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346 lines
14 KiB
346 lines
14 KiB
#ifndef Magnum_MeshBuilder_h |
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#define Magnum_MeshBuilder_h |
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/* |
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Copyright © 2010, 2011 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::MeshBuilder |
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*/ |
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#include <set> |
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#include <map> |
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#include <limits> |
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#include <unordered_map> |
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#include "Buffer.h" |
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#include "IndexedMesh.h" |
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namespace Magnum { |
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/** |
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@brief Mesh builder |
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@tparam Vertex Vertex data |
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Class for building meshes with triangle primitive from scratch or from |
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prefabricated data and modifying them (adding/removing faces, cleaning duplicate |
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vertices etc.). |
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@todo Make it more generic for meshes with texture coordinates etc. |
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*/ |
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template<class Vertex> class MeshBuilder { |
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public: |
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typedef size_t VertexPointer; /**< @brief Type for indexing vertices */ |
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/** @brief Triangle face */ |
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struct Face { |
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/** @brief Implicit constructor */ |
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Face() {} |
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/** @brief Constructor */ |
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Face(VertexPointer first, VertexPointer second, VertexPointer third) { |
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vertices[0] = first; |
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vertices[1] = second; |
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vertices[2] = third; |
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} |
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/** @brief Vertex data */ |
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VertexPointer vertices[3]; |
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/** @brief Comparison operator */ |
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bool operator==(const Face& other) const { |
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return other.vertices[0] == vertices[0] && |
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other.vertices[1] == vertices[1] && |
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other.vertices[2] == vertices[2]; |
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} |
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}; |
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/** |
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* @brief Destructor |
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* |
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* Removed all vertices and faces. |
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*/ |
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inline virtual ~MeshBuilder() { clear(); } |
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/** |
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* @brief Clear mesh data |
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* |
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* The data are cleared automatically in destructor and when calling |
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* setData(). If you don't want to use the data after building the mesh, |
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* destroy the MeshBuilder or call this function. |
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*/ |
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void clear() { |
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_vertices.clear(); |
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_faces.clear(); |
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} |
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/** @brief Vertex count */ |
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inline size_t vertexCount() const { return _vertices.size(); } |
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/** @brief Array with vertices */ |
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inline const std::vector<Vertex>& vertices() const { return _vertices; } |
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inline std::vector<Vertex>& vertices() { return _vertices; } /**< @copydoc vertices() const */ |
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/** @brief Face count */ |
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inline size_t faceCount() const { return _faces.size(); } |
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/** @brief Array with faces */ |
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inline const std::vector<Face>& faces() const { return _faces; } |
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inline std::vector<Face>& faces() { return _faces; } /**< @copydoc faces() const */ |
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/** |
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* @brief Set mesh data |
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* @param vertexData Vertex data |
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* @param indices Vertex indices |
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* @param vertexCount Vertex count |
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* @param indexCount Index count |
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* |
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* Replaces mesh builder data with given data. Type of indices is |
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* detected from given pointer. |
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*/ |
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template<class IndexType> void setData(const Vertex* vertexData, const IndexType* indices, GLsizei vertexCount, GLsizei indexCount) { |
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clear(); |
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/* Map vertex indices to vertex pointers */ |
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std::vector<Vertex> vertices; |
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vertices.reserve(vertexCount); |
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/* Using TypeTraits::IndexType to ensure we have allowed type for indexing */ |
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for(typename TypeTraits<IndexType>::IndexType i = 0; i != vertexCount; ++i) |
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addVertex(Vertex(vertexData[i])); |
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/* Faces array */ |
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_faces.reserve(indexCount/3); |
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for(size_t i = 0; i < static_cast<size_t>(indexCount); i += 3) |
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addFace(indices[i], indices[i+1], indices[i+2]); |
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} |
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/** @brief Add vertex */ |
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inline VertexPointer addVertex(const Vertex& v) { |
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_vertices.push_back(v); |
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return _vertices.size()-1; |
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} |
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/** @brief Add face */ |
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inline void addFace(const Face& face) { |
