mirror of
https://github.com/Relintai/fast_quadratic_mesh_simplifier.git
synced 2024-11-12 08:35:03 +01:00
Removed MeshSimplifier, and changed FastQuadraticMeshSimplifier's code style to snake_case.
This commit is contained in:
parent
63d55b1549
commit
42cf8c6ce9
1
SCsub
1
SCsub
@ -14,7 +14,6 @@ sources = [
|
|||||||
|
|
||||||
"register_types.cpp",
|
"register_types.cpp",
|
||||||
|
|
||||||
"mesh_simplifier.cpp",
|
|
||||||
"fast_quadratic_mesh_simplifier.cpp",
|
"fast_quadratic_mesh_simplifier.cpp",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
@ -64,7 +64,7 @@ void FastQuadraticMeshSimplifier::refresh_vertices() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
|
void FastQuadraticMeshSimplifier::simplify_mesh(float quality) {
|
||||||
quality = CLAMP(quality, 0, 1);
|
quality = CLAMP(quality, 0, 1);
|
||||||
|
|
||||||
int deletedTris = 0;
|
int deletedTris = 0;
|
||||||
@ -76,13 +76,13 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
|
|||||||
int startTrisCount = _mu_triangles.size();
|
int startTrisCount = _mu_triangles.size();
|
||||||
int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
|
int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
|
||||||
|
|
||||||
for (int iteration = 0; iteration < maxIterationCount; iteration++) {
|
for (int iteration = 0; iteration < _max_iteration_count; iteration++) {
|
||||||
if ((startTrisCount - deletedTris) <= targetTrisCount)
|
if ((startTrisCount - deletedTris) <= targetTrisCount)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
// Update mesh once in a while
|
// Update mesh once in a while
|
||||||
if ((iteration % 5) == 0) {
|
if ((iteration % 5) == 0) {
|
||||||
UpdateMesh(iteration);
|
update_mesh(iteration);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clear dirty flag
|
// Clear dirty flag
|
||||||
@ -94,15 +94,15 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
|
|||||||
//
|
//
|
||||||
// The following numbers works well for most models.
|
// The following numbers works well for most models.
|
||||||
// If it does not, try to adjust the 3 parameters
|
// If it does not, try to adjust the 3 parameters
|
||||||
double threshold = 0.000000001 * Math::pow(iteration + 3, agressiveness);
|
double threshold = 0.000000001 * Math::pow(iteration + 3, _agressiveness);
|
||||||
|
|
||||||
//print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold);
|
//print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold);
|
||||||
|
|
||||||
// Remove vertices & mark deleted triangles
|
// Remove vertices & mark deleted triangles
|
||||||
deletedTris = RemoveVertexPass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
|
deletedTris = remove_vertex_pass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
|
||||||
}
|
}
|
||||||
|
|
||||||
CompactMesh();
|
compact_mesh();
|
||||||
|
|
||||||
//print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size());
|
//print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size());
|
||||||
}
|
}
|
||||||
@ -110,7 +110,7 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
|
|||||||
//Mesh Simplification
|
//Mesh Simplification
|
||||||
//Ported from https://github.com/Whinarn/UnityFastQuadraticMeshSimplifier
|
//Ported from https://github.com/Whinarn/UnityFastQuadraticMeshSimplifier
|
||||||
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
|
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
|
||||||
void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
|
void FastQuadraticMeshSimplifier::simplify_mesh_lossless() {
|
||||||
int deletedTris = 0;
|
int deletedTris = 0;
|
||||||
PoolVector<bool> deleted0;
|
PoolVector<bool> deleted0;
|
||||||
PoolVector<bool> deleted1;
|
PoolVector<bool> deleted1;
|
||||||
@ -118,7 +118,7 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
|
|||||||
|
|
||||||
for (int iteration = 0; iteration < 9999; iteration++) {
|
for (int iteration = 0; iteration < 9999; iteration++) {
|
||||||
// Update mesh constantly
|
// Update mesh constantly
|
||||||
UpdateMesh(iteration);
|
update_mesh(iteration);
|
||||||
|
|
||||||
// Clear dirty flag
|
// Clear dirty flag
|
||||||
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
||||||
@ -134,7 +134,7 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
|
|||||||
//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
|
//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
