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// Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
# include "nvmesh.h" // pch
# include "Atlas.h"
# include "Util.h"
# include "AtlasBuilder.h"
# include "AtlasPacker.h"
# include "SingleFaceMap.h"
# include "OrthogonalProjectionMap.h"
# include "LeastSquaresConformalMap.h"
# include "ParameterizationQuality.h"
//#include "nvmesh/export/MeshExportOBJ.h"
# include "nvmesh/halfedge/Mesh.h"
# include "nvmesh/halfedge/Face.h"
# include "nvmesh/halfedge/Vertex.h"
# include "nvmesh/MeshBuilder.h"
# include "nvmesh/MeshTopology.h"
# include "nvmesh/param/Util.h"
# include "nvmesh/geometry/Measurements.h"
# include "nvmath/Vector.inl"
# include "nvmath/Fitting.h"
# include "nvmath/Box.inl"
# include "nvmath/ProximityGrid.h"
# include "nvmath/Morton.h"
# include "nvcore/StrLib.h"
# include "nvcore/Array.inl"
# include "nvcore/HashMap.inl"
using namespace nv ;
/// Ctor.
Atlas : : Atlas ( )
{
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failed = false ;
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}
// Dtor.
Atlas : : ~ Atlas ( )
{
deleteAll ( m_meshChartsArray ) ;
}
uint Atlas : : chartCount ( ) const
{
uint count = 0 ;
foreach ( c , m_meshChartsArray ) {
count + = m_meshChartsArray [ c ] - > chartCount ( ) ;
}
return count ;
}
const Chart * Atlas : : chartAt ( uint i ) const
{
foreach ( c , m_meshChartsArray ) {
uint count = m_meshChartsArray [ c ] - > chartCount ( ) ;
if ( i < count ) {
return m_meshChartsArray [ c ] - > chartAt ( i ) ;
}
i - = count ;
}
return NULL ;
}
Chart * Atlas : : chartAt ( uint i )
{
foreach ( c , m_meshChartsArray ) {
uint count = m_meshChartsArray [ c ] - > chartCount ( ) ;
if ( i < count ) {
return m_meshChartsArray [ c ] - > chartAt ( i ) ;
}
i - = count ;
}
return NULL ;
}
// Extract the charts and add to this atlas.
void Atlas : : addMeshCharts ( MeshCharts * meshCharts )
{
m_meshChartsArray . append ( meshCharts ) ;
}
void Atlas : : extractCharts ( const HalfEdge : : Mesh * mesh )
{
MeshCharts * meshCharts = new MeshCharts ( mesh ) ;
meshCharts - > extractCharts ( ) ;
addMeshCharts ( meshCharts ) ;
}
void Atlas : : computeCharts ( const HalfEdge : : Mesh * mesh , const SegmentationSettings & settings , const Array < uint > & unchartedMaterialArray )
{
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failed = false ;
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MeshCharts * meshCharts = new MeshCharts ( mesh ) ;
meshCharts - > computeCharts ( settings , unchartedMaterialArray ) ;
addMeshCharts ( meshCharts ) ;
}
#if 0
/// Compute a seamless texture atlas.
bool Atlas : : computeSeamlessTextureAtlas ( bool groupFaces /*= true*/ , bool scaleTiles /*= false*/ , uint w /*= 1024*/ , uint h /* = 1024*/ )
{
// Implement seamless texture atlas similar to what ZBrush does. See also:
// "Meshed Atlases for Real-Time Procedural Solid Texturing"
// http://graphics.cs.uiuc.edu/~jch/papers/rtpst.pdf
// Other methods that we should experiment with:
//
// Seamless Texture Atlases:
// http://www.cs.jhu.edu/~bpurnomo/STA/index.html
//
// Rectangular Multi-Chart Geometry Images:
// http://graphics.cs.uiuc.edu/~jch/papers/rmcgi.pdf
//
// Discrete differential geometry also provide a way of constructing
// seamless quadrangulations as shown in:
// http://www.geometry.caltech.edu/pubs/TACD06.pdf
//
# pragma message(NV_FILE_LINE "TODO: Implement seamless texture atlas.")
if ( groupFaces )
{
// @@ TODO.
}
else
{
// @@ Create one atlas per face.
}
if ( scaleTiles )
{
// @@ TODO
}
/*
if ( ! isQuadMesh ( m_mesh ) ) {
// Only handle quads for now.
return false ;
}
// Each face is a chart.
const uint faceCount = m_mesh - > faceCount ( ) ;
m_chartArray . resize ( faceCount ) ;
for ( uint f = 0 ; f < faceCount ; f + + ) {
m_chartArray [ f ] . faceArray . clear ( ) ;
m_chartArray [ f ] . faceArray . append ( f ) ;
}
// Map each face to a separate square.
// Determine face layout according to width and height.
float aspect = float ( m_width ) / float ( m_height ) ;
uint i = 2 ;
uint total = ( m_width / ( i + 1 ) ) * ( m_height / ( i + 1 ) ) ;
while ( total > faceCount ) {
i * = 2 ;
total = ( m_width / ( i + 1 ) ) * ( m_height / ( i + 1 ) ) ;
}
uint tileSize = i / 2 ;
int x = 0 ;
int y = 0 ;
m_result = new HalfEdge : : Mesh ( ) ;
// Once you have that it's just matter of traversing the faces.
for ( uint f = 0 ; f < faceCount ; f + + ) {
// Compute texture coordinates.
