island_strips = []
while 1:
if not island:
+ # No current island; find any unused face to start from
queue = []
for f in mesh.faces:
if not f.flag:
if not queue:
break
+ # Find all faces connected to the first one
while queue:
- f = queue[0]
- del queue[0]
- island.append(f)
+ face = queue.pop(0)
+ island.append(face)
- for e in f.edges:
- other = e.other_face(f)
- if other and not other.flag:
- other.flag = True
- queue.append(other)
+ for n in f.get_neighbors():
+ n.flag = True
+ queue.append(n)
+ # Unflag the island for the next phase
for f in island:
f.flag = False
+ # Find an unused face with as few unused neighbors as possible, but
+ # at least one. This heuristic gives a preference to faces in corners
+ # or along borders of a non-closed island.
best = 5
face = None
for f in island:
if f.flag:
continue
- score = 0
- for e in f.edges:
- other = e.other_face(f)
- if other and not other.flag:
- score += 1
+
+ score = sum(n.flag for n in f.get_neighbors())
if score>0 and score<best:
face = f
best = score
- if not face:
+ if face:
+ # Create a strip starting from the face. This will flag the faces.
+ strip = mesh.create_strip(face, self.max_strip_len)
+ if strip:
+ island_strips.append(strip)
+ else:
+ # Couldn't find a candidate face for starting a strip, so we're
+ # done with this island
while island_strips:
best = 0
if cache:
+ # Find the strip that benefits the most from the current
+ # contents of the vertex cache
best_hits = 0
for i in range(len(island_strips)):
hits = cache.test_strip(island_strips[i])
best = i
best_hits = hits
- s = island_strips[best]
- del island_strips[best]
- strips.append(s)
+ strip = island_strips.pop(best)
+ strips.append(strip)
if cache:
- cache.fetch_strip(s)
+ cache.fetch_strip(strip)
faces_done += len(island)
if progress:
progress.set_progress(float(faces_done)/len(mesh.faces))
+ # Collect any faces that weren't used in strips
loose += [f for f in island if not f.flag]
for f in island:
f.flag = True
island = []
island_strips = []
- continue
-
- strip = mesh.create_strip(face, self.max_strip_len)
- if strip:
- island_strips.append(strip)
if cache:
cache = VertexCache(self.cache_size)
for s in strips:
if big_strip:
+ # Generate glue elements, ensuring that the next strip begins at
+ # an even position
glue = [big_strip[-1], s[0]]
if len(big_strip)%2:
glue += [s[0]]
total_hits += cache.fetch_strip(s)
for f in loose:
+ # Add loose faces to the end. This wastes space, using five
+ # elements per triangle and six elements per quad.
if len(big_strip)%2:
order = (-1, -2, 0, 1)
else:
return e
raise KeyError("No edge %s"%(key,))
+ def get_neighbors(self):
+ neighbors = [e.other_face(f) for e in self.edges]
+ return list(filter(bool, neighbors))
+
class Line:
def __init__(self, e):
v.bino.normalize()
def create_strip(self, face, max_len):
+ # Find an edge with another unused face next to it
edge = None
for e in face.edges:
other = e.other_face(face)
if not edge:
return None
+ # Add initial vertices so that we'll complete the edge on the first
+ # iteration
vertices = face.pivot_vertices(*edge.vertices)
if len(vertices)==3:
result = [vertices[-1], vertices[0]]
result = [vertices[-2], vertices[-1]]
while 1:
+ face.flag = True
+
vertices = face.pivot_vertices(*result[-2:])
k = len(result)%2
- face.flag = True
+ # Quads need special handling because the winding of every other
+ # triangle in the strip is reversed
if len(vertices)==4 and not k:
result.append(vertices[3])
result.append(vertices[2])
if len(result)>=max_len:
break
+ # Hop over the last edge
edge = face.get_edge(*result[-2:])
-
- next = edge.other_face(face)
- if not next or next.flag:
+ face = edge.other_face(face)
+ if not face or face.flag:
break
- face = next
return result