333 lines
13 KiB
C++
333 lines
13 KiB
C++
// Copyright 2016 The Draco Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#ifndef DRACO_MESH_MESH_H_
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#define DRACO_MESH_MESH_H_
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#include <memory>
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#include <unordered_map>
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#include "draco/attributes/geometry_indices.h"
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#include "draco/core/hash_utils.h"
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#include "draco/core/macros.h"
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#include "draco/core/status.h"
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#include "draco/draco_features.h"
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#ifdef DRACO_TRANSCODER_SUPPORTED
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#include "draco/compression/draco_compression_options.h"
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#include "draco/material/material_library.h"
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#include "draco/mesh/mesh_features.h"
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#include "draco/mesh/mesh_indices.h"
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#include "draco/metadata/structural_metadata.h"
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#endif
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#include "draco/point_cloud/point_cloud.h"
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namespace draco {
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// List of different variants of mesh attributes.
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enum MeshAttributeElementType {
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// All corners attached to a vertex share the same attribute value. A typical
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// example are the vertex positions and often vertex colors.
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MESH_VERTEX_ATTRIBUTE = 0,
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// The most general attribute where every corner of the mesh can have a
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// different attribute value. Often used for texture coordinates or normals.
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MESH_CORNER_ATTRIBUTE,
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// All corners of a single face share the same value.
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MESH_FACE_ATTRIBUTE
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};
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// Mesh class can be used to represent general triangular meshes. Internally,
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// Mesh is just an extended PointCloud with extra connectivity data that defines
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// what points are connected together in triangles.
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class Mesh : public PointCloud {
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public:
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typedef std::array<PointIndex, 3> Face;
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Mesh();
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#ifdef DRACO_TRANSCODER_SUPPORTED
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// Copies all data from the |src| mesh.
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void Copy(const Mesh &src);
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#endif
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void AddFace(const Face &face) { faces_.push_back(face); }
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void SetFace(FaceIndex face_id, const Face &face) {
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if (face_id >= static_cast<uint32_t>(faces_.size())) {
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faces_.resize(face_id.value() + 1, Face());
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}
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faces_[face_id] = face;
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}
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// Sets the total number of faces. Creates new empty faces or deletes
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// existing ones if necessary.
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void SetNumFaces(size_t num_faces) { faces_.resize(num_faces, Face()); }
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FaceIndex::ValueType num_faces() const {
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return static_cast<uint32_t>(faces_.size());
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}
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const Face &face(FaceIndex face_id) const {
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DRACO_DCHECK_LE(0, face_id.value());
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DRACO_DCHECK_LT(face_id.value(), static_cast<int>(faces_.size()));
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return faces_[face_id];
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}
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void SetAttribute(int att_id, std::unique_ptr<PointAttribute> pa) override {
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PointCloud::SetAttribute(att_id, std::move(pa));
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if (static_cast<int>(attribute_data_.size()) <= att_id) {
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attribute_data_.resize(att_id + 1);
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}
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}
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void DeleteAttribute(int att_id) override {
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PointCloud::DeleteAttribute(att_id);
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if (att_id >= 0 && att_id < static_cast<int>(attribute_data_.size())) {
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attribute_data_.erase(attribute_data_.begin() + att_id);
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}
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}
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#ifdef DRACO_TRANSCODER_SUPPORTED
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// Adds a point attribute |att| to the mesh and returns the index of the
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// newly inserted attribute. Attribute connectivity data is specified in
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// |corner_to_value| array that contains mapping between face corners and
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// attribute value indices.
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// The purpose of this function is to allow users to add attributes with
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// arbitrary connectivity to an existing mesh. New points will be
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// automatically created if needed.
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int32_t AddAttributeWithConnectivity(
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std::unique_ptr<PointAttribute> att,
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const IndexTypeVector<CornerIndex, AttributeValueIndex> &corner_to_value);
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// Adds a point attribute |att| to the mesh and returns the index of the
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// newly inserted attribute. The inserted attribute must have the same
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// connectivity as the position attribute of the mesh (that is, the attribute
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// values are defined per-vertex). Each attribute value entry in |att|
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// corresponds to the corresponding attribute value entry in the position
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// attribute (AttributeValueIndex in both attributes refer to the same
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// spatial vertex).
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// Returns -1 in case of error.
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int32_t AddPerVertexAttribute(std::unique_ptr<PointAttribute> att);
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// Removes points that are not mapped to any face of the mesh. All attribute
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// values are going to be removed as well.
