ncollide3d/procedural/trimesh.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374
use super::utils;
use crate::math::{Isometry, Point, Translation, Vector, DIM};
use crate::utils::DeterministicState;
use na::{self, Point2, Point3, RealField};
use std::collections::HashMap;
/// Different representations of the index buffer.
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum IndexBuffer {
/// The vertex, normal, and uvs share the same indices.
Unified(Vec<Point3<u32>>),
/// The vertex, normal, and uvs have different indices.
Split(Vec<Point3<Point3<u32>>>),
}
impl IndexBuffer {
/// Returns the unified index buffer data or fails.
#[inline]
pub fn unwrap_unified(self) -> Vec<Point3<u32>> {
match self {
IndexBuffer::Unified(b) => b,
_ => panic!("Unable to unwrap to an unified buffer."),
}
}
/// Returns the split index buffer data or fails.
#[inline]
pub fn unwrap_split(self) -> Vec<Point3<Point3<u32>>> {
match self {
IndexBuffer::Split(b) => b,
_ => panic!("Unable to unwrap to a split buffer."),
}
}
}
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Geometric description of a mesh.
pub struct TriMesh<N: RealField + Copy> {
// FIXME: those should *not* be public.
/// Coordinates of the mesh vertices.
pub coords: Vec<Point<N>>,
/// Coordinates of the mesh normals.
pub normals: Option<Vec<Vector<N>>>,
/// Textures coordinates of the mesh.
pub uvs: Option<Vec<Point2<N>>>,
/// Index buffer of the mesh.
pub indices: IndexBuffer,
}
impl<N: RealField + Copy> TriMesh<N> {
/// Creates a new `TriMesh`.
///
/// If no `indices` is provided, trivial, sequential indices are generated.
pub fn new(
coords: Vec<Point<N>>,
normals: Option<Vec<Vector<N>>>,
uvs: Option<Vec<Point2<N>>>,
indices: Option<IndexBuffer>,
) -> TriMesh<N> {
// generate trivial indices
let idx = indices.unwrap_or_else(|| {
IndexBuffer::Unified(
(0..coords.len() / 3)
.map(|i| Point3::new(i as u32 * 3, i as u32 * 3 + 1, i as u32 * 3 + 2))
.collect(),
)
});
TriMesh {
coords: coords,
normals: normals,
uvs: uvs,
indices: idx,
}
}
/// Whether or not this triangle mesh has normals.
#[inline]
pub fn has_normals(&self) -> bool {
self.normals.is_some()
}
/// Whether or not this triangle mesh has texture coordinates.
#[inline]
pub fn has_uvs(&self) -> bool {
self.uvs.is_some()
}
/// Translates each vertex of this mesh.
#[inline]
pub fn translate_by(&mut self, t: &Translation<N>) {
for c in self.coords.iter_mut() {
*c = t * &*c;
}
}
/// Transforms each vertex and rotates each normal of this mesh.
#[inline]
pub fn transform_by(&mut self, t: &Isometry<N>) {
for c in self.coords.iter_mut() {
*c = t * &*c;
}
for n in self.normals.iter_mut() {
for n in n.iter_mut() {
*n = t * &*n;
}
}
}
/// The number of triangles on this mesh.
#[inline]
pub fn num_triangles(&self) -> usize {
match self.indices {
IndexBuffer::Unified(ref idx) => idx.len(),
IndexBuffer::Split(ref idx) => idx.len(),
}
}
/// Returns only the vertex ids from the index buffer.
#[inline]
pub fn flat_indices(&self) -> Vec<u32> {
let mut res = Vec::with_capacity(self.num_triangles() * 3);
match self.indices {
IndexBuffer::Unified(ref idx) => {
for i in idx {
res.push(i[0]);
res.push(i[1]);
res.push(i[2]);
}
}
IndexBuffer::Split(ref idx) => {
for i in idx {
res.push(i[0][0]);
res.push(i[1][0]);
res.push(i[2][0]);
}
}
}
res
}
}
impl<N: RealField + Copy> TriMesh<N> {
/// Recomputes the mesh normals using its vertex coordinates and adjascency informations
/// infered from the index buffer.
#[inline]
pub fn recompute_normals(&mut self) {
let mut new_normals = Vec::new();
match self.indices {
IndexBuffer::Unified(ref idx) => {
utils::compute_normals(&self.coords[..], &idx[..], &mut new_normals);
}
IndexBuffer::Split(ref idx) => {
// XXX: too bad we have to reconstruct the index buffer here.
// The utils::recompute_normals function should be generic wrt. the index buffer
// type (it could use an iterator instead).
let coord_idx: Vec<Point3<u32>> = idx
.iter()
.map(|t| Point3::new(t.x.x, t.y.x, t.z.x))
.collect();
utils::compute_normals(&self.coords[..], &coord_idx[..], &mut new_normals);
}
}
self.normals = Some(new_normals);
}
/// Flips all the normals of this mesh.
#[inline]
pub fn flip_normals(&mut self) {
if let Some(ref mut normals) = self.normals {
for n in normals {
*n = *n
}
}
}
/// Flips the orientation of every triangle of this mesh.
