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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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* Redistributions in binary form must reproduce the above
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*/
#include "Subdivision.h"
#include <assimp/SceneCombiner.h>
#include "SpatialSort.h"
#include "ProcessHelper.h"
#include "Vertex.h"
#include <assimp/ai_assert.h>
#include <stdio.h>
using namespace Assimp;
void mydummy() {}
// ------------------------------------------------------------------------------------------------
/** Subdivider stub class to implement the Catmull-Clarke subdivision algorithm. The
* implementation is basing on recursive refinement. Directly evaluating the result is also
* possible and much quicker, but it depends on lengthy matrix lookup tables. */
// ------------------------------------------------------------------------------------------------
class CatmullClarkSubdivider : public Subdivider
{
public:
void Subdivide (aiMesh* mesh, aiMesh*& out, unsigned int num, bool discard_input);
void Subdivide (aiMesh** smesh, size_t nmesh,
aiMesh** out, unsigned int num, bool discard_input);
// ---------------------------------------------------------------------------
/** Intermediate description of an edge between two corners of a polygon*/
// ---------------------------------------------------------------------------
struct Edge
{
Edge()
: ref(0)
{}
Vertex edge_point, midpoint;
unsigned int ref;
};
typedef std::vector<unsigned int> UIntVector;
typedef std::map<uint64_t,Edge> EdgeMap;
// ---------------------------------------------------------------------------
// Hashing function to derive an index into an #EdgeMap from two given
// 'unsigned int' vertex coordinates (!!distinct coordinates - same
// vertex position == same index!!).
// NOTE - this leads to rare hash collisions if a) sizeof(unsigned int)>4
// and (id[0]>2^32-1 or id[0]>2^32-1).
// MAKE_EDGE_HASH() uses temporaries, so INIT_EDGE_HASH() needs to be put
// at the head of every function which is about to use MAKE_EDGE_HASH().
// Reason is that the hash is that hash construction needs to hold the
// invariant id0<id1 to identify an edge - else two hashes would refer
// to the same edge.
// ---------------------------------------------------------------------------
#define MAKE_EDGE_HASH(id0,id1) (eh_tmp0__=id0,eh_tmp1__=id1,\
(eh_tmp0__<eh_tmp1__?std::swap(eh_tmp0__,eh_tmp1__):mydummy()),(uint64_t)eh_tmp0__^((uint64_t)eh_tmp1__<<32u))
#define INIT_EDGE_HASH_TEMPORARIES()\
unsigned int eh_tmp0__, eh_tmp1__;
private:
void InternSubdivide (const aiMesh* const * smesh,
size_t nmesh,aiMesh** out, unsigned int num);
};
// ------------------------------------------------------------------------------------------------
// Construct a subdivider of a specific type
Subdivider* Subdivider::Create (Algorithm algo)
{
switch (algo)
{
case CATMULL_CLARKE:
return new CatmullClarkSubdivider();
};
ai_assert(false);
return NULL; // shouldn't happen
}
// ------------------------------------------------------------------------------------------------
// Call the Catmull Clark subdivision algorithm for one mesh
void CatmullClarkSubdivider::Subdivide (
aiMesh* mesh,
aiMesh*& out,
unsigned int num,
bool discard_input
)
{
ai_assert(mesh != out);
Subdivide(&mesh,1,&out,num,discard_input);
}
// ------------------------------------------------------------------------------------------------
// Call the Catmull Clark subdivision algorithm for multiple meshes
void CatmullClarkSubdivider::Subdivide (
aiMesh** smesh,
size_t nmesh,
aiMesh** out,
unsigned int num,
bool discard_input
)
{
ai_assert( NULL != smesh );
ai_assert( NULL != out );
// course, both regions may not overlap
ai_assert(smesh<out || smesh+nmesh>out+nmesh);
if (!num) {
// No subdivision at all. Need to copy all the meshes .. argh.
