Files
UnrealEngine/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/MeshConvexHull.cpp
2025-05-18 13:04:45 +08:00

252 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Operations/MeshConvexHull.h"
#include "Solvers/MeshLinearization.h"
#include "MeshSimplification.h"
#include "DynamicMesh/MeshNormals.h"
#include "CompGeom/ConvexHull3.h"
#include "Util/GridIndexing3.h"
using namespace UE::Geometry;
bool FMeshConvexHull::Compute(FProgressCancel* Progress)
{
bool bOK = false;
if (VertexSet.Num() > 0)
{
bOK = Compute_VertexSubset(Progress);
}
else
{
bOK = Compute_FullMesh(Progress);
}
if (!bOK)
{
return false;
}
if (bPostSimplify)
{
bOK = SimplifyHull(ConvexHull, MaxTargetFaceCount, Progress);
}
return bOK;
}
bool FMeshConvexHull::SimplifyHull(FDynamicMesh3& HullMesh, int32 MaxTargetFaceCount, FProgressCancel* Progress)
{
if (Progress && Progress->Cancelled())
{
return false;
}
check(MaxTargetFaceCount > 0);
bool bSimplified = false;
if (HullMesh.TriangleCount() > MaxTargetFaceCount)
{
FVolPresMeshSimplification Simplifier(&HullMesh);
Simplifier.CollapseMode = FVolPresMeshSimplification::ESimplificationCollapseModes::MinimalExistingVertexError;
Simplifier.SimplifyToTriangleCount(MaxTargetFaceCount);
bSimplified = true;
}
if (Progress && Progress->Cancelled())
{
return false;
}
if (bSimplified)
{
// recalculate convex hull
// TODO: test if simplified mesh is convex first, can just re-use in that case!!
FMeshConvexHull SimplifiedHull(&HullMesh);
if (SimplifiedHull.Compute(Progress))
{
HullMesh = MoveTemp(SimplifiedHull.ConvexHull);
}
}
return true;
}
bool FMeshConvexHull::Compute_FullMesh(FProgressCancel* Progress)
{
return Compute_Helper(Progress, Mesh->MaxVertexID(), [this](int32 Index) { return Mesh->GetVertex(Index); }, [this](int32 Index) { return Mesh->IsVertex(Index); });
}
bool FMeshConvexHull::Compute_VertexSubset(FProgressCancel* Progress)
{
return Compute_Helper(Progress, VertexSet.Num(), [this](int32 Index) { return Mesh->GetVertex(VertexSet[Index]); }, [](int32 Index) { return true; });
}
bool FMeshConvexHull::Compute_Helper(FProgressCancel* Progress, int32 MaxVertexIndex, TFunctionRef<FVector3d(int32)> GetVertex, TFunctionRef<bool(int32)> IsVertex, bool bTestMinDimension)
{
if (bTestMinDimension && MinDimension > 0)
{
// Use extreme points to quickly get an aligned box, which should align to very thin shapes
TExtremePoints3<double> ExtremePoints(MaxVertexIndex, GetVertex, IsVertex);
// Fill out any missing vectors in the basis
switch (ExtremePoints.Dimension)
{
case 0:
ExtremePoints.Basis[0] = FVector(1, 0, 0);
ExtremePoints.Basis[1] = FVector(0, 1, 0);
ExtremePoints.Basis[2] = FVector(0, 0, 1);
break;
case 1:
VectorUtil::MakePerpVectors(ExtremePoints.Basis[0], ExtremePoints.Basis[1], ExtremePoints.Basis[2]);
break;
case 2:
ExtremePoints.Basis[2] = ExtremePoints.Basis[0].Cross(ExtremePoints.Basis[1]);
break;
}
FAxisAlignedBox3d BasisBox;
for (int32 Index = 0; Index < MaxVertexIndex; ++Index)
{
if (!IsVertex(Index))
{
continue;
}
FVector3d Vertex = GetVertex(Index);
FVector3d InBasis(
ExtremePoints.Basis[0].Dot(Vertex),
ExtremePoints.Basis[1].Dot(Vertex),
ExtremePoints.Basis[2].Dot(Vertex)
);
BasisBox.Contain(InBasis);
}
int32 NumSmallDims = 0;
int32 SmallDims[3]{ -1,-1,-1 };
FVector3d ThickenVecs[3];
FVector3d BasisDims = BasisBox.Diagonal();
for (int32 DimIdx = 0; DimIdx < 3; ++DimIdx)
{
if (BasisDims[DimIdx] < MinDimension)
{
