assimp/contrib/draco/src/draco/mesh/mesh.h

153 lines
5.0 KiB
C++

// Copyright 2016 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#ifndef DRACO_MESH_MESH_H_
#define DRACO_MESH_MESH_H_
#include <memory>
#include "draco/attributes/geometry_indices.h"
#include "draco/core/hash_utils.h"
#include "draco/core/macros.h"
#include "draco/core/status.h"
#include "draco/draco_features.h"
#include "draco/point_cloud/point_cloud.h"
namespace draco {
// List of different variants of mesh attributes.
enum MeshAttributeElementType {
// All corners attached to a vertex share the same attribute value. A typical
// example are the vertex positions and often vertex colors.
MESH_VERTEX_ATTRIBUTE = 0,
// The most general attribute where every corner of the mesh can have a
// different attribute value. Often used for texture coordinates or normals.
MESH_CORNER_ATTRIBUTE,
// All corners of a single face share the same value.
MESH_FACE_ATTRIBUTE
};
// Mesh class can be used to represent general triangular meshes. Internally,
// Mesh is just an extended PointCloud with extra connectivity data that defines
// what points are connected together in triangles.
class Mesh : public PointCloud {
public:
typedef std::array<PointIndex, 3> Face;
Mesh();
void AddFace(const Face &face) { faces_.push_back(face); }
void SetFace(FaceIndex face_id, const Face &face) {
if (face_id >= static_cast<uint32_t>(faces_.size())) {
faces_.resize(face_id.value() + 1, Face());
}
faces_[face_id] = face;
}
// Sets the total number of faces. Creates new empty faces or deletes
// existing ones if necessary.
void SetNumFaces(size_t num_faces) { faces_.resize(num_faces, Face()); }
FaceIndex::ValueType num_faces() const {
return static_cast<uint32_t>(faces_.size());
}
const Face &face(FaceIndex face_id) const {
DRACO_DCHECK_LE(0, face_id.value());
DRACO_DCHECK_LT(face_id.value(), static_cast<int>(faces_.size()));
return faces_[face_id];
}
void SetAttribute(int att_id, std::unique_ptr<PointAttribute> pa) override {
PointCloud::SetAttribute(att_id, std::move(pa));
if (static_cast<int>(attribute_data_.size()) <= att_id) {
attribute_data_.resize(att_id + 1);
}
}
void DeleteAttribute(int att_id) override {
PointCloud::DeleteAttribute(att_id);
if (att_id >= 0 && att_id < static_cast<int>(attribute_data_.size())) {
attribute_data_.erase(attribute_data_.begin() + att_id);
}
}
MeshAttributeElementType GetAttributeElementType(int att_id) const {
return attribute_data_[att_id].element_type;
}
void SetAttributeElementType(int att_id, MeshAttributeElementType et) {
attribute_data_[att_id].element_type = et;
}
// Returns the point id of for a corner |ci|.
inline PointIndex CornerToPointId(int ci) const {
if (ci < 0 || static_cast<uint32_t>(ci) == kInvalidCornerIndex.value()) {
return kInvalidPointIndex;
}
return this->face(FaceIndex(ci / 3))[ci % 3];
}
// Returns the point id of a corner |ci|.
inline PointIndex CornerToPointId(CornerIndex ci) const {
return this->CornerToPointId(ci.value());
}
struct AttributeData {
AttributeData() : element_type(MESH_CORNER_ATTRIBUTE) {}
MeshAttributeElementType element_type;
};
protected:
#ifdef DRACO_ATTRIBUTE_INDICES_DEDUPLICATION_SUPPORTED
// Extends the point deduplication to face corners. This method is called from
// the PointCloud::DeduplicatePointIds() and it remaps all point ids stored in
// |faces_| to the new deduplicated point ids using the map |id_map|.
void ApplyPointIdDeduplication(
const IndexTypeVector<PointIndex, PointIndex> &id_map,
const std::vector<PointIndex> &unique_point_ids) override;
#endif
private:
// Mesh specific per-attribute data.
std::vector<AttributeData> attribute_data_;
// Vertex indices valid for all attributes. Each attribute has its own map
// that converts vertex indices into attribute indices.
IndexTypeVector<FaceIndex, Face> faces_;
friend struct MeshHasher;
};
// Functor for computing a hash from data stored within a mesh.
// Note that this can be quite slow. Two meshes will have the same hash only
// when they have exactly the same connectivity and attribute values.
struct MeshHasher {
size_t operator()(const Mesh &mesh) const {
PointCloudHasher pc_hasher;
size_t hash = pc_hasher(mesh);
// Hash faces.
for (FaceIndex i(0); i < static_cast<uint32_t>(mesh.faces_.size()); ++i) {
for (int j = 0; j < 3; ++j) {
hash = HashCombine(mesh.faces_[i][j].value(), hash);
}
}
return hash;
}
};
} // namespace draco
#endif // DRACO_MESH_MESH_H_