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+/**
+ @file MeshAlg.cpp
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+ @created 2003-09-14
+ @edited 2008-09-03
+
+ Copyright 2000-2009, Morgan McGuire.
+ All rights reserved.
+
+ */
+
+#include "G3D/MeshAlg.h"
+#include "G3D/Table.h"
+#include "G3D/Set.h"
+#include "G3D/Box.h"
+#include "G3D/Sphere.h"
+#include "G3D/vectorMath.h"
+#include "G3D/AABox.h"
+#include "G3D/Image1.h"
+
+#include <climits>
+
+namespace G3D {
+
+const int MeshAlg::Face::NONE = INT_MIN;
+
+void MeshAlg::generateGrid(
+ Array<Vector3>& vertex,
+ Array<Vector2>& texCoord,
+ Array<int>& index,
+ int wCells,
+ int hCells,
+ const Vector2& textureScale,
+ bool spaceCentered,
+ bool twoSided,
+ const CoordinateFrame& xform,
+ const Image1::Ref& height) {
+
+ vertex.fastClear();
+ texCoord.fastClear();
+ index.fastClear();
+
+ // Generate vertices
+ for (int z = 0; z <= hCells; ++z) {
+ for (int x = 0; x <= wCells; ++x) {
+ Vector3 v(x / (float)wCells, 0, z / (float)hCells);
+
+ Vector2 t = v.xz() * textureScale;
+
+ texCoord.append(t);
+
+ if (height.notNull()) {
+ v.y = height->nearest(v.x * (height->width() - 1), v.z * (height->height() - 1)).value;
+ }
+ if (spaceCentered) {
+ v -= Vector3(0.5f, 0, 0.5f);
+ }
+ v = xform.pointToWorldSpace(v);
+ vertex.append(v);
+ }
+ }
+
+ // Generate indices
+ for (int z = 0; z < hCells; ++z) {
+ for (int x = 0; x < wCells; ++x) {
+ int A = x + z * (wCells + 1);
+ int B = A + 1;
+ int C = A + (wCells + 1);
+ int D = C + 1;
+
+ // A B
+ // *-----*
+ // | \ |
+ // | \ |
+ // *-----*
+ // C D
+
+ index.append(A, D, B);
+ index.append(A, C, D);
+ }
+ }
+
+ if (twoSided) {
+ // The index array needs to have reversed winding for the bottom
+ // and offset by the original number of vertices
+ Array<int> ti = index;
+ ti.reverse();
+ for (int i = 0; i < ti.size(); ++i) {
+ ti[i] += vertex.size();
+ }
+ index.append(ti);
+
+ // Duplicate the arrays
+ vertex.append(Array<Vector3>(vertex));
+ texCoord.append(Array<Vector2>(texCoord));
+ }
+}
+
+MeshAlg::Face::Face() {
+ for (int i = 0; i < 3; ++i) {
+ edgeIndex[i] = 0;
+ vertexIndex[i] = 0;
+ }
+}
+
+
+MeshAlg::Edge::Edge() {
+ for (int i = 0; i < 2; ++i) {
+ vertexIndex[i] = 0;
+ // Negative face indices are faces that don't exist
+ faceIndex[i] = -1;
+ }
+}
+
+
+MeshAlg::Geometry& MeshAlg::Geometry::operator=(const MeshAlg::Geometry& src) {
+ vertexArray.resize(src.vertexArray.size());
+ normalArray.resize(src.vertexArray.size());
+
+ System::memcpy(vertexArray.getCArray(), src.vertexArray.getCArray(), sizeof(Vector3)*vertexArray.size());
+ System::memcpy(normalArray.getCArray(), src.normalArray.getCArray(), sizeof(Vector3)*normalArray.size());
+
+ return *this;
+}
+
+
+void MeshAlg::computeNormals(
+ Geometry& geometry,
+ const Array<int>& indexArray) {
+
+ Array<Face> faceArray;
+ Array<Vertex> vertexArray;
+ Array<Edge> edgeArray;
+ Array<Vector3> faceNormalArray;
+
+ computeAdjacency(geometry.vertexArray, indexArray, faceArray, edgeArray, vertexArray);
+
+ computeNormals(geometry.vertexArray, faceArray, vertexArray,