|
||||||
|
|
||||||
// Remove vertices & mark deleted triangles
|
// Remove vertices & mark deleted triangles
|
||||||
deletedTris = RemoveVertexPass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
|
deletedTris = remove_vertex_pass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
|
||||||
|
|
||||||
if (deletedTris <= 0)
|
if (deletedTris <= 0)
|
||||||
break;
|
break;
|
||||||
@ -142,12 +142,12 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
|
|||||||
deletedTris = 0;
|
deletedTris = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
CompactMesh();
|
compact_mesh();
|
||||||
|
|
||||||
//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
|
//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
void FastQuadraticMeshSimplifier::update_mesh(int iteration) {
|
||||||
if (iteration > 0) // compact triangles
|
if (iteration > 0) // compact triangles
|
||||||
{
|
{
|
||||||
int dst = 0;
|
int dst = 0;
|
||||||
@ -162,7 +162,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
_mu_triangles.resize(dst);
|
_mu_triangles.resize(dst);
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateReferences();
|
update_references();
|
||||||
|
|
||||||
// Identify boundary : vertices[].border=0,1
|
// Identify boundary : vertices[].border=0,1
|
||||||
if (iteration == 0) {
|
if (iteration == 0) {
|
||||||
@ -219,7 +219,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
_mu_vertices[id].set_border_edge(true);
|
_mu_vertices[id].set_border_edge(true);
|
||||||
++borderVertexCount;
|
++borderVertexCount;
|
||||||
|
|
||||||
if (enableSmartLink) {
|
if (_enable_smart_link) {
|
||||||
if (_mu_vertices[id].p.x < borderMinX) {
|
if (_mu_vertices[id].p.x < borderMinX) {
|
||||||
borderMinX = _mu_vertices[id].p.x;
|
borderMinX = _mu_vertices[id].p.x;
|
||||||
}
|
}
|
||||||
@ -231,7 +231,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (enableSmartLink) {
|
if (_enable_smart_link) {
|
||||||
// First find all border vertices
|
// First find all border vertices
|
||||||
Vector<BorderVertex> borderVertices;
|
Vector<BorderVertex> borderVertices;
|
||||||
borderVertices.resize(borderVertexCount);
|
borderVertices.resize(borderVertexCount);
|
||||||
@ -249,7 +249,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
borderVertices.sort_custom<BorderVertexComparer>();
|
borderVertices.sort_custom<BorderVertexComparer>();
|
||||||
|
|
||||||
// Calculate the maximum hash distance based on the maximum vertex link distance
|
// Calculate the maximum hash distance based on the maximum vertex link distance
|
||||||
double vertexLinkDistance = Math::sqrt(vertexLinkDistanceSqr);
|
double vertexLinkDistance = Math::sqrt(_vertex_link_distance_sqr);
|
||||||
int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
|
int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
|
||||||
|
|
||||||
// Then find identical border vertices and bind them together as one
|
// Then find identical border vertices and bind them together as one
|
||||||
@ -272,12 +272,12 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
|
double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
|
||||||
double sqrMagnitude = sqrX + sqrY + sqrZ;
|
double sqrMagnitude = sqrX + sqrY + sqrZ;
|
||||||
|
|
||||||
if (sqrMagnitude <= vertexLinkDistanceSqr) {
|
if (sqrMagnitude <= _vertex_link_distance_sqr) {
|
||||||
borderVertices.get(j).set_index(-1); // NOTE: This makes sure that the "other" vertex is not processed again
|
borderVertices.get(j).set_index(-1); // NOTE: This makes sure that the "other" vertex is not processed again
|
||||||
_mu_vertices[myIndex].set_border_edge(false);
|
_mu_vertices[myIndex].set_border_edge(false);
|
||||||
_mu_vertices[otherIndex].set_border_edge(false);
|
_mu_vertices[otherIndex].set_border_edge(false);
|
||||||
|
|
||||||
if (AreUVsTheSame(0, myIndex, otherIndex)) {
|
if (are_uvs_the_same(0, myIndex, otherIndex)) {
|
||||||
_mu_vertices[myIndex].set_uv_foldover_edge(true);
|
_mu_vertices[myIndex].set_uv_foldover_edge(true);
|
||||||
_mu_vertices[otherIndex].set_uv_foldover_edge(true);
|
_mu_vertices[otherIndex].set_uv_foldover_edge(true);
|
||||||
} else {
|
} else {
|
||||||
@ -296,7 +296,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Update the references again
|
// Update the references again
|
||||||
UpdateReferences();
|
update_references();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Init Quadrics by Plane & Edge Errors
