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Mesh.cpp
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/*
* Mesh.cpp
*
* (c) 2016 Sofian Audry -- info(@)sofianaudry(.)com
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Mesh.h"
namespace mmp {
Mesh::Mesh() : Quad() {
// Create dummy points (will be all overwritten later on by load/save).
QVector<QPointF> points(4);
init(points, 2, 2);
}
Mesh::Mesh(QPointF p1, QPointF p2, QPointF p3, QPointF p4) : Quad()
{
// Add points in standard order.
QVector<QPointF> points;
points.push_back(p1);
points.push_back(p2);
points.push_back(p4);
points.push_back(p3);
// Init.
init(points, 2, 2);
}
Mesh::Mesh(const QVector<QPointF>& points, int nColumns, int nRows) : Quad()
{
init(points, nColumns, nRows);
}
void Mesh::build()
{
// Resize the vertices2d vector to appropriate dimensions.
resizeVertices2d(_vertices2d, _nColumns, _nRows);
// Just build vertices2d in the standard order.
int k = 0;
for (int y=0; y<_nRows; y++)
for (int x=0; x<_nColumns; x++)
{
_vertices2d[x][y] = k;
k++;
}
}
void Mesh::init(const QVector<QPointF>& points, int nColumns, int nRows)
{
Q_ASSERT(nColumns >= 2 && nRows >= 2);
Q_ASSERT(points.size() == nColumns * nRows);
_nColumns = nColumns;
_nRows = nRows;
setVertices(points);
build();
}
QPolygonF Mesh::toPolygon() const
{
QPolygonF polygon;
for (int i=0; i<nColumns(); i++)
polygon.append(getVertex2d(i, 0));
for (int i=0; i<nRows(); i++)
polygon.append(getVertex2d(nColumns()-1, i));
for (int i=nColumns()-1; i>=0; i--)
polygon.append(getVertex2d(i, nRows()-1));
for (int i=nRows()-1; i>=1; i--)
polygon.append(getVertex2d(0, i));
return polygon;
}
void Mesh::setVertex(int i, const QPointF& v)
{
// Extract column and row of vertex.
int col = i % nColumns();
int row = i / nColumns();
// Make a copy.
QPointF realV = v;
// Constrain vertex to stay within the internal quads it is part of.
if (col < nColumns()-1)
{
if (row < nRows() - 1)
{
Quad quad(getVertex2d(col, row), getVertex2d(col+1, row), getVertex2d(col+1, row+1), getVertex2d(col, row+1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
if (row > 0)
{
Quad quad(getVertex2d(col, row), getVertex2d(col+1, row), getVertex2d(col+1, row-1), getVertex2d(col, row-1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
}
if (col > 0)
{
if (row < nRows() - 1)
{
Quad quad(getVertex2d(col, row), getVertex2d(col-1, row), getVertex2d(col-1, row+1), getVertex2d(col, row+1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
if (row > 0)
{
Quad quad(getVertex2d(col, row), getVertex2d(col-1, row), getVertex2d(col-1, row-1), getVertex2d(col, row-1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
}
// Do set vertex.
_rawSetVertex(i, realV);
}
void Mesh::resizeVertices2d(IndexVector2d& vertices2d, int nColumns, int nRows)
{
vertices2d.resize(nColumns);
for (int i=0; i<nColumns; i++)
vertices2d[i].resize(nRows);
}
//void Mesh::init(int nColumns, int nRows)
//{
// // Create vertices correspondence of bouding quad.
// resizeVertices2d(_vertices2d, 2, 2);
// _vertices2d[0][0] = 0;
// _vertices2d[1][0] = 1;
// _vertices2d[1][1] = 2;
// _vertices2d[0][1] = 3;
//
// // Init number of columns and rows.
// _nColumns = _nRows = 2;
//
// // Add extra columns and rows.
// for (int i=0; i<nColumns-2; i++)
// addColumn();
// for (int i=0; i<nRows-2; i++)
// addRow();
//}
// vertices 0..3 = 4 corners
//
void Mesh::addColumn()
{
// Create new vertices 2d (temporary).