if (discard_input) {
for (size_t s = 0; s < nmesh; ++s) {
out[s] = smesh[s];
smesh[s] = NULL;
}
}
else {
for (size_t s = 0; s < nmesh; ++s) {
SceneCombiner::Copy(out+s,smesh[s]);
}
}
return;
}
std::vector<aiMesh*> inmeshes;
std::vector<aiMesh*> outmeshes;
std::vector<unsigned int> maptbl;
inmeshes.reserve(nmesh);
outmeshes.reserve(nmesh);
maptbl.reserve(nmesh);
// Remove pure line and point meshes from the working set to reduce the
// number of edge cases the subdivider is forced to deal with. Line and
// point meshes are simply passed through.
for (size_t s = 0; s < nmesh; ++s) {
aiMesh* i = smesh[s];
// FIX - mPrimitiveTypes might not yet be initialized
if (i->mPrimitiveTypes && (i->mPrimitiveTypes & (aiPrimitiveType_LINE|aiPrimitiveType_POINT))==i->mPrimitiveTypes) {
DefaultLogger::get()->debug("Catmull-Clark Subdivider: Skipping pure line/point mesh");
if (discard_input) {
out[s] = i;
smesh[s] = NULL;
}
else {
SceneCombiner::Copy(out+s,i);
}
continue;
}
outmeshes.push_back(NULL);inmeshes.push_back(i);
maptbl.push_back(static_cast<unsigned int>(s));
}
// Do the actual subdivision on the preallocated storage. InternSubdivide
// *always* assumes that enough storage is available, it does not bother
// checking any ranges.
ai_assert(inmeshes.size()==outmeshes.size()&&inmeshes.size()==maptbl.size());
if (inmeshes.empty()) {
DefaultLogger::get()->warn("Catmull-Clark Subdivider: Pure point/line scene, I can't do anything");
return;
}
InternSubdivide(&inmeshes.front(),inmeshes.size(),&outmeshes.front(),num);
for (unsigned int i = 0; i < maptbl.size(); ++i) {
ai_assert(outmeshes[i]);
out[maptbl[i]] = outmeshes[i];
}
if (discard_input) {
for (size_t s = 0; s < nmesh; ++s) {
delete smesh[s];
}
}
}
// ------------------------------------------------------------------------------------------------
// Note - this is an implementation of the standard (recursive) Cm-Cl algorithm without further
// optimizations (except we're using some nice LUTs). A description of the algorithm can be found
// here: http://en.wikipedia.org/wiki/Catmull-Clark_subdivision_surface
//
// The code is mostly O(n), however parts are O(nlogn) which is therefore the algorithm's
// expected total runtime complexity. The implementation is able to work in-place on the same
// mesh arrays. Calling #InternSubdivide() directly is not encouraged. The code can operate
// in-place unless 'smesh' and 'out' are equal (no strange overlaps or reorderings).
// Previous data is replaced/deleted then.
// ------------------------------------------------------------------------------------------------
void CatmullClarkSubdivider::InternSubdivide (
const aiMesh* const * smesh,
size_t nmesh,
aiMesh** out,
unsigned int num
)
{
ai_assert(NULL != smesh && NULL != out);
INIT_EDGE_HASH_TEMPORARIES();
// no subdivision requested or end of recursive refinement
if (!num) {
return;
}
UIntVector maptbl;
SpatialSort spatial;
// ---------------------------------------------------------------------
// 0. Offset table to index all meshes continuously, generate a spatially
// sorted representation of all vertices in all meshes.