Vector2 tex [ 4 ] ;
tex [ 0 ] = Vector2 ( float ( x ) , float ( y ) ) ;
tex [ 1 ] = Vector2 ( float ( x + tileSize ) , float ( y ) ) ;
tex [ 2 ] = Vector2 ( float ( x + tileSize ) , float ( y + tileSize ) ) ;
tex [ 3 ] = Vector2 ( float ( x ) , float ( y + tileSize ) ) ;
Array < uint > indexArray ( 4 ) ;
const HalfEdge : : Face * face = m_mesh - > faceAt ( f ) ;
int i = 0 ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) , i + + ) {
const HalfEdge : : Edge * edge = it . current ( ) ;
const HalfEdge : : Vertex * vertex = edge - > from ( ) ;
HalfEdge : : Vertex * newVertex = m_result - > addVertex ( vertex - > id ( ) , vertex - > pos ( ) ) ;
newVertex - > setTex ( Vector3 ( tex [ i ] , 0 ) ) ;
newVertex - > setNor ( vertex - > nor ( ) ) ;
indexArray . append ( m_result - > vertexCount ( ) + 1 ) ;
}
m_result - > addFace ( indexArray ) ;
// Move to the next tile.
x + = tileSize + 1 ;
if ( x + tileSize > m_width ) {
x = 0 ;
y + = tileSize + 1 ;
}
}
*/
return false ;
}
# endif
void Atlas : : parameterizeCharts ( )
{
foreach ( i , m_meshChartsArray ) {
m_meshChartsArray [ i ] - > parameterizeCharts ( ) ;
}
}
float Atlas : : packCharts ( int quality , float texelsPerUnit , bool blockAlign , bool conservative )
{
AtlasPacker packer ( this ) ;
packer . packCharts ( quality , texelsPerUnit , blockAlign , conservative ) ;
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if ( hasFailed ( ) )
return 0 ;
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return packer . computeAtlasUtilization ( ) ;
}
/// Ctor.
MeshCharts : : MeshCharts ( const HalfEdge : : Mesh * mesh ) : m_mesh ( mesh )
{
}
// Dtor.
MeshCharts : : ~ MeshCharts ( )
{
deleteAll ( m_chartArray ) ;
}
void MeshCharts : : extractCharts ( )
{
const uint faceCount = m_mesh - > faceCount ( ) ;
int first = 0 ;
Array < uint > queue ( faceCount ) ;
BitArray bitFlags ( faceCount ) ;
bitFlags . clearAll ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + )
{
if ( bitFlags . bitAt ( f ) = = false )
{
// Start new patch. Reset queue.
first = 0 ;
queue . clear ( ) ;
queue . append ( f ) ;
bitFlags . setBitAt ( f ) ;
while ( first ! = queue . count ( ) )
{
const HalfEdge : : Face * face = m_mesh - > faceAt ( queue [ first ] ) ;
// Visit face neighbors of queue[first]
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Edge * edge = it . current ( ) ;
nvDebugCheck ( edge - > pair ! = NULL ) ;
if ( ! edge - > isBoundary ( ) & & /*!edge->isSeam()*/
//!(edge->from()->tex() != edge->pair()->to()->tex() || edge->to()->tex() != edge->pair()->from()->tex()))
! ( edge - > from ( ) ! = edge - > pair - > to ( ) | | edge - > to ( ) ! = edge - > pair - > from ( ) ) ) // Preserve existing seams (not just texture seams).
{
const HalfEdge : : Face * neighborFace = edge - > pair - > face ;
nvDebugCheck ( neighborFace ! = NULL ) ;
if ( bitFlags . bitAt ( neighborFace - > id ) = = false )
{
queue . append ( neighborFace - > id ) ;
bitFlags . setBitAt ( neighborFace - > id ) ;
}
}
}
first + + ;
}
Chart * chart = new Chart ( ) ;
chart - > build ( m_mesh , queue ) ;
m_chartArray . append ( chart ) ;
}
}
}
/*
LSCM :
- identify sharp features using local dihedral angles .
- identify seed faces farthest from sharp features .
- grow charts from these seeds .
MCGIM :
- phase 1 : chart growth
- grow all charts simultaneously using dijkstra search on the dual graph of the mesh .
- graph edges are weighted based on planarity metric .
- metric uses distance to global chart normal .
- terminate when all faces have been assigned .
- phase 2 : seed computation :
- place new seed of the chart at the most interior face .
- most interior is evaluated using distance metric only .
- method repeates the two phases , until the location of the seeds does not change .
- cycles are detected by recording all the previous seeds and chartification terminates .
D - Charts :
- Uniaxial conic metric :
- N_c = axis of the generalized cone that best fits the chart . ( cone can a be cylinder or a plane ) .
- omega_c = angle between the face normals and the axis .
- Fitting error between chart C and tringle t : F ( c , t ) = ( N_c * n_t - cos ( omega_c ) ) ^ 2
- Compactness metrics :
- Roundness :
- C ( c , t ) = pi * D ( S_c , t ) ^ 2 / A_c
- S_c = chart seed .
- D ( S_c , t ) = length of the shortest path inside the chart betwen S_c and t .
- A_c = chart area .
- Straightness :
- P ( c , t ) = l_out ( c , t ) / l_in ( c , t )
- l_out ( c , t ) = lenght of the edges not shared between C and t .
- l_in ( c , t ) = lenght of the edges shared between C and t .
- Combined metric :
- Cost ( c , t ) = F ( c , t ) ^ alpha + C ( c , t ) ^ beta + P ( c , t ) ^ gamma
- alpha = 1 , beta = 0.7 , gamma = 0.5
Our basic approach :
- Just one iteration of k - means ?
- Avoid dijkstra by greedily growing charts until a threshold is met . Increase threshold and repeat until no faces left .
- If distortion metric is too high , split chart , add two seeds .
- If chart size is low , try removing chart .
Postprocess :
- If topology is not disk :
- Fill holes , if new faces fit proxy .
- Find best cut , otherwise .
- After parameterization :
- If boundary self - intersects :
- cut chart along the closest two diametral boundary vertices , repeat parametrization .
- what if the overlap is on an appendix ? How do we find that out and cut appropiately ?
- emphasize roundness metrics to prevent those cases .
- If interior self - overlaps : preserve boundary parameterization and use mean - value map .
*/
SegmentationSettings : : SegmentationSettings ( )
{
// Charts have no area or boundary limits right now.
maxChartArea = NV_FLOAT_MAX ;
maxBoundaryLength = NV_FLOAT_MAX ;
proxyFitMetricWeight = 1.0f ;
roundnessMetricWeight = 0.1f ;
straightnessMetricWeight = 0.25f ;
normalSeamMetricWeight = 1.0f ;
textureSeamMetricWeight = 0.1f ;
}
void MeshCharts : : computeCharts ( const SegmentationSettings & settings , const Array < uint > & unchartedMaterialArray )
{
Chart * vertexMap = NULL ;
if ( unchartedMaterialArray . count ( ) ! = 0 ) {
vertexMap = new Chart ( ) ;
vertexMap - > buildVertexMap ( m_mesh , unchartedMaterialArray ) ;
if ( vertexMap - > faceCount ( ) = = 0 ) {
delete vertexMap ;
vertexMap = NULL ;
}
}
AtlasBuilder builder ( m_mesh ) ;
if ( vertexMap ! = NULL ) {
// Mark faces that do not need to be charted.
builder . markUnchartedFaces ( vertexMap - > faceArray ( ) ) ;
m_chartArray . append ( vertexMap ) ;
}
if ( builder . facesLeft ! = 0 ) {
// Tweak these values:
const float maxThreshold = 2 ;
const uint growFaceCount = 32 ;
const uint maxIterations = 4 ;
builder . settings = settings ;
//builder.settings.proxyFitMetricWeight *= 0.75; // relax proxy fit weight during initial seed placement.
