khanat-opennel-code/code/nel/include/nel/3d/mrm_internal.h
2015-09-19 16:46:59 +02:00

353 lines
8.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MRM_INTERNAL_H
#define NL_MRM_INTERNAL_H
#include "nel/misc/types_nl.h"
#include "nel/3d/mrm_mesh.h"
namespace NL3D
{
// ***************************************************************************
struct CLinearEquation
{
struct Element
{
uint32 index;
float factor;
Element(uint32 i, float f)
{
index = i;
factor = f;
}
};
std::vector<Element> Elts;
void init(uint32 ii)
{
clear();
Elts.push_back (Element(ii, 1.0f));
}
// this = this + eq * factor
void add(CLinearEquation& eq, float factor)
{
Element tmp(0, 0.0f);
for (uint32 i = 0; i < eq.Elts.size(); ++i)
{
tmp.index = eq.Elts[i].index;
tmp.factor = factor * eq.Elts[i].factor;
Elts.push_back (tmp);
}
}
// this = this * factor
void mul (float factor)
{
for (uint32 i = 0; i < Elts.size(); ++i)
Elts[i].factor *= factor;
}
void clear()
{
NLMISC::contReset (Elts);
}
};
// ***************************************************************************
/**
* An internal mesh vertex representation for MRM building.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMVertex
{
public:
// Original / Dest position.
CVector Current,Original;
std::vector<CVector> BSCurrent;
// For Skinning.
CMesh::CSkinWeight CurrentSW, OriginalSW;
std::vector<sint> SharedFaces;
sint CollapsedTo;
// Final index in the coarser mesh.
sint CoarserIndex;
// The link to the current meshInterface vertex.
CMesh::CInterfaceLink InterfaceLink;
public:
CMRMVertex() {CollapsedTo=-1;}
};
// ***************************************************************************
/**
* An internal mesh vertex attribute (UV, color, normal...) representation for MRM building.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMAttribute
{
public:
CVectorH Current,Original;
std::vector<CVectorH> BSCurrent;
sint CollapsedTo; // -2 <=> "must interpolate from Current to Original".
// Final index in the coarser mesh.
sint CoarserIndex;
public:
// temporary data in construction:
sint InterpolatedFace;
sint NbSharedFaces;
bool Shared;
// A wedge is said "shared" if after edge is collapsed, he lost corners.
// If NbSharedFaces==0, this wedge has been entirely destroyed.
public:
CMRMAttribute() {CollapsedTo=-1;}
};
// ***************************************************************************
/**
* An internal mesh edge Index representation for MRM building.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMEdge
{
sint v0,v1;
CMRMEdge() {}
CMRMEdge(sint a, sint b) {v0= a; v1=b;}
bool operator==(const CMRMEdge &o) const
{
// Order means nothing ( (v0,v1) == (v1,v0) ).... Kick it.
return (v0==o.v0 && v1==o.v1) || (v0==o.v1 && v1==o.v0);
}
bool operator<(const CMRMEdge &o) const
{
// Order means nothing ( (v0,v1) == (v1,v0) ).... Kick it.
sint max0= std::max(v0,v1);
sint min0= std::min(v0,v1);
sint max1= std::max(o.v0,o.v1);
sint min1= std::min(o.v0,o.v1);
if(max0!=max1)
return max0<max1;
else
return min0<min1;
}
};
// ***************************************************************************
struct CMRMFaceBuild;
/**
* A tuple Edge/Face.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMEdgeFace : public CMRMEdge
{
CMRMFaceBuild *Face;
CMRMEdgeFace();
CMRMEdgeFace(sint a, sint b, CMRMFaceBuild *f)
{
v0=a; v1=b;
Face= f;
}
CMRMEdgeFace(const CMRMEdge &e, CMRMFaceBuild *f) : CMRMEdge(e)
{
Face= f;
}
};
// ***************************************************************************
/**
* The map of edge collapses.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
typedef std::multimap<float, CMRMEdgeFace> TEdgeMap;
typedef TEdgeMap::iterator ItEdgeMap;
// ***************************************************************************
/**
* An internal mesh extended face representation for MRM building.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMFaceBuild : public CMRMFace
{
public:
// temporary data in construction:
// The interpolated attrbute of the face.
CVectorH InterpolatedAttribute;
std::vector<CVectorH> BSInterpolated;
// Is this face deleted in the current MRM collapse?
bool Deleted;
// The iterator of the edges in the EdgeCollapse list.