// ---------------------------------------------------------------------
typedef std::pair<unsigned int,unsigned int> IntPair;
std::vector<IntPair> moffsets(nmesh);
unsigned int totfaces = 0, totvert = 0;
for (size_t t = 0; t < nmesh; ++t) {
const aiMesh* mesh = smesh[t];
spatial.Append(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D),false);
moffsets[t] = IntPair(totfaces,totvert);
totfaces += mesh->mNumFaces;
totvert += mesh->mNumVertices;
}
spatial.Finalize();
const unsigned int num_unique = spatial.GenerateMappingTable(maptbl,ComputePositionEpsilon(smesh,nmesh));
#define FLATTEN_VERTEX_IDX(mesh_idx, vert_idx) (moffsets[mesh_idx].second+vert_idx)
#define FLATTEN_FACE_IDX(mesh_idx, face_idx) (moffsets[mesh_idx].first+face_idx)
// ---------------------------------------------------------------------
// 1. Compute the centroid point for all faces
// ---------------------------------------------------------------------
std::vector<Vertex> centroids(totfaces);
unsigned int nfacesout = 0;
for (size_t t = 0, n = 0; t < nmesh; ++t) {
const aiMesh* mesh = smesh[t];
for (unsigned int i = 0; i < mesh->mNumFaces;++i,++n)
{
const aiFace& face = mesh->mFaces[i];
Vertex& c = centroids[n];
for (unsigned int a = 0; a < face.mNumIndices;++a) {
c += Vertex(mesh,face.mIndices[a]);
}
c /= static_cast<float>(face.mNumIndices);
nfacesout += face.mNumIndices;
}
}
{
// we want edges to go away before the recursive calls so begin a new scope
EdgeMap edges;
// ---------------------------------------------------------------------
// 2. Set each edge point to be the average of all neighbouring
// face points and original points. Every edge exists twice
// if there is a neighboring face.
// ---------------------------------------------------------------------
for (size_t t = 0; t < nmesh; ++t) {
const aiMesh* mesh = smesh[t];
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
const aiFace& face = mesh->mFaces[i];
for (unsigned int p =0; p< face.mNumIndices; ++p) {
const unsigned int id[] = {
face.mIndices[p],
face.mIndices[p==face.mNumIndices-1?0:p+1]
};
const unsigned int mp[] = {
maptbl[FLATTEN_VERTEX_IDX(t,id[0])],
maptbl[FLATTEN_VERTEX_IDX(t,id[1])]
};
Edge& e = edges[MAKE_EDGE_HASH(mp[0],mp[1])];
e.ref++;
if (e.ref<=2) {
if (e.ref==1) { // original points (end points) - add only once
e.edge_point = e.midpoint = Vertex(mesh,id[0])+Vertex(mesh,id[1]);
e.midpoint *= 0.5f;
}
e.edge_point += centroids[FLATTEN_FACE_IDX(t,i)];
}
}
}
}
// ---------------------------------------------------------------------
// 3. Normalize edge points
// ---------------------------------------------------------------------
{unsigned int bad_cnt = 0;
for (EdgeMap::iterator it = edges.begin(); it != edges.end(); ++it) {
if ((*it).second.ref < 2) {
ai_assert((*it).second.ref);
++bad_cnt;
}
(*it).second.edge_point *= 1.f/((*it).second.ref+2.f);
}
if (bad_cnt) {
// Report the number of bad edges. bad edges are referenced by less than two
// faces in the mesh. They occur at outer model boundaries in non-closed
// shapes.
char tmp[512];
ai_snprintf(tmp, 512, "Catmull-Clark Subdivider: got %u bad edges touching only one face (totally %u edges). ",
bad_cnt,static_cast<unsigned int>(edges.size()));
DefaultLogger::get()->debug(tmp);
}}
// ---------------------------------------------------------------------
// 4. Compute a vertex-face adjacency table. We can't reuse the code
// from VertexTriangleAdjacency because we need the table for multiple
// meshes and out vertex indices need to be mapped to distinct values
// first.
