/// Get the key value couple before current point.
        /// If current point is below minimum key, issues minimum key/value
        //
        //ORIGINAL LINE: std::map<Real, Real>.Enumerator _getKeyValueBefore(float pos) const
        //public std.map<Real, Real>.Enumerator _getKeyValueBefore(float pos)
        public std_pair <float, float> _getKeyValueBefore(float pos)
        {
            std_pair <float, float> it = mKeyFrames.upper_bound(pos);
            int index = mKeyFrames.find(pos);

            //if (it==mKeyFrames.begin())
            if (index == 0)
            {
                return(it);
            }
            else
            {
                return(mKeyFrames.lower_bound(pos));
                //return --it;
            }
            //std::map<Real, Real>::const_iterator it = mKeyFrames.upper_bound(pos);
            //if (it==mKeyFrames.begin())
            //    return it;
            //else
            //    return --it;
        }
        //--------------------------------------------------------------
        public void modify()
        {
            if (mInputTriangleBuffer == null)
            {
                OGRE_EXCEPT("Exception::ERR_INVALID_STATE", "Input triangle buffer must be set", "__FUNCTION__");
            }
            ;
            //std.map<Vector3, int, Vector3Comparator> mapExistingVertices = new std.map<Vector3, int, Vector3Comparator>();
            std_map <Vector3, int>             mapExistingVertices = new std_map <Vector3, int>(new Vector3Comparator());
            std_vector <TriangleBuffer.Vertex> vertices            = mInputTriangleBuffer.getVertices();
            std_vector <int> indices = mInputTriangleBuffer.getIndices();

            int newSize = vertices.size();

            //	for (std::vector<TriangleBuffer::Vertex>::iterator it = vertices.begin(); it!= vertices.end(); ++it)
            for (int i = 0; i < vertices.Count; i++)
            {
                //size_t currentIndex = it - vertices.begin();
                TriangleBuffer.Vertex it = vertices[i];
                int currentIndex         = i;
                if (currentIndex >= newSize)
                {
                    break;
                }
                //if (mapExistingVertices.find(it.mPosition) == mapExistingVertices.end())
                //	mapExistingVertices[it.mPosition] = currentIndex;
                if (mapExistingVertices.find(it.mPosition) == -1)
                {
                    mapExistingVertices.insert(it.mPosition, currentIndex);
                }
                else
                {
                    int existingIndex = mapExistingVertices[it.mPosition];
                    --newSize;
                    if (currentIndex == newSize)
                    {
                        //for (std::vector<int>::iterator it2 = indices.begin(); it2 != indices.end(); ++it2)
                        for (int j = 0; j < indices.Count; j++)
                        {
                            int it2 = indices[j];
                            if (it2 == currentIndex)
                            {
                                //*it2 = existingIndex;
                                indices[j] = existingIndex;
                            }
                        }
                    }
                    else
                    {
                        int lastIndex = newSize;
                        //*it = vertices[lastIndex];
                        it = vertices[lastIndex];
                        //for (std::vector<int>::iterator it2 = indices.begin(); it2 != indices.end(); ++it2)
                        for (int j = 0; j < indices.Count; j++)
                        {
                            int it2 = indices[j];
                            //if (*it2 == currentIndex)
                            if (it2 == currentIndex)
                            {
                                //*it2 = existingIndex;
                                indices[j] = existingIndex;
                            }
                            //else if (*it2 == lastIndex)
                            else if (it2 == lastIndex)
                            {
                                //*it2 = currentIndex;
                                indices[j] = currentIndex;
                            }
                        }
                    }
                }
            }
        }
        //--------------------------------------------------------------
        public void modify() {
            if (mInputTriangleBuffer == null)
                OGRE_EXCEPT("Exception::ERR_INVALID_STATE", "Input triangle buffer must be set", "__FUNCTION__");
            ;
            //std.map<Vector3, int, Vector3Comparator> mapExistingVertices = new std.map<Vector3, int, Vector3Comparator>();
            std_map<Vector3, int> mapExistingVertices = new std_map<Vector3, int>(new Vector3Comparator());
            std_vector<TriangleBuffer.Vertex> vertices = mInputTriangleBuffer.getVertices();
            std_vector<int> indices = mInputTriangleBuffer.getIndices();

            int newSize = vertices.size();