//builder.settings.roundnessMetricWeight = 0;
//builder.settings.straightnessMetricWeight = 0;
// This seems a reasonable estimate.
uint maxSeedCount = max ( 6U , builder . facesLeft ) ;
// Create initial charts greedely.
nvDebug ( " ### Placing seeds \n " ) ;
builder . placeSeeds ( maxThreshold , maxSeedCount ) ;
nvDebug ( " ### Placed %d seeds (max = %d) \n " , builder . chartCount ( ) , maxSeedCount ) ;
builder . updateProxies ( ) ;
builder . mergeCharts ( ) ;
# if 1
nvDebug ( " ### Relocating seeds \n " ) ;
builder . relocateSeeds ( ) ;
nvDebug ( " ### Reset charts \n " ) ;
builder . resetCharts ( ) ;
if ( vertexMap ! = NULL ) {
builder . markUnchartedFaces ( vertexMap - > faceArray ( ) ) ;
}
builder . settings = settings ;
nvDebug ( " ### Growing charts \n " ) ;
// Restart process growing charts in parallel.
uint iteration = 0 ;
while ( true )
{
if ( ! builder . growCharts ( maxThreshold , growFaceCount ) )
{
nvDebug ( " ### Can't grow anymore \n " ) ;
// If charts cannot grow more: fill holes, merge charts, relocate seeds and start new iteration.
nvDebug ( " ### Filling holes \n " ) ;
builder . fillHoles ( maxThreshold ) ;
nvDebug ( " ### Using %d charts now \n " , builder . chartCount ( ) ) ;
builder . updateProxies ( ) ;
nvDebug ( " ### Merging charts \n " ) ;
builder . mergeCharts ( ) ;
nvDebug ( " ### Using %d charts now \n " , builder . chartCount ( ) ) ;
nvDebug ( " ### Reseeding \n " ) ;
if ( ! builder . relocateSeeds ( ) )
{
nvDebug ( " ### Cannot relocate seeds anymore \n " ) ;
// Done!
break ;
}
if ( iteration = = maxIterations )
{
nvDebug ( " ### Reached iteration limit \n " ) ;
break ;
}
iteration + + ;
nvDebug ( " ### Reset charts \n " ) ;
builder . resetCharts ( ) ;
if ( vertexMap ! = NULL ) {
builder . markUnchartedFaces ( vertexMap - > faceArray ( ) ) ;
}
nvDebug ( " ### Growing charts \n " ) ;
}
} ;
# endif
// Make sure no holes are left!
nvDebugCheck ( builder . facesLeft = = 0 ) ;
const uint chartCount = builder . chartArray . count ( ) ;
for ( uint i = 0 ; i < chartCount ; i + + )
{
Chart * chart = new Chart ( ) ;
m_chartArray . append ( chart ) ;
chart - > build ( m_mesh , builder . chartFaces ( i ) ) ;
}
}
const uint chartCount = m_chartArray . count ( ) ;
// Build face indices.
m_faceChart . resize ( m_mesh - > faceCount ( ) ) ;
m_faceIndex . resize ( m_mesh - > faceCount ( ) ) ;
for ( uint i = 0 ; i < chartCount ; i + + )
{
const Chart * chart = m_chartArray [ i ] ;
const uint faceCount = chart - > faceCount ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + )
{
uint idx = chart - > faceAt ( f ) ;
m_faceChart [ idx ] = i ;
m_faceIndex [ idx ] = f ;
}
}
// Build an exclusive prefix sum of the chart vertex counts.
m_chartVertexCountPrefixSum . resize ( chartCount ) ;
if ( chartCount > 0 )
{
m_chartVertexCountPrefixSum [ 0 ] = 0 ;
for ( uint i = 1 ; i < chartCount ; i + + )
{
const Chart * chart = m_chartArray [ i - 1 ] ;
m_chartVertexCountPrefixSum [ i ] = m_chartVertexCountPrefixSum [ i - 1 ] + chart - > vertexCount ( ) ;
}
m_totalVertexCount = m_chartVertexCountPrefixSum [ chartCount - 1 ] + m_chartArray [ chartCount - 1 ] - > vertexCount ( ) ;
}
else
{
m_totalVertexCount = 0 ;
}
}
void MeshCharts : : parameterizeCharts ( )
{
ParameterizationQuality globalParameterizationQuality ;
// Parameterize the charts.
uint diskCount = 0 ;
const uint chartCount = m_chartArray . count ( ) ;
for ( uint i = 0 ; i < chartCount ; i + + ) \
{
Chart * chart = m_chartArray [ i ] ;
bool isValid = false ;
if ( chart - > isVertexMapped ( ) ) {
continue ;
}
if ( chart - > isDisk ( ) )
{
diskCount + + ;
ParameterizationQuality chartParameterizationQuality ;
if ( chart - > faceCount ( ) = = 1 ) {
computeSingleFaceMap ( chart - > unifiedMesh ( ) ) ;
chartParameterizationQuality = ParameterizationQuality ( chart - > unifiedMesh ( ) ) ;
}
else {
computeOrthogonalProjectionMap ( chart - > unifiedMesh ( ) ) ;
ParameterizationQuality orthogonalQuality ( chart - > unifiedMesh ( ) ) ;
computeLeastSquaresConformalMap ( chart - > unifiedMesh ( ) ) ;
ParameterizationQuality lscmQuality ( chart - > unifiedMesh ( ) ) ;
// If the orthogonal projection produces better results, just use that.
// @@ It may be dangerous to do this, because isValid() does not detect self-overlaps.
// @@ Another problem is that with very thin patches with nearly zero parametric area, the results of our metric are not accurate.
