiB
C++
// Copyright 2016 The Draco Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#ifndef DRACO_COMPRESSION_MESH_TRAVERSER_DEPTH_FIRST_TRAVERSER_H_
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#define DRACO_COMPRESSION_MESH_TRAVERSER_DEPTH_FIRST_TRAVERSER_H_
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#include <vector>
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#include "draco/compression/mesh/traverser/traverser_base.h"
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#include "draco/mesh/corner_table.h"
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namespace draco {
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// Basic traverser that traverses a mesh in a DFS like fashion using the
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// CornerTable data structure. The necessary bookkeeping is available via the
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// TraverserBase. Callbacks are handled through template argument
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// TraversalObserverT.
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//
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// TraversalObserverT can perform an action on a traversal event such as newly
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// visited face, or corner, but it does not affect the traversal itself.
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//
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// Concept TraversalObserverT requires:
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//
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// public:
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// void OnNewFaceVisited(FaceIndex face);
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// - Called whenever a previously unvisited face is reached.
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//
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// void OnNewVertexVisited(VertexIndex vert, CornerIndex corner)
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// - Called when a new vertex is visited. |corner| is used to indicate the
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// which of the vertex's corners has been reached.
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template <class CornerTableT, class TraversalObserverT>
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class DepthFirstTraverser
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: public TraverserBase<CornerTableT, TraversalObserverT> {
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public:
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typedef CornerTableT CornerTable;
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typedef TraversalObserverT TraversalObserver;
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typedef TraverserBase<CornerTable, TraversalObserver> Base;
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DepthFirstTraverser() {}
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// Called before any traversing starts.
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void OnTraversalStart() {}
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// Called when all the traversing is done.
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void OnTraversalEnd() {}
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bool TraverseFromCorner(CornerIndex corner_id) {
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if (this->IsFaceVisited(corner_id)) {
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return true; // Already traversed.
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}
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corner_traversal_stack_.clear();
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corner_traversal_stack_.push_back(corner_id);
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// For the first face, check the remaining corners as they may not be
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// processed yet.
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const VertexIndex next_vert =
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this->corner_table()->Vertex(this->corner_table()->Next(corner_id));
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const VertexIndex prev_vert =
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this->corner_table()->Vertex(this->corner_table()->Previous(corner_id));
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if (next_vert == kInvalidVertexIndex || prev_vert == kInvalidVertexIndex) {
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return false;
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}
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if (!this->IsVertexVisited(next_vert)) {
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this->MarkVertexVisited(next_vert);
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this->traversal_observer().OnNewVertexVisited(
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next_vert, this->corner_table()->Next(corner_id));
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}
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if (!this->IsVertexVisited(prev_vert)) {
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this->MarkVertexVisited(prev_vert);
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this->traversal_observer().OnNewVertexVisited(
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prev_vert, this->corner_table()->Previous(corner_id));
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}
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// Start the actual traversal.
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while (!corner_traversal_stack_.empty()) {
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// Currently processed corner.
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corner_id = corner_traversal_stack_.back();
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FaceIndex face_id(corner_id.value() / 3);
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// Make sure the face hasn't been visited yet.
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if (corner_id == kInvalidCornerIndex || this->IsFaceVisited(face_id)) {
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// This face has been already traversed.
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corner_traversal_stack_.pop_back();
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continue;
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}
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while (true) {
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this->MarkFaceVisited(face_id);
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this->traversal_observer().OnNewFaceVisited(face_id);
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const VertexIndex vert_id = this->corner_table()->Vertex(corner_id);
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if (vert_id == kInvalidVertexIndex) {
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return false;
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}
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if (!this->IsVertexVisited(vert_id)) {
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const bool on_boundary = this->corner_table()->IsOnBoundary(vert_id);
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this->MarkVertexVisited(vert_id);
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this->traversal_observer().OnNewVertexVisited(vert_id, corner_id);
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if (!on_boundary) {
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corner_id = this->corner_table()->GetRightCorner(corner_id);
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face_id = FaceIndex(corner_id.value() / 3);
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continue;
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}
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}
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// The current vertex has been already visited or it was on a boundary.
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// We need to determine whether we can visit any of it's neighboring
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// faces.
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const CornerIndex right_corner_id =
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this->corner_table()->GetRightCorner(corner_id);
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const CornerIndex left_corner_id =
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this->corner_table()->GetLeftCorner(corner_id);
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const FaceIndex right_face_id(
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(right_corner_id == kInvalidCornerIndex
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? kInvalidFaceIndex
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: FaceIndex(right_corner_id.value() / 3)));
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const FaceIndex left_face_id(
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(left_corner_id == kInvalidCornerIndex
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? kInvalidFaceIndex
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: FaceIndex(left_corner_id.value() / 3)));
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if (this->IsFaceVisited(right_face_id)) {
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// Right face has been already visited.
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if (this->IsFaceVisited(left_face_id)) {
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// Both neighboring faces are visited. End reached.
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corner_traversal_stack_.pop_back();
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break; // Break from the while (true) loop.
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} else {
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// Go to the left face.
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corner_id = left_corner_id;
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face_id = left_face_id;
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}
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} else {
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// Right face was not visited.
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if (this->IsFaceVisited(left_face_id)) {
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// Left face visited, go to the right one.
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corner_id = right_corner_id;
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face_id = right_face_id;
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} else {
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// Both neighboring faces are unvisited, we need to visit both of
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// them.
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// Split the traversal.
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// First make the top of the current corner stack point to the left
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// face (this one will be processed second).
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corner_traversal_stack_.back() = left_corner_id;
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// Add a new corner to the top of the stack (right face needs to
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// be traversed first).
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corner_traversal_stack_.push_back(right_corner_id);
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// Break from the while (true) loop.
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break;
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}
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}
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}
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}
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return true;
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}
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private:
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std::vector<CornerIndex> corner_traversal_stack_;
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};
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} // namespace draco
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#endif // DRACO_COMPRESSION_MESH_TRAVERSER_DEPTH_FIRST_TRAVERSER_H_
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