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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp')
| -rw-r--r-- | sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp | 975 |
1 files changed, 975 insertions, 0 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp b/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp new file mode 100644 index 0000000..72e9413 --- /dev/null +++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.cpp @@ -0,0 +1,975 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2017 NVIDIA Corporation. All rights reserved. + + +// This warning arises when using some stl containers with older versions of VC +// c:\program files (x86)\microsoft visual studio 12.0\vc\include\xtree(1826): warning C4702: unreachable code +#include "NvPreprocessor.h" +#if NV_VC && NV_VC < 14 +#pragma warning(disable : 4702) +#endif + +#include "NvBlastExtAuthoringMeshNoiser.h" +#include "NvBlastExtAuthoringPerlinNoise.h" +#include <set> +#include <queue> +#include <NvBlastAssert.h> + +using namespace Nv::Blast; +using namespace std; + + +void MeshNoiser::computeFalloffAndNormals() +{ + // Map newly created vertices according to positions + + computePositionedMapping(); + + mGeometryGraph.resize(mVertices.size()); + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + if (mTrMeshEdToTr[i].c == 0) + { + continue; + } + int32_t v1 = mPositionMappedVrt[mEdges[i].s]; + int32_t v2 = mPositionMappedVrt[mEdges[i].e]; + + if (std::find(mGeometryGraph[v1].begin(), mGeometryGraph[v1].end(), v2) == mGeometryGraph[v1].end()) + mGeometryGraph[v1].push_back(v2); + if (std::find(mGeometryGraph[v2].begin(), mGeometryGraph[v2].end(), v1) == mGeometryGraph[v2].end()) + mGeometryGraph[v2].push_back(v1); + } + mVerticesDistances.clear(); + mVerticesDistances.resize(mVertices.size(), 10000.0f); + + std::queue<int32_t> que; + + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + if (mTrMeshEdToTr[i].c != 0 && (mEdgeFlag[i] == EXTERNAL_EDGE || mEdgeFlag[i] == EXTERNAL_BORDER_EDGE)) + { + int32_t v1 = mPositionMappedVrt[mEdges[i].s]; + int32_t v2 = mPositionMappedVrt[mEdges[i].e]; + mVerticesDistances[v1] = 0.0f; + mVerticesDistances[v2] = 0.0f; + que.push(v1); + que.push(v2); + } + } + while (!que.empty()) + { + int32_t curr = que.front(); + que.pop(); + + for (uint32_t i = 0; i < mGeometryGraph[curr].size(); ++i) + { + int32_t to = mGeometryGraph[curr][i]; + float d = mVerticesDistances[curr] + 0.1f;// (mVertices[to].p - mVertices[curr].p).magnitudeSquared(); + if (d < mVerticesDistances[to]) + { + mVerticesDistances[to] = d; + que.push(to); + } + } + } + + for (uint32_t i = 0; i < mVerticesDistances.size(); ++i) + { + int32_t from = mPositionMappedVrt[i]; + mVerticesDistances[i] = mVerticesDistances[from]; + } +} + +bool edgeOverlapTest(PxVec3& as, PxVec3& ae, PxVec3& bs, PxVec3& be) +{ + //return false; + if (std::max(std::min(as.x, ae.x), std::min(bs.x, be.x)) > std::min(std::max(as.x, ae.x), std::max(bs.x, be.x))) return false; + if (std::max(std::min(as.y, ae.y), std::min(bs.y, be.y)) > std::min(std::max(as.y, ae.y), std::max(bs.y, be.y))) return false; + if (std::max(std::min(as.z, ae.z), std::min(bs.z, be.z)) > std::min(std::max(as.z, ae.z), std::max(bs.z, be.z))) return false; + + return ((bs - as).cross(ae - as)).magnitudeSquared() < 1e-6f && ((be - as).cross(ae - as)).magnitudeSquared() < 1e-6f; +} + +void MeshNoiser::computePositionedMapping() +{ + std::map<PxVec3, int32_t, VrtPositionComparator> mPosMap; + mPositionMappedVrt.clear(); + mPositionMappedVrt.resize(mVertices.size()); + + for (uint32_t i = 0; i < mVertices.size(); ++i) + { + auto it = mPosMap.find(mVertices[i].p); + + if (it == mPosMap.end()) + { + mPosMap[mVertices[i].p] = i; + mPositionMappedVrt[i] = i; + } + else + { + mPositionMappedVrt[i] = it->second; + } + } +} + + + + +void MeshNoiser::relax(int32_t iteration, float factor, std::vector<Vertex>& vertices) +{ + std::vector<PxVec3> verticesTemp(vertices.size()); + std::vector<PxVec3> normalsTemp(vertices.size()); + for (int32_t iter = 0; iter < iteration; ++iter) + { + for (uint32_t i = 0; i < vertices.size(); ++i) + { + if (mRestrictionFlag[i]) + { + continue; + } + PxVec3 cps = vertices[i].p; + PxVec3 cns = mVerticesNormalsSmoothed[i]; + PxVec3 averaged(0, 0, 0); + PxVec3 averagedNormal(0, 0, 0); + + for (uint32_t p = 0; p < mGeometryGraph[mPositionMappedVrt[i]].size(); ++p) + { + int32_t to = mGeometryGraph[mPositionMappedVrt[i]][p]; + averaged += vertices[to].p; + averagedNormal += mVerticesNormalsSmoothed[to]; + + } + averaged *= (1.0f / mGeometryGraph[mPositionMappedVrt[i]].size()); + averagedNormal *= (1.0f / mGeometryGraph[mPositionMappedVrt[i]].size()); + verticesTemp[i] = cps + (averaged - cps) * factor; + normalsTemp[i] = cns * (1.0f - factor) + averagedNormal * factor; + } + for (uint32_t i = 0; i < vertices.size(); ++i) + { + if (mRestrictionFlag[i]) + { + continue; + } + vertices[i].p = verticesTemp[i]; + mVerticesNormalsSmoothed[i] = normalsTemp[i].getNormalized(); + + } + } + +} + +NV_FORCE_INLINE void markEdge(int32_t ui, int32_t ed, std::vector<MeshNoiser::EdgeFlag>& shortMarkup, std::vector<int32_t>& lastOwner) +{ + if (shortMarkup[ed] == MeshNoiser::NONE) + { + if (ui == 0) + { + shortMarkup[ed] = MeshNoiser::EXTERNAL_EDGE; + } + else + { + shortMarkup[ed] = MeshNoiser::INTERNAL_EDGE; + } + lastOwner[ed] = ui; + } + else + { + if (ui != 0) + { + if (shortMarkup[ed] == MeshNoiser::EXTERNAL_EDGE) + { + shortMarkup[ed] = MeshNoiser::EXTERNAL_BORDER_EDGE; + } + if ((shortMarkup[ed] == MeshNoiser::INTERNAL_EDGE) && ui != lastOwner[ed]) + { + shortMarkup[ed] = MeshNoiser::INTERNAL_BORDER_EDGE; + } + } + else + { + if (shortMarkup[ed] != MeshNoiser::EXTERNAL_EDGE) + { + shortMarkup[ed] = MeshNoiser::EXTERNAL_BORDER_EDGE; + } + } + } +} + +void MeshNoiser::prebuildEdgeFlagArray() +{ + mRestrictionFlag.clear(); + mRestrictionFlag.resize(mVertices.size()); + mEdgeFlag.clear(); + mEdgeFlag.resize(mEdges.size(), NONE); + + std::map<PxVec3, int32_t, VrtPositionComparator> mPosMap; + mPositionMappedVrt.clear(); + mPositionMappedVrt.resize(mVertices.size(), 0); + + for (uint32_t i = 0; i < mVertices.size(); ++i) + { + auto it = mPosMap.find(mVertices[i].p); + + if (it == mPosMap.end()) + { + mPosMap[mVertices[i].p] = i; + mPositionMappedVrt[i] = i; + } + else + { + mPositionMappedVrt[i] = it->second; + } + } + + std::map<Edge, int32_t> mPositionEdgeMap; + std::vector<int32_t> mPositionBasedEdges(mEdges.size()); + + + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + Edge tmp = Edge(mPositionMappedVrt[mEdges[i].s], mPositionMappedVrt[mEdges[i].e]); + if (tmp.e < tmp.s) std::swap(tmp.e, tmp.s); + auto it = mPositionEdgeMap.find(tmp); + if (it == mPositionEdgeMap.end()) + { + mPositionEdgeMap[tmp] = i; + mPositionBasedEdges[i] = i; + } + else + { + mPositionBasedEdges[i] = it->second; + } + } + + std::vector<EdgeFlag> shortMarkup(mEdges.size(), NONE); + std::vector<int32_t> lastOwner(mEdges.size(), 0); + + std::vector<std::vector<int32_t> > edgeOverlap(mEdges.size()); + for (auto it1 = mPositionEdgeMap.begin(); it1 != mPositionEdgeMap.end(); ++it1) + { + auto it2 = it1; + it2++; + for (; it2 != mPositionEdgeMap.end(); ++it2) + { + Edge& ed1 = mEdges[it1->second]; + Edge& ed2 = mEdges[it2->second]; + + if (edgeOverlapTest(mVertices[ed1.s].p, mVertices[ed1.e].p, mVertices[ed2.s].p, mVertices[ed2.e].p)) + { + edgeOverlap[it1->second].push_back(it2->second); + } + } + } + + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + int32_t ui = mTriangles[i].userData; + int32_t ed = mPositionBasedEdges[findEdge(Edge(mTriangles[i].ea, mTriangles[i].eb))]; + + + markEdge(ui, ed, shortMarkup, lastOwner); + for (uint32_t ov = 0; ov < edgeOverlap[ed].size(); ++ov) + { + markEdge(ui, edgeOverlap[ed][ov], shortMarkup, lastOwner); + } + + ed = mPositionBasedEdges[findEdge(Edge(mTriangles[i].ea, mTriangles[i].ec))]; + markEdge(ui, ed, shortMarkup, lastOwner); + for (uint32_t ov = 0; ov < edgeOverlap[ed].size(); ++ov) + { + markEdge(ui, edgeOverlap[ed][ov], shortMarkup, lastOwner); + } + + ed = mPositionBasedEdges[findEdge(Edge(mTriangles[i].eb, mTriangles[i].ec))]; + markEdge(ui, ed, shortMarkup, lastOwner); + for (uint32_t ov = 0; ov < edgeOverlap[ed].size(); ++ov) + { + markEdge(ui, edgeOverlap[ed][ov], shortMarkup, lastOwner); + } + + } + + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + mEdgeFlag[i] = shortMarkup[mPositionBasedEdges[i]]; + } + + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].userData != 0) continue; + + int32_t ed = findEdge(Edge(mTriangles[i].ea, mTriangles[i].eb)); + mEdgeFlag[ed] = EXTERNAL_EDGE; + ed = findEdge(Edge(mTriangles[i].ec, mTriangles[i].eb)); + mEdgeFlag[ed] = EXTERNAL_EDGE; + ed = findEdge(Edge(mTriangles[i].ea, mTriangles[i].ec)); + mEdgeFlag[ed] = EXTERNAL_EDGE; + } +} + + + + +NV_FORCE_INLINE int32_t MeshNoiser::addVerticeIfNotExist(const Vertex& p) +{ + auto it = mVertMap.find(p); + if (it == mVertMap.end()) + { + mVertMap[p] = static_cast<int32_t>(mVertices.size()); + mVertices.push_back(p); + return static_cast<int32_t>(mVertices.size()) - 1; + } + else + { + return it->second; + } +} + +NV_FORCE_INLINE int32_t MeshNoiser::addEdge(const Edge& e) +{ + Edge ed = e; + if (ed.e < ed.s) std::swap(ed.s, ed.e); + auto it = mEdgeMap.find(ed); + if (it == mEdgeMap.end()) + { + mTrMeshEdToTr.push_back(EdgeToTriangles()); + mEdgeMap[ed] = (int)mEdgeMap.size(); + mEdges.push_back(ed); + mEdgeFlag.push_back(INTERNAL_EDGE); + return (int32_t)mEdges.size() - 1; + } + else + { + return it->second; + } +} + +NV_FORCE_INLINE int32_t MeshNoiser::findEdge(const Edge& e) +{ + Edge ed = e; + if (ed.e < ed.s) std::swap(ed.s, ed.e); + auto it = mEdgeMap.find(ed); + if (it == mEdgeMap.end()) + { + return -1; + } + else + { + return it->second; + } +} + + +/** + Weld input vertices, build edge and triangle buffers +*/ +void MeshNoiser::setMesh(const vector<Triangle>& mesh) +{ + uint32_t a, b, c; + PxBounds3 box; + box.setEmpty(); + for (uint32_t i = 0; i < mesh.size(); ++i) + { + const Triangle& tr = mesh[i]; + a = addVerticeIfNotExist(tr.a); + b = addVerticeIfNotExist(tr.b); + c = addVerticeIfNotExist(tr.c); + box.include(tr.a.p); + box.include(tr.b.p); + box.include(tr.c.p); + addEdge(Edge(a, b)); + addEdge(Edge(b, c)); + addEdge(Edge(a, c)); + mTriangles.push_back(TriangleIndexed(a, b, c)); + mTriangles.back().userData = tr.userData; + mTriangles.back().materialId = tr.materialId; + mTriangles.back().smoothingGroup = tr.smoothingGroup; + + } + mOffset = box.getCenter(); + mScale = max(box.getExtents(0), max(box.getExtents(1), box.getExtents(2))); + float invScale = 1.0f / mScale; + for (uint32_t i = 0; i < mVertices.size(); ++i) + { + mVertices[i].p = mVertices[i].p - box.getCenter(); + mVertices[i].p *= invScale; + } +} + + +void MeshNoiser::tesselateInternalSurface(float maxLenIn) +{ + if (mTriangles.empty()) + { + return; + } + + updateEdgeTriangleInfo(); + prebuildEdgeFlagArray(); + mRestrictionFlag.resize(mVertices.size(), 0); + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + if (mEdgeFlag[i] == EXTERNAL_EDGE || mEdgeFlag[i] == EXTERNAL_BORDER_EDGE || mEdgeFlag[i] == INTERNAL_BORDER_EDGE) + { + mRestrictionFlag[mEdges[i].s] = 1; + mRestrictionFlag[mEdges[i].e] = 1; + } + } + + + float maxLen = maxLenIn; + float mlSq = maxLen * maxLen; + float minD = maxLen * 0.5f; + minD = minD * minD; + + for (int32_t iter = 0; iter < 15; ++iter) + { + updateVertEdgeInfo(); + uint32_t oldSize = (uint32_t)mEdges.size(); + for (uint32_t i = 0; i < oldSize; ++i) + { + if (mEdgeFlag[i] == EXTERNAL_EDGE || mEdgeFlag[i] == INTERNAL_BORDER_EDGE) + { + continue; + } + if ((mVertices[mEdges[i].s].p - mVertices[mEdges[i].e].p).magnitudeSquared() < minD) + { + collapseEdge(i); + } + } + oldSize = (uint32_t)mEdges.size(); + updateEdgeTriangleInfo(); + for (uint32_t i = 0; i < oldSize; ++i) + { + if (mEdgeFlag[i] == EXTERNAL_EDGE) + { + continue; + } + if ((mVertices[mEdges[i].s].p - mVertices[mEdges[i].e].p).magnitudeSquared() > mlSq) + { + divideEdge(i); + } + } + } + computeFalloffAndNormals(); + prebuildTesselatedTriangles(); + isTesselated = true; +} + +void MeshNoiser::updateEdgeTriangleInfo() +{ + mTrMeshEdToTr.clear(); + mTrMeshEdToTr.resize(mEdges.size()); + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + TriangleIndexed& tr = mTriangles[i]; + if (tr.ea == NOT_VALID_VERTEX) + continue; + int32_t ed = addEdge(Edge(tr.ea, tr.eb)); + mTrMeshEdToTr[ed].add(i); + ed = addEdge(Edge(tr.ea, tr.ec)); + mTrMeshEdToTr[ed].add(i); + ed = addEdge(Edge(tr.ec, tr.eb)); + mTrMeshEdToTr[ed].add(i); + } +} + +void