/*if (orthogonalQuality.isValid() && orthogonalQuality.rmsStretchMetric() < lscmQuality.rmsStretchMetric()) {
computeOrthogonalProjectionMap ( chart - > unifiedMesh ( ) ) ;
chartParameterizationQuality = orthogonalQuality ;
}
else */ {
chartParameterizationQuality = lscmQuality ;
}
// If conformal map failed,
// @@ Experiment with other parameterization methods.
//computeCircularBoundaryMap(chart->unifiedMesh());
//computeConformalMap(chart->unifiedMesh());
//computeNaturalConformalMap(chart->unifiedMesh());
//computeGuidanceGradientMap(chart->unifiedMesh());
}
//ParameterizationQuality chartParameterizationQuality(chart->unifiedMesh());
isValid = chartParameterizationQuality . isValid ( ) ;
if ( ! isValid )
{
nvDebug ( " *** Invalid parameterization. \n " ) ;
#if 0
// Dump mesh to inspect problem:
static int pieceCount = 0 ;
StringBuilder fileName ;
fileName . format ( " invalid_chart_%d.obj " , pieceCount + + ) ;
exportMesh ( chart - > unifiedMesh ( ) , fileName . str ( ) ) ;
# endif
}
// @@ Check that parameterization quality is above a certain threshold.
// @@ Detect boundary self-intersections.
globalParameterizationQuality + = chartParameterizationQuality ;
}
if ( ! isValid )
{
//nvDebugBreak();
// @@ Run the builder again, but only on this chart.
//AtlasBuilder builder(chart->chartMesh());
}
// Transfer parameterization from unified mesh to chart mesh.
chart - > transferParameterization ( ) ;
}
nvDebug ( " Parameterized %d/%d charts. \n " , diskCount , chartCount ) ;
nvDebug ( " RMS stretch metric: %f \n " , globalParameterizationQuality . rmsStretchMetric ( ) ) ;
nvDebug ( " MAX stretch metric: %f \n " , globalParameterizationQuality . maxStretchMetric ( ) ) ;
nvDebug ( " RMS conformal metric: %f \n " , globalParameterizationQuality . rmsConformalMetric ( ) ) ;
nvDebug ( " RMS authalic metric: %f \n " , globalParameterizationQuality . maxAuthalicMetric ( ) ) ;
}
Chart : : Chart ( ) : m_chartMesh ( NULL ) , m_unifiedMesh ( NULL ) , m_isDisk ( false ) , m_isVertexMapped ( false )
{
}
void Chart : : build ( const HalfEdge : : Mesh * originalMesh , const Array < uint > & faceArray )
{
// Copy face indices.
m_faceArray = faceArray ;
const uint meshVertexCount = originalMesh - > vertexCount ( ) ;
m_chartMesh = new HalfEdge : : Mesh ( ) ;
m_unifiedMesh = new HalfEdge : : Mesh ( ) ;
Array < uint > chartMeshIndices ;
chartMeshIndices . resize ( meshVertexCount , ~ 0 ) ;
Array < uint > unifiedMeshIndices ;
unifiedMeshIndices . resize ( meshVertexCount , ~ 0 ) ;
// Add vertices.
const uint faceCount = faceArray . count ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + )
{
const HalfEdge : : Face * face = originalMesh - > faceAt ( faceArray [ f ] ) ;
nvDebugCheck ( face ! = NULL ) ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Vertex * vertex = it . current ( ) - > vertex ;
const HalfEdge : : Vertex * unifiedVertex = vertex - > firstColocal ( ) ;
if ( unifiedMeshIndices [ unifiedVertex - > id ] = = ~ 0 )
{
unifiedMeshIndices [ unifiedVertex - > id ] = m_unifiedMesh - > vertexCount ( ) ;
nvDebugCheck ( vertex - > pos = = unifiedVertex - > pos ) ;
m_unifiedMesh - > addVertex ( vertex - > pos ) ;
}
if ( chartMeshIndices [ vertex - > id ] = = ~ 0 )
{
chartMeshIndices [ vertex - > id ] = m_chartMesh - > vertexCount ( ) ;
m_chartToOriginalMap . append ( vertex - > id ) ;
m_chartToUnifiedMap . append ( unifiedMeshIndices [ unifiedVertex - > id ] ) ;
HalfEdge : : Vertex * v = m_chartMesh - > addVertex ( vertex - > pos ) ;
v - > nor = vertex - > nor ;
v - > tex = vertex - > tex ;
}
}
}
// This is ignoring the canonical map:
// - Is it really necessary to link colocals?
m_chartMesh - > linkColocals ( ) ;
//m_unifiedMesh->linkColocals(); // Not strictly necessary, no colocals in the unified mesh. # Wrong.
// This check is not valid anymore, if the original mesh vertices were linked with a canonical map, then it might have
// some colocal vertices that were unlinked. So, the unified mesh might have some duplicate vertices, because firstColocal()
// is not guaranteed to return the same vertex for two colocal vertices.
//nvCheck(m_chartMesh->colocalVertexCount() == m_unifiedMesh->vertexCount());
// Is that OK? What happens in meshes were that happens? Does anything break? Apparently not...
Array < uint > faceIndices ( 7 ) ;
// Add faces.
for ( uint f = 0 ; f < faceCount ; f + + )
{
const HalfEdge : : Face * face = originalMesh - > faceAt ( faceArray [ f ] ) ;
nvDebugCheck ( face ! = NULL ) ;
faceIndices . clear ( ) ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Vertex * vertex = it . current ( ) - > vertex ;
nvDebugCheck ( vertex ! = NULL ) ;
faceIndices . append ( chartMeshIndices [ vertex - > id ] ) ;
}
m_chartMesh - > addFace ( faceIndices ) ;
faceIndices . clear ( ) ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Vertex * vertex = it . current ( ) - > vertex ;
nvDebugCheck ( vertex ! = NULL ) ;
vertex = vertex - > firstColocal ( ) ;
faceIndices . append ( unifiedMeshIndices [ vertex - > id ] ) ;
}
m_unifiedMesh - > addFace ( faceIndices ) ;
}
m_chartMesh - > linkBoundary ( ) ;
m_unifiedMesh - > linkBoundary ( ) ;
//exportMesh(m_unifiedMesh.ptr(), "debug_input.obj");
if ( m_unifiedMesh - > splitBoundaryEdges ( ) ) {
m_unifiedMesh = unifyVertices ( m_unifiedMesh . ptr ( ) ) ;
}
//exportMesh(m_unifiedMesh.ptr(), "debug_split.obj");
// Closing the holes is not always the best solution and does not fix all the problems.