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns()+1, nRows());
// Left displacement of points already there.
qreal leftMoveProp = 1.0f/(nColumns()-1) - 1.0f/nColumns();
// Add a point at each row.
int k = nVertices();
for (int y=0; y<nRows(); y++)
{
// Get left and right vertices.
QPointF left = getVertex2d( 0, y );
QPointF right = getVertex2d( nColumns()-1, y );
QPointF diff = right - left;
// First pass: move middle points.
for (int x=1; x<nColumns()-1; x++)
{
QPointF p = getVertex2d(x, y);
p -= diff * x * leftMoveProp;
_rawSetVertex( _vertices2d[x][y], p );
}
// Create and add new point.
QPointF newPoint = right - diff * 1.0f/nColumns();
_addVertex(newPoint);
// Assign new vertices 2d.
for (int x=0; x<nColumns()-1; x++)
newVertices2d[x][y] = _vertices2d[x][y];
// The new point.
newVertices2d[nColumns()-1][y] = k;
// The rightmost point.
newVertices2d[nColumns()][y] = _vertices2d[nColumns()-1][y];
k++;
}
// Copy new mapping.
_vertices2d = newVertices2d;
// Increment number of columns.
_nColumns++;
// Reorder.
_reorderVertices();
}
void Mesh::addRow()
{
// Create new vertices 2d (temporary).
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns(), nRows()+1);
// Top displacement of points already there.
qreal topMoveProp = 1.0f/(nRows()-1) - 1.0f/nRows();
// Add a point at each row.
int k = nVertices();
for (int x=0; x<nColumns(); x++)
{
// Get left and right vertices.
QPointF top = getVertex2d(x, 0);
QPointF bottom = getVertex2d(x, nRows()-1);
QPointF diff = bottom - top;
// First pass: move middle points.
for (int y=1; y<nRows()-1; y++)
{
QPointF p = getVertex2d(x, y);
p -= diff * y * topMoveProp;
_rawSetVertex( _vertices2d[x][y], p );
}
// Create and add new point.
QPointF newPoint = bottom - diff * 1.0f/nRows();
_addVertex(newPoint);
// Assign new vertices 2d.
for (int y=0; y<nRows()-1; y++)
newVertices2d[x][y] = _vertices2d[x][y];
// The new point.
newVertices2d[x][nRows()-1] = k;
// The rightmost point.
newVertices2d[x][nRows()] = _vertices2d[x][nRows()-1];
k++;
}
// Copy new mapping.
_vertices2d = newVertices2d;
// Increment number of columns.
_nRows++;
// Reorder.
_reorderVertices();
}
void Mesh::removeColumn(int columnId)
{
// Cannot remove first and last columns
Q_ASSERT(columnId >= 1 && columnId < nColumns()-1);
// Temporary containers that will be used to rebuild new vertex space.
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns()-1, nRows());
QVector<QPointF> newVertices(vertices.size()-nRows());
// Right displacement of points already there.
qreal rightMoveProp = 1.0f/(nColumns()-2) - 1.0f/(nColumns()-1);
// Process all rows.
int k = 0;
for (int y=0; y<nRows(); y++)
{
// Get left and right vertices.
QPointF left = getVertex2d( 0, y );
QPointF right = getVertex2d( nColumns()-1, y );
QPointF diff = right - left;
// Move all columns.
for (int x=0; x<nColumns(); x++)
{
// Ignore points from target column.
if (x == columnId)
continue;
// Get current vertex.
QPointF p = getVertex2d( x, y );
// The x value of this point in the new space.
int newX = x < columnId ? x : x-1;
// Move middle points.
if (x > 0 && x < nColumns()-1)
{
p += (x < columnId ? +1 : -1) * diff * newX * rightMoveProp;
}
// Assign new containers.
newVertices[k] = p;
newVertices2d[newX][y] = k;
k++;
}
}
// Copy new mapping.
vertices = newVertices;
_vertices2d = newVertices2d;
// Decrement number of columns.
_nColumns--;
// Reorder.
_reorderVertices();
}
void Mesh::removeRow(int rowId)
{
// Cannot remove first and last columns
Q_ASSERT(rowId >= 1 && rowId < nRows()-1);
// Temporary containers that will be used to rebuild new vertex space.