MeshNoiser::updateVertEdgeInfo() +{ + mVertexToTriangleMap.clear(); + mVertexToTriangleMap.resize(mVertices.size()); + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + TriangleIndexed& tr = mTriangles[i]; + if (tr.ea == NOT_VALID_VERTEX) continue; + mVertexToTriangleMap[tr.ea].push_back(i); + mVertexToTriangleMap[tr.eb].push_back(i); + mVertexToTriangleMap[tr.ec].push_back(i); + } + mVertexValence.clear(); + mVertexValence.resize(mVertices.size(), 0); + + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + if (mTrMeshEdToTr[i].c != 0) + { + mVertexValence[mEdges[i].s]++; + mVertexValence[mEdges[i].e]++; + } + } +} + + +void MeshNoiser::collapseEdge(int32_t id) +{ + Edge cEdge = mEdges[id]; + uint32_t from = cEdge.s; + uint32_t to = cEdge.e; + + if (mRestrictionFlag[from] && mRestrictionFlag[to]) + { + return; + } + + if (mVertexValence[from] > mVertexValence[to]) + { + std::swap(from, to); + } + + if (mRestrictionFlag[from]) + { + std::swap(from, to); + } + + std::set<int32_t> connectedToBegin; + std::set<int32_t> connectedToEnd; + std::set<int32_t> neighboorTriangles; + + int32_t trWithEdge[2] = {-1, -1}; + int32_t cntr = 0; + for (uint32_t i = 0; i < mVertexToTriangleMap[from].size(); ++i) + { + if (mTriangles[mVertexToTriangleMap[from][i]].ea == NOT_VALID_VERTEX) + continue; + if (neighboorTriangles.insert(mVertexToTriangleMap[from][i]).second && mTriangles[mVertexToTriangleMap[from][i]].isContainEdge(from, to)) + { + trWithEdge[cntr] = mVertexToTriangleMap[from][i]; + cntr++; + } + } + for (uint32_t i = 0; i < mVertexToTriangleMap[to].size(); ++i) + { + if (mTriangles[mVertexToTriangleMap[to][i]].ea == NOT_VALID_VERTEX) + continue; + if (neighboorTriangles.insert(mVertexToTriangleMap[to][i]).second && mTriangles[mVertexToTriangleMap[to][i]].isContainEdge(from, to)) + { + trWithEdge[cntr] = mVertexToTriangleMap[to][i]; + cntr++; + } + } + + if (cntr == 0) + { + return; + } + if (cntr > 2) + { + return; + } + + for (uint32_t i: neighboorTriangles) + { + if (mTriangles[i].ea == from || mTriangles[i].eb == from || mTriangles[i].ec == from) + { + if (mTriangles[i].ea != to && mTriangles[i].ea != from) + connectedToBegin.insert(mTriangles[i].ea); + if (mTriangles[i].eb != to && mTriangles[i].eb != from) + connectedToBegin.insert(mTriangles[i].eb); + if (mTriangles[i].ec != to && mTriangles[i].ec != from) + connectedToBegin.insert(mTriangles[i].ec); + } + + if (mTriangles[i].ea == to || mTriangles[i].eb == to || mTriangles[i].ec == to) + { + if (mTriangles[i].ea != to && mTriangles[i].ea != from) + connectedToEnd.insert(mTriangles[i].ea); + if (mTriangles[i].eb != to && mTriangles[i].eb != from) + connectedToEnd.insert(mTriangles[i].eb); + if (mTriangles[i].ec != to && mTriangles[i].ec != from) + connectedToEnd.insert(mTriangles[i].ec); + } + } + bool canBeCollapsed = true; + for (auto it = connectedToBegin.begin(); it != connectedToBegin.end(); ++it) + { + uint32_t currV = *it; + if (connectedToEnd.find(currV) == connectedToEnd.end()) + continue; + bool found = false; + for (int32_t tr : neighboorTriangles) + { + if ((mTriangles[tr].ea == from || mTriangles[tr].eb == from || mTriangles[tr].ec == from) && + (mTriangles[tr].ea == to || mTriangles[tr].eb == to || mTriangles[tr].ec == to) && + (mTriangles[tr].ea == currV || mTriangles[tr].eb == currV || mTriangles[tr].ec == currV)) + { + found = true; + break; + } + } + if (!found) + { + canBeCollapsed = false; + break; + } + } + if (canBeCollapsed) + { + for (int32_t i : neighboorTriangles) + { + if (trWithEdge[0] == i) continue; + if (cntr == 2 && trWithEdge[1] == i) continue; + TriangleIndexed tr = mTriangles[i]; + PxVec3 oldNormal = (mVertices[tr.eb].p - mVertices[tr.ea].p).cross(mVertices[tr.ec].p - mVertices[tr.ea].p); + + if (tr.ea == from) + { + tr.ea = to; + } + else + if (tr.eb == from) + { + tr.eb = to; + } + else + if (tr.ec == from) + { + tr.ec = to; + } + PxVec3 newNormal = (mVertices[tr.eb].p - mVertices[tr.ea].p).cross(mVertices[tr.ec].p - mVertices[tr.ea].p); + if (newNormal.magnitude() < 1e-8f) + { + canBeCollapsed = false; + break; + } + if (oldNormal.dot(newNormal) < 0) + { + canBeCollapsed = false; + break; + } + } + mTriangles[trWithEdge[0]].ea = NOT_VALID_VERTEX; + if (cntr == 2)mTriangles[trWithEdge[1]].ea = NOT_VALID_VERTEX; + + for (int32_t i : neighboorTriangles) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + continue; + if (mTriangles[i].ea == from) + { + mTriangles[i].ea = to; + mVertexToTriangleMap[from].clear(); + mVertexToTriangleMap[to].push_back(i); + } + else + if (mTriangles[i].eb == from) + { + mTriangles[i].eb = to; + mVertexToTriangleMap[from].clear(); + mVertexToTriangleMap[to].push_back(i); + } + else + if (mTriangles[i].ec == from) + { + mTriangles[i].ec = to; + mVertexToTriangleMap[from].clear(); + mVertexToTriangleMap[to].push_back(i); + } + } + } +} + + +void MeshNoiser::divideEdge(int32_t id) +{ + + if (mTrMeshEdToTr[id].c == 0 ) + { + return; + } + + Edge cEdge = mEdges[id]; + EdgeFlag snapRestriction = mEdgeFlag[id]; + Vertex middle; + uint32_t nv = NOT_VALID_VERTEX; + for (int32_t t = 0; t < mTrMeshEdToTr[id].c; ++t) + { + int32_t oldTriangleIndex = mTrMeshEdToTr[id].tr[t]; + TriangleIndexed tr = mTriangles[mTrMeshEdToTr[id].tr[t]]; + + if (tr.ea == NOT_VALID_VERTEX) + { + continue; + } + + uint32_t pbf[3]; + pbf[0] = tr.ea; + pbf[1] = tr.eb; + pbf[2] = tr.ec; + for (int32_t p = 0; p < 3; ++p) + { + int32_t pnx = (p + 1) % 3; + int32_t opp = (p + 2) % 3; + + if ((pbf[p] == cEdge.s && pbf[pnx] == cEdge.e) || (pbf[p] == cEdge.e && pbf[pnx] == cEdge.s)) + { + if (nv == NOT_VALID_VERTEX) + { + middle.p = (mVertices[pbf[p]].p + mVertices[pbf[pnx]].p) * 0.5f; + middle.n = (mVertices[pbf[p]].n + mVertices[pbf[pnx]].n) * 0.5f; + middle.uv[0] = (mVertices[pbf[p]].uv[0] + mVertices[pbf[pnx]].uv[0]) * 0.5f; + + nv = (uint32_t)mVertices.size(); + mVertices.push_back(middle); + } + if (nv < mRestrictionFlag.size()) + { + mRestrictionFlag[nv] = ((snapRestriction == EXTERNAL_BORDER_EDGE) || (snapRestriction == INTERNAL_BORDER_EDGE)); + } + else + { + mRestrictionFlag.push_back((snapRestriction == EXTERNAL_BORDER_EDGE) || (snapRestriction == INTERNAL_BORDER_EDGE)); + } + + uint32_t ind1 = addEdge(Edge(pbf[p], nv)); + uint32_t ind2 = addEdge(Edge(nv, pbf[pnx])); + uint32_t ind3 = addEdge(Edge(nv, pbf[opp])); + + + mEdgeFlag[ind1] = snapRestriction; + mEdgeFlag[ind2] = snapRestriction; + mEdgeFlag[ind3] = INTERNAL_EDGE; + + mTrMeshEdToTr[ind1].add(mTrMeshEdToTr[id].tr[t]); + int32_t userInfo = mTriangles[mTrMeshEdToTr[id].tr[t]].userData; + int32_t matId = mTriangles[mTrMeshEdToTr[id].tr[t]].materialId; + mTriangles[mTrMeshEdToTr[id].tr[t]] = TriangleIndexed(pbf[p], nv, pbf[opp]); + mTriangles[mTrMeshEdToTr[id].tr[t]].userData = userInfo; + mTriangles[mTrMeshEdToTr[id].tr[t]].materialId = matId; + mTrMeshEdToTr[ind2].add((int32_t)mTriangles.size()); + mTrMeshEdToTr[ind3].add((int32_t)mTrMeshEdToTr[id].tr[t]); + mTrMeshEdToTr[ind3].add((int32_t)mTriangles.size()); + mTriangles.push_back(TriangleIndexed(nv,pbf[pnx], pbf[opp])); + mTriangles.back().userData = userInfo; + mTriangles.back().materialId = matId; + int32_t ed1 = findEdge(Edge(pbf[pnx], pbf[opp])); + mTrMeshEdToTr[ed1].replace(oldTriangleIndex, (int32_t)mTriangles.size() - 1); + break; + } + } + } +} + + +float falloffFunction(float x, float mx) +{ + float t = (x) / (mx + 1e-6f); + t = std::min(1.0f, t); + return t * t; +} + +void MeshNoiser::recalcNoiseDirs() +{ + /** + Compute normals direction to apply noise + */ + mVerticesNormalsSmoothed.resize(mVertices.size(), PxVec3(0, 0, 0)); + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + { + continue; + } + TriangleIndexed& tr = mTriangles[i]; + if (tr.userData == 0) continue; + + if (tr.userData < 0) + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ea]] += mVertices[tr.ea].n.getNormalized(); + else + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ea]] -= mVertices[tr.ea].n.getNormalized(); + + if (tr.userData < 0) + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.eb]] += mVertices[tr.eb].n.getNormalized(); + else + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.eb]] -= mVertices[tr.eb].n.getNormalized(); + + if (tr.userData < 0) + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ec]] += mVertices[tr.ec].n.getNormalized(); + else + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ec]] -= mVertices[tr.ec].n.getNormalized(); + + } + for (uint32_t i = 0; i < mVerticesNormalsSmoothed.size(); ++i) + { + + mVerticesNormalsSmoothed[i] = mVerticesNormalsSmoothed[mPositionMappedVrt[i]]; + mVerticesNormalsSmoothed[i].normalize(); + } +} + + + +void MeshNoiser::applyNoise(SimplexNoise& noise, float falloff, int32_t /*relaxIterations*/, float /*relaxFactor*/) +{ + NVBLAST_ASSERT(isTesselated); + if (isTesselated == false) + { + return; + } + mRestrictionFlag.clear(); + mRestrictionFlag.resize(mVertices.size(), false); + + for (uint32_t i = 0; i < mEdges.size(); ++i) + { + if (mTrMeshEdToTr[i].c != 0) + { + if (mEdgeFlag[i] == EXTERNAL_EDGE || mEdgeFlag[i] == EXTERNAL_BORDER_EDGE) + { + mRestrictionFlag[mEdges[i].e] = true; + mRestrictionFlag[mEdges[i].s] = true; + } + } + } + std::vector<Vertex> localVertices = mVertices; + + recalcNoiseDirs(); + + //relax(relaxIterations, relaxFactor, localVertices); + + + /** + Apply noise + */ + for (uint32_t i = 0; i < localVertices.size(); ++i) + { + + if (!mRestrictionFlag[i]) + { + + float d = noise.sample(localVertices[i].p); + localVertices[i].p += (falloffFunction(mVerticesDistances[i], falloff)) * mVerticesNormalsSmoothed[i] * d; + } + } + + + /* Recalculate smoothed normals*/ + mVerticesNormalsSmoothed.assign(mVerticesNormalsSmoothed.size(), PxVec3(0, 0, 0)); + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + { + continue; + } + TriangleIndexed& tr = mTriangles[i]; + if (tr.userData == 0) continue; + + Triangle pTr(localVertices[tr.ea], localVertices[tr.eb], localVertices[tr.ec]); + PxVec3 nrm = pTr.getNormal().getNormalized(); + + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ea]] += nrm; + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.eb]] += nrm; + mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ec]] += nrm; + } + for (uint32_t i = 0; i < mVerticesNormalsSmoothed.size(); ++i) + { + mVerticesNormalsSmoothed[i] = mVerticesNormalsSmoothed[mPositionMappedVrt[i]]; + mVerticesNormalsSmoothed[i].normalize(); + } + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + { + continue; + } + TriangleIndexed& tr = mTriangles[i]; + if (tr.userData == 0) continue; + + localVertices[tr.ea].n = mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ea]]; + localVertices[tr.eb].n = mVerticesNormalsSmoothed[mPositionMappedVrt[tr.eb]]; + localVertices[tr.ec].n = mVerticesNormalsSmoothed[mPositionMappedVrt[tr.ec]]; + } + + mResultTriangles.clear(); + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + { + continue; + } + mResultTriangles.push_back(Triangle(localVertices[mTriangles[i].ea], localVertices[mTriangles[i].eb], localVertices[mTriangles[i].ec])); + mResultTriangles.back().userData = mTriangles[i].userData; + mResultTriangles.back().materialId = mTriangles[i].materialId; + mResultTriangles.back().smoothingGroup = mTriangles[i].smoothingGroup; + + } +} + + +void MeshNoiser::prebuildTesselatedTriangles() +{ + mResultTriangles.clear(); + + for (uint32_t i = 0; i < mVertices.size(); ++i) + { + mVertices[i].p = mVertices[i].p * mScale + mOffset; + } + + for (uint32_t i = 0; i < mTriangles.size(); ++i) + { + if (mTriangles[i].ea == NOT_VALID_VERTEX) + { + continue; + } + mResultTriangles.push_back(Triangle(mVertices[mTriangles[i].ea], mVertices[mTriangles[i].eb], mVertices[mTriangles[i].ec])); + mResultTriangles.back().userData = mTriangles[i].userData; + mResultTriangles.back().materialId = mTriangles[i].materialId; + mResultTriangles.back().smoothingGroup = mTriangles[i].smoothingGroup; + + } + +} + + +std::vector<Triangle> MeshNoiser::getMesh() +{ + return mResultTriangles; +} + + +void MeshNoiser::reset() +{ + mVertices.clear(); + mTriangles.clear(); + mEdges.clear(); + mVertMap.clear(); + mEdgeMap.clear(); + mResultTriangles.clear(); + mRestrictionFlag.clear(); + mEdgeFlag.clear(); + mTrMeshEdToTr.clear(); + mVertexValence.clear(); + mVertexToTriangleMap.clear(); + + mVerticesDistances.clear(); + mVerticesNormalsSmoothed.clear(); + mPositionMappedVrt.clear(); + mGeometryGraph.clear(); + + isTesselated = false; + mOffset = PxVec3(0, 0, 0); + mScale = 1.0f; +}
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