// We need to do some analysis of the holes and the genus to:
// - Find cuts that reduce genus.
// - Find cuts to connect holes.
// - Use minimal spanning trees or seamster.
if ( ! closeHoles ( ) ) {
/*static int pieceCount = 0;
StringBuilder fileName ;
fileName . format ( " debug_hole_%d.obj " , pieceCount + + ) ;
exportMesh ( m_unifiedMesh . ptr ( ) , fileName . str ( ) ) ; */
}
m_unifiedMesh = triangulate ( m_unifiedMesh . ptr ( ) ) ;
//exportMesh(m_unifiedMesh.ptr(), "debug_triangulated.obj");
// Analyze chart topology.
MeshTopology topology ( m_unifiedMesh . ptr ( ) ) ;
m_isDisk = topology . isDisk ( ) ;
// This is sometimes failing, when triangulate fails to add a triangle, it generates a hole in the mesh.
//nvDebugCheck(m_isDisk);
/*if (!m_isDisk) {
static int pieceCount = 0 ;
StringBuilder fileName ;
fileName . format ( " debug_hole_%d.obj " , pieceCount + + ) ;
exportMesh ( m_unifiedMesh . ptr ( ) , fileName . str ( ) ) ;
} */
#if 0
if ( ! m_isDisk ) {
nvDebugBreak ( ) ;
static int pieceCount = 0 ;
StringBuilder fileName ;
fileName . format ( " debug_nodisk_%d.obj " , pieceCount + + ) ;
exportMesh ( m_chartMesh . ptr ( ) , fileName . str ( ) ) ;
}
# endif
}
void Chart : : buildVertexMap ( const HalfEdge : : Mesh * originalMesh , const Array < uint > & unchartedMaterialArray )
{
nvCheck ( m_chartMesh = = NULL & & m_unifiedMesh = = NULL ) ;
m_isVertexMapped = true ;
// Build face indices.
m_faceArray . clear ( ) ;
const uint meshFaceCount = originalMesh - > faceCount ( ) ;
for ( uint f = 0 ; f < meshFaceCount ; f + + ) {
const HalfEdge : : Face * face = originalMesh - > faceAt ( f ) ;
if ( unchartedMaterialArray . contains ( face - > material ) ) {
m_faceArray . append ( f ) ;
}
}
const uint faceCount = m_faceArray . count ( ) ;
if ( faceCount = = 0 ) {
return ;
}
// @@ The chartMesh construction is basically the same as with regular charts, don't duplicate!
const uint meshVertexCount = originalMesh - > vertexCount ( ) ;
m_chartMesh = new HalfEdge : : Mesh ( ) ;
Array < uint > chartMeshIndices ;
chartMeshIndices . resize ( meshVertexCount , ~ 0 ) ;
// Vertex map mesh only has disconnected vertices.
for ( uint f = 0 ; f < faceCount ; f + + )
{
const HalfEdge : : Face * face = originalMesh - > faceAt ( m_faceArray [ f ] ) ;
nvDebugCheck ( face ! = NULL ) ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Vertex * vertex = it . current ( ) - > vertex ;
if ( chartMeshIndices [ vertex - > id ] = = ~ 0 )
{
chartMeshIndices [ vertex - > id ] = m_chartMesh - > vertexCount ( ) ;
m_chartToOriginalMap . append ( vertex - > id ) ;
HalfEdge : : Vertex * v = m_chartMesh - > addVertex ( vertex - > pos ) ;
v - > nor = vertex - > nor ;
v - > tex = vertex - > tex ; // @@ Not necessary.
}
}
}
// @@ Link colocals using the original mesh canonical map? Build canonical map on the fly? Do we need to link colocals at all for this?
//m_chartMesh->linkColocals();
Array < uint > faceIndices ( 7 ) ;
// Add faces.
for ( uint f = 0 ; f < faceCount ; f + + )
{
const HalfEdge : : Face * face = originalMesh - > faceAt ( m_faceArray [ f ] ) ;
nvDebugCheck ( face ! = NULL ) ;
faceIndices . clear ( ) ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
const HalfEdge : : Vertex * vertex = it . current ( ) - > vertex ;
nvDebugCheck ( vertex ! = NULL ) ;
nvDebugCheck ( chartMeshIndices [ vertex - > id ] ! = ~ 0 ) ;
faceIndices . append ( chartMeshIndices [ vertex - > id ] ) ;
}
HalfEdge : : Face * new_face = m_chartMesh - > addFace ( faceIndices ) ;
nvDebugCheck ( new_face ! = NULL ) ;
}
m_chartMesh - > linkBoundary ( ) ;
const uint chartVertexCount = m_chartMesh - > vertexCount ( ) ;
Box bounds ;
bounds . clearBounds ( ) ;
for ( uint i = 0 ; i < chartVertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( i ) ;
bounds . addPointToBounds ( vertex - > pos ) ;
}
ProximityGrid grid ;
grid . init ( bounds , chartVertexCount ) ;
for ( uint i = 0 ; i < chartVertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( i ) ;
grid . add ( vertex - > pos , i ) ;
}
#if 0
// Arrange vertices in a rectangle.
vertexMapWidth = ftoi_ceil ( sqrtf ( float ( chartVertexCount ) ) ) ;
vertexMapHeight = ( chartVertexCount + vertexMapWidth - 1 ) / vertexMapWidth ;
nvDebugCheck ( vertexMapWidth > = vertexMapHeight ) ;
int x = 0 , y = 0 ;
for ( uint i = 0 ; i < chartVertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( i ) ;
vertex - > tex . x = float ( x ) ;
vertex - > tex . y = float ( y ) ;
x + + ;
if ( x = = vertexMapWidth ) {
x = 0 ;
y + + ;
nvCheck ( y < vertexMapHeight ) ;
}
}
# elif 0
// Arrange vertices in a rectangle, traversing grid in 3D morton order and laying them down in 2D morton order.