int32 SmallIdx = NumSmallDims++;
SmallDims[SmallIdx] = DimIdx;
ThickenVecs[SmallIdx] = .5 * (MinDimension - BasisDims[DimIdx]) * ExtremePoints.Basis[DimIdx];
}
}
if (NumSmallDims > 0)
{
TArray<FVector3d> ThickenedHullVertices;
ThickenedHullVertices.Reserve(MaxVertexIndex * (NumSmallDims * 2));
for (int32 Index = 0; Index < MaxVertexIndex; ++Index)
{
if (!IsVertex(Index))
{
continue;
}
FVector3d Vertex = GetVertex(Index);
for (int32 SmallDimIdx = 0; SmallDimIdx < NumSmallDims; ++SmallDimIdx)
{
ThickenedHullVertices.Add(Vertex + ThickenVecs[SmallDimIdx]);
ThickenedHullVertices.Add(Vertex - ThickenVecs[SmallDimIdx]);
}
}
return Compute_Helper(Progress, ThickenedHullVertices.Num(),
[&ThickenedHullVertices](int32 Index) { return ThickenedHullVertices[Index]; },
[](int32) { return true; }, false);
}
}
FConvexHull3d HullCompute;
HullCompute.Progress = Progress;
bool bOK = HullCompute.Solve(MaxVertexIndex, GetVertex, IsVertex);
if (!bOK)
{
return false;
}
TMap<int32, int32> HullVertMap;
ConvexHull = FDynamicMesh3(EMeshComponents::None);
HullCompute.GetTriangles([&](FIndex3i Triangle)
{
for (int32 j = 0; j < 3; ++j)
{
int32 Index = Triangle[j];
if (HullVertMap.Contains(Index) == false)
{
FVector3d OrigPos = GetVertex(Index);
int32 NewVID = ConvexHull.AppendVertex(OrigPos);
HullVertMap.Add(Index, NewVID);
Triangle[j] = NewVID;
}
else
{
Triangle[j] = HullVertMap[Index];
}
}
ConvexHull.AppendTriangle(Triangle);
});
return true;
}
FVector3i FMeshConvexHull::DebugGetCellIndex(const FDynamicMesh3& Mesh,
int GridResolutionMaxAxis,
int VertexIndex)
{
FAxisAlignedBox3d Bounds = Mesh.GetBounds();
Bounds.Min = Bounds.Min - 1e-4; // Pad to avoid problems with vertices lying exactly on bounding box
Bounds.Max = Bounds.Max + 1e-4;
const double GridCellSize = Bounds.MaxDim() / (double)GridResolutionMaxAxis;
FBoundsGridIndexer3d Indexer(Bounds, GridCellSize);
return Indexer.ToGrid(Mesh.GetVertex(VertexIndex));
}
void FMeshConvexHull::GridSample(const FDynamicMesh3& Mesh,
int GridResolutionMaxAxis,
TArray<int32>& OutSamples)
{
// Simple spatial hash to find a representative vertex for each occupied grid cell
FAxisAlignedBox3d Bounds = Mesh.GetBounds();
Bounds.Min = Bounds.Min - 1e-4; // Pad to avoid problems with vertices lying exactly on bounding box
Bounds.Max = Bounds.Max + 1e-4;
// Clamp grid resolution to prevent overflowing int
const double GridCellSize = Bounds.MaxDim() / (double)FMath::Clamp(GridResolutionMaxAxis, 1, 1290);
FBoundsGridIndexer3d Indexer(Bounds, GridCellSize);
const FVector3i GridResolution = Indexer.GridResolution();
// TODO: If the grid resolution is too high, use a TMap from grid cell index to vertex index instead of an array.
// For smallish grids the array is more efficient.
int TotalNumberGridCells = GridResolution.X * GridResolution.Y * GridResolution.Z;
TArray<int32> GridCellVertex;
GridCellVertex.Init(-1, TotalNumberGridCells);
for (int VertexIndex : Mesh.VertexIndicesItr())
{
FVector3i CellIndex = Indexer.ToGrid(Mesh.GetVertex(VertexIndex));
check(CellIndex.X >= 0 && CellIndex.X < GridResolution.X);
check(CellIndex.Y >= 0 && CellIndex.Y < GridResolution.Y);
check(CellIndex.Z >= 0 && CellIndex.Z < GridResolution.Z);
int Key = CellIndex.X + CellIndex.Y * GridResolution.X + CellIndex.Z * GridResolution.X * GridResolution.Y;
GridCellVertex[Key] = VertexIndex;
}
for (const int32 VertexIndex : GridCellVertex)
{
if (VertexIndex >= 0)
{
OutSamples.Add(VertexIndex);
}
}
}