ItEdgeMap It0, It1, It2;
// The mirror value of iterator: are they valid???
bool ValidIt0, ValidIt1, ValidIt2;
public:
CMRMFaceBuild()
{
Deleted=false;
ValidIt0= ValidIt1= ValidIt2= false;
}
CMRMFaceBuild &operator=(const CMRMFace &f)
{
(CMRMFace &)(*this)=f;
return *this;
}
// Edges.
//=======
sint getAssociatedEdge(const CMRMEdge &edge) const
{
sint v0= edge.v0;
sint v1= edge.v1;
if(Corner[0].Vertex==v0 && Corner[1].Vertex==v1) return 0;
if(Corner[0].Vertex==v1 && Corner[1].Vertex==v0) return 0;
if(Corner[1].Vertex==v0 && Corner[2].Vertex==v1) return 1;
if(Corner[1].Vertex==v1 && Corner[2].Vertex==v0) return 1;
if(Corner[0].Vertex==v0 && Corner[2].Vertex==v1) return 2;
if(Corner[0].Vertex==v1 && Corner[2].Vertex==v0) return 2;
return -1;
}
bool hasEdge(const CMRMEdge &edge) const
{
return getAssociatedEdge(edge)!=-1;
}
CMRMEdge getEdge(sint eId) const
{
if(eId==0) return CMRMEdge(Corner[0].Vertex, Corner[1].Vertex);
if(eId==1) return CMRMEdge(Corner[1].Vertex, Corner[2].Vertex);
if(eId==2) return CMRMEdge(Corner[2].Vertex, Corner[0].Vertex);
nlstop;
return CMRMEdge(-1,-1);
}
void invalidAllIts(TEdgeMap &edgeMap)
{
ValidIt0= ValidIt1= ValidIt2= false;
It0= edgeMap.end();
It1= edgeMap.end();
It2= edgeMap.end();
}
void invalidEdgeIt(const CMRMEdge &e, TEdgeMap &edgeMap)
{
if(e== getEdge(0))
It0= edgeMap.end(), ValidIt0= false;
else if(e== getEdge(1))
It1= edgeMap.end(), ValidIt1= false;
else if(e== getEdge(2))
It2= edgeMap.end(), ValidIt2= false;
else nlstop;
}
bool validEdgeIt(const CMRMEdge &e)
{
if(e== getEdge(0)) return ValidIt0;
if(e== getEdge(1)) return ValidIt1;
if(e== getEdge(2)) return ValidIt2;
nlstop;
return false;
}
// Vertices.
//==========
bool hasVertex(sint numvertex)
{
return Corner[0].Vertex==numvertex || Corner[1].Vertex==numvertex || Corner[2].Vertex==numvertex;
}
// Wedges.
//==========
bool hasWedge(sint attribId, sint numwedge)
{
return Corner[0].Attributes[attribId]==numwedge ||
Corner[1].Attributes[attribId]==numwedge ||
Corner[2].Attributes[attribId]==numwedge;
}
sint getAssociatedWedge(sint attribId, sint numvertex)
{
if(Corner[0].Vertex==numvertex) return Corner[0].Attributes[attribId];
if(Corner[1].Vertex==numvertex) return Corner[1].Attributes[attribId];
if(Corner[2].Vertex==numvertex) return Corner[2].Attributes[attribId];
return -1;
}
};
// ***************************************************************************
/**
* An internal polygon with LOD information for Interface system
*/
class CMRMSewingMesh
{
struct CLod
{
// A list of edge that must be collapsed for this Lod. NB: sorted from first to collapse to last to collapse
std::vector<CMRMEdge> EdgeToCollapse;
};
// A list of Lods.
std::vector<CLod> _Lods;
public:
/** Build a MRM sewing mesh from a CMeshBuild interface.
*/
void build(const CMesh::CInterface &meshInt, uint nWantedLods, uint divisor);
/** >=0 if the lod has this edge to collapse. -1 else. NB: order of collapse is returned.
* \param vertToCollapse is the vertex id which must be collapsed to the other (ie the one which moves/dissapear)
*/
sint mustCollapseEdge(uint lod, const CMRMEdge &edge, uint &vertToCollapse) const;
/// get the number of edge to collapse for a lod
sint getNumCollapseEdge(uint lod) const;
};
} // NL3D
#endif // NL_MRM_INTERNAL_H
/* End of mrm_internal.h */