engine/dep/include/reactphysics3d/collision/HalfEdgeStructure.h

205 lines
6.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_HALF_EDGE_STRUCTURE_MESH_H
#define REACTPHYSICS3D_HALF_EDGE_STRUCTURE_MESH_H
// Libraries
#include <reactphysics3d/mathematics/mathematics.h>
namespace reactphysics3d {
// Class HalfEdgeStructure
/**
* This class describes a polyhedron mesh made of faces and vertices.
* The faces do not have to be triangle. Note that the half-edge structure
* is only valid if the mesh is closed (each edge has two adjacent faces).
*/
class HalfEdgeStructure {
public:
using VerticesPair = Pair<uint32, uint32>;
/// Edge
struct Edge {
uint32 vertexIndex; // Index of the vertex at the beginning of the edge
uint32 twinEdgeIndex; // Index of the twin edge
uint32 faceIndex; // Adjacent face index of the edge
uint32 nextEdgeIndex; // Index of the next edge
};
/// Face
struct Face {
uint32 edgeIndex; // Index of an half-edge of the face
Array<uint32> faceVertices; // Index of the vertices of the face
/// Constructor
Face(MemoryAllocator& allocator) : edgeIndex(0), faceVertices(allocator) {}
/// Constructor
Face(Array<uint32> vertices) : edgeIndex(0), faceVertices(vertices) {}
};
/// Vertex
struct Vertex {
uint32 vertexPointIndex; // Index of the vertex point in the origin vertex array
uint32 edgeIndex; // Index of one edge emanting from this vertex
/// Constructor
Vertex(uint32 vertexCoordsIndex) : vertexPointIndex(vertexCoordsIndex), edgeIndex(0) { }
};
private:
/// Reference to a memory allocator
MemoryAllocator& mAllocator;
/// All the faces
Array<Face> mFaces;
/// All the vertices
Array<Vertex> mVertices;
/// All the half-edges
Array<Edge> mEdges;
public:
/// Constructor
HalfEdgeStructure(MemoryAllocator& allocator, uint32 facesCapacity, uint32 verticesCapacity,
uint32 edgesCapacity) :mAllocator(allocator), mFaces(allocator, facesCapacity),
mVertices(allocator, verticesCapacity), mEdges(allocator, edgesCapacity) {}
/// Destructor
~HalfEdgeStructure() = default;
/// Initialize the structure (when all vertices and faces have been added)
void init();
/// Add a vertex
uint32 addVertex(uint32 vertexPointIndex);
/// Add a face
void addFace(Array<uint32> faceVertices);
/// Return the number of faces
uint32 getNbFaces() const;
/// Return the number of half-edges
uint32 getNbHalfEdges() const;
/// Return the number of vertices
uint32 getNbVertices() const;
/// Return a given face
const Face& getFace(uint32 index) const;
/// Return a given edge
const Edge& getHalfEdge(uint32 index) const;
/// Return a given vertex
const Vertex& getVertex(uint32 index) const;
};
// Add a vertex
/**
* @param vertexPointIndex Index of the vertex in the vertex data array
*/
RP3D_FORCE_INLINE uint32 HalfEdgeStructure::addVertex(uint32 vertexPointIndex) {
Vertex vertex(vertexPointIndex);
mVertices.add(vertex);
return static_cast<uint32>(mVertices.size()) - 1;
}
// Add a face
/**
* @param faceVertices Array of the vertices in a face (ordered in CCW order as seen from outside
* the polyhedron
*/
RP3D_FORCE_INLINE void HalfEdgeStructure::addFace(Array<uint32> faceVertices) {
// Create a new face
Face face(faceVertices);
mFaces.add(face);
}
// Return the number of faces
/**
* @return The number of faces in the polyhedron
*/
RP3D_FORCE_INLINE uint32 HalfEdgeStructure::getNbFaces() const {
return static_cast<uint32>(mFaces.size());
}
// Return the number of edges
/**
* @return The number of edges in the polyhedron
*/
RP3D_FORCE_INLINE uint32 HalfEdgeStructure::getNbHalfEdges() const {
return static_cast<uint32>(mEdges.size());
}
// Return the number of vertices
/**
* @return The number of vertices in the polyhedron
*/
RP3D_FORCE_INLINE uint32 HalfEdgeStructure::getNbVertices() const {
return static_cast<uint32>(mVertices.size());
}
// Return a given face
/**
* @return A given face of the polyhedron
*/
RP3D_FORCE_INLINE const HalfEdgeStructure::Face& HalfEdgeStructure::getFace(uint32 index) const {
assert(index < mFaces.size());
return mFaces[index];
}
// Return a given edge
/**
* @return A given edge of the polyhedron
*/
RP3D_FORCE_INLINE const HalfEdgeStructure::Edge& HalfEdgeStructure::getHalfEdge(uint32 index) const {
assert(index < mEdges.size());
return mEdges[index];
}
// Return a given vertex
/**
* @return A given vertex of the polyhedron
*/
RP3D_FORCE_INLINE const HalfEdgeStructure::Vertex& HalfEdgeStructure::getVertex(uint32 index) const {
assert(index < mVertices.size());
return mVertices[index];
}
}
#endif