void SurfTrack::trim_non_manifold( std::vector<size_t>& triangle_indices )
{   
    
    // If we're not allowing non-manifold, assert we don't have any
    
    if ( false == m_allow_non_manifold )
    {
        // check for edges incident on more than 2 triangles
        
        for ( size_t i = 0; i < m_mesh.m_edge_to_triangle_map.size(); ++i )
        {
            if ( m_mesh.edge_is_deleted(i) ) { continue; }
            assert( m_mesh.m_edge_to_triangle_map[i].size() == 1 ||
                   m_mesh.m_edge_to_triangle_map[i].size() == 2 );
        }
        
        triangle_indices.clear();
        return;
    }
    
    for ( size_t j = 0; j < triangle_indices.size(); ++j )      
    {
        size_t i = triangle_indices[j];
        
        const Vec3st& current_triangle = m_mesh.get_triangle(i);
        
        if ( (current_triangle[0] == 0) && (current_triangle[1] == 0) && (current_triangle[2] == 0) ) 
        {
            continue;
        }
        
        //
        // look for triangles with repeated vertices
        //
        if (    (current_triangle[0] == current_triangle[1])
            || (current_triangle[1] == current_triangle[2]) 
            || (current_triangle[2] == current_triangle[0]) )
        {
            
            if ( m_verbose ) { std::cout << "deleting degenerate triangle " << i << ": " << current_triangle << std::endl; }
            
            // delete it
            remove_triangle( i );
            
            continue;
        }
        
        
        //
        // look for flaps
        //
        const Vec3st& tri_edges = m_mesh.m_triangle_to_edge_map[i];
        
        bool flap_found = false;
        
        for ( unsigned int e = 0; e < 3 && flap_found == false; ++e )
        {
            const std::vector<size_t>& edge_tris = m_mesh.m_edge_to_triangle_map[ tri_edges[e] ];
            
            for ( size_t t = 0; t < edge_tris.size(); ++t )
            {
                if ( edge_tris[t] == i )
                {
                    continue;
                }
                
                size_t other_triangle_index = edge_tris[t];
                const Vec3st& other_triangle = m_mesh.get_triangle( other_triangle_index );
                
                if (    (other_triangle[0] == other_triangle[1]) 
                    || (other_triangle[1] == other_triangle[2]) 
                    || (other_triangle[2] == other_triangle[0]) ) 
                {
                    continue;
                }
                
                if ( ((current_triangle[0] == other_triangle[0]) || (current_triangle[0] == other_triangle[1]) || (current_triangle[0] == other_triangle[2])) &&
                    ((current_triangle[1] == other_triangle[0]) || (current_triangle[1] == other_triangle[1]) || (current_triangle[1] == other_triangle[2])) &&
                    ((current_triangle[2] == other_triangle[0]) || (current_triangle[2] == other_triangle[1]) || (current_triangle[2] == other_triangle[2])) ) 
                {
                    
                    if ( false == m_allow_topology_changes )
                    {
                        std::cout << "flap found while topology changes disallowed" << std::endl;
                        std::cout << current_triangle << std::endl;
                        std::cout << other_triangle << std::endl;
                        assert(0);
                    }
                    
                    size_t common_edge = tri_edges[e];
                    if ( m_mesh.oriented( m_mesh.m_edges[common_edge][0], m_mesh.m_edges[common_edge][1], current_triangle ) == 
                        m_mesh.oriented( m_mesh.m_edges[common_edge][0], m_mesh.m_edges[common_edge][1], other_triangle ) )
                    {
                        continue;
                    }
                    
                    // the dangling vertex will be safely removed by the vertex cleanup function
                    
                    // delete the triangle
                    
                    if ( m_verbose )
                    {
                        std::cout << "flap: triangles << " << i << " [" << current_triangle << 
                        "] and " << edge_tris[t] << " [" << other_triangle << "]" << std::endl;
                    }
                    
                    remove_triangle( i );
                    
                    // delete its opposite
                    
                    remove_triangle( other_triangle_index );
                    
                    flap_found = true;
                    break;
                }
                
            }
            
        }
        
    }
    
    triangle_indices.clear();
    
}
Пример #2
0
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();
    }

}
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();
    }
    
}
void OutlineTriangulator_Impl::triangulate()
{
	// Order vertices:
	std::vector<OutlineTriangulator_Vertex *> vertices;
	create_ordered_vertex_list(vertices);

	// 1.  Create initial triangulation:
	DelauneyTriangulator delauney;
	std::vector<OutlineTriangulator_Vertex *>::size_type index_vertices, num_vertices;
	num_vertices = vertices.size();
	for (index_vertices = 0; index_vertices < num_vertices; index_vertices++)
	{
		vertices[index_vertices]->num_triangles = 0;
		vertices[index_vertices]->extra = 0;
		vertices[index_vertices]->triangles = nullptr;

		delauney.add_vertex(
			vertices[index_vertices]->x,
			vertices[index_vertices]->y,
			vertices[index_vertices]);
	}
	delauney.generate();

