PtexExtractor/PtexLayout.cpp

PtexExtractor/PtexLayout.cpp
//**************************************************************************/
// Copyright (c) 2010 Autodesk, Inc.
// All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk license
// agreement provided at the time of installation or download, or which
// otherwise accompanies this software in either electronic or hard copy form.
//
//**************************************************************************/
// DESCRIPTION:
// CREATED: August 2010
//**************************************************************************/
#include <math.h>
#include "PtexLayout.h"
#include <QtGui/QWidget>
#include <QtGui/QGridLayout>
#define RES_TOL (0.1f)
// RTTI macro, needed for each class.
IMPLEMENT_SCLASS( PtexLayout, Layout, "ptexlayout", 5 );
// Default constructor
PtexLayout::PtexLayout( void ) :
m_eDistribution( this, "distribution" ),
m_fDensity( this, "density" ),
m_sTexelCount( this, "texelcount" )
{
m_eDistribution.SetName( QObject::tr("Texel Distribution:") );
m_eDistribution.SetToolTip( QObject::tr("Controls how the sample points are distributed across the surface") );
m_eDistribution.AddItem( QObject::tr("Uniform") );
m_eDistribution.AddItem( QObject::tr("Based on Face Size") );
m_eDistribution.AddItem( QObject::tr("Based on UV Size") );
m_eDistribution.AddItem( QObject::tr("Use PTEX Setup") );
m_eDistribution = 0;
m_fDensity.SetName( QObject::tr("Density:") );
m_fDensity = 0.5f;
m_sTexelCount.SetName( QObject::tr("Number of texels:") );
m_sTexelCount = "100000";
m_iDesiredTexelCount = 100000;
};
// Create the user interface widget for the layout, which consists of a single widget at this moment, the quality slider.
QWidget *PtexLayout::UserInterface( void )
{
QWidget *w = new QWidget;
QLabel *t = new QLabel( QObject::tr("Ptex resolution options") );
QFont f = t->font();
f.setBold( true );
t->setFont( f );
l->addWidget( t );
// If there are multiple attributes, they can be added to the QGridLayout object the same way. All added attribute will appear on the UI in a
// different row.
l->addWidget( m_fDensity.CreateEditorWidget( NULL, 150 ) );
l->addWidget( m_sTexelCount.CreateEditorWidget( NULL, 150 ) );
l->addWidget( m_eDistribution.CreateEditorWidget( NULL, 150 ) );
w->setLayout( l );
return w;
};
// Calculate the area of a triangle using Heron's formula
float TriangleArea( const Vector &vC0, const Vector &vC1, const Vector &vC2 )
{
float a = (vC0-vC1).Length();
float b = (vC0-vC2).Length();
float c = (vC2-vC1).Length();
float s = (a+b+c)*0.5f;
return sqrtf(s*(s-a)*(s-b)*(s-c));
};
// Main function, it processes the list of the given target surfaces, and collects the reference points on them.
void PtexLayout::ProcessSurface( SubdivisionLevel *pSurface )
{
bool bFiltering = m_eDistribution != distCustom;
InitializeResolution( pSurface );
// Indicate that a section of reference points has begun. Each mesh will have its own section.
BeginSection();
if ( pSurface->Type() == Mesh::typeQuadric )
{
// Loop through all the faces of the mesh.
for ( unsigned int f = 0; f < pSurface->FaceCount(); f++ )
{
int iHRes = 3, iVRes = 3;
CalculateQuadResolution( f, iHRes, iVRes );
int iHSize = 1<<iHRes, iVSize = 1<<iVRes;
// Loop through the points of the grid.
for ( int u = 0; u < iHSize; u++ )
for ( int v = 0; v < iVSize; v++ )
{
// For each point on the grid we create a reference point, and call the ProcessSurfacePoint function.
TargetLocation l;
l.m_aLayoutData[dataURes] = u+(iHRes<<24);
l.m_aLayoutData[dataVRes] = v+(iVRes<<24);
l.m_aLayoutData[dataFaceID] = f;
// To properly define the point on the surface, we use the index of the face, and the coordinates inside the face calculated from the grid coordinate.
l.Fill( pSurface, f, (u+0.5f)/(float)iHSize, (v+0.5f)/(float)iVSize );
if ( !bFiltering )
l.m_fDiameter = 0.0f;
ProcessSurfacePoint( l );
};
};
// Declaring the end of the section, which will tell the PtexUtilizer objects that no more reference points will be generated for the current mesh, so they can finish
// writing the ptex file into the disk.