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void RemoveIsolatedPoints();
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// Adds a point attribute |att| to the mesh and returns the index of the
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// newly inserted attribute. Attribute values are mapped 1:1 to face indices.
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// Returns -1 in case of error.
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int32_t AddPerFaceAttribute(std::unique_ptr<PointAttribute> att);
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#endif // DRACO_TRANSCODER_SUPPORTED
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MeshAttributeElementType GetAttributeElementType(int att_id) const {
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return attribute_data_[att_id].element_type;
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}
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void SetAttributeElementType(int att_id, MeshAttributeElementType et) {
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attribute_data_[att_id].element_type = et;
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}
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// Returns the point id of for a corner |ci|.
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inline PointIndex CornerToPointId(int ci) const {
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if (ci < 0 || static_cast<uint32_t>(ci) == kInvalidCornerIndex.value()) {
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return kInvalidPointIndex;
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}
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return this->face(FaceIndex(ci / 3))[ci % 3];
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}
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// Returns the point id of a corner |ci|.
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inline PointIndex CornerToPointId(CornerIndex ci) const {
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return this->CornerToPointId(ci.value());
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}
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struct AttributeData {
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AttributeData() : element_type(MESH_CORNER_ATTRIBUTE) {}
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MeshAttributeElementType element_type;
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};
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#ifdef DRACO_TRANSCODER_SUPPORTED
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void SetName(const std::string &name) { name_ = name; }
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const std::string &GetName() const { return name_; }
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const MaterialLibrary &GetMaterialLibrary() const {
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return material_library_;
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}
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MaterialLibrary &GetMaterialLibrary() { return material_library_; }
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// Removes all materials that are not referenced by any face of the mesh.
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// Optional argument |remove_unused_material_indices| can be used to control
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// whether unusued material indices are removed as well (default = true).
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// If material indices are not removed, the unused material indices will
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// point to empty (default) materials.
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void RemoveUnusedMaterials();
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void RemoveUnusedMaterials(bool remove_unused_material_indices);
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// Enables or disables Draco geometry compression for this mesh.
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void SetCompressionEnabled(bool enabled) { compression_enabled_ = enabled; }
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bool IsCompressionEnabled() const { return compression_enabled_; }
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// Sets |options| that configure Draco geometry compression. This does not
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// enable or disable compression.
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void SetCompressionOptions(const DracoCompressionOptions &options) {
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compression_options_ = options;
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}
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const DracoCompressionOptions &GetCompressionOptions() const {
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return compression_options_;
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}
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DracoCompressionOptions &GetCompressionOptions() {
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return compression_options_;
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}
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// Library that contains non-material textures.
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const TextureLibrary &GetNonMaterialTextureLibrary() const {
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return non_material_texture_library_;
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}
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TextureLibrary &GetNonMaterialTextureLibrary() {
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return non_material_texture_library_;
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}
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// Mesh feature ID sets as defined by EXT_mesh_features glTF extension.
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MeshFeaturesIndex AddMeshFeatures(
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std::unique_ptr<MeshFeatures> mesh_features) {
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mesh_features_.push_back(std::move(mesh_features));
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mesh_features_material_mask_.push_back({});
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return MeshFeaturesIndex(mesh_features_.size() - 1);
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}
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int NumMeshFeatures() const { return mesh_features_.size(); }
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const MeshFeatures &GetMeshFeatures(MeshFeaturesIndex index) const {
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return *mesh_features_[index];
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}
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MeshFeatures &GetMeshFeatures(MeshFeaturesIndex index) {
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return *mesh_features_[index];
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}
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void RemoveMeshFeatures(MeshFeaturesIndex index) {
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mesh_features_.erase(mesh_features_.begin() + index.value());
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mesh_features_material_mask_.erase(mesh_features_material_mask_.begin() +
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index.value());
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}
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// Restricts given mesh features to faces mapped to a material with
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// |material_index|. Note that single mesh features can be restricted to
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// multiple materials.
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void AddMeshFeaturesMaterialMask(MeshFeaturesIndex index,
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int material_index) {
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mesh_features_material_mask_[index].push_back(material_index);
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}
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size_t NumMeshFeaturesMaterialMasks(MeshFeaturesIndex index) const {
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return mesh_features_material_mask_[index].size();
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}
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int GetMeshFeaturesMaterialMask(MeshFeaturesIndex index,
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int mask_index) const {
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return mesh_features_material_mask_[index][mask_index];
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}
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// Updates mesh features texture pointer to point to a new |texture_library|.
