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