}
else
{
PrepareAdjacency( pSurface );
unsigned int iFaceID = 0;
// NSided case, this is more complicated than the quad one.
for ( unsigned int f = 0; f < pSurface->FaceCount(); f++ )
{
// We go through all the polygons of the target mesh, so we skip fake triangles.
if ( pSurface->IsFakeTriangle( f ) )
continue;
// Calculate the number of sides for this poly.
int iSideCount = 3, i = f;
while ( f < pSurface->FaceCount() && pSurface->IsFakeTriangle( ++i ) )
iSideCount++;
// The number of the ptex faces generated for this polygon depends on the number of sides. For quads, we have
// to generate a single ptex face, for other polygons we generate one ptex face for each vertex, so the number
// of ptex faces in that case is the same as the number of sides in the polygon.
int iSubFaceCount = iSideCount;
if ( iSideCount == 4 )
iSubFaceCount = 1;
// Collect the object space position of the corners of the polygon.
Vector aCorners[16];
Vector aUVCorners[16];
MB_ONBUG( iSideCount >= 16 )
continue;
aCorners[0] = pSurface->TriangleVertexPosition( f, 0 );
aCorners[1] = pSurface->TriangleVertexPosition( f, 1 );
for ( int i = 0; i < iSideCount-2; i++ )
aCorners[i+2] = pSurface->TriangleVertexPosition( f+i, 2 );
if ( pSurface->HasTC() )
{
aUVCorners[0] = pSurface->TriangleVertexTC( f, 0 );
aUVCorners[1] = pSurface->TriangleVertexTC( f, 1 );
for ( int i = 0; i < iSideCount-2; i++ )
aUVCorners[i+2] = pSurface->TriangleVertexTC( f+i, 2 );
};
// Calculate the position of the center of the polygon/
Vector vCenter;
for ( int j = 0; j < iSideCount; j++ )
vCenter += aCorners[j];
vCenter *= 1/(float)iSideCount;
Vector vUVCenter;
for ( int j = 0; j < iSideCount; j++ )
vUVCenter += aUVCorners[j];
vUVCenter *= 1/(float)iSideCount;
// Go through the subfaces.
for ( int iSubFace = 0; iSubFace < iSubFaceCount; iSubFace++ )
{
Vector vCorner0, vCorner1, vCorner2, vCorner3;
Vector vUVCorner0, vUVCorner1, vUVCorner2, vUVCorner3;
int iURes = 3, iVRes = 3;
if ( iSideCount == 4 )
{
// When this polygon is a quad, then there is a single ptex face, which covers the full area of the quad.
MB_ASSERT( iSubFace == 0 );
vCorner0 = aCorners[0];
vCorner1 = aCorners[1];
vCorner2 = aCorners[2];
vCorner3 = aCorners[3];
vUVCorner0 = aUVCorners[0];
vUVCorner1 = aUVCorners[1];
vUVCorner2 = aUVCorners[2];
vUVCorner3 = aUVCorners[3];
}
else
{
// When the polygon is not a quad, then each vertex will have its own ptex face. This ptex face will
// cover a rectangular area surrounded by the vertex, the center of the two edges attached to the
// vertex, and the center of the polygon.
iURes--; // Since this is a subface, we halve the resolution.
iVRes--;
vCorner0 = aCorners[iSubFace];
vCorner1 = (vCorner0+aCorners[(iSubFace+1)%iSideCount])*0.5f;
vCorner2 = vCenter;
vCorner3 = (vCorner0+aCorners[(iSubFace-1+iSideCount)%iSideCount])*0.5f;
vUVCorner0 = aUVCorners[iSubFace];
vUVCorner1 = (vUVCorner0+aUVCorners[(iSubFace+1)%iSideCount])*0.5f;
vUVCorner2 = vUVCenter;
vUVCorner3 = (vUVCorner0+aUVCorners[(iSubFace-1+iSideCount)%iSideCount])*0.5f;
};
if ( m_eDistribution != distUVArea )
CalculateFaceResolution( vCorner0, vCorner1, vCorner2, vCorner3, f, iURes, iVRes );
else
CalculateFaceResolution( vUVCorner0, vUVCorner1, vUVCorner2, vUVCorner3, f, iURes, iVRes );
// Now that we have the object space position of the corners of the ptex face, we generate reference
// points in that area in a grid layout.