|
// Init Quadrics by Plane & Edge Errors
|
||||||
@ -336,15 +336,15 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
|
|||||||
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
||||||
// Calc Edge Error
|
// Calc Edge Error
|
||||||
MUTriangle triangle = _mu_triangles[i];
|
MUTriangle triangle = _mu_triangles[i];
|
||||||
_mu_triangles[i].set_err0(CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy));
|
_mu_triangles[i].set_err0(calculate_error(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy));
|
||||||
_mu_triangles[i].set_err1(CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy));
|
_mu_triangles[i].set_err1(calculate_error(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy));
|
||||||
_mu_triangles[i].set_err2(CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy));
|
_mu_triangles[i].set_err2(calculate_error(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy));
|
||||||
_mu_triangles[i].set_err3(FastQuadraticMeshSimplifier::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2));
|
_mu_triangles[i].set_err3(FastQuadraticMeshSimplifier::min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void FastQuadraticMeshSimplifier::UpdateReferences() {
|
void FastQuadraticMeshSimplifier::update_references() {
|
||||||
// Init Reference ID list
|
// Init Reference ID list
|
||||||
for (int i = 0; i < _mu_vertices.size(); i++) {
|
for (int i = 0; i < _mu_vertices.size(); i++) {
|
||||||
_mu_vertices[i].set_tstart(0);
|
_mu_vertices[i].set_tstart(0);
|
||||||
@ -390,7 +390,7 @@ void FastQuadraticMeshSimplifier::UpdateReferences() {
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Finally compact mesh before exiting.
|
/// Finally compact mesh before exiting.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void FastQuadraticMeshSimplifier::CompactMesh() {
|
void FastQuadraticMeshSimplifier::compact_mesh() {
|
||||||
int dst = 0;
|
int dst = 0;
|
||||||
|
|
||||||
for (int i = 0; i < _mu_vertices.size(); i++) {
|
for (int i = 0; i < _mu_vertices.size(); i++) {
|
||||||
@ -476,7 +476,7 @@ void FastQuadraticMeshSimplifier::CompactMesh() {
|
|||||||
if (_indices.size() > 0) _indices.resize(dst);
|
if (_indices.size() > 0) _indices.resize(dst);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool FastQuadraticMeshSimplifier::AreUVsTheSame(int channel, int indexA, int indexB) {
|
bool FastQuadraticMeshSimplifier::are_uvs_the_same(int channel, int indexA, int indexB) {
|
||||||
if (_uv2s.size() > 0) {
|
if (_uv2s.size() > 0) {
|
||||||
//Vector2 vertUV = _uv2s[channel];
|
//Vector2 vertUV = _uv2s[channel];
|
||||||
|
|
||||||
@ -489,7 +489,7 @@ bool FastQuadraticMeshSimplifier::AreUVsTheSame(int channel, int indexA, int ind
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// Remove vertices and mark deleted triangles
|
/// Remove vertices and mark deleted triangles
|
||||||
int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris) {
|
int FastQuadraticMeshSimplifier::remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris) {
|
||||||
Vector3 p;
|
Vector3 p;
|
||||||
Vector3 barycentricCoord;
|
Vector3 barycentricCoord;
|
||||||
for (int tid = 0; tid < _mu_triangles.size(); tid++) {
|
for (int tid = 0; tid < _mu_triangles.size(); tid++) {
|
||||||
@ -517,17 +517,17 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
|
|||||||
else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge)
|
else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge)
|
||||||
continue;
|
continue;
|
||||||
// If borders should be preserved
|
// If borders should be preserved
|
||||||
else if (preserveBorderEdges && _mu_vertices[i0].borderEdge)
|
else if (_preserve_border_dges && _mu_vertices[i0].borderEdge)
|
||||||
continue;
|
continue;
|
||||||
// If seams should be preserved
|
// If seams should be preserved
|
||||||
else if (preserveUVSeamEdges && _mu_vertices[i0].uvSeamEdge)
|
else if (_preserve_uv_seam_edges && _mu_vertices[i0].uvSeamEdge)
|
||||||
continue;
|
continue;
|
||||||
// If foldovers should be preserved
|
// If foldovers should be preserved
|
||||||
else if (preserveUVFoldoverEdges && _mu_vertices[i0].uvFoldoverEdge)
|
else if (_preserve_uv_foldover_edges && _mu_vertices[i0].uvFoldoverEdge)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Compute vertex to collapse to
|
// Compute vertex to collapse to
|
