1 Star 0 Fork 0

todayjm / draco

加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
克隆/下载
mesh.h 12.88 KB
一键复制 编辑 原始数据 按行查看 历史
Tom Finegan 提交于 2022-10-28 17:25 . Draco v1.5.5 release.
// Copyright 2016 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#ifndef DRACO_MESH_MESH_H_
#define DRACO_MESH_MESH_H_
#include <memory>
#include <unordered_map>
#include "draco/attributes/geometry_indices.h"
#include "draco/core/hash_utils.h"
#include "draco/core/macros.h"
#include "draco/core/status.h"
#include "draco/draco_features.h"
#ifdef DRACO_TRANSCODER_SUPPORTED
#include "draco/compression/draco_compression_options.h"
#include "draco/material/material_library.h"
#include "draco/mesh/mesh_features.h"
#include "draco/mesh/mesh_indices.h"
#include "draco/metadata/structural_metadata.h"
#endif
#include "draco/point_cloud/point_cloud.h"
namespace draco {
// List of different variants of mesh attributes.
enum MeshAttributeElementType {
// All corners attached to a vertex share the same attribute value. A typical
// example are the vertex positions and often vertex colors.
MESH_VERTEX_ATTRIBUTE = 0,
// The most general attribute where every corner of the mesh can have a
// different attribute value. Often used for texture coordinates or normals.
MESH_CORNER_ATTRIBUTE,
// All corners of a single face share the same value.
MESH_FACE_ATTRIBUTE
};
// Mesh class can be used to represent general triangular meshes. Internally,
// Mesh is just an extended PointCloud with extra connectivity data that defines
// what points are connected together in triangles.
class Mesh : public PointCloud {
public:
typedef std::array<PointIndex, 3> Face;
Mesh();
#ifdef DRACO_TRANSCODER_SUPPORTED
// Copies all data from the |src| mesh.
void Copy(const Mesh &src);
#endif
void AddFace(const Face &face) { faces_.push_back(face); }
void SetFace(FaceIndex face_id, const Face &face) {
if (face_id >= static_cast<uint32_t>(faces_.size())) {
faces_.resize(face_id.value() + 1, Face());
}
faces_[face_id] = face;
}
// Sets the total number of faces. Creates new empty faces or deletes
// existing ones if necessary.
void SetNumFaces(size_t num_faces) { faces_.resize(num_faces, Face()); }
FaceIndex::ValueType num_faces() const {
return static_cast<uint32_t>(faces_.size());
}
const Face &face(FaceIndex face_id) const {
DRACO_DCHECK_LE(0, face_id.value());
DRACO_DCHECK_LT(face_id.value(), static_cast<int>(faces_.size()));
return faces_[face_id];
}
void SetAttribute(int att_id, std::unique_ptr<PointAttribute> pa) override {
PointCloud::SetAttribute(att_id, std::move(pa));
if (static_cast<int>(attribute_data_.size()) <= att_id) {
attribute_data_.resize(att_id + 1);
}
}
void DeleteAttribute(int att_id) override {
PointCloud::DeleteAttribute(att_id);
if (att_id >= 0 && att_id < static_cast<int>(attribute_data_.size())) {
attribute_data_.erase(attribute_data_.begin() + att_id);
}
}
#ifdef DRACO_TRANSCODER_SUPPORTED
// Adds a point attribute |att| to the mesh and returns the index of the
// newly inserted attribute. Attribute connectivity data is specified in
// |corner_to_value| array that contains mapping between face corners and
// attribute value indices.
// The purpose of this function is to allow users to add attributes with
// arbitrary connectivity to an existing mesh. New points will be
// automatically created if needed.
int32_t AddAttributeWithConnectivity(
std::unique_ptr<PointAttribute> att,
const IndexTypeVector<CornerIndex, AttributeValueIndex> &corner_to_value);
// Adds a point attribute |att| to the mesh and returns the index of the
// newly inserted attribute. The inserted attribute must have the same
// connectivity as the position attribute of the mesh (that is, the attribute
// values are defined per-vertex). Each attribute value entry in |att|
// corresponds to the corresponding attribute value entry in the position
// attribute (AttributeValueIndex in both attributes refer to the same
// spatial vertex).
