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authorDan Goodliffe <dan@randomdan.homeip.net>2023-03-09 01:41:26 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-03-09 01:41:26 +0000
commita74580123fe36ba1227611c3703c1fe1a520719a (patch)
treef667f5f0813eba8aa8048eeef9da4abfd6f6a59c
parentHugely more detailed Brush47 model and revision to test case details (diff)
downloadilt-a74580123fe36ba1227611c3703c1fe1a520719a.tar.bz2
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Refactor of asset factory to address mutation/face controller logic
Fixes issue where face controller extrusions applied to a rotated or scaled mesh would be applied incorrectly. Now we create the mesh at the origin, deform it as required (scale), apply face controllers and finally relocate it as required (position and rotation). A relative level of detail is cascade into the generation for shapes like cylinder, which generate fewer faces for small objects.
-rw-r--r--assetFactory/cuboid.cpp4
-rw-r--r--assetFactory/cuboid.h2
-rw-r--r--assetFactory/cylinder.cpp27
-rw-r--r--assetFactory/cylinder.h2
-rw-r--r--assetFactory/factoryMesh.cpp2
-rw-r--r--assetFactory/mutation.cpp19
-rw-r--r--assetFactory/mutation.h4
-rw-r--r--assetFactory/object.cpp4
-rw-r--r--assetFactory/object.h2
-rw-r--r--assetFactory/plane.cpp4
-rw-r--r--assetFactory/plane.h2
-rw-r--r--assetFactory/shape.cpp6
-rw-r--r--assetFactory/shape.h8
-rw-r--r--assetFactory/use.cpp26
-rw-r--r--assetFactory/use.h2
15 files changed, 77 insertions, 37 deletions
diff --git a/assetFactory/cuboid.cpp b/assetFactory/cuboid.cpp
index 24fe4a4..03b1304 100644
--- a/assetFactory/cuboid.cpp
+++ b/assetFactory/cuboid.cpp
@@ -2,7 +2,7 @@
#include "modelFactoryMesh.h"
Cuboid::CreatedFaces
-Cuboid::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const
+Cuboid::createMesh(ModelFactoryMesh & mesh, float) const
{
static constexpr std::array<glm::vec3, 8> VERTICES {{
// bottom
@@ -17,7 +17,7 @@ Cuboid::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) c
{n, n, o},
}};
- const auto vhs = addMutatedToMesh(mesh, VERTICES, mutation);
+ const auto vhs = addToMesh(mesh, VERTICES);
return {
mesh.add_namedFace("top", {vhs[4], vhs[5], vhs[6], vhs[7]}),
mesh.add_namedFace("bottom", {vhs[0], vhs[1], vhs[2], vhs[3]}),
diff --git a/assetFactory/cuboid.h b/assetFactory/cuboid.h
index 5a4072a..4e375a9 100644
--- a/assetFactory/cuboid.h
+++ b/assetFactory/cuboid.h
@@ -4,5 +4,5 @@
class Cuboid : public Shape {
public:
- CreatedFaces createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const override;
+ CreatedFaces createMesh(ModelFactoryMesh & mesh, float lodf) const override;
};
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp
index cf0dbfb..e32ebcb 100644
--- a/assetFactory/cylinder.cpp
+++ b/assetFactory/cylinder.cpp
@@ -1,33 +1,30 @@
#include "cylinder.h"
#include "maths.h"
#include "modelFactoryMesh.h"
+#include <stream_support.hpp>
Cylinder::CreatedFaces
-Cylinder::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const
+Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const
{
- const glm::vec2 scale {std::accumulate(&mutation[0][0], &mutation[0][3], 0.f),
- std::accumulate(&mutation[1][0], &mutation[1][3], 0.f)};
- const unsigned int P = static_cast<unsigned int>(std::round(15.F * std::sqrt(glm::length(scale))));
+ const unsigned int P = static_cast<unsigned int>(std::round(15.F * std::sqrt(lodf)));
std::vector<OpenMesh::VertexHandle> bottom(P), top(P);
- std::generate_n(bottom.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh, &mutation]() mutable {
+ std::generate_n(bottom.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable {
const auto xy = sincosf(a += step) * .5F;
- const auto xyz = (xy ^ 0) % mutation;
- return mesh.add_vertex({xyz.x, xyz.y, xyz.z});
+ return mesh.add_vertex({xy.x, xy.y, 0.f});
});
- std::generate_n(top.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh, &mutation]() mutable {
+ std::generate_n(top.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable {
const auto xy = sincosf(a -= step) * .5F;
- const auto xyz = (xy ^ 1) % mutation;
- return mesh.add_vertex({xyz.x, xyz.y, xyz.z});
+ return mesh.add_vertex({xy.x, xy.y, 1.f});