||||||
CalculateError(_mu_vertices[i0], _mu_vertices[i1], &p);
|
calculate_error(_mu_vertices[i0], _mu_vertices[i1], &p);
|
||||||
deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily
|
deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily
|
||||||
deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
|
deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
|
||||||
|
|
||||||
@ -540,7 +540,7 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
|
|||||||
// Calculate the barycentric coordinates within the triangle
|
// Calculate the barycentric coordinates within the triangle
|
||||||
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
|
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
|
||||||
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
|
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
|
||||||
barycentricCoord = CalculateBarycentricCoords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
|
barycentricCoord = calculate_barycentric_coords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
|
||||||
|
|
||||||
// Not flipped, so remove edge
|
// Not flipped, so remove edge
|
||||||
_mu_vertices[i0].p = p;
|
_mu_vertices[i0].p = p;
|
||||||
@ -550,15 +550,15 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
|
|||||||
int ia0 = attrib_indices[edgeIndex];
|
int ia0 = attrib_indices[edgeIndex];
|
||||||
int ia1 = attrib_indices[nextEdgeIndex];
|
int ia1 = attrib_indices[nextEdgeIndex];
|
||||||
int ia2 = attrib_indices[nextNextEdgeIndex];
|
int ia2 = attrib_indices[nextNextEdgeIndex];
|
||||||
InterpolateVertexAttributes(ia0, ia0, ia1, ia2, barycentricCoord);
|
interpolate_vertex_attributes(ia0, ia0, ia1, ia2, barycentricCoord);
|
||||||
|
|
||||||
if (_mu_vertices[i0].uvSeamEdge) {
|
if (_mu_vertices[i0].uvSeamEdge) {
|
||||||
ia0 = -1;
|
ia0 = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
int tstart = _mu_refs.size();
|
int tstart = _mu_refs.size();
|
||||||
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i0], deleted0, deletedTris);
|
deletedTris = update_triangles(i0, ia0, _mu_vertices[i0], deleted0, deletedTris);
|
||||||
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i1], deleted1, deletedTris);
|
deletedTris = update_triangles(i0, ia0, _mu_vertices[i1], deleted1, deletedTris);
|
||||||
|
|
||||||
int tcount = _mu_refs.size() - tstart;
|
int tcount = _mu_refs.size() - tstart;
|
||||||
if (tcount <= _mu_vertices[i0].tcount) {
|
if (tcount <= _mu_vertices[i0].tcount) {
|
||||||
@ -586,11 +586,11 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
|
|||||||
return deletedTris;
|
return deletedTris;
|
||||||
}
|
}
|
||||||
|
|
||||||
double FastQuadraticMeshSimplifier::VertexError(SymmetricMatrix q, double x, double y, double z) {
|
double FastQuadraticMeshSimplifier::vertex_error(SymmetricMatrix q, double x, double y, double z) {
|
||||||
return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9;
|
return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9;
|
||||||
}
|
}
|
||||||
|
|
||||||
double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result) {
|
double FastQuadraticMeshSimplifier::calculate_error(MUVertex vert0, MUVertex vert1, Vector3 *result) {
|
||||||
// compute interpolated vertex
|
// compute interpolated vertex
|
||||||
SymmetricMatrix q = (vert0.q + vert1.q);
|
SymmetricMatrix q = (vert0.q + vert1.q);
|
||||||
bool borderEdge = (vert0.borderEdge & vert1.borderEdge);
|
bool borderEdge = (vert0.borderEdge & vert1.borderEdge);
|
||||||
@ -602,17 +602,17 @@ double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert
|
|||||||
-1.0 / det * q.Determinant2(), // vx = A41/det(q_delta)
|
-1.0 / det * q.Determinant2(), // vx = A41/det(q_delta)
|
||||||
1.0 / det * q.Determinant3(), // vy = A42/det(q_delta)
|
1.0 / det * q.Determinant3(), // vy = A42/det(q_delta)
|
||||||
-1.0 / det * q.Determinant4()); // vz = A43/det(q_delta)
|
-1.0 / det * q.Determinant4()); // vz = A43/det(q_delta)
|
||||||
error = VertexError(q, result->x, result->y, result->z);
|
error = vertex_error(q, result->x, result->y, result->z);
|
||||||
} else {
|
} else {
|
||||||
// det = 0 -> try to find best result
|
// det = 0 -> try to find best result
|
||||||
Vector3 p1 = vert0.p;
|
Vector3 p1 = vert0.p;
|
||||||
Vector3 p2 = vert1.p;
|
Vector3 p2 = vert1.p;
|
||||||
Vector3 p3 = (p1 + p2) * 0.5f;
|
Vector3 p3 = (p1 + p2) * 0.5f;
|
||||||
