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Geometry Basics refactor #219

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Geometry Basics refactor #219

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@ffreyer ffreyer commented Aug 30, 2024

This is a continuation of #173.

I'm planning to keep the more verbose/drastic changes separate from #173 by doing them here so that we can easily do a full reset if need be. Maybe this also makes it easier to see what actually changed. For changes that essentially just fix #173 I'll try to update that pr.

Plans

(Consider the code here pseudocode)

Mesh type

My current plan for the Mesh type is roughly:

struct Mesh{D, T, Names..., ATs .<: AbstractVector}
    coordinates::AbstractArray{Point{D, T}}
    vertex_attributes::NamedTuple{Names, ATs}
    faces::Vector{FT}
    views::Vector{UnitRange}
end
  • coordinates are always included so that the Mesh has a Dimension and element type
  • vertex_attributes includes all other vertex data, e.g. normals, uvs, colors, etc. The current plan is for them to always be an AbstractVector and maybe AbstractVector{<: Union{T, StaticVector{T}} (I'll figure out the correct syntax for this later)
  • faces (or connectivity) includes a vector of faces
  • views includes UnitRanges that access sections of faces. This is for compatibility with meshes that define different sub meshes with e.g. different materials, i.e. for Add experimental support for materials in wavefront obj files JuliaIO/MeshIO.jl#95. We're also planning/thinking about adding views when merging meshes which would allow you to separate them again.

Mesh wrapper / MetaMesh

As mentioned with views not all the data that you may want to bundle with a mesh is vertex data. You may want materials that apply per view, or maybe some mesh-global data like a name or reference to a file. For this we are thinking about adding a very general, simple wrapper:

struct MetaMesh{D, T, MeshT <: AbstractMesh{D, T}} 
    mesh::MeshT
    meta::Dict{Symbol, Any}
end

GeometryBasics will probably not touch this metadata at all. It's basically just there are storage which you can use for whatever you want. For obj loading in MeshIO this would be used to store materials, texture references, etc so that Makie can extract them and apply them when plotting a mesh.

MultiFace and per-face Attributes per Attribute faces

Wavefront obj files allow for faces to carry different indices for positions, normals and texture coordinates. This is useful to avoid duplication of positions/normal/uvs e.g. for per-face normals. As such we want to allow this in GeometryBasics as well. The (second) idea here is to just allow vertex attributes to carry a face vector in the form of a FaceView:

struct FaceView{T, VT <: AbstractVector, FVT <: AbstractVector{<: AbstractFace}}
    data::VT
    faces::FVT
end

Each vertex attribute in a Mesh can either be a FaceView or an AbstractVector. In the latter case it will use faces(mesh).

MutlIFace Idea

Wavefront obj files allow for faces to carry different indices for coordinates, normals and texture coordinates. We're planning to bring this to GeometryBasics via a MultiFace type:

struct MultiFace{FaceType, Names}
    face::FaceType
    attrib_faces::NamedTuple{Names..., FaceType}
end
  • mirroring Mesh, the face would map to coordinates and always be there
  • attrib_faces would map to the other vertex_attributes in a mesh
  • We are using a NamedTuple here and in Mesh so we can verify that the faces and the vertex attributes match up.

MeshIO already has Code that essentially transforms MultiFace to normal faces (i.e. addressing each vertex attribute with the same index). We are planning to move that here and simplify MeshIO a little by doing so.

Adding MultiFace also means that we can use it for primitives which provides a solution for per-face Attributes while avoiding duplication. For example a Rect3 could define coordinates() ax 8 points, normals() as 6 vecs, and have faces defined as:

MultiFace{QuadFace}((1, 2, 3, 4), (1, 1, 1, 1)),
MultiFace{QuadFace}((1, 2, 5, 6), (2, 2, 2, 2)),
...

MeshIO's remapping code would then take care of the vertex duplication needed for rendering. This would be also be an optional conversion, i.e. a generic mesh(Rect3(...)) would keep the 8 coordinates, 6 normals and 6 MultiFace's.

This may also be helpful for dealing with per-face normal generation and per-face attributes in general. E.g. we could have decompose(FaceNormal(), mesh) and some function that merges per-face attributes with a mesh by generating MultiFace's. (I haven't thought that much about this yet.)

