ericw-tools/common/mesh.cc

226 lines
6.3 KiB
C++

/* Copyright (C) 2017 Eric Wasylishen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#include <common/bsputils.hh>
#include <common/cmdlib.hh>
#include <common/mesh.hh>
#include <common/octree.hh>
#include <common/mathlib.hh>
#include <iterator>
#include <set>
#include <map>
using namespace std;
mesh_t buildMesh(const vector<vector<qvec3f>> &faces)
{
int nextVert = 0;
map<qvec3f, int> posToVertIndex;
vector<qplane3f> faceplanes;
vector<vector<int>> facesWithIndices;
facesWithIndices.reserve(faces.size());
for (const auto &face : faces) {
vector<int> vertIndices;
vertIndices.reserve(face.size());
// compute face plane
qvec4f gp = GLM_PolyPlane(face);
qplane3f &qp = faceplanes.emplace_back(qvec3f(gp[0], gp[1], gp[2]), gp[3]);
for (const auto &vert : face) {
float distOff = qp.distAbove(vert);
Q_assert(fabs(distOff) < 0.001);
const auto it = posToVertIndex.find(vert);
if (it == posToVertIndex.end()) {
posToVertIndex[vert] = nextVert;
vertIndices.push_back(nextVert);
nextVert++;
} else {
int vertIndex = it->second;
vertIndices.push_back(vertIndex);
}
}
facesWithIndices.push_back(vertIndices);
}
// convert posToVertIndex to a vector
vector<qvec3f> vertsVec;
vertsVec.resize(posToVertIndex.size());
for (const auto &posIndex : posToVertIndex) {
vertsVec.at(posIndex.second) = posIndex.first;
}
mesh_t res;
res.verts = vertsVec;
res.faces = facesWithIndices;
res.faceplanes = faceplanes;
return res;
}
mesh_t buildMeshFromBSP(const mbsp_t *bsp)
{
mesh_t res;
std::copy(bsp->dvertexes.begin(), bsp->dvertexes.end(), std::back_inserter(res.verts));
for (auto &f : bsp->dfaces) {
// grab face verts
std::vector<vertnum_t> face;
face.reserve(f.numedges);
for (int j = 0; j < f.numedges; j++) {
face.push_back(Face_VertexAtIndex(bsp, &f, j));
}
res.faces.push_back(face);
// grab exact plane
res.faceplanes.push_back(Face_Plane(bsp, &f));
}
return res;
}
std::vector<std::vector<qvec3f>> meshToFaces(const mesh_t &mesh)
{
std::vector<std::vector<qvec3f>> res;
res.reserve(mesh.faces.size());
for (const auto &meshFace : mesh.faces) {
std::vector<qvec3f> &points = res.emplace_back();
points.reserve(meshFace.size());
for (int vertIndex : meshFace) {
points.push_back(mesh.verts.at(vertIndex));
}
}
Q_assert(res.size() == mesh.faces.size());
return res;
}
aabb3f mesh_face_bbox(const mesh_t &mesh, facenum_t facenum)
{
const std::vector<int> &face = mesh.faces.at(facenum);
const qvec3f &vert0 = mesh.verts.at(face.at(0));
aabb3f bbox(vert0, vert0);
for (int vert_i : face) {
const qvec3f &vert = mesh.verts.at(vert_i);
bbox = bbox.expand(vert);
}
return bbox;
}
static octree_t<vertnum_t> build_vert_octree(const mesh_t &mesh)
{
std::vector<std::pair<aabb3f, vertnum_t>> vertBboxNumPairs;
for (int i = 0; i < mesh.verts.size(); i++) {
const qvec3f &vert = mesh.verts[i];
const aabb3f bbox(vert, vert);
vertBboxNumPairs.emplace_back(bbox, i);
}
return makeOctree(vertBboxNumPairs);
}
/**
* Possibly insert vert `vnum` on one of the edges of face `fnum`, if it happens
* to lie on one of the edges.
*/
void face_InsertVertIfNeeded(mesh_t &mesh, facenum_t fnum, vertnum_t vnum)
{
meshface_t &face = mesh.faces.at(fnum);
const qplane3f &faceplane = mesh.faceplanes.at(fnum);
const qvec3f potentialVertPos = mesh.verts.at(vnum);
const float distOff = faceplane.distAbove(potentialVertPos);
if (fabs(distOff) > TJUNC_DIST_EPSILON)
return; // not on the face plane
// N.B. we will modify the `face` std::vector within this loop
for (int i = 0; i < face.size(); i++) {
const qvec3f &v0 = mesh.verts.at(i);
const qvec3f &v1 = mesh.verts.at((i + 1) % face.size());
// does `potentialVertPos` lie on the line between `v0` and `v1`?
float distToLine = DistToLine(v0, v1, potentialVertPos);
if (distToLine > TJUNC_DIST_EPSILON)
continue;
// N.B.: not a distance
float fracOfLine = FractionOfLine(v0, v1, potentialVertPos);
if (fracOfLine < 0 || fracOfLine > 1)
continue;
// do it
auto it = face.begin();
std::advance(it, i + 1);
face.insert(it, vnum);
Q_assert(face.at(i + 1) == vnum);
return;
}
// didn't do it
return;
}
template<class T>
static set<T> vecToSet(const vector<T> &vec)
{
set<T> res;
for (const auto &item : vec) {
res.insert(item);
}
return res;
}
void cleanupFace(mesh_t &mesh, facenum_t i, const octree_t<vertnum_t> &vertoctree)
{
aabb3f facebbox = mesh_face_bbox(mesh, i);
facebbox = facebbox.grow(qvec3f(1));
const set<vertnum_t> face_vert_set = vecToSet(mesh.faces.at(i));
const vector<vertnum_t> nearbyverts = vertoctree.queryTouchingBBox(facebbox);
for (vertnum_t vnum : nearbyverts) {
// skip verts that are already on the face
if (face_vert_set.find(vnum) != face_vert_set.end()) {
continue;
}
// possibly add this vert
face_InsertVertIfNeeded(mesh, i, vnum);
}
}
void cleanupMesh(mesh_t &mesh)
{
const octree_t<vertnum_t> vertoctree = build_vert_octree(mesh);
for (size_t i = 0; i < mesh.faces.size(); i++) {
cleanupFace(mesh, i, vertoctree);
}
}