#[inline]
pub fn flip_triangles(&mut self) {
match self.indices {
IndexBuffer::Unified(ref mut idx) => {
for i in idx {
i.coords.swap((1, 0), (2, 0))
}
}
IndexBuffer::Split(ref mut idx) => {
for i in idx {
i.coords.swap((1, 0), (2, 0))
}
}
}
}
/// Scales each vertex of this mesh.
#[inline]
pub fn scale_by(&mut self, s: &Vector<N>) {
for c in self.coords.iter_mut() {
for i in 0..DIM {
c[i] = (*c)[i] * s[i];
}
}
// FIXME: do something for the normals?
}
}
impl<N: RealField + Copy> TriMesh<N> {
/// Scales each vertex of this mesh.
#[inline]
pub fn scale_by_scalar(&mut self, s: N) {
for c in self.coords.iter_mut() {
*c = *c * s
}
}
}
impl<N: RealField + Copy> TriMesh<N> {
// FIXME: looks very similar to the `reformat` on obj.rs
/// Force the mesh to use the same index for vertices, normals and uvs.
///
/// This might cause the duplication of some vertices, normals and uvs.
/// Use this method to transform the mesh data to a OpenGL-compliant format.
pub fn unify_index_buffer(&mut self) {
let new_indices = match self.indices {
IndexBuffer::Split(ref ids) => {
let mut vt2id: HashMap<Point3<u32>, u32, _> =
HashMap::with_hasher(DeterministicState::new());
let mut resi: Vec<u32> = Vec::new();
let mut resc: Vec<Point<N>> = Vec::new();
let mut resn: Option<Vec<Vector<N>>> = self.normals.as_ref().map(|_| Vec::new());
let mut resu: Option<Vec<Point2<N>>> = self.uvs.as_ref().map(|_| Vec::new());
for triangle in ids.iter() {
for point in triangle.iter() {
let idx = match vt2id.get(point) {
Some(i) => {
resi.push(*i);
None
}
None => {
let idx = resc.len() as u32;
resc.push(self.coords[point.x as usize].clone());
let _ = resn.as_mut().map(|l| {
l.push(self.normals.as_ref().unwrap()[point.y as usize].clone())
});
let _ = resu.as_mut().map(|l| {
l.push(self.uvs.as_ref().unwrap()[point.z as usize].clone())
});
resi.push(idx);
Some(idx)
}
};
let _ = idx.map(|i| vt2id.insert(point.clone(), i));
}
}
self.coords = resc;
self.normals = resn;
self.uvs = resu;
let mut batched_indices = Vec::new();
assert!(resi.len() % 3 == 0);
for f in resi[..].chunks(3) {
batched_indices.push(Point3::new(f[0], f[1], f[2]));
}
Some(IndexBuffer::Unified(batched_indices))
}
_ => None,
};
let _ = new_indices.map(|nids| self.indices = nids);
}
/// Unifies the index buffer and ensure duplicate each vertex
/// are duplicated such that no two vertex entry of the index buffer
/// are equal.
pub fn replicate_vertices(&mut self) {
let mut resi: Vec<u32> = Vec::new();
let mut resc: Vec<Point<N>> = Vec::new();
let mut resn: Option<Vec<Vector<N>>> = self.normals.as_ref().map(|_| Vec::new());
let mut resu: Option<Vec<Point2<N>>> = self.uvs.as_ref().map(|_| Vec::new());
match self.indices {
IndexBuffer::Split(ref ids) => {
for triangle in ids.iter() {
for point in triangle.iter() {
let idx = resc.len() as u32;
resc.push(self.coords[point.x as usize].clone());
let _ = resn.as_mut().map(|l| {
l.push(self.normals.as_ref().unwrap()[point.y as usize].clone())
});
let _ = resu
.as_mut()
.map(|l| l.push(self.uvs.as_ref().unwrap()[point.z as usize].clone()));
resi.push(idx);
}
}
}
IndexBuffer::Unified(ref ids) => {
for triangle in ids.iter() {
for point in triangle.iter() {
let idx = resc.len() as u32;
resc.push(self.coords[*point as usize].clone());
let _ = resn.as_mut().map(|l| {
l.push(self.normals.as_ref().unwrap()[*point as usize].clone())
});
let _ = resu
.as_mut()
.map(|l| l.push(self.uvs.as_ref().unwrap()[*point as usize].clone()));
resi.push(idx);
}
}
}
};
self.coords = resc;
self.normals = resn;
self.uvs = resu;
let mut batched_indices = Vec::new();
assert!(resi.len() % 3 == 0);
for f in resi[..].chunks(3) {
batched_indices.push(Point3::new(f[0], f[1], f[2]));
}
self.indices = IndexBuffer::Unified(batched_indices)
}
}
impl<N: RealField + Copy> TriMesh<N> {
/// Forces the mesh to use a different index for the vertices, normals and uvs.
///
/// If `recover_topology` is true, this will merge exactly identical vertices together.
pub fn split_index_buffer(&mut self, recover_topology: bool) {
let new_indices = match self.indices {
IndexBuffer::Unified(ref ids) => {
let resi;
if recover_topology {
let (idx, coords) =
utils::split_index_buffer_and_recover_topology(&ids[..], &self.coords[..]);
self.coords = coords;
resi = idx;
} else {
resi = utils::split_index_buffer(&ids[..]);
}
Some(IndexBuffer::Split(resi))
}
_ => None,
};
let _ = new_indices.map(|nids| self.indices = nids);
}
}