reactphysics3d/src/collision/HalfEdgeStructure.cpp
2018-04-30 22:15:53 +02:00

119 lines
5.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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 "containers/Map.h"
#include "containers/Pair.h"
#include "containers/containers_common.h"
using namespace reactphysics3d;
// Initialize the structure (when all vertices and faces have been added)
void HalfEdgeStructure::init() {
Map<VerticesPair, Edge> edges(mAllocator);
Map<VerticesPair, VerticesPair> nextEdges(mAllocator);
Map<VerticesPair, uint> mapEdgeToStartVertex(mAllocator);
Map<VerticesPair, uint> mapEdgeToIndex(mAllocator);
Map<uint, VerticesPair> mapEdgeIndexToKey(mAllocator);
Map<uint, VerticesPair> mapFaceIndexToEdgeKey(mAllocator);
List<VerticesPair> currentFaceEdges(mAllocator, mFaces[0].faceVertices.size());
// For each face
for (uint f=0; f<mFaces.size(); f++) {
Face face = mFaces[f];
VerticesPair firstEdgeKey(0, 0);
// For each vertex of the face
for (uint v=0; v < face.faceVertices.size(); v++) {
uint v1Index = face.faceVertices[v];
uint v2Index = face.faceVertices[v == (face.faceVertices.size() - 1) ? 0 : v + 1];
const VerticesPair pairV1V2 = VerticesPair(v1Index, v2Index);
// Create a new half-edge
Edge edge;
edge.faceIndex = f;
edge.vertexIndex = v1Index;
if (v == 0) {
firstEdgeKey = pairV1V2;
}
else if (v >= 1) {
nextEdges.add(Pair<VerticesPair, VerticesPair>(currentFaceEdges[currentFaceEdges.size() - 1], pairV1V2));
}
if (v == (face.faceVertices.size() - 1)) {
nextEdges.add(Pair<VerticesPair, VerticesPair>(pairV1V2, firstEdgeKey));
}
edges.add(Pair<VerticesPair, Edge>(pairV1V2, edge));
const VerticesPair pairV2V1(v2Index, v1Index);
mapEdgeToStartVertex.add(Pair<VerticesPair, uint>(pairV1V2, v1Index), true);
mapEdgeToStartVertex.add(Pair<VerticesPair, uint>(pairV2V1, v2Index), true);
mapFaceIndexToEdgeKey.add(Pair<uint, VerticesPair>(f, pairV1V2), true);
auto itEdge = edges.find(pairV2V1);
if (itEdge != edges.end()) {
const uint edgeIndex = mEdges.size();
itEdge->second.twinEdgeIndex = edgeIndex + 1;
edge.twinEdgeIndex = edgeIndex;
mapEdgeIndexToKey.add(Pair<uint, VerticesPair>(edgeIndex, pairV2V1));
mapEdgeIndexToKey.add(Pair<uint, VerticesPair>(edgeIndex + 1, pairV1V2));
mVertices[v1Index].edgeIndex = edgeIndex + 1;
mVertices[v2Index].edgeIndex = edgeIndex;
mapEdgeToIndex.add(Pair<VerticesPair, uint>(pairV1V2, edgeIndex + 1));
mapEdgeToIndex.add(Pair<VerticesPair, uint>(pairV2V1, edgeIndex));
mEdges.add(itEdge->second);
mEdges.add(edge);
}
currentFaceEdges.add(pairV1V2);
}
currentFaceEdges.clear();
}
// Set next edges
for (uint i=0; i < mEdges.size(); i++) {
mEdges[i].nextEdgeIndex = mapEdgeToIndex[nextEdges[mapEdgeIndexToKey[i]]];
}
// Set face edge
for (uint f=0; f < mFaces.size(); f++) {
mFaces[f].edgeIndex = mapEdgeToIndex[mapFaceIndexToEdgeKey[f]];
}
}