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_faces.push_back(face); |
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} |
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/** @brief Add face */ |
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inline void addFace(VertexPointer first, VertexPointer second, VertexPointer third) { |
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_faces.push_back(Face(first, second, third)); |
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} |
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/** |
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* @brief Subdivide mesh |
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* @param interpolator Functor or function pointer which interpolates |
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* two adjacent vertices: <tt>Vertex interpolator(Vertex a, Vertex |
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* b)</tt> |
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* |
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* Goes through all triangle faces and subdivides them in four new. |
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* Cleaning the mesh is up to user. |
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*/ |
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template<class Interpolator> void subdivide(Interpolator interpolator) { |
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size_t faceCount = _faces.size(); |
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_faces.reserve(_faces.size()*4); |
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/* Subdivide each face to four new */ |
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for(size_t i = 0; i != faceCount; ++i) { |
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/* Interpolate each side */ |
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VertexPointer newVertices[3]; |
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for(int j = 0; j != 3; ++j) |
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newVertices[j] = addVertex(interpolator(_vertices[_faces[i].vertices[j]], _vertices[_faces[i].vertices[(j+1)%3]])); |
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/* |
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* Add three new faces (0, 1, 3) and update original (2) |
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* |
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* orig 0 |
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* / \ |
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* / 0 \ |
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* / \ |
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* new 0 ----- new 2 |
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* / \ / \ |
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* / 1 \ 2 / 3 \ |
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* / \ / \ |
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* orig 1 ----- new 1 ---- orig 2 |
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*/ |
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addFace(_faces[i].vertices[0], newVertices[0], newVertices[2]); |
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addFace(newVertices[0], _faces[i].vertices[1], newVertices[1]); |
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addFace(newVertices[2], newVertices[1], _faces[i].vertices[2]); |
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for(size_t j = 0; j != 3; ++j) |
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_faces[i].vertices[j] = newVertices[j]; |
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} |
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} |
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/** |
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* @brief Clean the mesh |
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* @param epsilon Epsilon value, vertices nearer than this |
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* distance will be melt together. |
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* |
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* Removes duplicate vertices from the mesh. With template parameter |
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* @c vertexSize you can specify how many initial vertex fields are |
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* important (for example, when dealing with perspective in 3D space, |
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* only first three fields of otherwise 4D vertex are important). |
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*/ |
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template<size_t vertexSize = Vertex::Size> void cleanMesh(typename Vertex::Type epsilon = EPSILON) { |
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if(_faces.empty()) return; |
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/* Get mesh bounds */ |
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Vertex min, max; |
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for(size_t i = 0; i != Vertex::Size; ++i) { |
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min[i] = std::numeric_limits<typename Vertex::Type>::max(); |
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max[i] = std::numeric_limits<typename Vertex::Type>::min(); |
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} |
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for(auto it = _vertices.cbegin(); it != _vertices.cend(); ++it) |
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for(size_t i = 0; i != vertexSize; ++i) |
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if((*it)[i] < min[i]) |
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min[i] = (*it)[i]; |
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else if((*it)[i] > max[i]) |
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max[i] = (*it)[i]; |
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/* Make epsilon so large that size_t can index all vertices inside |
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mesh bounds. */ |
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Vertex size = max-min; |
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for(size_t i = 0; i != Vertex::Size; ++i) |
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if(static_cast<typename Vertex::Type>(size[i]/std::numeric_limits<size_t>::max()) > epsilon) |
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epsilon = static_cast<typename Vertex::Type>(size[i]/std::numeric_limits<size_t>::max()); |
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/* First go with original vertex coordinates, then move them by |
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epsilon/2 in each direction. */ |
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Vertex moved; |
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for(size_t moving = 0; moving <= vertexSize; ++moving) { |
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/* Under each index is pointer to face which contains given vertex |
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and index of vertex in the face. */ |
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std::unordered_map<Math::Vector<size_t, vertexSize>, HashedVertex, IndexHash<vertexSize>> table; |
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/* Reserve space for all vertices */ |
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table.reserve(_vertices.size()); |
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/* Go through all faces' vertices */ |
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for(auto it = _faces.begin(); it != _faces.end(); ++it) { |
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for(size_t i = 0; i != 3; ++i) { |
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/* Index of a vertex in vertexSize-dimensional table */ |
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size_t index[vertexSize]; |
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for(size_t ii = 0; ii != vertexSize; ++ii) |
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index[ii] = (_vertices[it->vertices[i]][ii]+moved[ii]-min[ii])/epsilon; |
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/* Try inserting the vertex into table, if it already |
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exists, change vertex pointer of the face to already |
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existing vertex */ |