            //	for (std::vector<TriangleBuffer::Vertex>::iterator it = vertices.begin(); it!= vertices.end(); ++it)
            for (int i = 0; i < vertices.Count; i++) {
                //size_t currentIndex = it - vertices.begin();
                TriangleBuffer.Vertex it = vertices[i];
                int currentIndex = i;
                if (currentIndex >= newSize)
                    break;
                //if (mapExistingVertices.find(it.mPosition) == mapExistingVertices.end())
                //	mapExistingVertices[it.mPosition] = currentIndex;
                if (mapExistingVertices.find(it.mPosition) == -1) {
                    mapExistingVertices.insert(it.mPosition, currentIndex);
                }
                else {
                    int existingIndex = mapExistingVertices[it.mPosition];
                    --newSize;
                    if (currentIndex == newSize) {
                        //for (std::vector<int>::iterator it2 = indices.begin(); it2 != indices.end(); ++it2)
                        for (int j = 0; j < indices.Count; j++) {
                            int it2 = indices[j];
                            if (it2 == currentIndex) {
                                //*it2 = existingIndex;
                                indices[j] = existingIndex;
                            }
                        }
                    }
                    else {
                        int lastIndex = newSize;
                        //*it = vertices[lastIndex];
                        it = vertices[lastIndex];
                        //for (std::vector<int>::iterator it2 = indices.begin(); it2 != indices.end(); ++it2)
                        for (int j = 0; j < indices.Count; j++) {
                            int it2 = indices[j];
                            //if (*it2 == currentIndex)
                            if (it2 == currentIndex) {
                                //*it2 = existingIndex;
                                indices[j] = existingIndex;
                            }
                            //else if (*it2 == lastIndex)
                            else if (it2 == lastIndex) {
                                //*it2 = currentIndex;
                                indices[j] = currentIndex;
                            }
                        }
                    }
                }
            }
        }
Exemple #4
0
        //    *
        //	 * Executes the Constrained Delaunay Triangulation algorithm
        //	 * @param output A vector of index where is outputed the resulting triangle indexes
        //	 * @param outputVertices A vector of vertices where is outputed the resulting triangle vertices
        //	 * @exception Ogre::InvalidStateException Either shape or multishape or segment list must be defined
        //
        //void triangulate(ref List<int>& output, ref List<Vector2>& outputVertices) const;
        public void triangulate(std_vector <int> output, PointList outputVertices)
        {
            if (mShapeToTriangulate == null && mMultiShapeToTriangulate == null && mSegmentListToTriangulate == null)
            {
                throw new NullReferenceException("Ogre::Exception::ERR_INVALID_STATE," + "Either shape or multishape or segment list must be defined!" + ",  Procedural::Triangulator::triangulate(std::vector<int>&, PointList&)");
            }
            //Ogre::Timer mTimer;
            //Mogre.Timer mTimer = new Timer();
            //mTimer.Reset();
            DelaunayTriangleBuffer dtb = new std_list <Triangle>();
            // Do the Delaunay triangulation
            std_vector <int> segmentListIndices = new std_vector <int>();

