コード例 #1
0
void SurfTrack::remove_vertex( size_t vertex_index )
{
    m_mesh.nondestructive_remove_vertex( vertex_index );
    
    if ( m_collision_safety )
    {
        m_broad_phase->remove_vertex( vertex_index );
    }
    
    m_vertex_change_history.push_back( VertexUpdateEvent( VertexUpdateEvent::VERTEX_REMOVE, vertex_index, Vec2st(0,0) ) );
    
}
コード例 #2
0
void SurfTrack::defrag_mesh( )
{
    
    //
    // First clear deleted vertices from the data stuctures
    // 
    
    double start_time = get_time_in_seconds();
    
    
    // do a quick pass through to see if any vertices have been deleted
    bool any_deleted = false;
    for ( size_t i = 0; i < get_num_vertices(); ++i )
    {  
        if ( m_mesh.vertex_is_deleted(i) )
        {
            any_deleted = true;
            break;
        }
    }    
    
    if ( !any_deleted )
    {
        for ( size_t i = 0; i < get_num_vertices(); ++i )
        {
            m_defragged_vertex_map.push_back( Vec2st(i,i) );
        }
        
        double end_time = get_time_in_seconds();      
        g_stats.add_to_double( "total_clear_deleted_vertices_time", end_time - start_time );
        
    }
    else
    {
        
        // Note: We could rebuild the mesh from scratch, rather than adding/removing 
        // triangles, however this function is not a major computational bottleneck.
        
        size_t j = 0;
        
        std::vector<Vec3st> new_tris = m_mesh.get_triangles();
        
        for ( size_t i = 0; i < get_num_vertices(); ++i )
        {      
            if ( !m_mesh.vertex_is_deleted(i) )
            {
                pm_positions[j] = pm_positions[i];
                pm_newpositions[j] = pm_newpositions[i];
                m_masses[j] = m_masses[i];
                
                m_defragged_vertex_map.push_back( Vec2st(i,j) );
                
                // Now rewire the triangles containting vertex i
                
                // copy this, since we'll be changing the original as we go
                std::vector<size_t> inc_tris = m_mesh.m_vertex_to_triangle_map[i];
                
                for ( size_t t = 0; t < inc_tris.size(); ++t )
                {
                    Vec3st triangle = m_mesh.get_triangle( inc_tris[t] );
                    
                    assert( triangle[0] == i || triangle[1] == i || triangle[2] == i );
                    if ( triangle[0] == i ) { triangle[0] = j; }
                    if ( triangle[1] == i ) { triangle[1] = j; }
                    if ( triangle[2] == i ) { triangle[2] = j; }        
                    
                    remove_triangle(inc_tris[t]);       // mark the triangle deleted
                    add_triangle(triangle);             // add the updated triangle
                }
                
                ++j;
            }
        }
        
        pm_positions.resize(j);
        pm_newpositions.resize(j);
        m_masses.resize(j);
    }
    
    double end_time = get_time_in_seconds();
    
    g_stats.add_to_double( "total_clear_deleted_vertices_time", end_time - start_time );
    
    
    //
    // Now clear deleted triangles from the mesh
    // 
    
    m_mesh.set_num_vertices( get_num_vertices() );    
    m_mesh.clear_deleted_triangles( &m_defragged_triangle_map );
    
    if ( m_collision_safety )
    {
        rebuild_continuous_broad_phase();
    }
    
}
コード例 #3
0
ファイル: surftrack.cpp プロジェクト: YangchenVR/eltopo
void SurfTrack::defrag_mesh( )
{
    
    std::vector<Vec2st> old_edges = m_mesh.m_edges;
    
    PostDefragInfo info;
    info.m_defragged_vertex_map.clear();
    
    //
    // First clear deleted vertices from the data stuctures
    // 
    
    // do a quick pass through to see if any vertices have been deleted
    bool any_deleted = false;
    for ( size_t i = 0; i < get_num_vertices(); ++i )
    {  
        if ( m_mesh.vertex_is_deleted(i) )
        {
            any_deleted = true;
            break;
        }
    }    
    
    if ( !any_deleted )
    {
        for ( size_t i = 0; i < get_num_vertices(); ++i )
        {
            info.m_defragged_vertex_map.push_back( Vec2st(i,i) );
        }
    }
    else
    {
        