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HashedVertex v(it->vertices[i], table.size()); |
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auto result = table.insert(std::pair<Math::Vector<size_t, vertexSize>, HashedVertex>(index, v)); |
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it->vertices[i] = result.first->second.newVertexPointer; |
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} |
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} |
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/* Shrink vertices array */ |
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std::vector<Vertex> vertices(table.size()); |
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for(auto it = table.cbegin(); it != table.cend(); ++it) |
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vertices[it->second.newVertexPointer] = _vertices[it->second.oldVertexPointer]; |
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std::swap(vertices, _vertices); |
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/* Move vertex coordinates by epsilon/2 in next direction */ |
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if(moving != Vertex::Size) { |
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moved = Vertex(); |
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moved[moving] = epsilon/2; |
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} |
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} |
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} |
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/** |
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* @brief Build indexed mesh and fill existing buffers with it |
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* @param mesh Mesh. The mesh primitive is set to |
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* Mesh::Triangles, if it is not already, vertex and index count |
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* is updated to values from the builder. |
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* @param vertexBuffer Vertex buffer created as interleaved |
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* with Mesh::addBuffer(). Otherwise the behaviour is undefined. |
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* @param vertexBufferUsage Usage of the vertex buffer. |
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* @param indexBufferUsage Usage of the index buffer. |
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* |
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* Builds indexed mesh from the data and fills given mesh buffers with |
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* them. |
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* @note The mesh is @b not cleaned before building. |
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*/ |
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void build(IndexedMesh* mesh, Buffer* vertexBuffer, Buffer::Usage vertexBufferUsage, Buffer::Usage indexBufferUsage) { |
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if(_faces.size()*3 <= 0xFF) |
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buildInternal<GLubyte>(mesh, vertexBuffer, vertexBufferUsage, indexBufferUsage); |
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else if(_faces.size()*3 <= 0xFFFF) |
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buildInternal<GLushort>(mesh, vertexBuffer, vertexBufferUsage, indexBufferUsage); |
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else |
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buildInternal<GLuint>(mesh, vertexBuffer, vertexBufferUsage, indexBufferUsage); |
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} |
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/** |
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* @brief Build indexed data and create new mesh from them |
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* @param vertexBufferUsage Usage of the vertex buffer. |
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* @param indexBufferUsage Usage of the index buffer. |
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* |
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* @see build(IndexedMesh*, Buffer*, Buffer::Usage, Buffer::Usage) |
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*/ |
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IndexedMesh* build(Buffer::Usage vertexBufferUsage, Buffer::Usage indexBufferUsage) { |
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IndexedMesh mesh = new IndexedMesh(Mesh::Triangles, 0, 0, GL_UNSIGNED_BYTE); |
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Buffer* vertexBuffer = mesh.addBuffer(true); |
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build(mesh, vertexBuffer, vertexBufferUsage, indexBufferUsage); |
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return mesh; |
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} |
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private: |
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std::vector<Face> _faces; |
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std::vector<Vertex> _vertices; |
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typedef size_t FacePointer; |
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template<size_t vertexSize> class IndexHash { |
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public: |
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inline size_t operator()(const Math::Vector<size_t, vertexSize>& data) const { |
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size_t a = 0; |
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for(size_t i = 0; i != vertexSize; ++i) |
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a ^= data[i]; |
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return a; |
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} |
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}; |
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struct HashedVertex { |
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VertexPointer oldVertexPointer, newVertexPointer; |
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HashedVertex(VertexPointer oldVertexPointer, VertexPointer newVertexPointer): oldVertexPointer(oldVertexPointer), newVertexPointer(newVertexPointer) {} |
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}; |
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template<class IndexType> void buildInternal(IndexedMesh* mesh, Buffer* vertexBuffer, Buffer::Usage vertexBufferUsage, Buffer::Usage indexBufferUsage) { |
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/* Compress face array to index array. Using TypeTraits::IndexType |
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to ensure we have allowed type for indexing */ |
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std::vector<typename TypeTraits<IndexType>::IndexType> indices; |
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indices.reserve(_faces.size()*3); |
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for(auto it = _faces.cbegin(); it != _faces.cend(); ++it) { |
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indices.push_back(it->vertices[0]); |
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indices.push_back(it->vertices[1]); |
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indices.push_back(it->vertices[2]); |
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} |
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/* Update mesh parameters and fill it with data */ |
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mesh->setPrimitive(Mesh::Triangles); |
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mesh->setVertexCount(_vertices.size()); |
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mesh->setIndexCount(indices.size()); |
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mesh->setIndexType(TypeTraits<IndexType>::glType()); |
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vertexBuffer->setData(sizeof(Vertex)*_vertices.size(), _vertices.data(), vertexBufferUsage); |
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mesh->indexBuffer()->setData(sizeof(IndexType)*indices.size(), indices.data(), indexBufferUsage); |
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} |
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}; |
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} |
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#endif
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