+ geometry.normalArray, faceNormalArray);
+}
+
+
+void MeshAlg::computeNormals(
+ const Array<Vector3>& vertexGeometry,
+ const Array<Face>& faceArray,
+ const Array< Array<int> >& adjacentFaceArray,
+ Array<Vector3>& vertexNormalArray,
+ Array<Vector3>& faceNormalArray) {
+
+ // Construct a fake vertex array for backwards compatibility
+ Array<Vertex> fakeVertexArray;
+ fakeVertexArray.resize(adjacentFaceArray.size());
+
+ for (int v = 0; v < adjacentFaceArray.size(); ++v) {
+ fakeVertexArray[v].faceIndex.resize(adjacentFaceArray[v].size());
+ for (int i = 0; i < fakeVertexArray[v].faceIndex.size(); ++i) {
+ fakeVertexArray[v].faceIndex[i] = adjacentFaceArray[v][i];
+ }
+ // We leave out the edges because they aren't used to compute normals
+ }
+
+ computeNormals(vertexGeometry, faceArray, fakeVertexArray,
+ vertexNormalArray, faceNormalArray);
+}
+
+
+void MeshAlg::computeNormals(
+ const Array<Vector3>& vertexGeometry,
+ const Array<Face>& faceArray,
+ const Array<Vertex>& vertexArray,
+ Array<Vector3>& vertexNormalArray,
+ Array<Vector3>& faceNormalArray) {
+
+ // Face normals (not unit length)
+ faceNormalArray.resize(faceArray.size());
+ for (int f = 0; f < faceArray.size(); ++f) {
+ const Face& face = faceArray[f];
+
+ Vector3 vertex[3];
+ for (int j = 0; j < 3; ++j) {
+ vertex[j] = vertexGeometry[face.vertexIndex[j]];
+ debugAssert(vertex[j].isFinite());
+ }
+
+ faceNormalArray[f] = (vertex[1] - vertex[0]).cross(vertex[2] - vertex[0]);
+# ifdef G3D_DEBUG
+ const Vector3& N = faceNormalArray[f];
+ debugAssert(N.isFinite());
+# endif
+ }
+
+ // Per-vertex normals, computed by averaging
+ vertexNormalArray.resize(vertexGeometry.size());
+ for (int v = 0; v < vertexNormalArray.size(); ++v) {
+ Vector3 sum = Vector3::zero();
+ for (int k = 0; k < vertexArray[v].faceIndex.size(); ++k) {
+ const int f = vertexArray[v].faceIndex[k];
+ sum += faceNormalArray[f];
+ }
+ vertexNormalArray[v] = sum.directionOrZero();
+# ifdef G3D_DEBUG
+ const Vector3& N = vertexNormalArray[v];
+ debugAssert(N.isUnit() || N.isZero());
+# endif
+ }
+
+
+ for (int f = 0; f < faceArray.size(); ++f) {
+ faceNormalArray[f] = faceNormalArray[f].directionOrZero();
+# ifdef G3D_DEBUG
+ const Vector3& N = faceNormalArray[f];
+ debugAssert(N.isUnit() || N.isZero());
+# endif
+ }
+
+}
+
+
+void MeshAlg::computeFaceNormals(
+ const Array<Vector3>& vertexArray,
+ const Array<MeshAlg::Face>& faceArray,
+ Array<Vector3>& faceNormals,
+ bool normalize) {
+
+ faceNormals.resize(faceArray.size());
+
+ for (int f = 0; f < faceArray.size(); ++f) {
+ const MeshAlg::Face& face = faceArray[f];
+
+ const Vector3& v0 = vertexArray[face.vertexIndex[0]];
+ const Vector3& v1 = vertexArray[face.vertexIndex[1]];
+ const Vector3& v2 = vertexArray[face.vertexIndex[2]];
+
+ faceNormals[f] = (v1 - v0).cross(v2 - v0);
+ }
+
+ if (normalize) {
+ for (int f = 0; f < faceArray.size(); ++f) {
+ faceNormals[f] = faceNormals[f].direction();
+ }
+ }
+}
+
+
+void MeshAlg::identifyBackfaces(
+ const Array<Vector3>& vertexArray,
+ const Array<MeshAlg::Face>& faceArray,