int iUSize = 1 << iURes, iVSize = 1 << iVRes;
for ( int iU = 0; iU < iUSize; iU++ )
for ( int iV = 0; iV < iVSize; iV++ )
{
TargetLocation l;
l.m_aLayoutData[dataURes] = iU+(iURes<<24);
l.m_aLayoutData[dataVRes] = iV+(iVRes<<24);
l.m_aLayoutData[dataFaceID] = iFaceID;
if ( iSubFaceCount > 1 )
l.m_aLayoutData[dataFaceID] |= 0x80000000;
float fU = ((float)iU+0.5f)/iUSize, fV = ((float)iV+0.5f)/iVSize;
Vector vH0 = vCorner0+(vCorner1-vCorner0)*fU;
Vector vH1 = vCorner3+(vCorner2-vCorner3)*fU;
l.FillNSided( pSurface, f, vH0+(vH1-vH0)*fV ); // We initialize the location based on the object space position of the reference point.
if ( iSubFaceCount == 1 && !bFiltering )
l.m_fDiameter = 0.0f;
ProcessSurfacePoint( l );
};
iFaceID++;
};
};
};
EndSection();
if ( m_eDistribution != distCustom )
Kernel()->Log( QString( "Mesh %1 processed with %2 samples (desired: %3).\n" ).arg( pSurface->Name() ).arg( m_sRes.m_iTexelCount ).arg( m_iDesiredTexelCount ) );
else
Kernel()->Log( QString( "Mesh %1 processed with %2 samples.\n" ).arg( pSurface->Name() ).arg( m_sRes.m_iTexelCount ) );
};
// This function initializates data structures used for resolution calculation.
void PtexLayout::InitializeResolution( const Mesh *pMesh )
{
m_sRes.m_pMesh = pMesh;
m_sRes.m_pUVGen = pMesh->ChildByClass<UVGeneratorNode>( false );
m_sRes.m_iTexelCount = 0;
// If custom distribution is selected, we don't need much initialization, since the resolution for each face is controlled
// explicitly by the user through the UVGeneratorNode object.
if ( m_eDistribution == distCustom )
return;
// For UV and World based distributions, the total area of the surface has to be calculated.
m_sRes.m_fTotalSurfaceArea = 0.0f;
if ( m_eDistribution == distWorldArea || m_eDistribution == distUVArea )
{
for ( unsigned int i = 0; i < pMesh->FaceCount(); i++ )
{
if ( pMesh->Type() == Mesh::typeTriangular )
{
Vector v0, v1, v2;
if ( m_eDistribution == distUVArea )
{
v0 = pMesh->TriangleVertexTC( i, 0 );
v1 = pMesh->TriangleVertexTC( i, 1 );
v2 = pMesh->TriangleVertexTC( i, 2 );
}
else
{
v0 = pMesh->TriangleVertexPosition( i, 0 );
v1 = pMesh->TriangleVertexPosition( i, 1 );
v2 = pMesh->TriangleVertexPosition( i, 2 );
};
m_sRes.m_fTotalSurfaceArea += TriangleArea( v0, v1, v2 );
}
else
{
Vector v0, v1, v2, v3;
if ( m_eDistribution == distUVArea )
{
v0 = pMesh->QuadVertexTC( i, 0 );
v1 = pMesh->QuadVertexTC( i, 1 );
v2 = pMesh->QuadVertexTC( i, 2 );
v3 = pMesh->QuadVertexTC( i, 3 );
}
else
{
v0 = pMesh->QuadVertexPosition( i, 0 );
v1 = pMesh->QuadVertexPosition( i, 1 );
v2 = pMesh->QuadVertexPosition( i, 2 );
v3 = pMesh->QuadVertexPosition( i, 3 );
};
m_sRes.m_fTotalSurfaceArea += TriangleArea( v0, v1, v2 );
m_sRes.m_fTotalSurfaceArea += TriangleArea( v0, v2, v3 );
};
};
}
else
{
// When uniform distribution is selected, each face will get the same resolution, so we can assume that the area of each face is one.
if ( pMesh->Type() == Mesh::typeQuadric )
m_sRes.m_fTotalSurfaceArea = (float)pMesh->FaceCount();
else
{
int s = 3;
for ( unsigned int f = 0; f < pMesh->FaceCount(); f++ )
{
if ( f < pMesh->FaceCount()-1 && pMesh->IsFakeTriangle( f+1 ) )
s++;
else
{
if ( s == 4 )
m_sRes.m_fTotalSurfaceArea++;
else
m_sRes.m_fTotalSurfaceArea += s;
s = 3;
};
};
};
};
// Ptex only allows power of two resolutions, so the ideal resolution should be aligned to the closes power of two values.