});
CreatedFaces surface;
std::generate_n(std::inserter(surface, surface.end()), P,
- [a = 0.f, step = two_pi / static_cast<float>(P), &mesh, &mutation]() mutable {
+ [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable {
const auto xy1 = sincosf(a) * .5F;
const auto xy2 = sincosf(a -= step) * .5F;
- const auto xyz1b = (xy1 ^ 0) % mutation;
- const auto xyz2b = (xy2 ^ 0) % mutation;
- const auto xyz1t = (xy1 ^ 1) % mutation;
- const auto xyz2t = (xy2 ^ 1) % mutation;
+ const auto xyz1b = (xy1 ^ 0);
+ const auto xyz2b = (xy2 ^ 0);
+ const auto xyz1t = (xy1 ^ 1);
+ const auto xyz2t = (xy2 ^ 1);
return mesh.add_namedFace("edge",
{
mesh.add_vertex({xyz1b.x, xyz1b.y, xyz1b.z}),
diff --git a/assetFactory/cylinder.h b/assetFactory/cylinder.h
index 65ca5e5..1d7b0e0 100644
--- a/assetFactory/cylinder.h
+++ b/assetFactory/cylinder.h
@@ -4,5 +4,5 @@
class Cylinder : public Shape {
public:
- CreatedFaces createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const override;
+ CreatedFaces createMesh(ModelFactoryMesh & mesh, float lodf) const override;
};
diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp
index 0cfed85..1665b90 100644
--- a/assetFactory/factoryMesh.cpp
+++ b/assetFactory/factoryMesh.cpp
@@ -11,7 +11,7 @@ FactoryMesh::createMesh() const
ModelFactoryMesh mesh;
for (const auto & use : uses) {
- use->createMesh(mesh, glm::identity<Mutation::Matrix>());
+ use->createMesh(mesh, 1);
}
mesh.garbage_collection();
diff --git a/assetFactory/mutation.cpp b/assetFactory/mutation.cpp
index 21d2a24..9722dc3 100644
--- a/assetFactory/mutation.cpp
+++ b/assetFactory/mutation.cpp
@@ -1,4 +1,5 @@
#include "mutation.h"
+#include <algorithm>
#include <glm/gtx/transform.hpp>
#include <maths.h>
@@ -8,3 +9,21 @@ Mutation::getMatrix() const
return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr(rotation)
* glm::scale(glm::identity<Matrix>(), scale);
}
+
+Mutation::Matrix
+Mutation::getDeformationMatrix() const
+{
+ return glm::scale(glm::identity<Matrix>(), scale);
+}
+
+Mutation::Matrix
+Mutation::getLocationMatrix() const
+{
+ return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr(rotation);
+}
+
+float
+Mutation::relativeLevelOfDetail() const
+{
+ return std::max({scale.x, scale.y, scale.z});
+}
diff --git a/assetFactory/mutation.h b/assetFactory/mutation.h
index 440fab0..e620955 100644
--- a/assetFactory/mutation.h
+++ b/assetFactory/mutation.h
@@ -7,6 +7,10 @@ struct Mutation {
using Matrix = glm::mat4;
Matrix getMatrix() const;
+ Matrix getDeformationMatrix() const;
+ Matrix getLocationMatrix() const;
+
+ float relativeLevelOfDetail() const;
glm::vec3 position {};
glm::vec3 rotation {};
diff --git a/assetFactory/object.cpp b/assetFactory/object.cpp
index ae5a301..5c86f47 100644
--- a/assetFactory/object.cpp
+++ b/assetFactory/object.cpp
@@ -4,11 +4,11 @@
Object::Object(std::string i) : id {std::move(i)} { }
Object::CreatedFaces
-Object::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const
+Object::createMesh(ModelFactoryMesh & mesh, float levelOfDetailFactor) const
{
CreatedFaces faces;
for (const auto & use : uses) {
- auto useFaces = use->createMesh(mesh, mutation);
+ auto useFaces = use->createMesh(mesh, levelOfDetailFactor);
std::transform(useFaces.begin(), useFaces.end(), std::inserter(faces, faces.end()), [this](auto && face) {
return std::make_pair(id + ":" + face.first, std::move(face.second));
});
diff --git a/assetFactory/object.h b/assetFactory/object.h
index f3726c7..3f7b640 100644
--- a/assetFactory/object.h
+++ b/assetFactory/object.h
@@ -10,7 +10,7 @@ public:
Object() = default;
Object(std::string i);
- CreatedFaces createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const override;
+ CreatedFaces createMesh(ModelFactoryMesh & mesh, float lodf) const override;
Use::Collection uses;
std::string id;
diff --git a/assetFactory/plane.cpp b/assetFactory/plane.cpp
index 563c4e9..c6e1b5a 100644
--- a/assetFactory/plane.cpp
+++ b/assetFactory/plane.cpp
@@ -2,7 +2,7 @@
#include "modelFactoryMesh.h"
Plane::CreatedFaces
-Plane::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const
+Plane::createMesh(ModelFactoryMesh & mesh, float) const
{
