Change nodes sort algorithm
Before, the nodes sort algorithm is not stable across different platform, this commit is trying to fix it.master
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da6861f6aa
commit
d672e0688f
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@ -9,6 +9,8 @@
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#include <nodemesh/combiner.h>
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#include <nodemesh/combiner.h>
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#include <nodemesh/misc.h>
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#include <nodemesh/misc.h>
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#include <QMatrix4x4>
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#include <QMatrix4x4>
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#include <unordered_set>
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#include <queue>
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#define WRAP_STEP_BACK_FACTOR 0.1 // 0.1 ~ 0.9
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#define WRAP_STEP_BACK_FACTOR 0.1 // 0.1 ~ 0.9
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#define WRAP_WELD_FACTOR 0.01 // Allowed distance: WELD_FACTOR * radius
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#define WRAP_WELD_FACTOR 0.01 // Allowed distance: WELD_FACTOR * radius
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@ -57,9 +59,90 @@ const std::vector<size_t> &Builder::generatedVerticesSourceNodeIndices()
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return m_generatedVerticesSourceNodeIndices;
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return m_generatedVerticesSourceNodeIndices;
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}
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}
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void Builder::sortNodeIndices()
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void Builder::layoutNodes()
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{
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{
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std::sort(m_sortedNodeIndices.begin(), m_sortedNodeIndices.end(), [&](const size_t &firstIndex,
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std::unordered_set<size_t> processedNodes;
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std::queue<size_t> waitNodes;
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std::vector<size_t> threeBranchNodes;
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for (size_t i = 0; i < m_nodes.size(); ++i) {
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if (m_nodes[i].edges.size() == 1) {
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waitNodes.push(i);
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break;
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}
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}
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if (waitNodes.empty())
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return;
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m_sortedNodeIndices.clear();
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while (!waitNodes.empty()) {
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auto index = waitNodes.front();
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waitNodes.pop();
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if (processedNodes.find(index) != processedNodes.end())
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continue;
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const auto &node = m_nodes[index];
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for (const auto &edgeIndex: node.edges) {
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const auto &edge = m_edges[edgeIndex];
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for (const auto &nodeIndex: edge.nodes) {
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if (processedNodes.find(nodeIndex) == processedNodes.end())
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waitNodes.push(nodeIndex);
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}
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}
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if (node.edges.size() < 3) {
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m_sortedNodeIndices.push_back(index);
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} else {
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threeBranchNodes.push_back(index);
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}
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processedNodes.insert(index);
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}
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if (m_sortedNodeIndices.size() > 1) {
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QVector3D sumOfDirections;
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for (size_t i = 1; i < m_sortedNodeIndices.size(); ++i) {
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auto firstNodeIndex = m_sortedNodeIndices[i - 1];
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auto nextNodeIndex = m_sortedNodeIndices[i];
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sumOfDirections += (m_nodes[nextNodeIndex].position - m_nodes[firstNodeIndex].position);
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}
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QVector3D layoutDirection = sumOfDirections.normalized();
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const std::vector<QVector3D> axisList = {
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QVector3D(1, 0, 0),
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QVector3D(0, 1, 0),
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QVector3D(0, 0, 1),
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};
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std::vector<std::pair<float, size_t>> dots;
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for (size_t i = 0; i < axisList.size(); ++i) {
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dots.push_back(std::make_pair(qAbs(QVector3D::dotProduct(layoutDirection, axisList[i])), i));
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}
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std::sort(dots.begin(), dots.end(), [](const std::pair<float, size_t> &first,
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const std::pair<float, size_t> &second) {
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return first.first > second.first;
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});
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const auto &headNode = m_nodes[m_sortedNodeIndices[0]];
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const auto &tailNode = m_nodes[m_sortedNodeIndices[m_sortedNodeIndices.size() - 1]];
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bool needReverse = false;
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const auto &choosenAxis = dots[0].second;
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switch (choosenAxis) {
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case 0: // x
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if (headNode.position.x() * headNode.position.x() < tailNode.position.x() * tailNode.position.x())
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needReverse = true;
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break;
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case 1: // y
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if (headNode.position.y() * headNode.position.y() < tailNode.position.y() * tailNode.position.y())
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needReverse = true;
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break;
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case 2: // z
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default:
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if (headNode.position.z() * headNode.position.z() < tailNode.position.z() * tailNode.position.z())
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needReverse = true;
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break;
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}
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if (needReverse)
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std::reverse(m_sortedNodeIndices.begin(), m_sortedNodeIndices.end());
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}
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std::sort(threeBranchNodes.begin(), threeBranchNodes.end(), [&](const size_t &firstIndex,
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const size_t &secondIndex) {
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const size_t &secondIndex) {
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const Node &firstNode = m_nodes[firstIndex];
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const Node &firstNode = m_nodes[firstIndex];
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const Node &secondNode = m_nodes[secondIndex];
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const Node &secondNode = m_nodes[secondIndex];
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@ -85,6 +168,13 @@ void Builder::sortNodeIndices()
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return false;
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return false;
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return false;
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return false;
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});
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});
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m_sortedNodeIndices.insert(m_sortedNodeIndices.begin(), threeBranchNodes.begin(), threeBranchNodes.end());
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}
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void Builder::sortNodeIndices()
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{
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layoutNodes();
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}
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}
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void Builder::prepareNode(size_t nodeIndex)
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void Builder::prepareNode(size_t nodeIndex)
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@ -168,6 +168,7 @@ private:
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QVector3D calculateDeformPosition(const QVector3D &vertexPosition, const QVector3D &ray, const QVector3D &deformNormal, float deformFactor);
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QVector3D calculateDeformPosition(const QVector3D &vertexPosition, const QVector3D &ray, const QVector3D &deformNormal, float deformFactor);
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bool swallowEdgeForNode(size_t nodeIndex, size_t edgeOrder);
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bool swallowEdgeForNode(size_t nodeIndex, size_t edgeOrder);
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static QVector3D calculateBaseNormalFromTraverseDirection(const QVector3D &traverseDirection);
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static QVector3D calculateBaseNormalFromTraverseDirection(const QVector3D &traverseDirection);
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void layoutNodes();
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};
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};
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}
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}
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