397 lines
14 KiB
C++
397 lines
14 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_MESH_CORNER_TABLE_H_
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#define DRACO_MESH_CORNER_TABLE_H_
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#include <array>
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#include <memory>
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#include "draco/attributes/geometry_indices.h"
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#include "draco/core/draco_index_type_vector.h"
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#include "draco/core/macros.h"
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#include "draco/mesh/valence_cache.h"
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namespace draco {
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// CornerTable is used to represent connectivity of triangular meshes.
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// For every corner of all faces, the corner table stores the index of the
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// opposite corner in the neighboring face (if it exists) as illustrated in the
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// figure below (see corner |c| and it's opposite corner |o|).
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//
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// *
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// /c\
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// / \
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// /n p\
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// *-------*
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// \ /
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// \ /
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// \o/
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// *
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//
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// All corners are defined by unique CornerIndex and each triplet of corners
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// that define a single face id always ordered consecutively as:
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// { 3 * FaceIndex, 3 * FaceIndex + 1, 3 * FaceIndex +2 }.
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// This representation of corners allows CornerTable to easily retrieve Next and
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// Previous corners on any face (see corners |n| and |p| in the figure above).
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// Using the Next, Previous, and Opposite corners then enables traversal of any
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// 2-manifold surface.
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// If the CornerTable is constructed from a non-manifold surface, the input
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// non-manifold edges and vertices are automatically split.
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class CornerTable {
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public:
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// Corner table face type.
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typedef std::array<VertexIndex, 3> FaceType;
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CornerTable();
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static std::unique_ptr<CornerTable> Create(
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const IndexTypeVector<FaceIndex, FaceType> &faces);
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// Initializes the CornerTable from provides set of indexed faces.
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// The input faces can represent a non-manifold topology, in which case the
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// non-manifold edges and vertices are going to be split.
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bool Init(const IndexTypeVector<FaceIndex, FaceType> &faces);
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// Resets the corner table to the given number of invalid faces.
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bool Reset(int num_faces);
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// Resets the corner table to the given number of invalid faces and vertices.
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bool Reset(int num_faces, int num_vertices);
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inline int num_vertices() const {
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return static_cast<int>(vertex_corners_.size());
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}
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inline int num_corners() const {
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return static_cast<int>(corner_to_vertex_map_.size());
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}
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inline int num_faces() const {
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return static_cast<int>(corner_to_vertex_map_.size() / 3);
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}
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inline CornerIndex Opposite(CornerIndex corner) const {
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if (corner == kInvalidCornerIndex) {
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return corner;
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}
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return opposite_corners_[corner];
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}
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inline CornerIndex Next(CornerIndex corner) const {
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if (corner == kInvalidCornerIndex) {
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return corner;
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}
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return LocalIndex(++corner) ? corner : corner - 3;
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}
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inline CornerIndex Previous(CornerIndex corner) const {
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if (corner == kInvalidCornerIndex) {
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return corner;
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}
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return LocalIndex(corner) ? corner - 1 : corner + 2;
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}
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inline VertexIndex Vertex(CornerIndex corner) const {
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if (corner == kInvalidCornerIndex) {
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return kInvalidVertexIndex;
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}
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return ConfidentVertex(corner);
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}
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inline VertexIndex ConfidentVertex(CornerIndex corner) const {
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DRACO_DCHECK_GE(corner.value(), 0);
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DRACO_DCHECK_LT(corner.value(), num_corners());
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return corner_to_vertex_map_[corner];
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}
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inline FaceIndex Face(CornerIndex corner) const {
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if (corner == kInvalidCornerIndex) {
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return kInvalidFaceIndex;
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}
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return FaceIndex(corner.value() / 3);
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}
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inline CornerIndex FirstCorner(FaceIndex face) const {
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if (face == kInvalidFaceIndex) {
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return kInvalidCornerIndex;
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}
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return CornerIndex(face.value() * 3);
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}
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inline std::array<CornerIndex, 3> AllCorners(FaceIndex face) const {
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const CornerIndex ci = CornerIndex(face.value() * 3);
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return {{ci, ci + 1, ci + 2}};
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}
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inline int LocalIndex(CornerIndex corner) const { return corner.value() % 3; }
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inline FaceType FaceData(FaceIndex face) const {
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const CornerIndex first_corner = FirstCorner(face);
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FaceType face_data;
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for (int i = 0; i < 3; ++i) {
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face_data[i] = corner_to_vertex_map_[first_corner + i];
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}
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return face_data;
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}
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void SetFaceData(FaceIndex face, FaceType data) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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const CornerIndex first_corner = FirstCorner(face);
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for (int i = 0; i < 3; ++i) {
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corner_to_vertex_map_[first_corner + i] = data[i];
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}
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}
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// Returns the left-most corner of a single vertex 1-ring. If a vertex is not
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// on a boundary (in which case it has a full 1-ring), this function returns
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// any of the corners mapped to the given vertex.