            if (mShapeToTriangulate != null)
            {
                outputVertices = new std_vector <Vector2>(mShapeToTriangulate.getPoints());
                for (int i = 0; i < mShapeToTriangulate.getSegCount(); ++i)
                {
                    segmentListIndices.push_back(i);
                    segmentListIndices.push_back(mShapeToTriangulate.getBoundedIndex(i + 1));
                }
            }
            else if (mMultiShapeToTriangulate != null)
            {
                outputVertices = new std_vector <Vector2>(mMultiShapeToTriangulate.getPoints());
                int index = 0;
                for (int i = 0; i < mMultiShapeToTriangulate.getShapeCount(); ++i)
                {
                    Shape shape = mMultiShapeToTriangulate.getShape((uint)i);
                    for (int j = 0; j < shape.getSegCount(); j++)
                    {
                        segmentListIndices.push_back(index + j);
                        segmentListIndices.push_back(index + shape.getBoundedIndex(j + 1));
                    }
                    index += shape.getSegCount();
                }
            }
            else if (mSegmentListToTriangulate != null)
            {
                //std_map<Vector2, int, Vector2Comparator> backMap;
                std_map <Vector2, int> backMap = new std_map <Vector2, int>(new Vector2Comparator());
                //for (std::vector<Segment2D>::iterator it = mSegmentListToTriangulate->begin(); it!= mSegmentListToTriangulate->end(); it++)
                foreach (var it in mSegmentListToTriangulate)
                {
                    if ((it.mA - it.mB).SquaredLength < 1e-6)
                    {
                        continue;
                    }

                    //std::map<Vector2, int, Vector2Comparator>::iterator it2 = backMap.find(it->mA);
                    int it2_pos = backMap.find(it.mA);
                    //if (it2 != backMap.end())
                    if (it2_pos != -1)
                    {
                        //segmentListIndices.push_back(it2->second);
                        segmentListIndices.push_back(backMap[it.mA]);
                    }
                    else
                    {
                        //backMap[it->mA] = outputVertices.size();
                        backMap.insert(it.mA, outputVertices.size());
                        segmentListIndices.push_back(outputVertices.size());
                        outputVertices.push_back(it.mA);
                    }

                    //it2 = backMap.find(it.mB);
                    it2_pos = backMap.find(it.mB);
                    //if (it2 != backMap.end())
                    if (it2_pos != -1)
                    {
                        //segmentListIndices.push_back(it2.second);
                        segmentListIndices.push_back(backMap[it.mB]);
                    }
                    else
                    {
                        //backMap[it->mB] = outputVertices.size();
                        backMap.insert(it.mB, outputVertices.size());
                        segmentListIndices.push_back(outputVertices.size());
                        outputVertices.push_back(it.mB);
                    }
                }

                if (mManualSuperTriangle != null)
                {
                    Triangle superTriangle = new Triangle(outputVertices);
                    for (int i = 0; i < 3; i++)
                    {
                        //std::map<Vector2, int, Vector2Comparator>::iterator it = backMap.find(mManualSuperTriangle->mPoints[i]);
                        int it_pos = backMap.find(mManualSuperTriangle.mPoints[i]);
                        //if (it != backMap.end())
                        if (it_pos != -1)
                        {
                            //segmentListIndices.push_back(it->second);
                            //superTriangle.i[i] = it->second;
                            superTriangle.i[i] = backMap[mManualSuperTriangle.mPoints[i]];
                        }
                        else
                        {
                            //backMap[mManualSuperTriangle->mPoints[i]] = outputVertices.size();
                            backMap.insert(mManualSuperTriangle.mPoints[i], outputVertices.size());
                            //segmentListIndices.push_back(outputVertices.size());
                            superTriangle.i[i] = outputVertices.size();
                            outputVertices.push_back(mManualSuperTriangle.mPoints[i]);
                        }
                    }

                    dtb.push_back(superTriangle);
                }
            }
            //Utils::log("Triangulator preparation : " + StringConverter::toString(mTimer.getMicroseconds() / 1000.0f) + " ms");
            delaunay(outputVertices, ref dtb);
            //Utils::log("Triangulator delaunay : " + StringConverter::toString(mTimer.getMicroseconds() / 1000.0f) + " ms");
            // Add contraints
            _addConstraints(ref dtb, outputVertices, segmentListIndices);
            //Utils::log("Triangulator constraints : " + StringConverter::toString(mTimer.getMicroseconds() / 1000.0f) + " ms");
            //Outputs index buffer
            //for (DelaunayTriangleBuffer::iterator it = dtb.begin(); it!=dtb.end(); ++it)
            foreach (var it in dtb)
            {
                if (!it.isDegenerate())
                {
                    output.push_back(it.i[0]);
                    output.push_back(it.i[1]);
                    output.push_back(it.i[2]);
                }
            }
            // Remove super triangle
            if (mRemoveOutside)
            {
                outputVertices.pop_back();
                outputVertices.pop_back();
                outputVertices.pop_back();
            }
            //Utils::log("Triangulator output : " + StringConverter::toString(mTimer.getMicroseconds() / 1000.0f) + " ms");
        }
Exemple #5
0
        //-----------------------------------------------------------------------