// When the ideal resolution is not close to a power of two number, then the plugin chooses based on which resolution fits
// better for the current desired texel count. m_fTolerance controls how close the face should be to a power of two number,
// to disable this optimization. When uniform distribution is choosed, each face will have the same ideal resolution, so the
// optimizations described above should be enabled to each face.
if ( m_eDistribution == distUniform )
m_sRes.m_fTolerance = 0.5f;
else
m_sRes.m_fTolerance = RES_TOL;
m_sRes.m_fProcessedArea = 0.0f;
};
// This function calculates the resolution for a given quad.
void PtexLayout::CalculateQuadResolution( unsigned int iQuadIndex, int &iHRes, int &iVRes )
{
const Mesh *pMesh = m_sRes.m_pMesh;
if ( m_eDistribution == distUVArea )
CalculateFaceResolution( pMesh->QuadVertexTC( iQuadIndex, 0 ), pMesh->QuadVertexTC( iQuadIndex, 1 ), pMesh->QuadVertexTC( iQuadIndex, 2 ), pMesh->QuadVertexTC( iQuadIndex, 3 ), iQuadIndex, iHRes, iVRes );
else
CalculateFaceResolution( pMesh->QuadVertexPosition( iQuadIndex, 0 ), pMesh->QuadVertexPosition( iQuadIndex, 1 ), pMesh->QuadVertexPosition( iQuadIndex, 2 ), pMesh->QuadVertexPosition( iQuadIndex, 3 ), iQuadIndex, iHRes, iVRes );
};
// This function calculates which is the closest power of two number to an ideal resolution. If the ideal resolution is not close
// to a power of two number, the function is trying to choose the one which fits the desired texel count better.
int PtexLayout::Calculate1DResolution( float fIdeal )
{
float f = logf(fIdeal)/logf(2.0f);
float fRac = f-floorf(f);
if ( f < 0 )
f = 0;
// fRac is the exponent of the distance from the lower power of two number. If this distance is close to 0 or 1 (i.e. fIdeal is close to a power of
// two number), then that value will be choosed.
if ( fRac < 0.5f-m_sRes.m_fTolerance )
return int(f);
if ( fRac > 0.5f+m_sRes.m_fTolerance )
return int(f)+1;
// In other cases, the decision will be made based on the current state of the extraction.
unsigned int iExpectedTexelCount = m_sRes.m_iTexelCount*(m_sRes.m_fTotalSurfaceArea/m_sRes.m_fProcessedArea);
if ( iExpectedTexelCount < m_iDesiredTexelCount )
return int(f)+1;
else
return int(f);
};
// This function calculates the resolution for an arbitrary ptex face.
void PtexLayout::CalculateFaceResolution( const Vector &vC0, const Vector &vC1, const Vector &vC2, const Vector &vC3, unsigned int iFaceIndex, int &iHRes, int &iVRes )
{
// If custom distribution is selected, the resolution is directly controlled by the UVGeneratorNode.
if ( m_eDistribution == distCustom )
{
MB_ONBUG( m_sRes.m_pUVGen == 0 )
return;
iHRes = m_sRes.m_pUVGen->FaceSizeExponent( iFaceIndex )[0];
iVRes = m_sRes.m_pUVGen->FaceSizeExponent( iFaceIndex )[1];
m_sRes.m_iTexelCount += (1<<iHRes)*(1<<iVRes);
return;
};
// In other cases the area of the face is controlling the resolution. The bigger the size, the bigger the resolution will be.
float fFaceArea = TriangleArea( vC0, vC1, vC2 )+TriangleArea( vC1, vC2, vC3 );
// If uniform distribution is selected, the area of each face is assumed to be one. This way each face will get similar resolutions.