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns(), nRows()-1);
QVector<QPointF> newVertices(vertices.size()-nColumns());
// Bottom displacement of points already there.
qreal bottomMoveProp = 1.0f/(nRows()-2) - 1.0f/(nRows()-1);
// Process all columns.
int k = 0;
for (int x=0; x<nColumns(); x++)
{
// Get top and bottom vertices.
QPointF top = getVertex2d(x, 0);
QPointF bottom = getVertex2d(x, nRows()-1);
QPointF diff = bottom - top;
// Move all rows.
for (int y=0; y<nRows(); y++)
{
// Ignore points from target row.
if (y == rowId)
continue;
// Get current vertex.
QPointF p = getVertex2d( x, y );
// The y value of this point in the new space.
int newY = y < rowId ? y : y-1;
// Move middle points.
if (y > 0 && y < nRows()-1)
{
p += (y < rowId ? +1 : -1) * diff * newY * bottomMoveProp;
}
// Assign new containers.
newVertices[k] = p;
newVertices2d[x][newY] = k;
k++;
}
}
// Copy new mapping.
vertices = newVertices;
_vertices2d = newVertices2d;
// Decrement number of rows.
_nRows--;
// Reorder.
_reorderVertices();
}
void Mesh::resize(int nColumns_, int nRows_)
{
// Brutal: if asked to reduce columns or rows, just delete and redo.
if (nColumns_ < nColumns())
{
while (nColumns_ != nColumns())
removeColumn(nColumns()-2);
}
if (nRows_ < nRows())
{
while (nRows_ != nRows())
removeRow(nRows()-2);
}
if (nColumns_ > nColumns())
{
while (nColumns_ != nColumns())
addColumn();
}
if (nRows_ > nRows())
{
while (nRows_ != nRows())
addRow();
}
}
QVector<Quad::ptr> Mesh::getQuads() const
{
QVector<Quad::ptr> quads;
for (int i=0; i<nHorizontalQuads(); i++)
{
for (int j=0; j<nVerticalQuads(); j++)
{
quads.push_back(Quad::ptr(
new Quad(
getVertex2d(i, j ),
getVertex2d(i+1, j ),
getVertex2d(i+1, j+1),
getVertex2d(i, j+1)
)
));
}
}
return quads;
}
QVector< QVector<Quad::ptr> > Mesh::getQuads2d() const
{
QVector< QVector<Quad::ptr> > quads2d;
for (int i=0; i<nHorizontalQuads(); i++)
{
QVector<Quad::ptr> column;
for (int j=0; j<nVerticalQuads(); j++)
{
column.push_back(Quad::ptr(
new Quad(
getVertex2d(i, j ),
getVertex2d(i+1, j ),
getVertex2d(i+1, j+1),
getVertex2d(i, j+1)
)
));
}
quads2d.push_back(column);
}
return quads2d;
}
void Mesh::copyFrom(const MShape& shape)
{
// This will copy vertices.
MShape::copyFrom(shape);
// Cast to mesh.
const Mesh* mesh = static_cast<const Mesh*>(&shape);
Q_ASSERT(mesh);
_nColumns = mesh->_nColumns;
_nRows = mesh->_nRows;
// Deep copy vertices2d.
_vertices2d.resize(_nColumns);
for (int i=0; i<_nColumns; i++)
{
_vertices2d[i].resize(_nRows);
qCopy(mesh->_vertices2d[i].begin(), mesh->_vertices2d[i].end(), _vertices2d[i].begin());
}
}
void Mesh::_reorderVertices()
{
// Populate new vertices vector.
QVector<QPointF> newVertices(vertices.size());
int k = 0;
for (int y=0; y<nRows(); y++)
for (int x=0; x<nColumns(); x++)
newVertices[k++] = getVertex2d( x, y );
// Populate _vertices2d.
k = 0;
for (int y=0; y<nRows(); y++)
for (int x=0; x<nColumns(); x++)
_vertices2d[x][y] = k++;
// Copy.
vertices = newVertices;
}
}