src/vertexmap.cpp

Wed, 20 Jul 2022 21:34:56 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Wed, 20 Jul 2022 21:34:56 +0300
changeset 336
e07425ac5834
parent 333
07e65a4c6611
child 338
719b909a7d2b
permissions
-rw-r--r--

Draw mode and make unofficial tools now work again

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1 #include "src/vertexmap.h"
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2 #include "src/gl/common.h"
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3
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4 hash_t 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 this->build();
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17 }
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18
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19 struct Edge
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20 {
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21 const glm::vec3& a;
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22 const glm::vec3& b;
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23 };
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24
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25 inline void edges(const ModelElement& element, std::function<void(Edge&&)> fn)
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26 {
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27 std::visit<void>(overloaded{
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28 [fn](const Colored<LineSegment>& edge) {
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29 fn(Edge{edge.p1, edge.p2});
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30 },
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31 [fn](const Colored<Triangle>& triangle) {
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32 fn(Edge{triangle.p1, triangle.p2});
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33 fn(Edge{triangle.p2, triangle.p3});
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34 fn(Edge{triangle.p3, triangle.p1});
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35 },
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36 [fn](const Colored<Quadrilateral>& quad) {
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37 fn(Edge{quad.p1, quad.p2});
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38 fn(Edge{quad.p2, quad.p3});
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39 fn(Edge{quad.p3, quad.p4});
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40 fn(Edge{quad.p4, quad.p1});
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41 },
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42 [fn](const Colored<ConditionalEdge>& cedge) {
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43 fn(Edge{cedge.p1, cedge.p2});
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44 },
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45 [](const ModelElement&&){}
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46 }, element);
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47 }
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48
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49 inline void points(
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50 const ModelElement& element,
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51 std::function<void(const glm::vec3&)> fn)
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52 {
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53 std::visit<void>(overloaded{
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54 [fn](const Colored<LineSegment>& edge) {
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55 fn(edge.p1);
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56 fn(edge.p2);
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57 },
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58 [fn](const Colored<Triangle>& triangle) {
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59 fn(triangle.p1);
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60 fn(triangle.p2);
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61 fn(triangle.p3);
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62 },
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63 [fn](const Colored<Quadrilateral>& quad) {
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64 fn(quad.p1);
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65 fn(quad.p2);
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66 fn(quad.p3);
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67 fn(quad.p4);
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68 },
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69 [fn](const Colored<ConditionalEdge>& cedge) {
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70 fn(cedge.p1);
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71 fn(cedge.p2);
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72 fn(cedge.c1);
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73 fn(cedge.c2);
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74 },
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75 [](const ModelElement&&){}
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76 }, element);
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77 }
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78
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79 template<typename R>
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80 auto ifplanar(
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81 const ModelElement& element,
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82 std::function<R(const glm::vec3&, const glm::vec3&, const glm::vec3&)> fn
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83 )
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84 {
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85 return std::visit(overloaded{
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86 [fn](const Triangle& triangle) -> std::optional<R> {
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87 return fn(triangle.p1, triangle.p2, triangle.p3);
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88 },
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89 [fn](const Quadrilateral quad) -> std::optional<R> {
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90 return fn(quad.p1, quad.p2, quad.p3);
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91 },
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92 [](const ModelElement&&) -> std::optional<R> {return {};}
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93 }, element);
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94 }
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95
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96 void VertexMap::build()
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97 {
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98 this->map.clear();
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99 this->vertices.clear();
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100 this->vertexHashes.clear();
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101 #if 0
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102 for (std::size_t i = 0; i < this->model->size(); ++i)
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103 {
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104 const ModelElement& element = this->model->at(i);
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105 std::optional<glm::mat4> matrix = ifplanar<glm::mat4>(
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106 element,
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107 [](const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3)
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108 {
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109 const glm::vec3 a = glm::normalize(p2 - p1);
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110 const glm::vec3 b = glm::normalize(p3 - p1);
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111 const glm::vec3 c = glm::normalize(glm::cross(a, b));
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112 const glm::vec3 d = glm::normalize(glm::cross(a, c));
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113 return glm::mat4{{a, 0}, {-c, 0}, {d, 0}, {}};
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114 });
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115 points(element, [&](const glm::vec3 point) {
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116 const hash_t hash = hashVertex(point);
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117 VertexInfo& info = this->map[hash];
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118 info.point = point;
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119 info.objects.insert(this->model->idAt(i));
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120 if (matrix.has_value() and not info.transformSet)
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121 {
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122 info.transform = matrix.value();
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123 info.transform[3] = {point, 1};
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124 info.transformSet = true;
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125 }
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126 if (not this->vertexHashes.contains(hash))
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127 {
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128 this->vertexHashes.insert(hash);
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129 this->vertices.push_back(point);
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130 }
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131 });
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132 }
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133 for (auto& pair : this->map)
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134 {
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135 auto& info = pair.second;
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136 // If there's no transformation calculated yet, make up a simple one that at least
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137 // contains translation.
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138 if (not info.transformSet)
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139 {
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140 info.transform = glm::translate(glm::identity<glm::mat4>(), info.point);
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141 info.transformSet = true;
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142 }
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143 float scale = 1.0f;
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144 for (const ElementId objectId : info.objects)
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145 {
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146 const std::optional<int> index = model->find(objectId);
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147 if (index.has_value()) {
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148 edges(this->model->at(unsigned_cast(index.value())), [&](Edge&& edge)
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149 {
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150 if (hashVertex(edge.a) == pair.first or hashVertex(edge.b) == pair.first)
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151 {
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152 scale = std::min(scale, glm::length(edge.b - edge.a) / 3);
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153 }
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154 });
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155 }
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156 }
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157 info.transform = glm::scale(info.transform, glm::vec3{scale, scale, scale});
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158 }
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159 #endif
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160 Q_EMIT this->verticesChanged();
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161 }
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162
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163 /**
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164 * @brief Apply \c fn for all vertices in the map.
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165 * @param fn
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166 */
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167 void VertexMap::apply(ApplyFunction fn) const
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168 {
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169 for (unsigned int i = 0; i < this->vertices.size(); i += 1)
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170 {
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171 const glm::vec3& point = this->vertices[i];
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172 fn(point, this->map.at(hashVertex(point)));
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173 }
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174 }

mercurial