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refactor(editor): extract vertex weld into shared cli_weld utility
Three callers were each open-coding the same quantize-and-
bucket pass over vertex positions: --info-mesh-stats,
--info-wob-stats, and --bake-wom-collision. Move the
implementation to cli_weld.{hpp,cpp} as buildWeldMap() and
have each caller pass a flat positions array.
Identical std::map-based exact-equality keying preserved
(unbalanced-hash collisions remain absent). All three call
sites verified to produce byte-identical output:
• info-mesh-stats firepit: 240→80 verts, 0 boundary
• info-wob-stats cube: 8→8 verts, watertight YES
• bake-wom-collision tent: 18→6 verts, 8-tri WOC
About 75 lines of duplication removed; future weld-using
commands now opt in by including one header.
This commit is contained in:
parent
9031bdb620
commit
869124fa96
6 changed files with 107 additions and 76 deletions
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@ -1,4 +1,5 @@
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#include "cli_bake.hpp"
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#include "cli_weld.hpp"
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#include "pipeline/wowee_model.hpp"
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#include "pipeline/wowee_building.hpp"
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@ -9,7 +10,6 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <nlohmann/json.hpp>
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#include <tuple>
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#include <algorithm>
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#include <chrono>
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@ -19,6 +19,7 @@
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#include <cstring>
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#include <filesystem>
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#include <fstream>
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#include <limits>
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#include <map>
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#include <set>
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#include <sstream>
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@ -952,31 +953,29 @@ int handleBakeWomCollision(int& i, int argc, char** argv) {
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std::vector<glm::vec3> positions;
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std::vector<uint32_t> indices;
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if (useWeld) {
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// Build the canon[] map first, then re-emit positions/indices
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// using only the canonical (lowest-index) vertex of each
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// welded equivalence class. This produces a properly indexed
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// mesh so collision raycasts can share edges between faces.
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const float invEps = 1.0f / std::max(weldEps, 1e-9f);
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using QKey = std::tuple<int64_t, int64_t, int64_t>;
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std::map<QKey, uint32_t> bucket;
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std::vector<uint32_t> canon(wom.vertices.size());
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// Run cli_weld to map vertex i → canonical (lowest-index)
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// representative of its equivalence class, then compact
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// positions to one entry per unique class and renumber
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// indices accordingly. The collision mesh ends up properly
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// indexed so raycasts can share edges between faces.
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std::vector<glm::vec3> srcPositions;
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srcPositions.reserve(wom.vertices.size());
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for (const auto& vert : wom.vertices) srcPositions.push_back(vert.position);
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std::size_t uniq = 0;
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std::vector<uint32_t> canon = buildWeldMap(srcPositions, weldEps, uniq);
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// Build canon→compactedIndex remap as we walk vertices in order.
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std::vector<uint32_t> remap(wom.vertices.size(),
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std::numeric_limits<uint32_t>::max());
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positions.reserve(uniq);
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for (std::size_t v = 0; v < wom.vertices.size(); ++v) {
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const auto& p = wom.vertices[v].position;
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QKey k{static_cast<int64_t>(std::lround(p.x * invEps)),
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static_cast<int64_t>(std::lround(p.y * invEps)),
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static_cast<int64_t>(std::lround(p.z * invEps))};
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auto it = bucket.find(k);
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if (it == bucket.end()) {
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uint32_t newIdx = static_cast<uint32_t>(positions.size());
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bucket.emplace(k, newIdx);
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positions.push_back(p);
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canon[v] = newIdx;
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} else {
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canon[v] = it->second;
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uint32_t c = canon[v];
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if (remap[c] == std::numeric_limits<uint32_t>::max()) {
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remap[c] = static_cast<uint32_t>(positions.size());
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positions.push_back(srcPositions[c]);
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}
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}
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indices.reserve(wom.indices.size());
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for (uint32_t orig : wom.indices) indices.push_back(canon[orig]);
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for (uint32_t orig : wom.indices) indices.push_back(remap[canon[orig]]);
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} else {
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positions.reserve(wom.vertices.size());
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for (const auto& vert : wom.vertices) positions.push_back(vert.position);
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