double error1 = VertexError(q, p1.x, p1.y, p1.z);
|
double error1 = vertex_error(q, p1.x, p1.y, p1.z);
|
||||||
double error2 = VertexError(q, p2.x, p2.y, p2.z);
|
double error2 = vertex_error(q, p2.x, p2.y, p2.z);
|
||||||
double error3 = VertexError(q, p3.x, p3.y, p3.z);
|
double error3 = vertex_error(q, p3.x, p3.y, p3.z);
|
||||||
|
|
||||||
error = FastQuadraticMeshSimplifier::Min3(error1, error2, error3);
|
error = FastQuadraticMeshSimplifier::min3(error1, error2, error3);
|
||||||
if (error == error3) {
|
if (error == error3) {
|
||||||
result->x = p3.x;
|
result->x = p3.x;
|
||||||
result->y = p3.y;
|
result->y = p3.y;
|
||||||
@ -634,7 +634,7 @@ double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert
|
|||||||
return error;
|
return error;
|
||||||
}
|
}
|
||||||
|
|
||||||
int FastQuadraticMeshSimplifier::UpdateTriangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int p_deletedTriangles) {
|
int FastQuadraticMeshSimplifier::update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int p_deletedTriangles) {
|
||||||
Vector3 p;
|
Vector3 p;
|
||||||
int deletedTriangles = p_deletedTriangles;
|
int deletedTriangles = p_deletedTriangles;
|
||||||
int tcount = v.tcount;
|
int tcount = v.tcount;
|
||||||
@ -658,10 +658,10 @@ int FastQuadraticMeshSimplifier::UpdateTriangles(int i0, int ia0, const MUVertex
|
|||||||
}
|
}
|
||||||
|
|
||||||
t.dirty = true;
|
t.dirty = true;
|
||||||
t.err0 = CalculateError(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
|
t.err0 = calculate_error(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
|
||||||
t.err1 = CalculateError(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
|
t.err1 = calculate_error(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
|
||||||
t.err2 = CalculateError(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
|
t.err2 = calculate_error(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
|
||||||
t.err3 = FastQuadraticMeshSimplifier::Min3(t.err0, t.err1, t.err2);
|
t.err3 = FastQuadraticMeshSimplifier::min3(t.err0, t.err1, t.err2);
|
||||||
|
|
||||||
_mu_triangles[tid] = t;
|
_mu_triangles[tid] = t;
|
||||||
_mu_refs.push_back(r);
|
_mu_refs.push_back(r);
|
||||||
@ -705,7 +705,7 @@ bool FastQuadraticMeshSimplifier::Flipped(const Vector3 &p, int i0, int i1, cons
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 FastQuadraticMeshSimplifier::CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c) {
|
Vector3 FastQuadraticMeshSimplifier::calculate_barycentric_coords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c) {
|
||||||
Vector3 v0 = (Vector3)(b - a), v1 = (Vector3)(c - a), v2 = (Vector3)(point - a);
|
Vector3 v0 = (Vector3)(b - a), v1 = (Vector3)(c - a), v2 = (Vector3)(point - a);
|
||||||
float d00 = v0.dot(v0);
|
float d00 = v0.dot(v0);
|
||||||
float d01 = v0.dot(v1);
|
float d01 = v0.dot(v1);
|
||||||
@ -720,7 +720,7 @@ Vector3 FastQuadraticMeshSimplifier::CalculateBarycentricCoords(Vector3 const &p
|
|||||||
return Vector3(u, v, w);
|
return Vector3(u, v, w);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FastQuadraticMeshSimplifier::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
|
void FastQuadraticMeshSimplifier::interpolate_vertex_attributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
|
||||||
if (_normals.size() > 0) {
|
if (_normals.size() > 0) {
|
||||||
_normals[dst] = (_normals[i0] * barycentricCoord.x) + (_normals[i1] * barycentricCoord.y) + (_normals[i2] * barycentricCoord.z).normalized();
|
_normals[dst] = (_normals[i0] * barycentricCoord.x) + (_normals[i1] * barycentricCoord.y) + (_normals[i2] * barycentricCoord.z).normalized();
|
||||||
}
|
}
|
||||||
@ -739,10 +739,10 @@ void FastQuadraticMeshSimplifier::InterpolateVertexAttributes(int dst, int i0, i
|
|||||||
}
|
}
|
||||||
|
|
||||||
FastQuadraticMeshSimplifier::FastQuadraticMeshSimplifier() {
|
FastQuadraticMeshSimplifier::FastQuadraticMeshSimplifier() {
|
||||||
maxIterationCount = 100;
|
_max_iteration_count = 100;
|
||||||
agressiveness = 7.0;
|
_agressiveness = 7.0;
|
||||||
enableSmartLink = true;
|
_enable_smart_link = true;
|
||||||
preserveBorderEdges = false;
|
_preserve_border_dges = false;
|
||||||
preserveUVSeamEdges = false;
|
_preserve_uv_seam_edges = false;
|
||||||
preserveUVFoldoverEdges = false;
|
_preserve_uv_foldover_edges = false;
|
||||||
}
|
}
|
@ -26,7 +26,7 @@ SOFTWARE.