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inline CornerIndex LeftMostCorner(VertexIndex v) const {
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return vertex_corners_[v];
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}
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// Returns the parent vertex index of a given corner table vertex.
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VertexIndex VertexParent(VertexIndex vertex) const {
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if (vertex.value() < static_cast<uint32_t>(num_original_vertices_)) {
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return vertex;
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}
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return non_manifold_vertex_parents_[vertex - num_original_vertices_];
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}
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// Returns true if the corner is valid.
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inline bool IsValid(CornerIndex c) const {
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return Vertex(c) != kInvalidVertexIndex;
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}
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// Returns the valence (or degree) of a vertex.
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// Returns -1 if the given vertex index is not valid.
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int Valence(VertexIndex v) const;
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// Same as above but does not check for validity and does not return -1
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int ConfidentValence(VertexIndex v) const;
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// Returns the valence of the vertex at the given corner.
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inline int Valence(CornerIndex c) const {
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if (c == kInvalidCornerIndex) {
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return -1;
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}
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return ConfidentValence(c);
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}
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inline int ConfidentValence(CornerIndex c) const {
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DRACO_DCHECK_LT(c.value(), num_corners());
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return ConfidentValence(ConfidentVertex(c));
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}
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// Returns true if the specified vertex is on a boundary.
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inline bool IsOnBoundary(VertexIndex vert) const {
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const CornerIndex corner = LeftMostCorner(vert);
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if (SwingLeft(corner) == kInvalidCornerIndex) {
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return true;
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}
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return false;
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}
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// *-------*
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// / \ / \
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// / \ / \
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// / sl\c/sr \
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// *-------v-------*
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// Returns the corner on the adjacent face on the right that maps to
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// the same vertex as the given corner (sr in the above diagram).
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inline CornerIndex SwingRight(CornerIndex corner) const {
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return Previous(Opposite(Previous(corner)));
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}
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// Returns the corner on the left face that maps to the same vertex as the
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// given corner (sl in the above diagram).
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inline CornerIndex SwingLeft(CornerIndex corner) const {
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return Next(Opposite(Next(corner)));
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}
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// Get opposite corners on the left and right faces respectively (see image
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// below, where L and R are the left and right corners of a corner X.
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//
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// *-------*-------*
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// \L /X\ R/
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// \ / \ /
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// \ / \ /
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// *-------*
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inline CornerIndex GetLeftCorner(CornerIndex corner_id) const {
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if (corner_id == kInvalidCornerIndex) {
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return kInvalidCornerIndex;
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}
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return Opposite(Previous(corner_id));
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}
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inline CornerIndex GetRightCorner(CornerIndex corner_id) const {
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if (corner_id == kInvalidCornerIndex) {
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return kInvalidCornerIndex;
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}
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return Opposite(Next(corner_id));
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}
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// Returns the number of new vertices that were created as a result of
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// splitting of non-manifold vertices of the input geometry.
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int NumNewVertices() const { return num_vertices() - num_original_vertices_; }
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int NumOriginalVertices() const { return num_original_vertices_; }
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// Returns the number of faces with duplicated vertex indices.
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int NumDegeneratedFaces() const { return num_degenerated_faces_; }
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// Returns the number of isolated vertices (vertices that have
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// vertex_corners_ mapping set to kInvalidCornerIndex.
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int NumIsolatedVertices() const { return num_isolated_vertices_; }
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bool IsDegenerated(FaceIndex face) const;
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// Methods that modify an existing corner table.
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// Sets the opposite corner mapping between two corners. Caller must ensure
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// that the indices are valid.
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inline void SetOppositeCorner(CornerIndex corner_id,
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CornerIndex opp_corner_id) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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opposite_corners_[corner_id] = opp_corner_id;
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}
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// Sets opposite corners for both input corners.
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inline void SetOppositeCorners(CornerIndex corner_0, CornerIndex corner_1) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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if (corner_0 != kInvalidCornerIndex) {
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SetOppositeCorner(corner_0, corner_1);
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}
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if (corner_1 != kInvalidCornerIndex) {
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SetOppositeCorner(corner_1, corner_0);
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}
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}
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// Updates mapping between a corner and a vertex.
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inline void MapCornerToVertex(CornerIndex corner_id, VertexIndex vert_id) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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corner_to_vertex_map_[corner_id] = vert_id;
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}
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VertexIndex AddNewVertex() {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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// Add a new invalid vertex.
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vertex_corners_.push_back(kInvalidCornerIndex);
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return VertexIndex(static_cast<uint32_t>(vertex_corners_.size() - 1));
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}
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// Adds a new face connected to three vertices. Note that connectivity is not
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// automatically updated and all opposite corners need to be set explicitly.
