source: OniSplit/Motoko/Quadify.cs@ 1118

Last change on this file since 1118 was 1114, checked in by iritscen, 5 years ago

Adding OniSplit source code (v0.9.99.0). Many thanks to Neo for all his work over the years.

File size: 8.6 KB
Line 
1using System;
2using System.Collections.Generic;
3
4namespace Oni.Motoko
5{
6 internal class Quadify
7 {
8 private readonly Geometry mesh;
9 private readonly List<Face> faces;
10
11 public Quadify(Geometry mesh)
12 {
13 this.mesh = mesh;
14
15 faces = new List<Face>();
16
17 for (int i = 0; i < mesh.Triangles.Length; i += 3)
18 {
19 var plane = new Plane(
20 mesh.Points[mesh.Triangles[i + 0]],
21 mesh.Points[mesh.Triangles[i + 1]],
22 mesh.Points[mesh.Triangles[i + 2]]);
23
24 faces.Add(new Face(
25 mesh,
26 new[] { mesh.Triangles[i + 0], mesh.Triangles[i + 1], mesh.Triangles[i + 2] },
27 plane.Normal));
28 }
29 }
30
31 public static List<int[]> Do(Geometry mesh)
32 {
33 var quadrangulate = new Quadify(mesh);
34 return quadrangulate.Execute();
35 }
36
37 public List<int[]> Execute()
38 {
39 GenerateAdjacency();
40
41 var candidates = new List<QuadCandidate>();
42 var newFaces = new int[faces.Count][];
43 var quadified = new bool[faces.Count];
44 int quadCount = 0;
45
46 for (int i = 0; i < faces.Count; i++)
47 {
48 Face f1 = faces[i];
49
50 if (quadified[i])
51 continue;
52
53 candidates.Clear();
54
55 foreach (Edge e1 in f1.edges)
56 {
57 foreach (Edge e2 in e1.adjacency)
58 {
59 if (quadified[faces.IndexOf(e2.face)])
60 continue;
61
62 candidates.Add(new QuadCandidate(e1, e2));
63 }
64 }
65
66 if (candidates.Count > 0)
67 {
68 candidates.Sort(new QuadCandidateComparer());
69 newFaces[i] = candidates[0].CreateQuad();
70
71 int k = faces.IndexOf(candidates[0].e2.face);
72
73 quadified[i] = true;
74 quadified[k] = true;
75
76 quadCount++;
77 }
78 }
79
80 var quadList = new List<int[]>(faces.Count - quadCount);
81
82 for (int i = 0; i < faces.Count; i++)
83 {
84 if (newFaces[i] != null)
85 quadList.Add(newFaces[i]);
86 else if (!quadified[i])
87 quadList.Add(faces[i].indices);
88 }
89
90 return quadList;
91 }
92
93 private void GenerateAdjacency()
94 {
95 var points = mesh.Points;
96 var pointUseCount = new int[points.Length];
97 var pointUsage = new int[points.Length][];
98
99 foreach (Face face in faces)
100 {
101 foreach (int i in face.indices)
102 pointUseCount[i]++;
103 }
104
105 for (int faceIndex = 0; faceIndex < faces.Count; faceIndex++)
106 {
107 foreach (int pointIndex in faces[faceIndex].indices)
108 {
109 int useCount = pointUseCount[pointIndex];
110 int[] usage = pointUsage[pointIndex];
111
112 if (usage == null)
113 {
114 usage = new int[useCount];
115 pointUsage[pointIndex] = usage;
116 }
117
118 usage[usage.Length - useCount] = faceIndex;
119 pointUseCount[pointIndex] = useCount - 1;
120 }
121 }
122
123 var adjacencyBuffer = new List<Edge>();
124
125 foreach (Face f1 in faces)
126 {
127 foreach (Edge e1 in f1.edges)
128 {
129 int[] usage0 = pointUsage[e1.Point0Index];
130 int[] usage1 = pointUsage[e1.Point1Index];
131
132 if (usage0 == null || usage1 == null)
133 continue;
134
135 adjacencyBuffer.Clear();