if ( m_eDistribution == distUniform )
fFaceArea = 1.0;
float fIdealTexelCount = m_iDesiredTexelCount*fFaceArea/m_sRes.m_fTotalSurfaceArea;
float fWidth = ((vC0-vC1).Length()+(vC2-vC3).Length())*0.5f;
float fHeight = ((vC0-vC3).Length()+(vC1-vC2).Length())*0.5f;
float fAspect = fWidth/fHeight;
float fIdealWidth = sqrtf(fIdealTexelCount*fAspect);
iHRes = Calculate1DResolution( fIdealWidth );
float fIdealHeight = fIdealTexelCount/(1<<iHRes);
iVRes = Calculate1DResolution( fIdealHeight );
MB_ONBUG( iHRes < 0 )
iHRes = 0;
MB_ONBUG( iVRes < 0 )
iVRes = 0;
m_sRes.m_fProcessedArea += fFaceArea;
m_sRes.m_iTexelCount += (1<<iHRes)*(1<<iVRes);
return;
};
// This function prepares the object for the extraction, and returns the number of the expected reference points.
unsigned int PtexLayout::Prepare( void )
{
// If custom distribution is selected, the number of the texels is controlled by the UVGeneratorNode attached to the mesh
// for other distributions, the number of texels will be close to m_iDesiredTexelCount
if ( m_eDistribution == distCustom )
{
unsigned int iRefCount = 0;
for ( unsigned int c = 0; c < Extractor()->TargetCount(); c++ )
{
const Mesh *p = Extractor()->TargetMesh( c );
const UVGeneratorNode *pUVGen = p->ChildByClass<UVGeneratorNode>( false );
if ( pUVGen == 0 )
{
m_eDistribution = distUniform;
MB_ERROR( QObject::tr("\"Use PTEX Setup\" can only be selected if the target mesh is already set up for PTEX.") );
};
// each face has to be checked, and their resolution should be summed
for ( unsigned int f = 0; f < p->FaceCount(); f++ )
{
if ( p->Type() == Mesh::typeTriangular && p->IsFakeTriangle( f ) )
continue;
UVGeneratorNode::DimData4 d = pUVGen->FaceSize( f );
iRefCount += d.m_iData[0]*d.m_iData[1];
};
};
return iRefCount;
};
if ( m_eDistribution == distUVArea )
{
for ( unsigned int i = 0; i < Extractor()->TargetCount(); i++ )
if ( !Extractor()->TargetMesh( i )->HasTC() )
{
m_eDistribution = distUniform;
MB_ERROR( QObject::tr("\"Based on UV Size\" can only be selected if the target mesh has texture coordinates.") );
};
};
return m_iDesiredTexelCount;
};
// Serialize the state of the object. We only need to serialize the only one attribute which belongs to this class.
void PtexLayout::Serialize( Stream &s )
{
if ( s.IsNewerThan( 0, this ) )
{
if ( s.IsNewerThan( 2, this ) )
s == m_fDensity == m_eDistribution;
if ( s.IsNewerThan( 3, this ) )
s == m_iDesiredTexelCount;
else
{
if ( s.IsNewerThan( 1, this ) )
{
int i;
s >> i;
}
else
{
float f;
s >> f;
};
};
};
if ( s.IsNewerThan( 4, this ) )
s == m_sTexelCount;
Layout::Serialize( s );
};
void PtexLayout::OnNodeEvent( const Attribute &a, NodeEventType e )
{
if ( a == m_fDensity && e == etValueChanged )
{
if ( m_fDensity > 1 )
m_fDensity = 1;
if ( m_fDensity < 0 )
m_fDensity = 0;
int iTargetSampleCount = 10000*powf(100, m_fDensity);
m_sTexelCount.SetValue( QString("%1").arg(iTargetSampleCount), true );
m_iDesiredTexelCount = iTargetSampleCount;
};
if ( a == m_eDistribution && e == etValueChanged )
{
if ( m_eDistribution == distCustom )
{
for ( unsigned int i = 0; i < Extractor()->TargetCount(); i++ )
{
UVGeneratorNode *pG = Extractor()->TargetMesh( i )->ChildByClass<UVGeneratorNode>( false );
if ( !pG )
{
Kernel()->Interface()->HUDMessageShow( QObject::tr("Use PTEX Setup can only be selected if the target mesh is already set up for PTEX."), mudbox::Interface::HUDmsgFade );
m_eDistribution.SetValue( distUniform, true );
return;
};
};
};
m_fDensity.SetConst( m_eDistribution == distCustom );
m_sTexelCount.SetConst( m_eDistribution == distCustom );
};
if ( a == m_sTexelCount && e == etValueChanged )
{
qlonglong iDesiredTexelCount = m_sTexelCount.Value().toLongLong();
if ( iDesiredTexelCount < 1 )
{
iDesiredTexelCount = 1;
m_sTexelCount = "1";
};
if ( iDesiredTexelCount > 100000000 )
{
iDesiredTexelCount = 100000000;
m_sTexelCount = "100000000";
};
m_iDesiredTexelCount = iDesiredTexelCount;
float fDensity = logf(m_iDesiredTexelCount/10000)/logf(100.0f);
fDensity = Min(Max(fDensity,0.0f),1.0f);
m_fDensity = fDensity;
};
};
// Precalculating the m_aFaceID and m_aTriangle arrays for the current mesh. This is only needed when the target mesh is not a full quad mesh.