vertexMapWidth = ftoi_ceil ( sqrtf ( float ( chartVertexCount ) ) ) ;
vertexMapHeight = ( chartVertexCount + vertexMapWidth - 1 ) / vertexMapWidth ;
nvDebugCheck ( vertexMapWidth > = vertexMapHeight ) ;
int n = 0 ;
uint32 texelCode = 0 ;
uint cellsVisited = 0 ;
const uint32 cellCodeCount = grid . mortonCount ( ) ;
for ( uint32 cellCode = 0 ; cellCode < cellCodeCount ; cellCode + + ) {
int cell = grid . mortonIndex ( cellCode ) ;
if ( cell < 0 ) continue ;
cellsVisited + + ;
const Array < uint > & indexArray = grid . cellArray [ cell ] . indexArray ;
foreach ( i , indexArray ) {
uint idx = indexArray [ i ] ;
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( idx ) ;
//vertex->tex.x = float(n % rectangleWidth) + 0.5f;
//vertex->tex.y = float(n / rectangleWidth) + 0.5f;
// Lay down the points in z order too.
uint x , y ;
do {
x = decodeMorton2X ( texelCode ) ;
y = decodeMorton2Y ( texelCode ) ;
texelCode + + ;
} while ( x > = U32 ( vertexMapWidth ) | | y > = U32 ( vertexMapHeight ) ) ;
vertex - > tex . x = float ( x ) ;
vertex - > tex . y = float ( y ) ;
n + + ;
}
}
nvDebugCheck ( cellsVisited = = grid . cellArray . count ( ) ) ;
nvDebugCheck ( n = = chartVertexCount ) ;
# else
uint texelCount = 0 ;
const float positionThreshold = 0.01f ;
const float normalThreshold = 0.01f ;
uint verticesVisited = 0 ;
uint cellsVisited = 0 ;
Array < int > vertexIndexArray ;
vertexIndexArray . resize ( chartVertexCount , - 1 ) ; // Init all indices to -1.
// Traverse vertices in morton order. @@ It may be more interesting to sort them based on orientation.
const uint cellCodeCount = grid . mortonCount ( ) ;
for ( uint cellCode = 0 ; cellCode < cellCodeCount ; cellCode + + ) {
int cell = grid . mortonIndex ( cellCode ) ;
if ( cell < 0 ) continue ;
cellsVisited + + ;
const Array < uint > & indexArray = grid . cellArray [ cell ] . indexArray ;
foreach ( i , indexArray ) {
uint idx = indexArray [ i ] ;
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( idx ) ;
nvDebugCheck ( vertexIndexArray [ idx ] = = - 1 ) ;
Array < uint > neighbors ;
grid . gather ( vertex - > pos , positionThreshold , /*ref*/ neighbors ) ;
// Compare against all nearby vertices, cluster greedily.
foreach ( j , neighbors ) {
uint otherIdx = neighbors [ j ] ;
if ( vertexIndexArray [ otherIdx ] ! = - 1 ) {
HalfEdge : : Vertex * otherVertex = m_chartMesh - > vertexAt ( otherIdx ) ;
if ( distance ( vertex - > pos , otherVertex - > pos ) < positionThreshold & &
distance ( vertex - > nor , otherVertex - > nor ) < normalThreshold )
{
vertexIndexArray [ idx ] = vertexIndexArray [ otherIdx ] ;
break ;
}
}
}
// If index not assigned, assign new one.
if ( vertexIndexArray [ idx ] = = - 1 ) {
vertexIndexArray [ idx ] = texelCount + + ;
}
verticesVisited + + ;
}
}
nvDebugCheck ( cellsVisited = = grid . cellArray . count ( ) ) ;
nvDebugCheck ( verticesVisited = = chartVertexCount ) ;
vertexMapWidth = ftoi_ceil ( sqrtf ( float ( texelCount ) ) ) ;
vertexMapWidth = ( vertexMapWidth + 3 ) & ~ 3 ; // Width aligned to 4.
vertexMapHeight = vertexMapWidth = = 0 ? 0 : ( texelCount + vertexMapWidth - 1 ) / vertexMapWidth ;
//vertexMapHeight = (vertexMapHeight + 3) & ~3; // Height aligned to 4.
nvDebugCheck ( vertexMapWidth > = vertexMapHeight ) ;
nvDebug ( " Reduced vertex count from %d to %d. \n " , chartVertexCount , texelCount ) ;
#if 0
// This lays down the clustered vertices linearly.
for ( uint i = 0 ; i < chartVertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( i ) ;
int idx = vertexIndexArray [ i ] ;
vertex - > tex . x = float ( idx % vertexMapWidth ) ;
vertex - > tex . y = float ( idx / vertexMapWidth ) ;
}
# else
// Lay down the clustered vertices in morton order.
Array < uint > texelCodes ;
texelCodes . resize ( texelCount ) ;
// For each texel, assign one morton code.
uint texelCode = 0 ;
for ( uint i = 0 ; i < texelCount ; i + + ) {
uint x , y ;
do {
x = decodeMorton2X ( texelCode ) ;
y = decodeMorton2Y ( texelCode ) ;
texelCode + + ;
} while ( x > = U32 ( vertexMapWidth ) | | y > = U32 ( vertexMapHeight ) ) ;
texelCodes [ i ] = texelCode - 1 ;
}
for ( uint i = 0 ; i < chartVertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( i ) ;
int idx = vertexIndexArray [ i ] ;
if ( idx ! = - 1 ) {
uint texelCode = texelCodes [ idx ] ;
uint x = decodeMorton2X ( texelCode ) ;
uint y = decodeMorton2Y ( texelCode ) ;
vertex - > tex . x = float ( x ) ;
vertex - > tex . y = float ( y ) ;
}
}
# endif
# endif
}
static void getBoundaryEdges ( HalfEdge : : Mesh * mesh , Array < HalfEdge : : Edge * > & boundaryEdges )
{
nvDebugCheck ( mesh ! = NULL ) ;
const uint edgeCount = mesh - > edgeCount ( ) ;
BitArray bitFlags ( edgeCount ) ;
bitFlags . clearAll ( ) ;
boundaryEdges . clear ( ) ;
// Search for boundary edges. Mark all the edges that belong to the same boundary.
for ( uint e = 0 ; e < edgeCount ; e + + )
{
HalfEdge : : Edge * startEdge = mesh - > edgeAt ( e ) ;
if ( startEdge ! = NULL & & startEdge - > isBoundary ( ) & & bitFlags . bitAt ( e ) = = false )
{
nvDebugCheck ( startEdge - > face ! = NULL ) ;
nvDebugCheck ( startEdge - > pair - > face = = NULL ) ;
startEdge = startEdge - > pair ;
const HalfEdge : : Edge * edge = startEdge ;
do {
nvDebugCheck ( edge - > face = = NULL ) ;
nvDebugCheck ( bitFlags . bitAt ( edge - > id / 2 ) = = false ) ;
bitFlags . setBitAt ( edge - > id / 2 ) ;
edge = edge - > next ;
} while ( startEdge ! = edge ) ;
boundaryEdges . append ( startEdge ) ;
}
}
}
bool Chart : : closeLoop ( uint start , const Array < HalfEdge : : Edge * > & loop )
{
const uint vertexCount = loop . count ( ) - start ;
nvDebugCheck ( vertexCount > = 3 ) ;
if ( vertexCount < 3 ) return false ;
nvDebugCheck ( loop [ start ] - > vertex - > isColocal ( loop [ start + vertexCount - 1 ] - > to ( ) ) ) ;
// If the hole is planar, then we add a single face that will be properly triangulated later.