// ---------------------------------------------------------------------
UIntVector faceadjac(nfacesout), cntadjfac(maptbl.size(),0), ofsadjvec(maptbl.size()+1,0); {
for (size_t t = 0; t < nmesh; ++t) {
const aiMesh* const minp = smesh[t];
for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
const aiFace& f = minp->mFaces[i];
for (unsigned int n = 0; n < f.mNumIndices; ++n) {
++cntadjfac[maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]];
}
}
}
unsigned int cur = 0;
for (size_t i = 0; i < cntadjfac.size(); ++i) {
ofsadjvec[i+1] = cur;
cur += cntadjfac[i];
}
for (size_t t = 0; t < nmesh; ++t) {
const aiMesh* const minp = smesh[t];
for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
const aiFace& f = minp->mFaces[i];
for (unsigned int n = 0; n < f.mNumIndices; ++n) {
faceadjac[ofsadjvec[1+maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]]++] = FLATTEN_FACE_IDX(t,i);
}
}
}
// check the other way round for consistency
#ifdef ASSIMP_BUILD_DEBUG
for (size_t t = 0; t < ofsadjvec.size()-1; ++t) {
for (unsigned int m = 0; m < cntadjfac[t]; ++m) {
const unsigned int fidx = faceadjac[ofsadjvec[t]+m];
ai_assert(fidx < totfaces);
for (size_t n = 1; n < nmesh; ++n) {
if (moffsets[n].first > fidx) {
const aiMesh* msh = smesh[--n];
const aiFace& f = msh->mFaces[fidx-moffsets[n].first];
bool haveit = false;
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
if (maptbl[FLATTEN_VERTEX_IDX(n,f.mIndices[i])]==(unsigned int)t) {
haveit = true;
break;
}
}
ai_assert(haveit);
if (!haveit) {
DefaultLogger::get()->debug("Catmull-Clark Subdivider: Index not used");
}
break;
}
}
}
}
#endif
}
#define GET_ADJACENT_FACES_AND_CNT(vidx,fstartout,numout) \
fstartout = &faceadjac[ofsadjvec[vidx]], numout = cntadjfac[vidx]
typedef std::pair<bool,Vertex> TouchedOVertex;
std::vector<TouchedOVertex > new_points(num_unique,TouchedOVertex(false,Vertex()));
// ---------------------------------------------------------------------
// 5. Spawn a quad from each face point to the corresponding edge points
// the original points being the fourth quad points.
// ---------------------------------------------------------------------
for (size_t t = 0; t < nmesh; ++t) {
const aiMesh* const minp = smesh[t];
aiMesh* const mout = out[t] = new aiMesh();
for (unsigned int a = 0; a < minp->mNumFaces; ++a) {
mout->mNumFaces += minp->mFaces[a].mNumIndices;
}
// We need random access to the old face buffer, so reuse is not possible.
mout->mFaces = new aiFace[mout->mNumFaces];
mout->mNumVertices = mout->mNumFaces*4;
mout->mVertices = new aiVector3D[mout->mNumVertices];
// quads only, keep material index
mout->mPrimitiveTypes = aiPrimitiveType_POLYGON;
mout->mMaterialIndex = minp->mMaterialIndex;
if (minp->HasNormals()) {
mout->mNormals = new aiVector3D[mout->mNumVertices];
}
if (minp->HasTangentsAndBitangents()) {
mout->mTangents = new aiVector3D[mout->mNumVertices];
mout->mBitangents = new aiVector3D[mout->mNumVertices];
}
for(unsigned int i = 0; minp->HasTextureCoords(i); ++i) {
mout->mTextureCoords[i] = new aiVector3D[mout->mNumVertices];
mout->mNumUVComponents[i] = minp->mNumUVComponents[i];
}
for(unsigned int i = 0; minp->HasVertexColors(i); ++i) {
mout->mColors[i] = new aiColor4D[mout->mNumVertices];
}
mout->mNumVertices = mout->mNumFaces<<2u;
for (unsigned int i = 0, v = 0, n = 0; i < minp->mNumFaces;++i) {
const aiFace& face = minp->mFaces[i];
for (unsigned int a = 0; a < face.mNumIndices;++a) {
// Get a clean new face.
aiFace& faceOut = mout->mFaces[n++];
faceOut.mIndices = new unsigned int [faceOut.mNumIndices = 4];
// Spawn a new quadrilateral (ccw winding) for this original point between:
// a) face centroid
centroids[FLATTEN_FACE_IDX(t,i)].SortBack(mout,faceOut.mIndices[0]=v++);
// b) adjacent edge on the left, seen from the centroid
const Edge& e0 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a==face.mNumIndices-1?0:a+1])
])]; // fixme: replace with mod face.mNumIndices?