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FaceIndex AddNewFace(const std::array<VertexIndex, 3> &vertices) {
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// Add a new invalid face.
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const FaceIndex new_face_index(num_faces());
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for (int i = 0; i < 3; ++i) {
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corner_to_vertex_map_.push_back(vertices[i]);
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SetLeftMostCorner(vertices[i],
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CornerIndex(corner_to_vertex_map_.size() - 1));
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}
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opposite_corners_.resize(corner_to_vertex_map_.size(), kInvalidCornerIndex);
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return new_face_index;
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}
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// Sets a new left most corner for a given vertex.
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void SetLeftMostCorner(VertexIndex vert, CornerIndex corner) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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if (vert != kInvalidVertexIndex) {
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vertex_corners_[vert] = corner;
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}
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}
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// Updates the vertex to corner map on a specified vertex. This should be
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// called in cases where the mapping may be invalid (e.g. when the corner
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// table was constructed manually).
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void UpdateVertexToCornerMap(VertexIndex vert) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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const CornerIndex first_c = vertex_corners_[vert];
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if (first_c == kInvalidCornerIndex) {
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return; // Isolated vertex.
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}
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CornerIndex act_c = SwingLeft(first_c);
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CornerIndex c = first_c;
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while (act_c != kInvalidCornerIndex && act_c != first_c) {
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c = act_c;
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act_c = SwingLeft(act_c);
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}
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if (act_c != first_c) {
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vertex_corners_[vert] = c;
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}
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}
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// Sets the new number of vertices. It's a responsibility of the caller to
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// ensure that no corner is mapped beyond the range of the new number of
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// vertices.
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inline void SetNumVertices(int num_vertices) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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vertex_corners_.resize(num_vertices, kInvalidCornerIndex);
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}
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// Makes a vertex isolated (not attached to any corner).
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void MakeVertexIsolated(VertexIndex vert) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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vertex_corners_[vert] = kInvalidCornerIndex;
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}
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// Returns true if a vertex is not attached to any face.
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inline bool IsVertexIsolated(VertexIndex v) const {
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return LeftMostCorner(v) == kInvalidCornerIndex;
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}
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// Makes a given face invalid (all corners are marked as invalid).
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void MakeFaceInvalid(FaceIndex face) {
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DRACO_DCHECK(GetValenceCache().IsCacheEmpty());
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if (face != kInvalidFaceIndex) {
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const CornerIndex first_corner = FirstCorner(face);
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for (int i = 0; i < 3; ++i) {
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corner_to_vertex_map_[first_corner + i] = kInvalidVertexIndex;
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}
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}
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}
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// Updates mapping between faces and a vertex using the corners mapped to
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// the provided vertex.
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void UpdateFaceToVertexMap(const VertexIndex vertex);
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// Allows access to an internal object for caching valences. The object can
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// be instructed to cache or uncache all valences and then its interfaces
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// queried directly for valences with differing performance/confidence
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// qualities. If the mesh or table is modified the cache should be discarded
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// and not relied on as it does not automatically update or invalidate for
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// performance reasons.
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const draco::ValenceCache<CornerTable> &GetValenceCache() const {
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return valence_cache_;
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}
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private:
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// Computes opposite corners mapping from the data stored in
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// |corner_to_vertex_map_|.
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bool ComputeOppositeCorners(int *num_vertices);
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// Finds and breaks non-manifold edges in the 1-ring neighborhood around
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// vertices (vertices themselves will be split in the ComputeVertexCorners()
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// function if necessary).
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bool BreakNonManifoldEdges();
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// Computes the lookup map for going from a vertex to a corner. This method
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// can handle non-manifold vertices by splitting them into multiple manifold
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// vertices.
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bool ComputeVertexCorners(int num_vertices);
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// Each three consecutive corners represent one face.
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IndexTypeVector<CornerIndex, VertexIndex> corner_to_vertex_map_;
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IndexTypeVector<CornerIndex, CornerIndex> opposite_corners_;
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IndexTypeVector<VertexIndex, CornerIndex> vertex_corners_;
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int num_original_vertices_;
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int num_degenerated_faces_;
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int num_isolated_vertices_;
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IndexTypeVector<VertexIndex, VertexIndex> non_manifold_vertex_parents_;
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draco::ValenceCache<CornerTable> valence_cache_;
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};
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// A special case to denote an invalid corner table triangle.
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static constexpr CornerTable::FaceType kInvalidFace(
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{{kInvalidVertexIndex, kInvalidVertexIndex, kInvalidVertexIndex}});
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} // namespace draco
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#endif // DRACO_MESH_CORNER_TABLE_H_
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