+ const Vector4& HP,
+ Array<bool>& backface) {
+
+ Vector3 P = HP.xyz();
+
+ backface.resize(faceArray.size());
+
+ if (fuzzyEq(HP.w, 0.0)) {
+ // Infinite case
+ for (int f = faceArray.size() - 1; f >= 0; --f) {
+ const MeshAlg::Face& face = faceArray[f];
+
+ const Vector3& v0 = vertexArray[face.vertexIndex[0]];
+ const Vector3& v1 = vertexArray[face.vertexIndex[1]];
+ const Vector3& v2 = vertexArray[face.vertexIndex[2]];
+
+ const Vector3 N = (v1 - v0).cross(v2 - v0);
+
+ backface[f] = N.dot(P) < 0;
+ }
+ } else {
+ // Finite case
+ for (int f = faceArray.size() - 1; f >= 0; --f) {
+ const MeshAlg::Face& face = faceArray[f];
+
+ const Vector3& v0 = vertexArray[face.vertexIndex[0]];
+ const Vector3& v1 = vertexArray[face.vertexIndex[1]];
+ const Vector3& v2 = vertexArray[face.vertexIndex[2]];
+
+ const Vector3 N = (v1 - v0).cross(v2 - v0);
+
+ backface[f] = N.dot(P - v0) < 0;
+ }
+ }
+}
+
+
+void MeshAlg::identifyBackfaces(
+ const Array<Vector3>& vertexArray,
+ const Array<MeshAlg::Face>& faceArray,
+ const Vector4& HP,
+ Array<bool>& backface,
+ const Array<Vector3>& faceNormals) {
+
+ Vector3 P = HP.xyz();
+
+ backface.resize(faceArray.size());
+
+ if (fuzzyEq(HP.w, 0.0)) {
+ // Infinite case
+ for (int f = faceArray.size() - 1; f >= 0; --f) {
+ const Vector3& N = faceNormals[f];
+ backface[f] = N.dot(P) < 0;
+ }
+ } else {
+ // Finite case
+ for (int f = faceArray.size() - 1; f >= 0; --f) {
+ const MeshAlg::Face& face = faceArray[f];
+ const Vector3& v0 = vertexArray[face.vertexIndex[0]];
+ const Vector3& N = faceNormals[f];
+
+ backface[f] = N.dot(P - v0) < 0;
+ }
+ }
+}
+
+
+void MeshAlg::createIndexArray(int n, Array<int>& array, int start, int run, int skip) {
+ debugAssert(skip >= 0);
+ debugAssert(run >= 0);
+
+ array.resize(n);
+ if (skip == 0) {
+ for (int i = 0; i < n; ++i) {
+ array[i] = start + i;
+ }
+ } else {
+ int rcount = 0;
+ int j = start;
+ for (int i = 0; i < n; ++i) {
+ array[i] = j;
+
+ ++j;
+ ++rcount;
+
+ if (rcount == run) {
+ rcount = 0;
+ j += skip;
+ }
+ }
+ }
+}
+
+
+void MeshAlg::computeAreaStatistics(
+ const Array<Vector3>& vertexArray,
+ const Array<int>& indexArray,
+ double& minEdgeLength,
+ double& meanEdgeLength,
+ double& medianEdgeLength,
+ double& maxEdgeLength,
+ double& minFaceArea,
+ double& meanFaceArea,
+ double& medianFaceArea,
+ double& maxFaceArea) {
+
+ debugAssert(indexArray.size() % 3 == 0);
+
+ Array<double> area;
+ area.resize(indexArray.size() / 3);
+ Array<double> magnitude;
+ magnitude.resize(indexArray.size());
+
+ for (int i = 0; i < indexArray.size(); i += 3) {
+ const Vector3& v0 = vertexArray[indexArray[i]];
+ const Vector3& v1 = vertexArray[indexArray[i + 1]];
+ const Vector3& v2 = vertexArray[indexArray[i + 2]];
+
+ area[i / 3] = (v1 - v0).cross(v2 - v0).magnitude() / 2.0;
+ magnitude[i] = (v1 - v0).magnitude();
+ magnitude[i + 1] = (v2 - v1).magnitude();
+ magnitude[i + 2] = (v0 - v2).magnitude();
+ }
+
+ area.sort();
+ magnitude.sort();
+
+ minEdgeLength = max(0.0, magnitude[0]);
+ maxEdgeLength = max(0.0, magnitude.last());