        public static void _retriangulate(ref TriangleBuffer newMesh, TriangleBuffer inputMesh, std_vector <Intersect> intersectionList, bool first)
        {
            std_vector <TriangleBuffer.Vertex> vec = inputMesh.getVertices();
            std_vector <int> ind = inputMesh.getIndices();
            // Triangulate
            //  Group intersections by triangle indice
            std_map <int, std_vector <Segment3D> > meshIntersects = new std_map <int, std_vector <Segment3D> >();

            //for (List<Intersect>.Enumerator it = intersectionList.GetEnumerator(); it.MoveNext(); ++it)
            foreach (var it in intersectionList)
            {
                int it2_find;
                if (first)
                {
                    it2_find = meshIntersects.find(it.mTri1);
                }
                else
                {
                    it2_find = meshIntersects.find(it.mTri2);
                }
                if (it2_find != -1)
                {
                    std_pair <int, std_vector <Segment3D> > it2 = meshIntersects.get((uint)it2_find);
                    it2.second.push_back(it.mSeg);
                }
                else
                {
                    std_vector <Segment3D> vec2 = new std_vector <Segment3D>();
                    vec2.push_back(it.mSeg);
                    if (first)
                    {
                        meshIntersects[it.mTri1] = vec2;
                    }
                    else
                    {
                        meshIntersects[it.mTri2] = vec2;
                    }
                }
            }
            // Build a new TriangleBuffer holding non-intersected triangles and retriangulated-intersected triangles
            //for (List<TriangleBuffer.Vertex>.Enumerator it = vec.GetEnumerator(); it.MoveNext(); ++it)
            foreach (var it in vec)
            {
                newMesh.vertex(it);
            }
            //for (int i = 0; i < (int)ind.Count / 3; i++)
            //    if (meshIntersects.find(i) == meshIntersects.end())
            //        newMesh.triangle(ind[i * 3], ind[i * 3 + 1], ind[i * 3 + 2]);
            for (int i = 0; i < (int)ind.size() / 3; i++)
            {
                if (meshIntersects.find(i) == -1)
                {
                    newMesh.triangle(ind[i * 3], ind[i * 3 + 1], ind[i * 3 + 2]);
                }
            }

            int numNonIntersected1 = newMesh.getIndices().size();

            //for (std.map<int, List<Segment3D> >.Enumerator it = meshIntersects.begin(); it.MoveNext(); ++it)
            foreach (var it in meshIntersects)
            {
                std_vector <Segment3D> segments = it.Value;
                int     triIndex    = it.Key;
                Vector3 v1          = vec[ind[triIndex * 3]].mPosition;
                Vector3 v2          = vec[ind[triIndex * 3 + 1]].mPosition;
                Vector3 v3          = vec[ind[triIndex * 3 + 2]].mPosition;
                Vector3 triNormal   = ((v2 - v1).CrossProduct(v3 - v1)).NormalisedCopy;
                Vector3 xAxis       = triNormal.Perpendicular;
                Vector3 yAxis       = triNormal.CrossProduct(xAxis);
                Vector3 planeOrigin = vec[ind[triIndex * 3]].mPosition;

                // Project intersection segments onto triangle plane
                std_vector <Segment2D> segments2 = new std_vector <Segment2D>();

