src/vertexmap.cpp

Wed, 09 Mar 2022 13:14:40 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Wed, 09 Mar 2022 13:14:40 +0200
changeset 174
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parent 151
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child 200
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1 #include "vertexmap.h"
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2 #include "linetypes/polygonobject.h"
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3
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4 unsigned int hashVertex(const glm::vec3& vec)
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5 {
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6 return qHash(glm::ivec3{
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7 int(vec.x * 10000),
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8 int(vec.y * 10000),
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9 int(vec.z * 10000),
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10 });
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11 }
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12
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13 VertexMap::VertexMap(const Model *model) :
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14 model{model}
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15 {
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16 connect(
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17 model,
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18 &Model::dataChanged,
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19 this,
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20 &VertexMap::build
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21 );
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22 connect(
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23 model,
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24 &Model::rowsInserted,
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25 this,
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26 &VertexMap::build
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27 );
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28 connect(
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29 model,
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30 &Model::rowsRemoved,
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31 this,
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32 &VertexMap::build
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33 );
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34 this->build();
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35 }
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36
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37 struct Edge
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38 {
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39 const glm::vec3& a;
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40 const glm::vec3& b;
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41 };
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42
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43 inline void edges(const ldraw::Object* object, std::function<void(Edge&&)> fn)
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44 {
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45 for (int i = 0; i < object->numPoints() - 1; i += 1)
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46 {
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47 const glm::vec3 p1 = object->getPoint(i);
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48 const glm::vec3 p2 = object->getPoint((i + 1) % object->numPoints());
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49 fn(Edge{p1, p2});
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50 }
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51 }
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52
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53 void VertexMap::build()
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54 {
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55 this->map.clear();
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56 this->vertices.clear();
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57 this->vertexHashes.clear();
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58 applyToModel<ldraw::Object>(*this->model, [&](const ldraw::Object* object)
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59 {
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60 glm::mat4 matrix;
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61 if (object->numPoints() > 2)
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62 {
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63 const auto& p0 = object->getPoint(0);
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64 const auto& p1 = object->getPoint(1);
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65 const auto& p2 = object->getPoint(2);
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66 const glm::vec3 a = glm::normalize(p1 - p0);
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67 const glm::vec3 b = glm::normalize(p2 - p0);
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68 const glm::vec3 c = glm::normalize(glm::cross(a, b));
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69 const glm::vec3 d = glm::normalize(glm::cross(a, c));
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70 matrix = glm::mat4{{a, 0}, {-c, 0}, {d, 0}, {}};
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71 }
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72 for (int i = 0; i < object->numPoints(); i += 1)
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73 {
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74 const glm::vec3& point = object->getPoint(i);
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75 const unsigned int hash = hashVertex(point);
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76 VertexInfo& info = this->map[hash];
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77 info.point = point;
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78 info.objects.insert(object->id);
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79 if (object->numPoints() > 2 and not info.transformSet)
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80 {
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81 info.transform = matrix;
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82 info.transform[3] = {point, 1};
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83 info.transformSet = true;
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84 }
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85 if (not this->vertexHashes.contains(hash))
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86 {
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87 this->vertexHashes.insert(hash);
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88 this->vertices.push_back(point);
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89 }
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90 }
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91 });
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92 for (auto& pair : this->map)
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93 {
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94 auto& info = pair.second;
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95 // If there's no transformation calculated yet, make up a simple one that at least
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96 // contains translation.
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97 if (not info.transformSet)
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98 {
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99 info.transform = glm::translate(glm::identity<glm::mat4>(), info.point);
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100 info.transformSet = true;
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101 }
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102 float scale = 1.0f;
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103 for (const ldraw::id_t objectId : info.objects)
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104 {
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105 edges(model->get(objectId), [&](Edge&& edge)
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106 {
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107 if (hashVertex(edge.a) == pair.first or hashVertex(edge.b) == pair.first)
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108 {
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109 scale = std::min(scale, glm::length(edge.b - edge.a) / 3);
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110 }
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111 });
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112 }
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113 info.transform = glm::scale(info.transform, glm::vec3{scale, scale, scale});
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114 }
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115 Q_EMIT this->verticesChanged();
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116 }
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117
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118 /**
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119 * @brief Apply \c fn for all vertices in the map.
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120 * @param fn
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121 */
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122 void VertexMap::apply(ApplyFunction fn) const
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123 {
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124 for (unsigned int i = 0; i < this->vertices.size(); i += 1)
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125 {
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126 const glm::vec3& point = this->vertices[i];
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127 fn(point, this->map.at(hashVertex(point)));
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128 }
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129 }

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