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123 lines
3.4 KiB
C++
123 lines
3.4 KiB
C++
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// This code is in the public domain -- castanyo@yahoo.es
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#include "nvmesh.h" // pch
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#include "nvcore/Array.h"
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#include "nvcore/BitArray.h"
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#include "nvmesh/MeshTopology.h"
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#include "nvmesh/halfedge/Mesh.h"
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#include "nvmesh/halfedge/Edge.h"
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#include "nvmesh/halfedge/Face.h"
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using namespace nv;
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void MeshTopology::buildTopologyInfo(const HalfEdge::Mesh * mesh)
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{
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const uint vertexCount = mesh->colocalVertexCount();
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const uint faceCount = mesh->faceCount();
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const uint edgeCount = mesh->edgeCount();
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nvDebug( "--- Building mesh topology:\n" );
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Array<uint> stack(faceCount);
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BitArray bitFlags(faceCount);
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bitFlags.clearAll();
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// Compute connectivity.
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nvDebug( "--- Computing connectivity.\n" );
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m_connectedCount = 0;
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for(uint f = 0; f < faceCount; f++ ) {
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if( bitFlags.bitAt(f) == false ) {
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m_connectedCount++;
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stack.pushBack( f );
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while( !stack.isEmpty() ) {
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const uint top = stack.back();
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nvCheck(top != NIL);
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stack.popBack();
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if( bitFlags.bitAt(top) == false ) {
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bitFlags.setBitAt(top);
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const HalfEdge::Face * face = mesh->faceAt(top);
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const HalfEdge::Edge * firstEdge = face->edge;
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const HalfEdge::Edge * edge = firstEdge;
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do {
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const HalfEdge::Face * neighborFace = edge->pair->face;
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if (neighborFace != NULL) {
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stack.pushBack(neighborFace->id);
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}
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edge = edge->next;
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} while(edge != firstEdge);
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}
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}
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}
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}
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nvCheck(stack.isEmpty());
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nvDebug( "--- %d connected components.\n", m_connectedCount );
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// Count boundary loops.
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nvDebug( "--- Counting boundary loops.\n" );
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m_boundaryCount = 0;
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bitFlags.resize(edgeCount);
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bitFlags.clearAll();
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// Don't forget to link the boundary otherwise this won't work.
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for (uint e = 0; e < edgeCount; e++)
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{
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const HalfEdge::Edge * startEdge = mesh->edgeAt(e);
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if (startEdge != NULL && startEdge->isBoundary() && bitFlags.bitAt(e) == false)
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{
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nvDebugCheck(startEdge->face != NULL);
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nvDebugCheck(startEdge->pair->face == NULL);
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startEdge = startEdge->pair;
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m_boundaryCount++;
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const HalfEdge::Edge * edge = startEdge;
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do {
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bitFlags.setBitAt(edge->id / 2);
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edge = edge->next;
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} while(startEdge != edge);
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}
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}
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nvDebug("--- %d boundary loops found.\n", m_boundaryCount );
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// Compute euler number.
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m_eulerNumber = vertexCount - edgeCount + faceCount;
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nvDebug("--- Euler number: %d.\n", m_eulerNumber);
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// Compute genus. (only valid on closed connected surfaces)
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m_genus = -1;
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if( isClosed() && isConnected() ) {
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m_genus = (2 - m_eulerNumber) / 2;
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nvDebug("--- Genus: %d.\n", m_genus);
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}
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}
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/*static*/ bool MeshTopology::isQuadOnly(const HalfEdge::Mesh * mesh)
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{
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const uint faceCount = mesh->faceCount();
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for(uint f = 0; f < faceCount; f++)
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{
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const HalfEdge::Face * face = mesh->faceAt(f);
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if (face->edgeCount() != 4) {
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return false;
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}
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}
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return true;
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}
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