Ported the logic of MDREDMeshDecompose to c++, and added it to the build.

This commit is contained in:
Relintai 2022-04-11 15:06:09 +02:00
parent 8c1c9e53d1
commit 30a2cda543
3 changed files with 313 additions and 136 deletions

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@ -27,6 +27,10 @@ if 'TOOLS_ENABLED' in env["CPPDEFINES"]:
module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_import_gltf_mdr.cpp")
module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_plugin_gltf_mdr.cpp")
module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_decompose.cpp")
#module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_outline.cpp")
#module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_utils.cpp")
module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance.cpp")
module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance_2d.cpp")

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@ -22,199 +22,372 @@ SOFTWARE.
#include "mdr_ed_mesh_decompose.h"
#include "modules/mesh_utils/mesh_utils.h"
#include "scene/resources/mesh.h"
#include "../../mesh_data_resource.h"
//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
Array MDREDMeshDecompose::get_handle_vertex_to_vertex_map(Array arrays, PoolVector3Array handle_points) {
/*
var handle_to_vertex_map : Array
handle_to_vertex_map.resize(handle_points.size())
Array MDREDMeshDecompose::get_handle_vertex_to_vertex_map(const Array &arrays, const PoolVector3Array &handle_points) {
Array handle_to_vertex_map;
handle_to_vertex_map.resize(handle_points.size());
if handle_points.size() == 0:
return handle_to_vertex_map
if (handle_points.size() == 0) {
return handle_to_vertex_map;
}
if arrays.size() != ArrayMesh.ARRAY_MAX || arrays[ArrayMesh.ARRAY_INDEX] == null:
return handle_to_vertex_map
if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
return handle_to_vertex_map;
}
var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
if vertices.size() == 0:
return handle_to_vertex_map
if (vertices.size() == 0) {
return handle_to_vertex_map;
}
for i in range(handle_points.size()):
var hv : Vector3 = handle_points[i]
var iarr : PoolIntArray = PoolIntArray()
for (int i = 0; i < handle_points.size(); ++i) {
Vector3 hv = handle_points[i];
PoolIntArray iarr;
#find all verts that have the same position as the handle
for j in range(vertices.size()):
var vn : Vector3 = vertices[j]
//find all verts that have the same position as the handle
for (int j = 0; j < vertices.size(); ++j) {
Vector3 vn = vertices[j];
if is_equal_approx(hv.x, vn.x) && is_equal_approx(hv.y, vn.y) && is_equal_approx(hv.z, vn.z):
iarr.append(j)
if (Math::is_equal_approx(hv.x, vn.x) && Math::is_equal_approx(hv.y, vn.y) && Math::is_equal_approx(hv.z, vn.z)) {
iarr.append(j);
}
}
handle_to_vertex_map[i] = iarr
handle_to_vertex_map[i] = iarr;
}
return handle_to_vertex_map
*/
return handle_to_vertex_map;
}
//returns an array:
//index 0 is the handle_points
//index 1 is the handle_to_vertex_map
Array MDREDMeshDecompose::get_handle_edge_to_vertex_map(Array arrays) {
/*
Array MDREDMeshDecompose::get_handle_edge_to_vertex_map(const Array &arrays) {
Array handle_to_vertex_map;
PoolVector3Array handle_points;
*/
Array ret;
if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
if (vertices.size() == 0) {
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
Array arr;
arr.resize(ArrayMesh::ARRAY_MAX);
