Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryCore/Public/VertexConnectedComponents.h
Jimmy Andrews 271266b464 Add a vertex-based connected components class that can be used with any TriangleMeshType and supports connecting based on spatial proximity as well as triangle topology
#rb matija.kecman
#preflight 6241d7cc5e39ec66db053828

[CL 19529088 by Jimmy Andrews in ue5-main branch]
2022-03-28 12:26:04 -04:00

294 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BoxTypes.h"
#include "IndexTypes.h"
#include "Spatial/PointHashGrid3.h"
namespace UE
{
namespace Geometry
{
/// Disjoint set with additional storage to track the size of each set
struct FSizedDisjointSet
{
TArray<int32> Parents, Sizes;
void Init(int32 NumIDs)
{
Parents.SetNumUninitialized(NumIDs);
Sizes.SetNumUninitialized(NumIDs);
for (int32 Idx = 0; Idx < NumIDs; Idx++)
{
Parents[Idx] = Idx;
Sizes[Idx] = 1;
}
}
// IsElement(Index) returns false if Index is not valid. Find, Union and GetSize should never be called on an invalid index.
template<typename IsElementFunction>
void Init(int32 NumIDs, IsElementFunction IsElement)
{
Parents.SetNumUninitialized(NumIDs);
Sizes.SetNumUninitialized(NumIDs);
for (int32 Idx = 0; Idx < NumIDs; Idx++)
{
if (IsElement(Idx))
{
Parents[Idx] = Idx;
Sizes[Idx] = 1;
}
else
{
Parents[Idx] = -1;
Sizes[Idx] = 0;
}
}
}
void Union(int32 A, int32 B)
{
int32 ParentA = Find(A);
int32 ParentB = Find(B);
if (ParentA == ParentB)
{
return;
}
if (Sizes[ParentA] > Sizes[ParentB])
{
Swap(ParentA, ParentB);
}
Parents[ParentA] = ParentB;
Sizes[ParentB] += Sizes[ParentA];
}
int32 Find(int32 Idx)
{
int32 Parent = Idx;
while (Parents[Parent] != Parent)
{
Parents[Parent] = Parents[Parents[Parent]];
Parent = Parents[Parent];
}
return Parent;
}
int32 GetSize(int32 Idx)
{
int32 Parent = Find(Idx);
return Sizes[Parent];
}
};
/// Vertex-based connected components class -- can work with any mesh that has vertex IDs
/// Also supports linking spatially-close vertices in the same component
///
/// Functions templated on TemplateMeshType are designed to work with any mesh that
/// implements the standard MeshAdapter functions (see MeshAdapter.h)
/// Functions templated on TriangleType are designed to work with triangles
/// with vertex IDs that can be array-accessed (i.e.: Tri[0], Tri[1], Tri[2])
class FVertexConnectedComponents
{
public:
FVertexConnectedComponents()
{
Init(0);
}
FVertexConnectedComponents(int32 MaxVertexID)
{
Init(MaxVertexID);
}
void Init(int32 MaxVertexID)
{
DisjointSet.Init(MaxVertexID);
}
template<typename TriangleMeshType>
void Init(const TriangleMeshType& Mesh)
{
DisjointSet.Init(Mesh.MaxVertexID(), [&Mesh](int32 VID) -> bool { return Mesh.IsVertex(VID); });
}
template<typename TriangleMeshType>
void ConnectTriangles(const TriangleMeshType& Mesh)
{
for (int32 TID = 0; TID < Mesh.MaxTriangleID(); TID++)
{
if (Mesh.IsTriangle(TID))
{
FIndex3i Triangle = Mesh.GetTriangle(TID);
DisjointSet.Union(Triangle[0], Triangle[1]);
DisjointSet.Union(Triangle[1], Triangle[2]);
}
}
}
template<typename TriangleType>
void ConnectTriangles(TArrayView<const TriangleType> Triangles)
{
for (const TriangleType& Triangle : Triangles)
{
DisjointSet.Union(Triangle[0], Triangle[1]);
DisjointSet.Union(Triangle[1], Triangle[2]);
}
}
// Note for meshes that may have floating (unreferenced) vertices, using a KeepSizeThreshold > 1 after calling ConnectTriangles will ensure the unreferenced vertices are skipped
template<typename TriangleMeshType>
void ConnectCloseVertices(const TriangleMeshType& Mesh, double CloseVertexThreshold, int32 KeepSizeThreshold = 0)
{
TPointHashGrid3d<int32> VertexHash(CloseVertexThreshold * 3, -1);
TArray<int32> Neighbors;
for (int32 VID = 0; VID < Mesh.MaxVertexID(); VID++)
{
if (!Mesh.IsVertex(VID))
{
continue;
}
int32 SetID = DisjointSet.Find(VID);
if (KeepSizeThreshold > 0 && DisjointSet.Sizes[SetID] < KeepSizeThreshold)
{
continue;
}
FVector3d Pt = Mesh.GetVertex(VID);
Neighbors.Reset();
VertexHash.FindPointsInBall(Pt, CloseVertexThreshold, [&Mesh, Pt](int32 OtherVID)
{
// TODO: could return MaxReal if OtherVID is already in the same component so we skip union-ing it?