+ medianEdgeLength = max(0.0, magnitude[magnitude.size() / 2]);
+ meanEdgeLength = 0;
+ for (int i = 0; i < magnitude.size(); ++i) {
+ meanEdgeLength += magnitude[i];
+ }
+ meanEdgeLength /= magnitude.size();
+
+ minFaceArea = max(0.0, area[0]);
+ maxFaceArea = max(0.0, area.last());
+ medianFaceArea = max(0.0, area[area.size() / 2]);
+ meanFaceArea = 0;
+ for (int i = 0; i < area.size(); ++i) {
+ meanFaceArea += area[i];
+ }
+ meanFaceArea /= area.size();
+
+
+ // Make sure round-off hasn't pushed values less than zero
+ meanFaceArea = max(0.0, meanFaceArea);
+ meanEdgeLength = max(0.0, meanEdgeLength);
+}
+
+
+int MeshAlg::countBoundaryEdges(const Array<MeshAlg::Edge>& edgeArray) {
+ int b = 0;
+
+ for (int i = 0; i < edgeArray.size(); ++i) {
+ if ((edgeArray[i].faceIndex[0] == MeshAlg::Face::NONE) !=
+ (edgeArray[i].faceIndex[1] == MeshAlg::Face::NONE)) {
+ ++b;
+ }
+ }
+
+ return b;
+}
+
+void MeshAlg::computeBounds(
+ const Array<Vector3>& vertexArray,
+ const Array<int>& indexArray,
+ AABox& box,
+ Sphere& sphere) {
+
+ Array<Vector3> newArray;
+ newArray.resize(indexArray.size());
+ for (int i = 0; i < indexArray.size(); ++i) {
+ newArray[i] = vertexArray[indexArray[i]];
+ }
+ computeBounds(newArray, box, sphere);
+}
+
+
+void MeshAlg::computeBounds(
+ const Array<Vector3>& vertexArray,
+ AABox& box,
+ Sphere& sphere) {
+
+ Vector3 xmin, xmax, ymin, ymax, zmin, zmax;
+
+ // FIRST PASS: find 6 minima/maxima points
+ xmin.x = ymin.y = zmin.z = finf();
+ xmax.x = ymax.y = zmax.z = -finf();
+
+ for (int v = 0; v < vertexArray.size(); ++v) {
+ const Vector3& vertex = vertexArray[v];
+
+ if (vertex.x < xmin.x) {
+ xmin = vertex;
+ }
+
+ if (vertex.x > xmax.x) {
+ xmax = vertex;
+ }
+
+ if (vertex.y < ymin.y) {
+ ymin = vertex;
+ }
+
+ if (vertex.y > ymax.y) {
+ ymax = vertex;
+ }
+
+ if (vertex.z < zmin.z) {
+ zmin = vertex;
+ }
+
+ if (vertex.z > zmax.z) {
+ zmax = vertex;
+ }
+ }
+
+ // Set points dia1 & dia2 to the maximally separated pair
+ Vector3 dia1 = xmin;
+ Vector3 dia2 = xmax;
+ {
+ // Set xspan = distance between the 2 points xmin & xmax (squared)
+ double xspan = (xmax - xmin).squaredMagnitude();
+
+ // Same for y & z spans
+ double yspan = (ymax - ymin).squaredMagnitude();
+ double zspan = (zmax - zmin).squaredMagnitude();
+
+ double maxspan = xspan;
+
+ if (yspan > maxspan) {
+ maxspan = yspan;
+ dia1 = ymin;
+ dia2 = ymax;
+ }
+
+ if (zspan > maxspan) {
+ maxspan = zspan;
+ dia1 = zmin;
+ dia2 = zmax;
+ }
+ }
+
+
+ // dia1, dia2 is a diameter of initial sphere
+
+ // calc initial center
+ Vector3 center = (dia1 + dia2) / 2.0;
+
+ // calculate initial radius^2 and radius
+ Vector3 d = dia2 - sphere.center;
+
+ double radSq = d.squaredMagnitude();
+ double rad = sqrt(radSq);
+
+ // SECOND PASS: increment current sphere
+ double old_to_p, old_to_new;
+
+ for (int v = 0; v < vertexArray.size(); ++v) {
+ const Vector3& vertex = vertexArray[v];
+
+ d = vertex - center;
+
+ double old_to_p_sq = d.squaredMagnitude();
+
+ // do r^2 test first
+ if (old_to_p_sq > radSq) {
+ // this point is outside of current sphere