arr[ArrayMesh::ARRAY_VERTEX] = arrays[ArrayMesh::ARRAY_VERTEX];
arr[ArrayMesh::ARRAY_INDEX] = arrays[ArrayMesh::ARRAY_INDEX];
Array optimized_arrays = MeshUtils::get_singleton()->merge_mesh_array(arr);
PoolVector3Array optimized_verts = optimized_arrays[ArrayMesh::ARRAY_VERTEX];
PoolIntArray optimized_indices = optimized_arrays[ArrayMesh::ARRAY_INDEX];
Array vert_to_optimized_vert_map = get_handle_vertex_to_vertex_map(arrays, optimized_verts);
Dictionary edge_map;
for (int i = 0; i < optimized_indices.size(); i += 3) {
for (int j = 0; j < 3; ++j) {
int i0 = optimized_indices[i + j];
int i1 = optimized_indices[i + ((j + 1) % 3)];
int ei0 = MIN(i0, i1);
int ei1 = MAX(i0, i1);
if (!edge_map.has(ei0)) {
edge_map[ei0] = PoolIntArray();
}
PoolIntArray etm = edge_map[ei0];
PoolIntArray::Read r = etm.read();
bool found = false;
for (int i = 0; i < etm.size(); ++i) {
if (etm[i] == ei1) {
found = true;
break;
}
}
r.release();
if (!found) {
etm.append(ei1);
edge_map[ei0] = etm;
}
}
}
Array keys = edge_map.keys();
for (int k = 0; k < keys.size(); ++k) {
int key = keys[k];
PoolIntArray indices = edge_map[key];
PoolIntArray::Read r = indices.read();
for (int i = 0; i < keys.size(); ++i) {
int indx = r[i];
int ei0 = key;
int ei1 = indx;
Vector3 v0 = optimized_verts[ei0];
Vector3 v1 = optimized_verts[ei1];
Vector3 emid = v0.linear_interpolate(v1, 0.5);
handle_points.append(emid);
//int hindx = handle_points.size() - 1;
PoolIntArray vm0 = vert_to_optimized_vert_map[ei0];
PoolIntArray vm1 = vert_to_optimized_vert_map[ei1];
PoolIntArray vm = PoolIntArray();
vm.append_array(vm0);
PoolIntArray::Read vm1r = vm1.read();
for (int v = 0; v < vm1.size(); ++v) {
int vi = vm1r[v];
bool found = false;
PoolIntArray::Read vmr = vm.read();
for (int vrind = 0; vrind < vm.size(); ++vrind) {
int vit = vmr[vrind];
if (vi == vit) {
found = true;
break;
}
}
vmr.release();
if (!found) {
vm.append(vi);
}
}
vm1r.release();
handle_to_vertex_map.append(vm);
}
}
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
//returns an array:
//index 0 is the handle_points
//index 1 is the handle_to_vertex_map
Array MDREDMeshDecompose::get_handle_face_to_vertex_map(Array arrays) {
/*
var handle_to_vertex_map : Array
var handle_points : PoolVector3Array
Array MDREDMeshDecompose::get_handle_face_to_vertex_map(const Array &arrays) {
Array handle_to_vertex_map;
PoolVector3Array handle_points;
if arrays.size() != ArrayMesh.ARRAY_MAX || arrays[ArrayMesh.ARRAY_INDEX] == null:
return [ handle_points, handle_to_vertex_map ]
Array ret;
var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
if vertices.size() == 0:
return [ handle_points, handle_to_vertex_map ]
PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
var arr : Array = Array()
arr.resize(ArrayMesh.ARRAY_MAX)
arr[ArrayMesh.ARRAY_VERTEX] = arrays[ArrayMesh.ARRAY_VERTEX]
arr[ArrayMesh.ARRAY_INDEX] = arrays[ArrayMesh.ARRAY_INDEX]
if (vertices.size() == 0) {
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
var optimized_arrays : Array = MeshUtils.merge_mesh_array(arr)
var optimized_verts : PoolVector3Array = optimized_arrays[ArrayMesh.ARRAY_VERTEX]
var optimized_indices : PoolIntArray = optimized_arrays[ArrayMesh.ARRAY_INDEX]
Array arr;
arr.resize(ArrayMesh::ARRAY_MAX);
arr[ArrayMesh::ARRAY_VERTEX] = arrays[ArrayMesh::ARRAY_VERTEX];
arr[ArrayMesh::ARRAY_INDEX] = arrays[ArrayMesh::ARRAY_INDEX];
var vert_to_optimized_vert_map : Array = get_handle_vertex_to_vertex_map(arrays, optimized_verts)
