khanat-opennel-code/code/nel/tools/3d/plugin_max/nel_patch_lib/vertex_neighborhood.cpp
2010-05-06 02:08:41 +02:00

94 lines
2.7 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdafx.h"
#include "vertex_neighborhood.h"
#define AVERAGE_NUM_POINT 1000
// **********************************************************************
CVertexNeighborhood vertexNeighborhoodGlobal;
// **********************************************************************
CVertexNeighborhood::CVertexNeighborhood()
{
// Reserve a table for 1000 points
_VectorIndex.reserve (2*AVERAGE_NUM_POINT+AVERAGE_NUM_POINT*5);
}
// **********************************************************************
void CVertexNeighborhood::build (const PatchMesh& patch)
{
// Resize the table for the index entry
_VectorIndex.resize (patch.numVerts*2, 0);
// Count number of neighbor by vertex
int i;
for (i=0; i<patch.numEdges; i++)
{
if (patch.edges[i].v1!=-1)
getNeighborCountRef (patch.edges[i].v1)++;
if (patch.edges[i].v2!=-1)
getNeighborCountRef (patch.edges[i].v2)++;
}
// Commpute the offset for each vertices
uint finalSize=2*patch.numVerts;
for (i=0; i<patch.numVerts; i++)
{
// Set the offset
getNeighborIndexRef (i)=finalSize;
// Increment this offset
finalSize+=getNeighborCountRef (i);
// Set size to 0
getNeighborCountRef (i)=0;
}
// Resize the table for final size without erasing offsets
_VectorIndex.resize (finalSize);
// Fill the neighborhood info for each vertex
for (i=0; i<patch.numEdges; i++)
{
if (patch.edges[i].v1!=-1)
{
// Get the vertex id
uint vertexId=patch.edges[i].v1;
// Add the edge to the list
_VectorIndex[getNeighborIndexRef (vertexId)+getNeighborCountRef (vertexId)]=i;
// Add a vertex in the list
getNeighborCountRef (vertexId)++;
}
if (patch.edges[i].v2!=-1)
{
// Get the vertex id
uint vertexId=patch.edges[i].v2;
// Add the edge to the list
_VectorIndex[getNeighborIndexRef (vertexId)+getNeighborCountRef (vertexId)]=i;
// Add a vertex in the list
getNeighborCountRef (vertexId)++;
}
}
}