+ old_to_p = sqrt(old_to_p_sq);
+
+ // calc radius of new sphere
+ rad = (rad + old_to_p) / 2.0;
+
+ // for next r^2 compare
+ radSq = rad * rad;
+ old_to_new = old_to_p - rad;
+
+ // calc center of new sphere
+ center = (rad * center + old_to_new * vertex) / old_to_p;
+ }
+ }
+
+ const Vector3 min(xmin.x, ymin.y, zmin.z);
+ const Vector3 max(xmax.x, ymax.y, zmax.z);
+
+ box = AABox(min, max);
+
+ const float boxRadSq = (max - min).squaredMagnitude() * 0.25f;
+
+ if (boxRadSq >= radSq){
+ if (isNaN(center.x) || ! isFinite(rad)) {
+ sphere = Sphere(Vector3::zero(), finf());
+ } else {
+ sphere = Sphere(center, rad);
+ }
+ } else {
+ sphere = Sphere((max + min) * 0.5f, sqrt(boxRadSq));
+ }
+}
+
+void MeshAlg::computeTangentSpaceBasis(
+ const Array<Vector3>& vertexArray,
+ const Array<Vector2>& texCoordArray,
+ const Array<Vector3>& vertexNormalArray,
+ const Array<Face>& faceArray,
+ Array<Vector3>& tangent,
+ Array<Vector3>& binormal) {
+
+ debugAssertM(faceArray.size() != 0, "Unable to calculate valid tangent space without faces.");
+
+ tangent.resize(vertexArray.size());
+ binormal.resize(vertexArray.size());
+
+ // Zero the output arrays.
+ System::memset(tangent.getCArray(), 0, sizeof(Vector3) * tangent.size());
+ System::memset(binormal.getCArray(), 0, sizeof(Vector3) * binormal.size());
+
+ // Iterate over faces, computing the tangent vectors for each
+ // vertex. Accumulate those into the tangent and binormal arrays
+ // and then orthonormalize at the end.
+
+ for (int f = 0; f < faceArray.size(); ++f) {
+ const Face& face = faceArray[f];
+
+ const int i0 = face.vertexIndex[0];
+ const int i1 = face.vertexIndex[1];
+ const int i2 = face.vertexIndex[2];
+
+ const Vector3& v0 = vertexArray[i0];
+ const Vector3& v1 = vertexArray[i1];
+ const Vector3& v2 = vertexArray[i2];
+
+ const Vector2& t0 = texCoordArray[i0];
+ const Vector2& t1 = texCoordArray[i1];
+ const Vector2& t2 = texCoordArray[i2];
+
+ // See http://www.terathon.com/code/tangent.html for a derivation of the following code
+
+ // vertex edges
+ Vector3 ve1 = v1 - v0;
+ Vector3 ve2 = v2 - v0;
+
+ // texture edges
+ Vector2 te1 = t1 - t0;
+ Vector2 te2 = t2 - t0;
+
+ Vector3 n(ve1.cross(ve2).direction());
+ Vector3 t, b;
+
+ float r = te1.x * te2.y - te1.y * te2.x;
+ if (r == 0.0) {
+ // degenerate case
+ Vector3::generateOrthonormalBasis(t, b, n, true);
+ } else {
+ r = 1.0f / r;
+ t = (te2.y * ve1 - te1.y * ve2) * r;
+ b = (te2.x * ve1 - te1.x * ve2) * r;
+ }
+
+ for (int v = 0; v < 3; ++v) {
+ int i = face.vertexIndex[v];
+ tangent[i] += t;
+ binormal[i] += b;
+ }
+ }
+
+ // Normalize the basis vectors
+ for (int v = 0; v < vertexArray.size(); ++v) {
+ // Remove the component parallel to the normal
+ const Vector3& N = vertexNormalArray[v];
+ Vector3& T = tangent[v];
+ Vector3& B = binormal[v];
+
+ debugAssertM(N.isUnit() || N.isZero(), "Input normals must have unit length");
+
+ T -= T.dot(N) * N;
+ B -= B.dot(N) * N;
+
+ // Normalize
+ T = T.directionOrZero();
+ B = B.directionOrZero();
+ }
+}
+
+
+
+} // G3D namespace