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+/**
+ @file MeshAlgWeld.cpp
+
+ The MeshAlg::computeWeld method.
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+ @created 2003-10-22
+ @edited 2005-02-24
+
+ Copyright 2000-2003, Morgan McGuire.
+ All rights reserved.
+
+ */
+
+#include "G3D/MeshAlg.h"
+#include "G3D/Table.h"
+#include "G3D/Set.h"
+
+namespace G3D {
+
+namespace _internal {
+
+class Welder {
+private:
+
+ // Intentionally illegal
+ Welder& operator=(const Welder& w);
+
+public:
+ /** Indices of newVertexArray elements in <B>or near</B> a grid cell. */
+ typedef Array<int> List;
+
+ enum {GRID_RES = 32};
+
+ List grid[GRID_RES][GRID_RES][GRID_RES];
+
+ const Array<Vector3>& oldVertexArray;
+ Array<Vector3>& newVertexArray;
+ Array<int>& toNew;
+ Array<int>& toOld;
+
+ /** Must be less than one grid cell, not checked */
+ const double radius;
+
+ /** (oldVertexArray[i] - offset) * scale is on the range [0, 1] */
+ Vector3 offset;
+ Vector3 scale;
+
+ Welder(
+ const Array<Vector3>& _oldVertexArray,
+ Array<Vector3>& _newVertexArray,
+ Array<int>& _toNew,
+ Array<int>& _toOld,
+ double _radius);
+
+ /**
+ Computes the grid index from an ordinate.
+ */
+ void toGridCoords(Vector3 v, int& x, int& y, int& z) const;
+
+ /** Gets the index of a vertex, adding it to
+ newVertexArray if necessary. */
+ int getIndex(const Vector3& vertex);
+
+ void weld();
+};
+
+} // namespace _internal
+
+} // namespace G3D
+
+template<> struct HashTrait<G3D::_internal::Welder::List*> {
+ static size_t hashCode(const G3D::_internal::Welder::List* key) { return reinterpret_cast<size_t>(key); }
+};
+
+namespace G3D {
+namespace _internal {
+
+Welder::Welder(
+ const Array<Vector3>& _oldVertexArray,
+ Array<Vector3>& _newVertexArray,
+ Array<int>& _toNew,
+ Array<int>& _toOld,
+ double _radius) :
+ oldVertexArray(_oldVertexArray),
+ newVertexArray(_newVertexArray),
+ toNew(_toNew),
+ toOld(_toOld),
+ radius(_radius) {
+
+ // Compute a scale factor that moves the range
+ // of all ordinates to [0, 1]
+ Vector3 minBound = Vector3::inf();
+ Vector3 maxBound = -minBound;
+
+ for (int i = 0; i < oldVertexArray.size(); ++i) {
+ minBound = minBound.min(oldVertexArray[i]);
+ maxBound = maxBound.max(oldVertexArray[i]);
+ }
+
+ offset = minBound;
+ scale = maxBound - minBound;
+ for (int i = 0; i < 3; ++i) {
+ // The model might have zero extent along some axis
+ if (fuzzyEq(scale[i], 0.0)) {
+ scale[i] = 1.0;
+ } else {
+ scale[i] = 1.0 / scale[i];
+ }
+ }
+}
+
+
+void Welder::toGridCoords(Vector3 v, int& x, int& y, int& z) const {
+ v = (v - offset) * scale;
+ x = iClamp(iFloor(v.x * GRID_RES), 0, GRID_RES - 1);
+ y = iClamp(iFloor(v.y * GRID_RES), 0, GRID_RES - 1);
+ z = iClamp(iFloor(v.z * GRID_RES), 0, GRID_RES - 1);
+}
+
+
+int Welder::getIndex(const Vector3& vertex) {
+
+ int closestIndex = -1;
+ double distanceSquared = inf();
+
+ int ix, iy, iz;
+ toGridCoords(vertex, ix, iy, iz);
+
+ // Check against all vertices within radius of this grid cube
+ const List& list = grid[ix][iy][iz];
+
+ for (int i = 0; i < list.size(); ++i) {
+ double d = (newVertexArray[list[i]] - vertex).squaredMagnitude();
+
+ if (d < distanceSquared) {
+ distanceSquared = d;
+ closestIndex = list[i];
+ }
+ }
+
+ if (distanceSquared <= radius * radius) {
+
+ return closestIndex;
+
+ } else {
+
+ // This is a new vertex
+ int newIndex = newVertexArray.size();
+ newVertexArray.append(vertex);
+
+ // Create a new vertex and store its index in the
+ // neighboring grid cells (usually, only 1 neighbor)
+
+ Set<List*> neighbors;
+
+ for (float dx = -1; dx <= +1; ++dx) {
+ for (float dy = -1; dy <= +1; ++dy) {
+ for (float dz = -1; dz <= +1; ++dz) {
+ int ix, iy, iz;
+ toGridCoords(vertex + Vector3(dx, dy, dz) * radius, ix, iy, iz);
+ neighbors.insert(&(grid[ix][iy][iz]));
+ }
+ }
+ }
+
+ Set<List*>::Iterator neighbor(neighbors.begin());
+ Set<List*>::Iterator none(neighbors.end());
+
+ while (neighbor != none) {
+ (*neighbor)->append(newIndex);
+ ++neighbor;
+ }
+
+ return newIndex;
+ }
+}
+
+
+void Welder::weld() {
+ newVertexArray.resize(0);
+
+ // Prime the vertex positions
+ for (int i = 0; i < oldVertexArray.size(); ++i) {
+ getIndex(oldVertexArray[i]);
+ }
+
+ // Now create the official remapping by snapping to
+ // nearby vertices.
+ toNew.resize(oldVertexArray.size());
+ toOld.resize(newVertexArray.size());
+
+ for (int oi = 0; oi < oldVertexArray.size(); ++oi) {
+ toNew[oi] = getIndex(oldVertexArray[oi]);
+ toOld[toNew[oi]] = oi;
+ }
+}
+
+} // internal namespace
+
+
+void MeshAlg::computeWeld(
+ const Array<Vector3>& oldVertexArray,
+ Array<Vector3>& newVertexArray,
+ Array<int>& toNew,
+ Array<int>& toOld,
+ double radius) {
+
+ _internal::Welder welder(oldVertexArray, newVertexArray, toNew, toOld, radius);
+ welder.weld();
+}
+
+} // G3D namespace