// Returns -1 in case of error.
int32_t AddPerVertexAttribute(std::unique_ptr<PointAttribute> att);
// Removes points that are not mapped to any face of the mesh. All attribute
// values are going to be removed as well.
void RemoveIsolatedPoints();
// Adds a point attribute |att| to the mesh and returns the index of the
// newly inserted attribute. Attribute values are mapped 1:1 to face indices.
// Returns -1 in case of error.
int32_t AddPerFaceAttribute(std::unique_ptr<PointAttribute> att);
#endif // DRACO_TRANSCODER_SUPPORTED
MeshAttributeElementType GetAttributeElementType(int att_id) const {
return attribute_data_[att_id].element_type;
}
void SetAttributeElementType(int att_id, MeshAttributeElementType et) {
attribute_data_[att_id].element_type = et;
}
// Returns the point id of for a corner |ci|.
inline PointIndex CornerToPointId(int ci) const {
if (ci < 0 || static_cast<uint32_t>(ci) == kInvalidCornerIndex.value()) {
return kInvalidPointIndex;
}
return this->face(FaceIndex(ci / 3))[ci % 3];
}
// Returns the point id of a corner |ci|.
inline PointIndex CornerToPointId(CornerIndex ci) const {
return this->CornerToPointId(ci.value());
}
struct AttributeData {
AttributeData() : element_type(MESH_CORNER_ATTRIBUTE) {}
MeshAttributeElementType element_type;
};
#ifdef DRACO_TRANSCODER_SUPPORTED
void SetName(const std::string &name) { name_ = name; }
const std::string &GetName() const { return name_; }
const MaterialLibrary &GetMaterialLibrary() const {
return material_library_;
}
MaterialLibrary &GetMaterialLibrary() { return material_library_; }
// Removes all materials that are not referenced by any face of the mesh.
// Optional argument |remove_unused_material_indices| can be used to control
// whether unusued material indices are removed as well (default = true).
// If material indices are not removed, the unused material indices will
// point to empty (default) materials.
void RemoveUnusedMaterials();
void RemoveUnusedMaterials(bool remove_unused_material_indices);
// Enables or disables Draco geometry compression for this mesh.
void SetCompressionEnabled(bool enabled) { compression_enabled_ = enabled; }
bool IsCompressionEnabled() const { return compression_enabled_; }
// Sets |options| that configure Draco geometry compression. This does not
// enable or disable compression.
void SetCompressionOptions(const DracoCompressionOptions &options) {
compression_options_ = options;
}
const DracoCompressionOptions &GetCompressionOptions() const {
return compression_options_;
}
DracoCompressionOptions &GetCompressionOptions() {
return compression_options_;
}
// Library that contains non-material textures.
const TextureLibrary &GetNonMaterialTextureLibrary() const {
return non_material_texture_library_;
}
TextureLibrary &GetNonMaterialTextureLibrary() {
return non_material_texture_library_;
}
// Mesh feature ID sets as defined by EXT_mesh_features glTF extension.
MeshFeaturesIndex AddMeshFeatures(
std::unique_ptr<MeshFeatures> mesh_features) {
mesh_features_.push_back(std::move(mesh_features));
mesh_features_material_mask_.push_back({});
return MeshFeaturesIndex(mesh_features_.size() - 1);
}
int NumMeshFeatures() const { return mesh_features_.size(); }
const MeshFeatures &GetMeshFeatures(MeshFeaturesIndex index) const {
return *mesh_features_[index];
}
MeshFeatures &GetMeshFeatures(MeshFeaturesIndex index) {
return *mesh_features_[index];
}
void RemoveMeshFeatures(MeshFeaturesIndex index) {
mesh_features_.erase(mesh_features_.begin() + index.value());
mesh_features_material_mask_.erase(mesh_features_material_mask_.begin() +
index.value());
}
// Restricts given mesh features to faces mapped to a material with
// |material_index|. Note that single mesh features can be restricted to
// multiple materials.
void AddMeshFeaturesMaterialMask(MeshFeaturesIndex index,
int material_index) {
mesh_features_material_mask_[index].push_back(material_index);
}
size_t NumMeshFeaturesMaterialMasks(MeshFeaturesIndex index) const {
return mesh_features_material_mask_[index].size();
}
int GetMeshFeaturesMaterialMask(MeshFeaturesIndex index,
int mask_index) const {
return mesh_features_material_mask_[index][mask_index];
}
// Updates mesh features texture pointer to point to a new |texture_library|.