void PtexLayout::PrepareAdjacency( const Mesh *pMesh )
{
// The m_aFaceID array will containt the ID of the first ptex face which belongs to the given triangle.
// For example, if a pentagon represented by the triangles 5-6-7 is split into ptex face with the ID of 7-11, then the array will contain values:
// m_aFaceID[5] = 7 // ID of the first ptex face belongs to this polygon
// m_aFaceID[6] = -1 // because this is a fake triangle
// m_aFaceID[7] = -1 // the same
// m_aFaceID[8] = 12 // this belongs to the next polygon
m_pMesh = pMesh;
m_aFaceID.resize( pMesh->FaceCount() );
unsigned int iTFaceID = 0; // This is the ID of the current ptex face.
for ( unsigned int i = 0; i < pMesh->FaceCount(); i++ )
{
MB_ASSERT( !pMesh->IsFakeTriangle( i ) );
m_aFaceID[i] = iTFaceID;
// Calculate the sides of the polygon.
int s = 3;
while ( i+1 < pMesh->FaceCount() && pMesh->IsFakeTriangle( i+1 ) )
{
i++;
s++;
m_aFaceID[i] = 0xffffffff;
};
// If the polygon is a quad, then a single ptex face will be generated for it, otherwise each corner will get its own ptex face.
if ( s == 4 )
iTFaceID++;
else
iTFaceID += s;
};
// Fill the m_aTriangle array, which is the opposite of the m_afaceID array, it contains the index of the triangle which represents
// the polygon which belongs to the current ptex face. In the same example as above, the array will look like this:
// m_aTriangle[7] = 5
// m_aTriangle[8] = 5
// m_aTriangle[9] = 5
// m_aTriangle[10] = 5
// m_aTriangle[11] = 5
// m_aTriangle[12] = 8 // this belongs to the next polygon
m_aTriangle.fill( 0xffffffff, iTFaceID );
for ( int i = 0; i < m_aFaceID.size(); i++ )
if ( m_aFaceID[i] != 0xffffffff )
m_aTriangle[m_aFaceID[i]] = i;
for ( int i = 1; i < m_aTriangle.size(); i++ )
if ( m_aTriangle[i] == 0xffffffff )
m_aTriangle[i] = m_aTriangle[i-1];
};
// This function calculates the adjacency info for an edge of a mudbox triangle. The iSegment parameter controls which part of the
// edge we are interested (0=first half, 1=second half). This function is only needed when the target mesh is not a full quad mesh.
unsigned int PtexLayout::AdjacentFaceForTriangle( unsigned int iFaceIndex, unsigned int iSide, unsigned int iSegment, unsigned int &iEdge ) const
{
// Check which is the adjacent triangle (if any)
MB_ONBUG( iFaceIndex >= m_pMesh->FaceCount() )
return 0xffffffff;
unsigned int a = m_pMesh->TriangleAdjacency( iFaceIndex, iSide );
if ( a == 0xffffffff )
return 0xffffffff;
// And calculate the side count for the polygon the triangle represents.
unsigned int t = a/3;
MB_ONBUG( t >= m_pMesh->FaceCount() )
return 0xffffffff;
while ( m_pMesh->IsFakeTriangle( t ) )
{
MB_ONBUG( t == 0 )
return 0xffffffff;
t--;
};
unsigned int h = t+1;
while ( h < m_pMesh->FaceCount() && m_pMesh->IsFakeTriangle( h ) )
h++;
unsigned int s = h-t+2;
MB_ONBUG( s >= 16 )
return 0xffffffff;
// Collect vertices of the adjacent polygon into a local array.