	// 2.  Link triangles to vertices:

	const std::vector<DelauneyTriangulator_Triangle> &triangles = delauney.get_triangles();

	std::vector<DelauneyTriangulator_Triangle>::size_type index_triangles, num_triangles;
	num_triangles = triangles.size();
	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
	{
		OutlineTriangulator_Vertex *data_A = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_A->data;
		OutlineTriangulator_Vertex *data_B = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_B->data;
		OutlineTriangulator_Vertex *data_C = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_C->data;
		data_A->num_triangles++;
		data_B->num_triangles++;
		data_C->num_triangles++;
	}

	auto links = new DelauneyTriangulator_Triangle const *[num_triangles];
	int pos = 0;
	for (index_vertices = 0; index_vertices < num_vertices; index_vertices++)
	{
		vertices[index_vertices]->data = links+pos;
		pos += vertices[index_vertices]->num_triangles;
		vertices[index_vertices]->num_triangles = 0;
	}

	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
	{
		OutlineTriangulator_Vertex *data_A = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_A->data;
		OutlineTriangulator_Vertex *data_B = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_B->data;
		OutlineTriangulator_Vertex *data_C = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_C->data;
		data_A->triangles[data_A->num_triangles++] = &triangles[index_triangles];
		data_B->triangles[data_B->num_triangles++] = &triangles[index_triangles];
		data_C->triangles[data_C->num_triangles++] = &triangles[index_triangles];
	}

	// 3.  Walk contours. Check if any triangles intersect with each line segment.
	// 3a. Add each triangle's point that intersect to vertex buffer.
	// 3b. Divide vertices into two lists, one for left and one for right side of line segment.
	// 3c. Delauney triangulate each point list.
	// 3d. Update links to include new triangles.
	// 3e. Add the resulting triangles to triangles list.

	std::list<DelauneyTriangulator_Triangle const *> final_triangles;
	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
		final_triangles.push_back(&triangles[index_triangles]);

	std::vector<DelauneyTriangulator_Triangle const **> added_links;
	std::vector<DelauneyTriangulator> extra_triangulations;

	std::vector<OutlineTriangulator_Polygon>::size_type index_polygons, num_polygons;
	num_polygons = polygons.size();
	for (index_polygons = 0; index_polygons < num_polygons; index_polygons++)
	{
		OutlineTriangulator_Polygon &cur_poly = polygons[index_polygons];
		std::vector<OutlineTriangulator_Contour>::size_type index_contours, num_contours;
		num_contours = cur_poly.contours.size();
		for (index_contours = 0; index_contours < num_contours; index_contours++)
		{
			OutlineTriangulator_Contour &cur_contour = cur_poly.contours[index_contours];
			std::vector<OutlineTriangulator_Vertex>::size_type index_vertices, num_vertices;
			num_vertices = cur_contour.vertices.size();
			for (index_vertices = 1; index_vertices < num_vertices; index_vertices++)
			{
				OutlineTriangulator_Vertex *vertex_1 = &cur_contour.vertices[index_vertices-1];
				OutlineTriangulator_Vertex *vertex_2 = &cur_contour.vertices[index_vertices];
				OutlineTriangulator_Collision collision = find_colliding_triangles(vertex_1, vertex_2);
				if (collision.triangles.empty())
					continue;

				std::vector<OutlineTriangulator_Vertex *>::size_type index_points, num_points;

				// Triangulate left and right sides:

				DelauneyTriangulator delauney_first;
				num_points = collision.first.size();
				for (index_points = 0; index_points < num_points; index_points++)
				{
					delauney.add_vertex(
						collision.first[index_points]->x,
						collision.first[index_points]->y,
						collision.first[index_points]);
				}
				delauney_first.generate();

				DelauneyTriangulator delauney_second;
				num_points = collision.second.size();
				for (index_points = 0; index_points < num_points; index_points++)
				{
					delauney.add_vertex(
						collision.second[index_points]->x,
						collision.second[index_points]->y,
						collision.second[index_points]);
				}
				delauney_second.generate();

				extra_triangulations.push_back(delauney_first);
				extra_triangulations.push_back(delauney_second);

				// Remove old triangles:

				std::vector<DelauneyTriangulator_Triangle *>::size_type index_old_triangles, size_old_triangles;
				size_old_triangles = collision.triangles.size();
				for (index_old_triangles = 0; index_old_triangles < size_old_triangles; index_old_triangles++)
				{
					remove_triangle(collision.triangles[index_old_triangles]);
					final_triangles.remove(collision.triangles[index_old_triangles]);
				}

				// Add new triangles:

				DelauneyTriangulator_Triangle const **new_links = add_triangles(delauney_first, delauney_second);
				added_links.push_back(new_links);

				const std::vector<DelauneyTriangulator_Triangle> &triangles1 = delauney_first.get_triangles();
				const std::vector<DelauneyTriangulator_Triangle> &triangles2 = delauney_second.get_triangles();
				std::vector<DelauneyTriangulator_Triangle>::size_type index_triangles, num_triangles1, num_triangles2;
				num_triangles1 = triangles1.size();
				num_triangles2 = triangles2.size();
				for (index_triangles = 0; index_triangles < num_triangles1; index_triangles++)
					final_triangles.push_back(&triangles1[index_triangles]);
				for (index_triangles = 0; index_triangles < num_triangles2; index_triangles++)
					final_triangles.push_back(&triangles2[index_triangles]);
			}
		}
	}

	// 4. Remove outside and hole triangles.

	// 5. Clean up:

	delete[] links;
	std::vector<DelauneyTriangulator_Triangle const **>::size_type index_added_links, size_added_links;
	size_added_links = added_links.size();
	for (index_added_links = 0; index_added_links < size_added_links; index_added_links++)
	{
		delete[] added_links[index_added_links];
	}

	// 6. Generate final list:



}