// If the hole is not planar, we add a triangle fan with a vertex at the hole centroid.
// This is still a bit of a hack. There surely are better hole filling algorithms out there.
Array < Vector3 > points ;
points . resize ( vertexCount ) ;
for ( uint i = 0 ; i < vertexCount ; i + + ) {
points [ i ] = loop [ start + i ] - > vertex - > pos ;
}
bool isPlanar = Fit : : isPlanar ( vertexCount , points . buffer ( ) ) ;
if ( isPlanar ) {
// Add face and connect edges.
HalfEdge : : Face * face = m_unifiedMesh - > addFace ( ) ;
for ( uint i = 0 ; i < vertexCount ; i + + ) {
HalfEdge : : Edge * edge = loop [ start + i ] ;
edge - > face = face ;
edge - > setNext ( loop [ start + ( i + 1 ) % vertexCount ] ) ;
}
face - > edge = loop [ start ] ;
nvDebugCheck ( face - > isValid ( ) ) ;
}
else {
// If the polygon is not planar, we just cross our fingers, and hope this will work:
// Compute boundary centroid:
Vector3 centroidPos ( 0 ) ;
for ( uint i = 0 ; i < vertexCount ; i + + ) {
centroidPos + = points [ i ] ;
}
centroidPos * = ( 1.0f / vertexCount ) ;
HalfEdge : : Vertex * centroid = m_unifiedMesh - > addVertex ( centroidPos ) ;
// Add one pair of edges for each boundary vertex.
for ( uint j = vertexCount - 1 , i = 0 ; i < vertexCount ; j = i + + ) {
HalfEdge : : Face * face = m_unifiedMesh - > addFace ( centroid - > id , loop [ start + j ] - > vertex - > id , loop [ start + i ] - > vertex - > id ) ;
nvDebugCheck ( face ! = NULL ) ;
}
}
return true ;
}
bool Chart : : closeHoles ( )
{
nvDebugCheck ( ! m_isVertexMapped ) ;
Array < HalfEdge : : Edge * > boundaryEdges ;
getBoundaryEdges ( m_unifiedMesh . ptr ( ) , boundaryEdges ) ;
uint boundaryCount = boundaryEdges . count ( ) ;
if ( boundaryCount < = 1 )
{
// Nothing to close.
return true ;
}
// Compute lengths and areas.
Array < float > boundaryLengths ;
//Array<Vector3> boundaryCentroids;
for ( uint i = 0 ; i < boundaryCount ; i + + )
{
const HalfEdge : : Edge * startEdge = boundaryEdges [ i ] ;
nvCheck ( startEdge - > face = = NULL ) ;
//float boundaryEdgeCount = 0;
float boundaryLength = 0.0f ;
//Vector3 boundaryCentroid(zero);
const HalfEdge : : Edge * edge = startEdge ;
do {
Vector3 t0 = edge - > from ( ) - > pos ;
Vector3 t1 = edge - > to ( ) - > pos ;
//boundaryEdgeCount++;
boundaryLength + = length ( t1 - t0 ) ;
//boundaryCentroid += edge->vertex()->pos;
edge = edge - > next ;
} while ( edge ! = startEdge ) ;
boundaryLengths . append ( boundaryLength ) ;
//boundaryCentroids.append(boundaryCentroid / boundaryEdgeCount);
}
// Find disk boundary.
uint diskBoundary = 0 ;
float maxLength = boundaryLengths [ 0 ] ;
for ( uint i = 1 ; i < boundaryCount ; i + + )
{
if ( boundaryLengths [ i ] > maxLength )
{
maxLength = boundaryLengths [ i ] ;
diskBoundary = i ;
}
}
// Sew holes.
/*for (uint i = 0; i < boundaryCount; i++)
{
if ( diskBoundary = = i )
{
// Skip disk boundary.
continue ;
}
HalfEdge : : Edge * startEdge = boundaryEdges [ i ] ;
nvCheck ( startEdge - > face ( ) = = NULL ) ;
boundaryEdges [ i ] = m_unifiedMesh - > sewBoundary ( startEdge ) ;
}
exportMesh ( m_unifiedMesh . ptr ( ) , " debug_sewn.obj " ) ; */
//bool hasNewHoles = false;
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// @@ Close loop is wrong, after closing a loop, we do not only have to add the face, but make sure that every edge in he loop is pointing to the right place.
// Close holes.
for ( uint i = 0 ; i < boundaryCount ; i + + )
{
if ( diskBoundary = = i )
{
// Skip disk boundary.
continue ;
}
HalfEdge : : Edge * startEdge = boundaryEdges [ i ] ;
nvDebugCheck ( startEdge ! = NULL ) ;
nvDebugCheck ( startEdge - > face = = NULL ) ;
# if 1
Array < HalfEdge : : Vertex * > vertexLoop ;
Array < HalfEdge : : Edge * > edgeLoop ;
HalfEdge : : Edge * edge = startEdge ;
do {
HalfEdge : : Vertex * vertex = edge - > next - > vertex ; // edge->to()
uint i ;
for ( i = 0 ; i < vertexLoop . count ( ) ; i + + ) {
if ( vertex - > isColocal ( vertexLoop [ i ] ) ) {
break ;
}
}
bool isCrossing = ( i ! = vertexLoop . count ( ) ) ;
if ( isCrossing ) {
HalfEdge : : Edge * prev = edgeLoop [ i ] ; // Previous edge before the loop.