Array optimized_arrays = MeshUtils::get_singleton()->merge_mesh_array(arr);
PoolVector3Array optimized_verts = optimized_arrays[ArrayMesh::ARRAY_VERTEX];
PoolIntArray optimized_indices = optimized_arrays[ArrayMesh::ARRAY_INDEX];
for i in range(0, optimized_indices.size(), 3):
var i0 : int = optimized_indices[i + 0]
var i1 : int = optimized_indices[i + 1]
var i2 : int = optimized_indices[i + 2]
Array vert_to_optimized_vert_map = get_handle_vertex_to_vertex_map(arrays, optimized_verts);
var v0 : Vector3 = optimized_verts[i0]
var v1 : Vector3 = optimized_verts[i1]
var v2 : Vector3 = optimized_verts[i2]
for (int i = 0; i < optimized_indices.size(); i += 3) {
int i0 = optimized_indices[i + 0];
int i1 = optimized_indices[i + 1];
int i2 = optimized_indices[i + 2];
var pmid : Vector3 = v0 + v1 + v2
pmid /= 3
handle_points.append(pmid)
Vector3 v0 = optimized_verts[i0];
Vector3 v1 = optimized_verts[i1];
Vector3 v2 = optimized_verts[i2];
var vm0 : PoolIntArray = vert_to_optimized_vert_map[i0]
var vm1 : PoolIntArray = vert_to_optimized_vert_map[i1]
var vm2 : PoolIntArray = vert_to_optimized_vert_map[i2]
Vector3 pmid = v0 + v1 + v2;
pmid /= 3;
handle_points.append(pmid);
var vm : PoolIntArray = PoolIntArray()
vm.append_array(vm0)
PoolIntArray vm0 = vert_to_optimized_vert_map[i0];
PoolIntArray vm1 = vert_to_optimized_vert_map[i1];
PoolIntArray vm2 = vert_to_optimized_vert_map[i2];
for vi in vm1:
var found : bool = false
for vit in vm:
if vi == vit:
found = true
break
PoolIntArray vm = PoolIntArray();
vm.append_array(vm0);
if !found:
vm.append(vi)
PoolIntArray::Read vm1r = vm1.read();
for vi in vm2:
var found : bool = false
for vit in vm:
if vi == vit:
found = true
break
for (int v = 0; v < vm1.size(); ++v) {
int vi = vm1r[v];
bool found = false;
if !found:
vm.append(vi)
PoolIntArray::Read vmr = vm.read();
handle_to_vertex_map.append(vm)
for (int vrind = 0; vrind < vm.size(); ++vrind) {
int vit = vmr[vrind];
if (vi == vit) {
found = true;
break;
}
}
return [ handle_points, handle_to_vertex_map ]
*/
vmr.release();
if (!found) {
vm.append(vi);
}
}
vm1r.release();
PoolIntArray::Read vm2r = vm2.read();
for (int v = 0; v < vm2.size(); ++v) {
int vi = vm2r[v];
bool found = false;
PoolIntArray::Read vmr = vm.read();
for (int vrind = 0; vrind < vm.size(); ++vrind) {
int vit = vmr[vrind];
if (vi == vit) {
found = true;
break;
}
}
vmr.release();
if (!found) {
vm.append(vi);
}
}
vm2r.release();
handle_to_vertex_map.append(vm);
}
ret.append(handle_points);
ret.append(handle_to_vertex_map);
return ret;
}
PoolVector3Array MDREDMeshDecompose::calculate_map_midpoints(Array mesh, Array vertex_map) {
/*
return PoolVector3Array()
*/
return PoolVector3Array();
}
bool MDREDMeshDecompose::pool_int_arr_contains(PoolIntArray arr, int val) {
/*
for a in arr:
if a == val:
return true
return false
*/
bool MDREDMeshDecompose::pool_int_arr_contains(const PoolIntArray &arr, const int val) {
PoolIntArray::Read r = arr.read();
for (int i = 0; i < arr.size(); ++i) {
if (r[i] == val) {
return true;
}
}
return false;
}
Array MDREDMeshDecompose::partition_mesh(Ref<MeshDataResource> mdr) {
/*
var partitions : Array = Array()
Array partitions;
var arrays : Array = mdr.get_array()
Array arrays = mdr->get_array();
if arrays.size() != ArrayMesh.ARRAY_MAX:
return partitions
if (arrays.size() != ArrayMesh::ARRAY_MAX) {
return partitions;
}
if arrays[ArrayMesh.ARRAY_INDEX] == null:
return partitions
if (arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
return partitions;
}
var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
PoolIntArray indices = arrays[ArrayMesh::ARRAY_INDEX];
var triangle_count : int = indices.size() / 3
var processed_triangles : PoolIntArray = PoolIntArray()
int triangle_count = indices.size() / 3;
PoolIntArray processed_triangles = PoolIntArray();
while triangle_count != processed_triangles.size():
var partition : PoolIntArray = PoolIntArray()
while (triangle_count != processed_triangles.size()) {
PoolIntArray partition = PoolIntArray();
var first : bool = true
var triangle_added : bool = true
while triangle_added:
triangle_added = false
for i in range(indices.size()):
var triangle_index : int = i / 3
bool first = true;
bool triangle_added = true;
while (triangle_added) {
triangle_added = false;
for (int i = 0; i < indices.size(); ++i) {
int triangle_index = i / 3;
if pool_int_arr_contains(processed_triangles, triangle_index):
continue
if (pool_int_arr_contains(processed_triangles, triangle_index)) {
continue;
}
if first:
first = false
if (first) {
first = false;
# We have to be at the 0th index of a triangle
partition.append(indices[i])
partition.append(indices[i + 1])
partition.append(indices[i + 2])
// We have to be at the 0th index of a triangle
partition.append(indices[i]);
partition.append(indices[i + 1]);
partition.append(indices[i + 2]);
triangle_added = true
break
triangle_added = true;
break;
}
var index : int = indices[i]
int index = indices[i];
if pool_int_arr_contains(partition, index):
processed_triangles.append(triangle_index)
if (pool_int_arr_contains(partition, index)) {
processed_triangles.append(triangle_index);
var tri_start_index : int = i - (i % 3)
int tri_start_index = i - (i % 3);
var i0 : int = indices[tri_start_index]
var i1 : int = indices[tri_start_index + 1]
var i2 : int = indices[tri_start_index + 2]
int i0 = indices[tri_start_index];
int i1 = indices[tri_start_index + 1];
int i2 = indices[tri_start_index + 2];
partition.append(i0)
partition.append(i1)
partition.append(i2)
partition.append(i0);
partition.append(i1);
partition.append(i2);
triangle_added = true
break
triangle_added = true;
break;
}
}
}
partitions.append(partition);
}
partitions.append(partition)
return partitions
*/
return partitions;
}

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@ -33,19 +33,19 @@ class MeshDataResource;
class MDREDMeshDecompose {
public:
//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
static Array get_handle_vertex_to_vertex_map(Array arrays, PoolVector3Array handle_points);
static Array get_handle_vertex_to_vertex_map(const Array &arrays, const PoolVector3Array &handle_points);
//returns an array:
//index 0 is the handle_points
//index 1 is the handle_to_vertex_map
static Array get_handle_edge_to_vertex_map(Array arrays);
static Array get_handle_edge_to_vertex_map(const Array &arrays);
//returns an array:
//index 0 is the handle_points
//index 1 is the handle_to_vertex_map
static Array get_handle_face_to_vertex_map(Array arrays);
static Array get_handle_face_to_vertex_map(const Array &arrays);
static PoolVector3Array calculate_map_midpoints(Array mesh, Array vertex_map);
static bool pool_int_arr_contains(PoolIntArray arr, int val);
static bool pool_int_arr_contains(const PoolIntArray &arr, const int val);
static Array partition_mesh(Ref<MeshDataResource> mdr);
};