Using FaceViews over MultiFace has a bunch of smaller benefits:

  • it avoids the rather complex MultiFace type
  • it avoid having to differentiate classical faces which refer to vertex attributes by one index from MultiFaces which have many
  • it skips a bunch of "if MultiFace do this, else do that"
  • it removes the need for a NamedTuple for vertex attributes, simplifying the mesh type
  • It is (probably?) simpler to understand
  • it allows for more mutating functions
  • I believe it is simpler to integrate with Meshes.jl

Type Tree

I don't have strong opinions on the type tree and types (beyond Mesh), but some things I'm considering are:

  • restrict AbstractFace to Integer elements
  • change MultiType from structs to alias const MultiType = Vector{Type}
  • make Simplex a GeometryPrimitve like Rect, Sphere, etc. This would safe us reinventing the wheel with them, I think
Current Type Tree

Concrete types are bold,

  • AbstracGeometry{D, T}
    • GeometryPrimitive{D, T}
      • Rect, Sphere, etc
    • Polytope{D, T}
      • AbstractPolygon{D, T}
        • Ngon{D, T, N}
          • Line{D, T, 2}
          • Triangle{D, T, 3}
            • Triangle3d{3, T, 3}
              • GLTriangleElement{3, Float32, 3}
          • Quadrilateral{D, T, 4}
        • Polygon{D, T}
      • AbstractSimplex{D, T}
        • Simplex{D, T, N}
          • NSimplex{N}{D, T}
          • Tetrahedron{3, T, 4}
    • MultiPolygon{D, T}
    • LineString{D, T}
    • MultiLineString{D, T}
    • MultiPoint{D, T}
    • AbstractMesh{D, T}
      • Mesh{D, T, VerticesT, FacesT}
      • MetaMesh{D, T, MeshT, Names, Types}
  • StaticVector{N, T}
    • Point{N, T} @fixed_vector
      • shorthands...
    • Vec{N, T} @fixed_vector
      • shorthands...
    • AbstractFace{N, T}
      • AbstractSimplexFace{N, T}
        • SimplexFace{N, T} @fixed_vector
      • AbstractNgonFace{N, T}
        • NgonFace{N, T} @fixed_vector
          • LineFace{2, T}
          • TriangleFace{3, T}
            • GLTriangleFace{3, GLIndex}
          • QuadFace{4, T}
  • Mat{Row, Col, T, L} <: AbstractMatrix{T}

Other changes

We also plan to:

  • move Ray from Makie
  • move Plane from Makie
  • consistently define coordinates or 2D primitives in counter-clockwise order for Polygon construction (TODO: how should this work with Tesselation?)
  • make sure simplexes and other things for FEM exist and work correctly (probably not adding anything new here though, we can do that later)

(incomplete) TODO

Prototyping;

  • Refactor Mesh type
  • Refactor MetaMesh type
  • Add MultiFace
  • Add vertex index merging from MeshIO
  • update mesh building functions
  • update Rect3 for testing

General:

  • remove add_meta, pop_meta
  • remove old deprecation warning about Tesselation
  • update merge(mesh) to include views
  • replace MultiPoints with Vector{Point} etc
  • update un-tesselated 2D primitives to generate coordinates in counter-clockwise order
  • improve type tree to avoid explicit checks around MultiFace types
  • try simplifying merges(meshes)
  • simplify facetype and add other introspection functions (e.g. hasnormals())
  • update mesh.views when switching to a different (vertex) face type
  • try to allow NormalUVFace{SomeFaceType} instead of NormalUVFace{N, T, SomeFaceType}
  • allow decompose(MultiFace, multi_faces) (incomplete type)
  • add decompose(FT <: AbstractVertexFace, multi_faces) :: Vector{MultiFace{..., FT, ...}}
  • rename "normals" -> "normal" for consistentcy (soft deprecation via constructor/property)
  • replace generators with Arrays
  • drop view output from decompose(facetype, mesh) -> faces, views and add a new function for that (kept version that takes and produces views)
  • add decompose(LineFace, multi_faces)
  • cleanup file structure (add file for face types and core functionality, file for mesh types and core functionality)

@ffreyer ffreyer force-pushed the ff/refactor branch 2 times, most recently from 4199cd5 to af55972 Compare August 31, 2024 21:11
@ffreyer ffreyer marked this pull request as ready for review September 4, 2024 15:00
@ffreyer ffreyer marked this pull request as draft September 4, 2024 15:02
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