HalfEdge : : Edge * next = edge - > next ; // Next edge after the loop.
nvDebugCheck ( prev - > to ( ) - > isColocal ( next - > from ( ) ) ) ;
// Close loop.
edgeLoop . append ( edge ) ;
closeLoop ( i + 1 , edgeLoop ) ;
// Link boundary loop.
prev - > setNext ( next ) ;
vertex - > setEdge ( next ) ;
// Start over again.
vertexLoop . clear ( ) ;
edgeLoop . clear ( ) ;
edge = startEdge ;
vertex = edge - > to ( ) ;
}
vertexLoop . append ( vertex ) ;
edgeLoop . append ( edge ) ;
edge = edge - > next ;
} while ( edge ! = startEdge ) ;
closeLoop ( 0 , edgeLoop ) ;
# endif
/*
// Add face and connect boundary edges.
HalfEdge : : Face * face = m_unifiedMesh - > addFace ( ) ;
face - > setEdge ( startEdge ) ;
HalfEdge : : Edge * edge = startEdge ;
do {
edge - > setFace ( face ) ;
edge = edge - > next ( ) ;
} while ( edge ! = startEdge ) ;
*/
/*
uint edgeCount = 0 ;
HalfEdge : : Edge * edge = startEdge ;
do {
edgeCount + + ;
edge = edge - > next ( ) ;
} while ( edge ! = startEdge ) ;
// Count edges in this boundary.
uint edgeCount = 0 ;
HalfEdge : : Edge * edge = startEdge ;
do {
edgeCount + + ;
edge = edge - > next ( ) ;
} while ( edge ! = startEdge ) ;
// Trivial hole, fill with one triangle. This actually works for all convex boundaries with non colinear vertices.
if ( edgeCount = = 3 ) {
// Add face and connect boundary edges.
HalfEdge : : Face * face = m_unifiedMesh - > addFace ( ) ;
face - > setEdge ( startEdge ) ;
edge = startEdge ;
do {
edge - > setFace ( face ) ;
edge = edge - > next ( ) ;
} while ( edge ! = startEdge ) ;
// @@ Implement the above using addFace, it should now work with existing edges, as long as their face pointers is zero.
}
else {
// Ideally we should:
// - compute best fit plane of boundary vertices.
// - project boundary polygon onto plane.
// - triangulate boundary polygon.
// - add faces of the resulting triangulation.
// I don't have a good triangulator available. A more simple solution that works in more (but not all) cases:
// - compute boundary centroid.
// - add vertex centroid.
// - connect centroid vertex with boundary vertices.
// - connect radial edges with boundary edges.
// This should work for non-convex boundaries with colinear vertices as long as the kernel of the polygon is not empty.
// Compute boundary centroid:
Vector3 centroid_pos ( 0 ) ;
Vector2 centroid_tex ( 0 ) ;
HalfEdge : : Edge * edge = startEdge ;
do {
centroid_pos + = edge - > vertex ( ) - > pos ;
centroid_tex + = edge - > vertex ( ) - > tex ;
edge = edge - > next ( ) ;
} while ( edge ! = startEdge ) ;
centroid_pos * = ( 1.0f / edgeCount ) ;
centroid_tex * = ( 1.0f / edgeCount ) ;
HalfEdge : : Vertex * centroid = m_unifiedMesh - > addVertex ( centroid_pos ) ;
centroid - > tex = centroid_tex ;
// Add one pair of edges for each boundary vertex.
edge = startEdge ;
do {
HalfEdge : : Edge * next = edge - > next ( ) ;
nvCheck ( edge - > face ( ) = = NULL ) ;
HalfEdge : : Face * face = m_unifiedMesh - > addFace ( centroid - > id ( ) , edge - > from ( ) - > id ( ) , edge - > to ( ) - > id ( ) ) ;
if ( face ! = NULL ) {
nvCheck ( edge - > face ( ) = = face ) ;
}
else {
hasNewHoles = true ;
}
edge = next ;
} while ( edge ! = startEdge ) ;
}
*/
}
/*nvDebugCheck(!hasNewHoles);
if ( hasNewHoles ) {
// Link boundary again, in case closeHoles created new holes!
m_unifiedMesh - > linkBoundary ( ) ;
} */
// Because some algorithms do not expect sparse edge buffers.
//m_unifiedMesh->compactEdges();
// In case we messed up:
//m_unifiedMesh->linkBoundary();
getBoundaryEdges ( m_unifiedMesh . ptr ( ) , boundaryEdges ) ;
boundaryCount = boundaryEdges . count ( ) ;
nvDebugCheck ( boundaryCount = = 1 ) ;
//exportMesh(m_unifiedMesh.ptr(), "debug_hole_filled.obj");
return boundaryCount = = 1 ;
}
// Transfer parameterization from unified mesh to chart mesh.
void Chart : : transferParameterization ( ) {
nvDebugCheck ( ! m_isVertexMapped ) ;
uint vertexCount = m_chartMesh - > vertexCount ( ) ;
for ( uint v = 0 ; v < vertexCount ; v + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( v ) ;
HalfEdge : : Vertex * unifiedVertex = m_unifiedMesh - > vertexAt ( mapChartVertexToUnifiedVertex ( v ) ) ;
vertex - > tex = unifiedVertex - > tex ;
}
}
float Chart : : computeSurfaceArea ( ) const {
return nv : : computeSurfaceArea ( m_chartMesh . ptr ( ) ) * scale ;
}
float Chart : : computeParametricArea ( ) const {
// This only makes sense in parameterized meshes.
nvDebugCheck ( m_isDisk ) ;
nvDebugCheck ( ! m_isVertexMapped ) ;
return nv : : computeParametricArea ( m_chartMesh . ptr ( ) ) ;
}
Vector2 Chart : : computeParametricBounds ( ) const {
// This only makes sense in parameterized meshes.
nvDebugCheck ( m_isDisk ) ;
nvDebugCheck ( ! m_isVertexMapped ) ;
Box bounds ;
bounds . clearBounds ( ) ;
uint vertexCount = m_chartMesh - > vertexCount ( ) ;
for ( uint v = 0 ; v < vertexCount ; v + + ) {
HalfEdge : : Vertex * vertex = m_chartMesh - > vertexAt ( v ) ;
bounds . addPointToBounds ( Vector3 ( vertex - > tex , 0 ) ) ;
}
return bounds . extents ( ) . xy ( ) ;
}