                //for (List<Segment3D>.Enumerator it2 = segments.GetEnumerator(); it2.MoveNext(); it2++)
                //    segments2.Add(projectOnAxis(it2.Current, planeOrigin, xAxis, yAxis));
                foreach (var it2 in segments)
                {
                    segments2.push_back(projectOnAxis(it2, planeOrigin, xAxis, yAxis));
                }
                //for (List<Segment2D>.Enumerator it2 = segments2.GetEnumerator(); it2.MoveNext();)
                int it2_c = segments2.Count;
                for (int j = it2_c - 1; j >= 0; j--)
                {
                    Segment2D it2 = segments2[j];
                    if ((it2.mA - it2.mB).SquaredLength < 1e-5)
                    {
                        //C++ TO C# CONVERTER TODO TASK: There is no direct equivalent to the STL vector 'erase' method in C#:
                        //it2 = segments2.erase(it2);
                        segments2.RemoveAt(j);
                    }
                    //else
                }
                // Triangulate
                Triangulator t = new Triangulator();
                //Triangle2D[[]] tri = new Triangle2D[ind[triIndex * 3]](projectOnAxis(vec.mPosition, planeOrigin, xAxis, yAxis), projectOnAxis(vec[ind[triIndex * 3 + 1]].mPosition, planeOrigin, xAxis, yAxis), projectOnAxis(vec[ind[triIndex * 3 + 2]].mPosition, planeOrigin, xAxis, yAxis));
                Triangle2D tri = new Triangle2D(projectOnAxis(vec[ind[triIndex * 3]].mPosition, planeOrigin, xAxis, yAxis),
                                                projectOnAxis(vec[ind[triIndex * 3 + 1]].mPosition, planeOrigin, xAxis, yAxis),
                                                projectOnAxis(vec[ind[triIndex * 3 + 2]].mPosition, planeOrigin, xAxis, yAxis));
                std_vector <Vector2> outPointList = new std_vector <Vector2>();//PointList outPointList;
                std_vector <int>     outIndice    = new std_vector <int>();
                t.setManualSuperTriangle(tri).setRemoveOutside(false).setSegmentListToTriangulate(ref segments2).triangulate(outIndice, outPointList);

                // Deproject and add to triangleBuffer
                newMesh.rebaseOffset();
                //for (List<int>.Enumerator it = outIndice.GetEnumerator(); it.MoveNext(); ++it)
                //    newMesh.index(it.Current);
                foreach (var oindex in outIndice)
                {
                    newMesh.index(oindex);
                }
                float   x1  = tri.mPoints[0].x;
                float   y1  = tri.mPoints[0].y;
                Vector2 uv1 = vec[ind[triIndex * 3]].mUV;
                float   x2  = tri.mPoints[1].x;
                float   y2  = tri.mPoints[1].y;
                Vector2 uv2 = vec[ind[triIndex * 3 + 1]].mUV;
                float   x3  = tri.mPoints[2].x;
                float   y3  = tri.mPoints[2].y;
                Vector2 uv3 = vec[ind[triIndex * 3 + 2]].mUV;
                float   DET = x1 * y2 - x2 * y1 + x2 * y3 - x3 * y2 + x3 * y1 - x1 * y3;
                Vector2 A   = ((y2 - y3) * uv1 + (y3 - y1) * uv2 + (y1 - y2) * uv3) / DET;
                Vector2 B   = ((x3 - x2) * uv1 + (x1 - x3) * uv2 + (x2 - x1) * uv3) / DET;
                Vector2 C   = ((x2 * y3 - x3 * y2) * uv1 + (x3 * y1 - x1 * y3) * uv2 + (x1 * y2 - x2 * y1) * uv3) / DET;

                //for (List<Vector2>.Enumerator it = outPointList.GetEnumerator(); it.MoveNext(); ++it)
                foreach (var it2 in outPointList)
                {
                    Vector2 uv = A * it2.x + B * it2.y + C;
                    newMesh.position(deprojectOnAxis(it2, planeOrigin, xAxis, yAxis));
                    newMesh.normal(triNormal);
                    newMesh.textureCoord(uv);
                }
            }
        }