unsigned int iV[16];
iV[0] = m_pMesh->TriangleIndex( t, 0 );
iV[1] = m_pMesh->TriangleIndex( t, 1 );
for ( unsigned int f = 0; f < s-2; f++ )
iV[f+2] = m_pMesh->TriangleIndex( t+f, 2 );
unsigned int iA = m_pMesh->TriangleIndex( iFaceIndex, (iSide+1)%3 ), iB = m_pMesh->TriangleIndex( iFaceIndex, (iSide+2)%3 );
// Search which side of the adjacent poly we are.
unsigned int as = 0;
while ( iB != iV[as] && iA != iV[(as+1)%s] )
{
as++;
MB_ONBUG( as == s )
return 0xffffffff;
};
// Quads are special case, since they are a single ptex face. In this case the iSegment parameter is ignored.
if ( s == 4 )
{
iEdge = as;
return m_aFaceID[t];
};
// For other polygons, the edge depends on the iSegment value.
if ( iSegment )
{
as = (as+1)%s;
iEdge = 3;
}
else
iEdge = 0;
return m_aFaceID[t]+as;
};
// This function calculates the adjacency info for an edge of a ptex face. If the edge is an internal edge of a polygon, the
// function calculates the values directly. In other cases it calls the function AdjacentFaceForTriangle. This function is only
// needed when the target mesh is not a full quad mesh.
unsigned int PtexLayout::AdjacentFace( unsigned int iFaceID, unsigned int iSide, unsigned int &iEdge ) const
{
// Get the index of the triangle which represents the polygon of the ptex face. This must be a real triangle (i.e. the first triangle of
// that polygon).
unsigned int iFaceIndex = m_aTriangle[iFaceID];
MB_ONBUG( m_pMesh->IsFakeTriangle( iFaceIndex ) )
return 0xffffffff;
// Calculate the number of sides of that polygon.
unsigned int e = iFaceIndex+1;
while ( e < m_pMesh->FaceCount() && m_pMesh->IsFakeTriangle( e ) )
e++;
unsigned int s = e-iFaceIndex+2;
// If the polygon is a quad, there are no internal edges (since all quads are represented as a single ptex face),
// so we call AdjacentFaceForTriangle. If the other side of the edge contains multiple ptex faces (i.e. it belongs to
// a polygon which is not a quad), ptex expects the first subface encountered in a counter-clockwise (i.e. edgeid
// order) traversal of the face as the adjacent face, so we are looking for the second segment of the edge (iSegment=1)
if ( s == 4 )
{
unsigned int b[4] = { 0, 0, 1, 1 };
unsigned int s[4] = { 2, 0, 0, 1 };
return AdjacentFaceForTriangle( iFaceIndex+b[iSide], s[iSide], 1, iEdge );
};
// When the current polygon is not a quad, then the edges 0 and 3 are external edges (see http://http://ptex.us/adjdata.html
// for more detail), so in that case we call AdjacentFaceForTriangle with the proper data.
if ( iSide == 0 || iSide == 3 )
{
// First we calculate which edge of the polygon this ptex edge belongs to.
unsigned int l = iFaceID-m_aFaceID[iFaceIndex];
MB_ONBUG( l >= 16 )
return 0xffffffff;
if ( iSide )
l = (l+s-1)%s;
// If it is the first edge, then that is the last edge of the first triangle belongs to the polygon.
if ( l == 0 )
return AdjacentFaceForTriangle( iFaceIndex, 2, iSide ? 0 : 1, iEdge );
// If it is the last edge, then it is the middle edge of the last triangle.
if ( l == s-1 )
return AdjacentFaceForTriangle( iFaceIndex+s-3, 1, iSide ? 0 : 1, iEdge );
// In other cases, it is the first edge of the corresponding triangle.
return AdjacentFaceForTriangle( iFaceIndex+l-1, 0, iSide ? 0 : 1, iEdge );
};
// When it is an internal edge, the adjacent ptex face will be another subface of the same polygon.
if ( iSide == 2 )
iEdge = 1;
else
iEdge = 2;
return m_aFaceID[iFaceIndex]+((iFaceID-m_aFaceID[iFaceIndex]+(iSide==2 ? -1 : 1)+s)%s);
};