return DistanceSquared(Pt, Mesh.GetVertex(OtherVID));
}, Neighbors);
for (int32 NbrVID : Neighbors)
{
DisjointSet.Union(SetID, NbrVID);
}
VertexHash.InsertPointUnsafe(VID, Pt);
}
}
// TODO: support more overlap strategies, currently just uses AABB
// Note this merges components based on overlap of their bounding boxes as computed *before* any merges; multiple passes may merge additional components
template<typename TriangleMeshType>
void ConnectOverlappingComponents(const TriangleMeshType& Mesh, int32 KeepSizeThreshold = 0)
{
TMap<int32, FAxisAlignedBox3d> SetIDToBounds;
for (int32 VID = 0; VID < Mesh.MaxVertexID(); VID++)
{
if (!Mesh.IsVertex(VID))
{
continue;
}
int32 SetID = DisjointSet.Find(VID);
if (KeepSizeThreshold > 0 && DisjointSet.Sizes[SetID] < KeepSizeThreshold)
{
continue;
}
FVector3d Pt = Mesh.GetVertex(VID);
FAxisAlignedBox3d& Bounds = SetIDToBounds.FindOrAdd(SetID, FAxisAlignedBox3d::Empty());
Bounds.Contain(Pt);
}
// For each component's bounding box
for (auto It = SetIDToBounds.CreateConstIterator(); It; ++It)
{
auto NextIt = It;
// Iterate over the subsequent component bounding boxes
++NextIt;
for (; NextIt; ++NextIt)
{
// Union the two components if their bounds overlap
if (It.Value().Intersects(NextIt.Value()))
{
DisjointSet.Union(It.Key(), NextIt.Key());
}
}
}
}
template<typename TriangleMeshType>
bool HasMultipleComponents(const TriangleMeshType& Mesh, int32 KeepSizeThreshold = 0)
{
int32 FoundComponent = -1;
for (int32 VID = 0; VID < Mesh.MaxVertexID(); VID++)
{
if (!Mesh.IsVertex(VID))
{
continue;
}
int32 SetID = DisjointSet.Find(VID);
if (KeepSizeThreshold > 0 && DisjointSet.Sizes[SetID] < KeepSizeThreshold)
{
continue;
}
if (FoundComponent == -1)
{
FoundComponent = SetID;
}
else if (FoundComponent != SetID)
{
return true;
}
}
return false;
}
// Map arbitrary set IDs to indices from 0 to k-1 (if there are k components)
template<typename TriangleMeshType>
TMap<int32, int32> MakeComponentMap(const TriangleMeshType& Mesh, int32 KeepSizeThreshold = 0)
{
TMap<int32, int32> ComponentMap;
int32 CurrentIdx = 0;
for (int32 VID = 0; VID < Mesh.MaxVertexID(); VID++)
{
if (!Mesh.IsVertex(VID))
{
continue;
}
int32 SetID = DisjointSet.Find(VID);
if (KeepSizeThreshold > 0 && DisjointSet.Sizes[SetID] < KeepSizeThreshold)
{
continue;
}
if (!ComponentMap.Contains(SetID))
{
ComponentMap.Add(SetID, CurrentIdx++);
}
}
return ComponentMap;
}
inline int32 GetComponent(int32 VertexID)
{
return DisjointSet.Find(VertexID);
}
inline int32 GetComponentSize(int32 VertexID)
{
return DisjointSet.GetSize(VertexID);
}
template<typename TriangleType>
inline int32 GetComponent(const TriangleType& Triangle)
{
return GetComponent(Triangle[0]);
}
inline void ConnectVertices(int32 VertexID0, int32 VertexID1)
{
DisjointSet.Union(VertexID0, VertexID1);
}
protected:
FSizedDisjointSet DisjointSet;
};
} // end namespace UE::Geometry
} // end namespace UE