reactphysics3d/src/collision/HalfEdgeStructure.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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. *
* *
********************************************************************************/
// Libraries
#include "HalfEdgeStructure.h"
#include <map>
using namespace reactphysics3d;
// Initialize the structure
void HalfEdgeStructure::init(std::vector<const Vector3> vertices, std::vector<std::vector<uint>> faces) {
using edgeKey = std::pair<uint, uint>;
std::map<edgeKey, Edge> edges;
std::map<edgeKey, edgeKey> nextEdges;
std::map<edgeKey, uint> mapEdgeToStartVertex;
// For each vertices
for (uint v=0; v<vertices.size(); v++) {
Vertex vertex(vertices[v]);
mVertices.push_back(vertex);
}
// For each face
for (uint f=0; f<faces.size(); f++) {
// Create a new face
Face face;
mFaces.push_back(face);
// Vertices of the current face
std::vector<uint>& faceVertices = faces[f];
std::vector<edgeKey> currentFaceEdges;
edgeKey firstEdgeKey;
// For each edge of the face
for (uint e=0; e < faceVertices.size(); e++) {
uint v1Index = faceVertices[e];
uint v2Index = faceVertices[e == (faceVertices.size() - 1) ? 0 : e + 1];
const edgeKey pairV1V2 = std::make_pair(v1Index, v2Index);
// Create a new half-edge
Edge edge;
edge.faceIndex = f;
edge.vertexIndex = v1Index;
if (e == 0) {
firstEdgeKey = pairV1V2;
}
else if (e >= 1) {
nextEdges.insert(currentFaceEdges[currentFaceEdges.size() - 1], pairV1V2);
}
if (e == (faceVertices.size() - 1)) {
nextEdges.insert(pairV1V2, firstEdgeKey);
}
edges.insert(pairV1V2, edge);
const edgeKey pairV2V1 = std::make_pair(v2Index, v1Index);
mapEdgeToStartVertex.insert(pairV1V2, v1Index);
mapEdgeToStartVertex.insert(pairV2V1, v2Index);
auto itEdge = edges.find(pairV2V1);
if (itEdge != edges.end()) {
const uint edgeIndex = mEdges.size();
mEdges.push_back(itEdge->second);
mEdges.push_back(edge);
itEdge->second.twinEdgeIndex = edgeIndex + 1;
itEdge->second.nextEdgeIndex = nextEdges[pairV2V1];
edge.twinEdgeIndex = edgeIndex;
edge.nextEdgeIndex = edges[nextEdges[pairV1V2]].;
mVertices[v1Index].edgeIndex = edgeIndex;
mVertices[v2Index].edgeIndex = edgeIndex + 1;
face.edgeIndex = edgeIndex + 1;
}
currentFaceEdges.push_back(pairV1V2);
}
// For each edge of the face
for (uint e=0; e < currentFaceEdges.size(); e++) {
Edge& edge = currentFaceEdges[e];
edge.nextEdgeIndex =
}
}
}