136
137 foreach (int adjFaceIndex in MatchSortedArrays(usage0, usage1))
138 {
139 Face f2 = faces[adjFaceIndex];
140
141 if (f2 == f1 || (f2.normal - f1.normal).Length() > 0.01f)
142 continue;
143
144 foreach (Edge e2 in f2.edges)
145 {
146 if (e1.IsShared(e2))
147 adjacencyBuffer.Add(e2);
148 }
149 }
150
151 e1.adjacency = adjacencyBuffer.ToArray();
152 }
153 }
154 }
155
156 private static IEnumerable<int> MatchSortedArrays(int[] a1, int[] a2)
157 {
158 int l1 = a1.Length;
159 int l2 = a2.Length;
160 int i1 = 0;
161 int i2 = 0;
162
163 while (i1 < l1 && i2 < l2)
164 {
165 int v1 = a1[i1];
166 int v2 = a2[i2];
167
168 if (v1 < v2)
169 {
170 i1++;
171 }
172 else if (v1 > v2)
173 {
174 i2++;
175 }
176 else
177 {
178 i1++;
179 i2++;
180
181 yield return v1;
182 }
183 }
184 }
185
186 private class Face
187 {
188 public readonly Geometry mesh;
189 public readonly int[] indices;
190 public readonly Edge[] edges;
191 public readonly Vector3 normal;
192
193 public Face(Geometry mesh, int[] pointIndices, Vector3 normal)
194 {
195 this.mesh = mesh;
196 this.indices = pointIndices;
197 this.normal = normal;
198
199 edges = new Edge[indices.Length];
200
201 for (int i = 0; i < edges.Length; i++)
202 edges[i] = new Edge(this, i);
203 }
204 }
205
206 private class Edge
207 {
208 private static readonly Edge[] emptyEdges = new Edge[0];
209
210 public readonly Face face;
211 public readonly int i0;
212 public readonly int i1;
213 public Edge[] adjacency;
214
215 public Edge(Face polygon, int index)
216 {
217 this.face = polygon;
218 this.i0 = index;
219 this.i1 = (index + 1) % face.edges.Length;
220 this.adjacency = emptyEdges;
221 }
222
223 public int Point0Index
224 {
225 get { return face.indices[i0]; }
226 }
227
228 public int Point1Index
229 {
230 get { return face.indices[i1]; }
231 }
232
233 public bool IsShared(Edge e)
234 {
235 return (Point0Index == e.Point1Index && Point1Index == e.Point0Index);
236 }
237 }
238
239 private class QuadCandidateComparer : IComparer<QuadCandidate>
240 {
241 public int Compare(QuadCandidate x, QuadCandidate y)
242 {
243 return x.length.CompareTo(y.length);
244 }
245 }
246
247 private class QuadCandidate
248 {
249 public readonly Edge e1;
250 public readonly Edge e2;
251 public readonly float length;
252
253 public QuadCandidate(Edge e1, Edge e2)
254 {
255 this.e1 = e1;
256 this.e2 = e2;
257
258 Vector3[] points = e1.face.mesh.Points;
259 this.length = (points[e1.Point0Index] - points[e1.Point1Index]).LengthSquared();
260 }
261
262 public int[] CreateQuad()
263 {
264 int[] newPoints = new int[4];
265 int l = 0;
266
267 newPoints[l] = e1.face.indices[e1.i1];
268 l++;
269
270 for (int k = 0; k < 3; k++)
271 {
272 if (k != e1.i0 && k != e1.i1)
273 {
274 newPoints[l] = e1.face.indices[k];
275 l++;
276
277 break;
278 }
279 }
280
281 newPoints[l] = e1.face.indices[e1.i0];
282 l++;
283
284 for (int k = 0; k < 3; k++)
285 {
286 if (k != e2.i0 && k != e2.i1)
287 {
288 newPoints[l] = e2.face.indices[k];
289 l++;
290
291 break;
292 }
293 }
294
295 return newPoints;
296 }
297 }
298 }
299}
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