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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
213 lines
5.3 KiB
C++
213 lines
5.3 KiB
C++
/**
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@file MeshAlgWeld.cpp
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The MeshAlg::computeWeld method.
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2003-10-22
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@edited 2005-02-24
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Copyright 2000-2003, Morgan McGuire.
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All rights reserved.
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*/
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#include "G3D/MeshAlg.h"
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#include "G3D/Table.h"
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#include "G3D/Set.h"
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namespace G3D {
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namespace _internal {
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class Welder {
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private:
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// Intentionally illegal
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Welder& operator=(const Welder& w);
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public:
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/** Indices of newVertexArray elements in <B>or near</B> a grid cell. */
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typedef Array<int> List;
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enum {GRID_RES = 32};
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List grid[GRID_RES][GRID_RES][GRID_RES];
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const Array<Vector3>& oldVertexArray;
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Array<Vector3>& newVertexArray;
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Array<int>& toNew;
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Array<int>& toOld;
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/** Must be less than one grid cell, not checked */
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const double radius;
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/** (oldVertexArray[i] - offset) * scale is on the range [0, 1] */
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Vector3 offset;
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Vector3 scale;
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Welder(
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const Array<Vector3>& _oldVertexArray,
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Array<Vector3>& _newVertexArray,
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Array<int>& _toNew,
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Array<int>& _toOld,
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double _radius);
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/**
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Computes the grid index from an ordinate.
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*/
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void toGridCoords(Vector3 v, int& x, int& y, int& z) const;
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/** Gets the index of a vertex, adding it to
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newVertexArray if necessary. */
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int getIndex(const Vector3& vertex);
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void weld();
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};
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} // namespace _internal
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} // namespace G3D
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template<> struct HashTrait<G3D::_internal::Welder::List*> {
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static size_t hashCode(const G3D::_internal::Welder::List* key) { return reinterpret_cast<size_t>(key); }
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};
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namespace G3D {
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namespace _internal {
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Welder::Welder(
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const Array<Vector3>& _oldVertexArray,
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Array<Vector3>& _newVertexArray,
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Array<int>& _toNew,
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Array<int>& _toOld,
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double _radius) :
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oldVertexArray(_oldVertexArray),
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newVertexArray(_newVertexArray),
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toNew(_toNew),
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toOld(_toOld),
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radius(_radius) {
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// Compute a scale factor that moves the range
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// of all ordinates to [0, 1]
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Vector3 minBound = Vector3::inf();
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Vector3 maxBound = -minBound;
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for (int i = 0; i < oldVertexArray.size(); ++i) {
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minBound = minBound.min(oldVertexArray[i]);
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maxBound = maxBound.max(oldVertexArray[i]);
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}
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offset = minBound;
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scale = maxBound - minBound;
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for (int i = 0; i < 3; ++i) {
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// The model might have zero extent along some axis
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if (fuzzyEq(scale[i], 0.0)) {
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scale[i] = 1.0;
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} else {
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scale[i] = 1.0 / scale[i];
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}
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}
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}
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void Welder::toGridCoords(Vector3 v, int& x, int& y, int& z) const {
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v = (v - offset) * scale;
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x = iClamp(iFloor(v.x * GRID_RES), 0, GRID_RES - 1);
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y = iClamp(iFloor(v.y * GRID_RES), 0, GRID_RES - 1);
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z = iClamp(iFloor(v.z * GRID_RES), 0, GRID_RES - 1);
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}
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int Welder::getIndex(const Vector3& vertex) {
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int closestIndex = -1;
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double distanceSquared = inf();
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int ix, iy, iz;
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toGridCoords(vertex, ix, iy, iz);
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// Check against all vertices within radius of this grid cube
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const List& list = grid[ix][iy][iz];
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for (int i = 0; i < list.size(); ++i) {
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double d = (newVertexArray[list[i]] - vertex).squaredMagnitude();
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if (d < distanceSquared) {
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distanceSquared = d;
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closestIndex = list[i];
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}
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}
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if (distanceSquared <= radius * radius) {
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return closestIndex;
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} else {
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// This is a new vertex
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int newIndex = newVertexArray.size();
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newVertexArray.append(vertex);
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// Create a new vertex and store its index in the
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// neighboring grid cells (usually, only 1 neighbor)
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Set<List*> neighbors;
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for (float dx = -1; dx <= +1; ++dx) {
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for (float dy = -1; dy <= +1; ++dy) {
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for (float dz = -1; dz <= +1; ++dz) {
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int ix, iy, iz;
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toGridCoords(vertex + Vector3(dx, dy, dz) * radius, ix, iy, iz);
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neighbors.insert(&(grid[ix][iy][iz]));
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}
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}
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}
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Set<List*>::Iterator neighbor(neighbors.begin());
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Set<List*>::Iterator none(neighbors.end());
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while (neighbor != none) {
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(*neighbor)->append(newIndex);
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++neighbor;
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}
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return newIndex;
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}
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}
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void Welder::weld() {
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newVertexArray.resize(0);
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// Prime the vertex positions
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for (int i = 0; i < oldVertexArray.size(); ++i) {
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getIndex(oldVertexArray[i]);
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}
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// Now create the official remapping by snapping to
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// nearby vertices.
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toNew.resize(oldVertexArray.size());
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toOld.resize(newVertexArray.size());
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for (int oi = 0; oi < oldVertexArray.size(); ++oi) {
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toNew[oi] = getIndex(oldVertexArray[oi]);
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toOld[toNew[oi]] = oi;
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}
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}
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} // internal namespace
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void MeshAlg::computeWeld(
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const Array<Vector3>& oldVertexArray,
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Array<Vector3>& newVertexArray,
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Array<int>& toNew,
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Array<int>& toOld,
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double radius) {
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_internal::Welder welder(oldVertexArray, newVertexArray, toNew, toOld, radius);
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welder.weld();
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}
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} // G3D namespace
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