        // Note: We could rebuild the mesh from scratch, rather than adding/removing 
        // triangles, however this function is not a major computational bottleneck.
        
        size_t j = 0;
        
        std::vector<Vec3st> new_tris = m_mesh.get_triangles();
        
        for ( size_t i = 0; i < get_num_vertices(); ++i )
        {      
            if ( !m_mesh.vertex_is_deleted(i) )
            {
                pm_positions[j] = pm_positions[i];
                pm_newpositions[j] = pm_newpositions[i];
                m_masses[j] = m_masses[i];
                
                info.m_defragged_vertex_map.push_back( Vec2st(i,j) );
                
                // Now rewire the triangles containting vertex i
                
                // copy this, since we'll be changing the original as we go
                std::vector<size_t> inc_tris = m_mesh.m_vertex_to_triangle_map[i];
                
                for ( size_t t = 0; t < inc_tris.size(); ++t )
                {
                    Vec3st triangle = m_mesh.get_triangle( inc_tris[t] );
                    
                    assert( triangle[0] == i || triangle[1] == i || triangle[2] == i );
                    if ( triangle[0] == i ) { triangle[0] = j; }
                    if ( triangle[1] == i ) { triangle[1] = j; }
                    if ( triangle[2] == i ) { triangle[2] = j; }        
                    
                    remove_triangle(inc_tris[t]);       // mark the triangle deleted
                    add_triangle(triangle);             // add the updated triangle
                }
                
                ++j;
            }
        }
        
        pm_positions.resize(j);
        pm_newpositions.resize(j);
        m_masses.resize(j);
    }
    
    //
    // Now clear deleted triangles from the mesh
    // 
    
    m_mesh.set_num_vertices( get_num_vertices() );    
    m_mesh.clear_deleted_triangles( &info.m_defragged_triangle_map );
        
    
    //
    // Update data carried on the edges
    //
    
    info.m_defragged_edge_map.clear();
    info.m_defragged_edge_map.resize( old_edges.size(), UNINITIALIZED_SIZE_T );
    
    // First update the set of edges to point to new vertex indices
    
    for ( size_t i = 0; i < old_edges.size(); ++i )
    {
        for ( int v = 0; v < 2; ++v )
        {
            const size_t old_v = old_edges[i][v];
            size_t new_v = old_v;
            
            for ( size_t j = 0; j < info.m_defragged_vertex_map.size(); ++j )
            {
                if ( info.m_defragged_vertex_map[j][0] == old_v )
                {
                    new_v = info.m_defragged_vertex_map[j][1];
                    assert( !m_mesh.vertex_is_deleted(new_v) );
                    break;
                }
            }
            
            old_edges[i][v] = new_v;
        }      
    }
    
    // Now use this modified set of edges to find where the edge data maps to
    
    for ( unsigned int i = 0; i < old_edges.size(); ++i )
    {
        if ( old_edges[i][0] == old_edges[i][1] ) 
        { 
            continue; 
        }
        
        size_t new_edge_index = m_mesh.get_edge_index( old_edges[i][0], old_edges[i][1] );
        
        // This edge has disappeared from the mesh.  This can occur when trimming non-manifold flaps.
        if ( new_edge_index == m_mesh.m_edges.size() )
        {
            continue;
        }
         
        info.m_defragged_edge_map[i] = new_edge_index;
        
        assert( new_edge_index < m_mesh.m_edges.size() );         
        
        // If the internal storage of the edge flipped, flip it back to original
        
        if ( old_edges[i][0] != m_mesh.m_edges[new_edge_index][0] )
        {
            assert( old_edges[i][1] == m_mesh.m_edges[new_edge_index][0] );
            assert( old_edges[i][0] == m_mesh.m_edges[new_edge_index][1] );
            
            swap( m_mesh.m_edges[new_edge_index][0], m_mesh.m_edges[new_edge_index][1] ); 
            
            assert( old_edges[i][0] == m_mesh.m_edges[new_edge_index][0] );
            assert( old_edges[i][1] == m_mesh.m_edges[new_edge_index][1] );
        }
    }
    
    
    for ( size_t i = 0; i < m_observers.size(); ++i )
    {
        m_observers[i]->operationOccurred(*this, info);
    }
    
    if ( m_collision_safety )
    {
        rebuild_continuous_broad_phase();
    }

}