engine/dep/include/draco/compression/mesh/traverser/depth_first_traverser.h

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6.5 KiB
C++

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