static constexpr std::array<glm::vec3, 4> VERTICES {{
{n, n, z},
@@ -11,5 +11,5 @@ Plane::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) co
{n, y, z},
}};
- return {mesh.add_namedFace("plane", addMutatedToMesh(mesh, VERTICES, mutation))};
+ return {mesh.add_namedFace("plane", addToMesh(mesh, VERTICES))};
}
diff --git a/assetFactory/plane.h b/assetFactory/plane.h
index 5e93ee4..f24e2c1 100644
--- a/assetFactory/plane.h
+++ b/assetFactory/plane.h
@@ -4,5 +4,5 @@
class Plane : public Shape {
public:
- CreatedFaces createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const override;
+ CreatedFaces createMesh(ModelFactoryMesh & mesh, float lodf) const override;
};
diff --git a/assetFactory/shape.cpp b/assetFactory/shape.cpp
index f6e55e8..ec6594e 100644
--- a/assetFactory/shape.cpp
+++ b/assetFactory/shape.cpp
@@ -5,12 +5,10 @@
#include "shape.h"
std::vector<OpenMesh::VertexHandle>
-Shape::addMutatedToMesh(
- ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices, const Mutation::Matrix & mutation)
+Shape::addToMesh(ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices)
{
std::vector<OpenMesh::VertexHandle> vhs;
- std::transform(vertices.begin(), vertices.end(), std::back_inserter(vhs), [&mesh, &mutation](const auto & v) {
- const auto p = v % mutation;
+ std::transform(vertices.begin(), vertices.end(), std::back_inserter(vhs), [&mesh](const auto & p) {
return mesh.add_vertex({p.x, p.y, p.z});
});
return vhs;
diff --git a/assetFactory/shape.h b/assetFactory/shape.h
index 5a2b59c..fe517c1 100644
--- a/assetFactory/shape.h
+++ b/assetFactory/shape.h
@@ -1,9 +1,9 @@
#pragma once
#include "modelFactoryMesh_fwd.h"
-#include "mutation.h"
#include "stdTypeDefs.hpp"
#include <OpenMesh/Core/Mesh/Handles.hh>
+#include <glm/vec3.hpp>
#include <map>
#include <span>
#include <string>
@@ -18,8 +18,8 @@ public:
virtual ~Shape() = default;
- virtual CreatedFaces createMesh(ModelFactoryMesh &, const Mutation::Matrix & mutation) const = 0;
+ virtual CreatedFaces createMesh(ModelFactoryMesh &, float levelOfDetailFactor) const = 0;
- static std::vector<OpenMesh::VertexHandle> addMutatedToMesh(
- ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices, const Mutation::Matrix & mutation);
+ static std::vector<OpenMesh::VertexHandle> addToMesh(
+ ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices);
};
diff --git a/assetFactory/use.cpp b/assetFactory/use.cpp
index 708e310..898b736 100644
--- a/assetFactory/use.cpp
+++ b/assetFactory/use.cpp
@@ -1,14 +1,36 @@
#include "use.h"
#include "assetFactory.h"
+#include <glm/ext/matrix_transform.hpp>
+#include <glm/matrix.hpp>
+#include <maths.h>
+#include <set>
+#include <stream_support.hpp>
Shape::CreatedFaces
-Use::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const
+Use::createMesh(ModelFactoryMesh & mesh, float levelOfDetailFactor) const
{
- auto faces = type->createMesh(mesh, mutation * getMatrix());
+ auto apply = [&mesh](const auto & faces, const Mutation::Matrix & m) {
+ std::set<ModelFactoryMesh::VertexHandle> vs;
+ for (const auto & f : faces) {
+ const auto fvr = mesh.fv_range(f.second);
+ for (const auto & v : fvr) {
+ if (!vs.contains(v)) {
+ glm::vec3 p = mesh.point(v);
+ p = p % m;
+ mesh.set_point(v, ModelFactoryMesh::Point(p.x, p.y, p.z));
+ vs.insert(v);
+ }
+ }
+ }
+ };
+
+ auto faces = type->createMesh(mesh, levelOfDetailFactor * relativeLevelOfDetail());
applyStyle(mesh, {this}, faces);
+ apply(faces, getDeformationMatrix());
for (const auto & [name, faceController] : faceControllers) {
faceController->apply(mesh, {this}, name, faces);
}
+ apply(faces, getLocationMatrix());
return faces;
}
diff --git a/assetFactory/use.h b/assetFactory/use.h
index 5e4c35f..9dbf382 100644
--- a/assetFactory/use.h
+++ b/assetFactory/use.h
@@ -11,7 +11,7 @@ class Use : public StdTypeDefs<Use>, public Mutation, public Style, public Persi
public:
using FaceControllers = std::map<std::string, std::unique_ptr<FaceController>>;
- Shape::CreatedFaces createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) const;
+ Shape::CreatedFaces createMesh(ModelFactoryMesh & mesh, float lodf) const;
Shape::CPtr type;
FaceControllers faceControllers;