// c) adjacent edge on the right, seen from the centroid
const Edge& e1 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[!a?face.mNumIndices-1:a-1])
])]; // fixme: replace with mod face.mNumIndices?
e0.edge_point.SortBack(mout,faceOut.mIndices[3]=v++);
e1.edge_point.SortBack(mout,faceOut.mIndices[1]=v++);
// d= original point P with distinct index i
// F := 0
// R := 0
// n := 0
// for each face f containing i
// F := F+ centroid of f
// R := R+ midpoint of edge of f from i to i+1
// n := n+1
//
// (F+2R+(n-3)P)/n
const unsigned int org = maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])];
TouchedOVertex& ov = new_points[org];
if (!ov.first) {
ov.first = true;
const unsigned int* adj; unsigned int cnt;
GET_ADJACENT_FACES_AND_CNT(org,adj,cnt);
if (cnt < 3) {
ov.second = Vertex(minp,face.mIndices[a]);
}
else {
Vertex F,R;
for (unsigned int o = 0; o < cnt; ++o) {
ai_assert(adj[o] < totfaces);
F += centroids[adj[o]];
// adj[0] is a global face index - search the face in the mesh list
const aiMesh* mp = NULL;
size_t nidx;
if (adj[o] < moffsets[0].first) {
mp = smesh[nidx=0];
}
else {
for (nidx = 1; nidx<= nmesh; ++nidx) {
if (nidx == nmesh ||moffsets[nidx].first > adj[o]) {
mp = smesh[--nidx];
break;
}
}
}
ai_assert(adj[o]-moffsets[nidx].first < mp->mNumFaces);
const aiFace& f = mp->mFaces[adj[o]-moffsets[nidx].first];
bool haveit = false;
// find our original point in the face
for (unsigned int m = 0; m < f.mNumIndices; ++m) {
if (maptbl[FLATTEN_VERTEX_IDX(nidx,f.mIndices[m])] == org) {
// add *both* edges. this way, we can be sure that we add
// *all* adjacent edges to R. In a closed shape, every
// edge is added twice - so we simply leave out the
// factor 2.f in the amove formula and get the right
// result.
const Edge& c0 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
nidx,f.mIndices[!m?f.mNumIndices-1:m-1])])];
// fixme: replace with mod face.mNumIndices?
const Edge& c1 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
nidx,f.mIndices[m==f.mNumIndices-1?0:m+1])])];
// fixme: replace with mod face.mNumIndices?
R += c0.midpoint+c1.midpoint;
haveit = true;
break;
}
}
// this invariant *must* hold if the vertex-to-face adjacency table is valid
ai_assert(haveit);
if ( !haveit ) {
DefaultLogger::get()->warn( "OBJ: no name for material library specified." );
}
}
const float div = static_cast<float>(cnt), divsq = 1.f/(div*div);
ov.second = Vertex(minp,face.mIndices[a])*((div-3.f) / div) + R*divsq + F*divsq;
}
}
ov.second.SortBack(mout,faceOut.mIndices[2]=v++);
}
}
}
} // end of scope for edges, freeing its memory
// ---------------------------------------------------------------------
// 7. Apply the next subdivision step.
// ---------------------------------------------------------------------
if (num != 1) {
std::vector<aiMesh*> tmp(nmesh);
InternSubdivide (out,nmesh,&tmp.front(),num-1);
for (size_t i = 0; i < nmesh; ++i) {
delete out[i];
out[i] = tmp[i];
}
}
}