// The current texture pointer is used to determine the texture index in the
// new texture library via a given |texture_to_index_map|.
static void UpdateMeshFeaturesTexturePointer(
const std::unordered_map<const Texture *, int> &texture_to_index_map,
TextureLibrary *texture_library, MeshFeatures *mesh_features);
// Copies over mesh features from |source_mesh| and stores them in
// |target_mesh| as long as the mesh features material mask is valid for
// given |material_index|.
static void CopyMeshFeaturesForMaterial(const Mesh &source_mesh,
Mesh *target_mesh,
int material_index);
// Structural metadata.
const StructuralMetadata &GetStructuralMetadata() const {
return structural_metadata_;
}
StructuralMetadata &GetStructuralMetadata() { return structural_metadata_; }
#endif // DRACO_TRANSCODER_SUPPORTED
protected:
#ifdef DRACO_ATTRIBUTE_INDICES_DEDUPLICATION_SUPPORTED
// Extends the point deduplication to face corners. This method is called from
// the PointCloud::DeduplicatePointIds() and it remaps all point ids stored in
// |faces_| to the new deduplicated point ids using the map |id_map|.
void ApplyPointIdDeduplication(
const IndexTypeVector<PointIndex, PointIndex> &id_map,
const std::vector<PointIndex> &unique_point_ids) override;
#endif
// Exposes |faces_|. Use |faces_| at your own risk. DO NOT store the
// reference: the |faces_| object is destroyed with the mesh.
IndexTypeVector<FaceIndex, Face> &faces() { return faces_; }
private:
// Mesh specific per-attribute data.
std::vector<AttributeData> attribute_data_;
// Vertex indices valid for all attributes. Each attribute has its own map
// that converts vertex indices into attribute indices.
IndexTypeVector<FaceIndex, Face> faces_;
#ifdef DRACO_TRANSCODER_SUPPORTED
// Mesh name.
std::string name_;
// Materials applied to to this mesh.
MaterialLibrary material_library_;
// Compression options for this mesh.
// TODO(vytyaz): Store encoded bitstream that this mesh compresses into.
bool compression_enabled_;
DracoCompressionOptions compression_options_;
// Sets of feature IDs as defined by EXT_mesh_features glTF extension.
IndexTypeVector<MeshFeaturesIndex, std::unique_ptr<MeshFeatures>>
mesh_features_;
// When the Mesh contains multiple materials, |mesh_features_material_mask_|
// can be used to limit specific MeshFeaturesIndex to a vector of material
// indices. If for a given mesh feature index, the material indices are empty,
// the corresponding mesh features are applied to the entire mesh.
IndexTypeVector<MeshFeaturesIndex, std::vector<int>>
mesh_features_material_mask_;
// Texture library for storing non-material textures used by this mesh, e.g.,
// textures containing mesh feature IDs of EXT_mesh_features glTF extension.
// If the mesh is part of the scene then the textures are stored in the scene.
// Note that mesh features contain pointers to non-material textures. It is
// responsibility of class user to update these pointers when updating the
// textures. See Mesh::Copy() for example.
TextureLibrary non_material_texture_library_;
// Structural metadata defined by the EXT_structural_metadata glTF extension.
StructuralMetadata structural_metadata_;
#endif // DRACO_TRANSCODER_SUPPORTED
friend struct MeshHasher;
};
// Functor for computing a hash from data stored within a mesh.
// Note that this can be quite slow. Two meshes will have the same hash only
// when they have exactly the same connectivity and attribute values.
struct MeshHasher {
size_t operator()(const Mesh &mesh) const {
PointCloudHasher pc_hasher;
size_t hash = pc_hasher(mesh);
// Hash faces.
for (FaceIndex i(0); i < static_cast<uint32_t>(mesh.faces_.size()); ++i) {
for (int j = 0; j < 3; ++j) {
hash = HashCombine(mesh.faces_[i][j].value(), hash);
}
}
return hash;
}
};
} // namespace draco
#endif // DRACO_MESH_MESH_H_
1
https://gitee.com/pcjm/draco.git
git@gitee.com:pcjm/draco.git
pcjm
draco
draco
master

搜索帮助