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// The current texture pointer is used to determine the texture index in the
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// new texture library via a given |texture_to_index_map|.
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static void UpdateMeshFeaturesTexturePointer(
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const std::unordered_map<const Texture *, int> &texture_to_index_map,
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TextureLibrary *texture_library, MeshFeatures *mesh_features);
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// Copies over mesh features from |source_mesh| and stores them in
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// |target_mesh| as long as the mesh features material mask is valid for
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// given |material_index|.
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static void CopyMeshFeaturesForMaterial(const Mesh &source_mesh,
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Mesh *target_mesh,
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int material_index);
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// Structural metadata.
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const StructuralMetadata &GetStructuralMetadata() const {
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return structural_metadata_;
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}
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StructuralMetadata &GetStructuralMetadata() { return structural_metadata_; }
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#endif // DRACO_TRANSCODER_SUPPORTED
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protected:
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#ifdef DRACO_ATTRIBUTE_INDICES_DEDUPLICATION_SUPPORTED
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// Extends the point deduplication to face corners. This method is called from
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// the PointCloud::DeduplicatePointIds() and it remaps all point ids stored in
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// |faces_| to the new deduplicated point ids using the map |id_map|.
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void ApplyPointIdDeduplication(
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const IndexTypeVector<PointIndex, PointIndex> &id_map,
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const std::vector<PointIndex> &unique_point_ids) override;
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#endif
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// Exposes |faces_|. Use |faces_| at your own risk. DO NOT store the
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// reference: the |faces_| object is destroyed with the mesh.
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IndexTypeVector<FaceIndex, Face> &faces() { return faces_; }
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private:
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// Mesh specific per-attribute data.
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std::vector<AttributeData> attribute_data_;
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// Vertex indices valid for all attributes. Each attribute has its own map
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// that converts vertex indices into attribute indices.
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IndexTypeVector<FaceIndex, Face> faces_;
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#ifdef DRACO_TRANSCODER_SUPPORTED
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// Mesh name.
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std::string name_;
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// Materials applied to to this mesh.
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MaterialLibrary material_library_;
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// Compression options for this mesh.
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// TODO(vytyaz): Store encoded bitstream that this mesh compresses into.
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bool compression_enabled_;
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DracoCompressionOptions compression_options_;
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// Sets of feature IDs as defined by EXT_mesh_features glTF extension.
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IndexTypeVector<MeshFeaturesIndex, std::unique_ptr<MeshFeatures>>
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mesh_features_;
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// When the Mesh contains multiple materials, |mesh_features_material_mask_|
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// can be used to limit specific MeshFeaturesIndex to a vector of material
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// indices. If for a given mesh feature index, the material indices are empty,
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// the corresponding mesh features are applied to the entire mesh.
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IndexTypeVector<MeshFeaturesIndex, std::vector<int>>
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mesh_features_material_mask_;
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// Texture library for storing non-material textures used by this mesh, e.g.,
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// textures containing mesh feature IDs of EXT_mesh_features glTF extension.
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// If the mesh is part of the scene then the textures are stored in the scene.
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// Note that mesh features contain pointers to non-material textures. It is
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// responsibility of class user to update these pointers when updating the
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// textures. See Mesh::Copy() for example.
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TextureLibrary non_material_texture_library_;
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// Structural metadata defined by the EXT_structural_metadata glTF extension.
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StructuralMetadata structural_metadata_;
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#endif // DRACO_TRANSCODER_SUPPORTED
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friend struct MeshHasher;
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};
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// Functor for computing a hash from data stored within a mesh.
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// Note that this can be quite slow. Two meshes will have the same hash only
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// when they have exactly the same connectivity and attribute values.
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struct MeshHasher {
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size_t operator()(const Mesh &mesh) const {
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PointCloudHasher pc_hasher;
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size_t hash = pc_hasher(mesh);
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// Hash faces.
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for (FaceIndex i(0); i < static_cast<uint32_t>(mesh.faces_.size()); ++i) {
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for (int j = 0; j < 3; ++j) {
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hash = HashCombine(mesh.faces_[i][j].value(), hash);
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}
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}
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return hash;
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}
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};
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} // namespace draco
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#endif // DRACO_MESH_MESH_H_
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