|
|||||||
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "mesh_simplifier.h"
|
#include "core/reference.h"
|
||||||
|
|
||||||
#include <limits>
|
#include <limits>
|
||||||
|
|
||||||
@ -38,27 +38,29 @@ SOFTWARE.
|
|||||||
|
|
||||||
class VoxelMesher;
|
class VoxelMesher;
|
||||||
|
|
||||||
class FastQuadraticMeshSimplifier : public MeshSimplifier {
|
class FastQuadraticMeshSimplifier : public Reference {
|
||||||
GDCLASS(FastQuadraticMeshSimplifier, MeshSimplifier);
|
GDCLASS(FastQuadraticMeshSimplifier, Reference);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void initialize(Array arrays);
|
void initialize(Array arrays);
|
||||||
void refresh_vertices();
|
Array get_arrays();
|
||||||
void SimplifyMesh(float quality);
|
void simplify_mesh(float quality);
|
||||||
void SimplifyMeshLossless();
|
void simplify_mesh_lossless();
|
||||||
void UpdateMesh(int iteration);
|
|
||||||
void UpdateReferences();
|
|
||||||
int RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris);
|
|
||||||
void CompactMesh();
|
|
||||||
bool AreUVsTheSame(int channel, int indexA, int indexB);
|
|
||||||
double VertexError(SymmetricMatrix q, double x, double y, double z);
|
|
||||||
double CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result);
|
|
||||||
int UpdateTriangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int deletedTriangles);
|
|
||||||
bool Flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted);
|
|
||||||
static Vector3 CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
|
|
||||||
void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
|
|
||||||
|
|
||||||
static double Min3(double val1, double val2, double val3) {
|
void update_mesh(int iteration);
|
||||||
|
void refresh_vertices();
|
||||||
|
void update_references();
|
||||||
|
int remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris);
|
||||||
|
void compact_mesh();
|
||||||
|
bool are_uvs_the_same(int channel, int indexA, int indexB);
|
||||||
|
double vertex_error(SymmetricMatrix q, double x, double y, double z);
|
||||||
|
double calculate_error(MUVertex vert0, MUVertex vert1, Vector3 *result);
|
||||||
|
int update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int deletedTriangles);
|
||||||
|
bool flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted);
|
||||||
|
static Vector3 calculate_barycentric_coords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
|
||||||
|
void interpolate_vertex_attributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
|
||||||
|
|
||||||
|
static double min3(double val1, double val2, double val3) {
|
||||||
return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
|
return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -76,15 +78,13 @@ private:
|
|||||||
PoolVector<MUVertex> _mu_vertices;
|
PoolVector<MUVertex> _mu_vertices;
|
||||||
PoolVector<MURef> _mu_refs;
|
PoolVector<MURef> _mu_refs;
|
||||||
|
|
||||||
//Ref<VoxelMesher> _mesher;
|
double _vertex_link_distance_sqr = std::numeric_limits<double>::epsilon();
|
||||||
|
int _max_iteration_count;
|
||||||
double vertexLinkDistanceSqr = std::numeric_limits<double>::epsilon();
|
double _agressiveness;
|
||||||
int maxIterationCount;
|
bool _enable_smart_link;
|
||||||
double agressiveness;
|
bool _preserve_border_dges;
|
||||||
bool enableSmartLink;
|
bool _preserve_uv_seam_edges;
|
||||||
bool preserveBorderEdges;
|
bool _preserve_uv_foldover_edges;
|
||||||
bool preserveUVSeamEdges;
|
|
||||||
bool preserveUVFoldoverEdges;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
@ -1,29 +0,0 @@
|
|||||||
#include "mesh_simplifier.h"
|
|
||||||
|
|
||||||
/*
|
|
||||||
|
|
||||||
Copyright (c) 2020 Péter Magyar
|
|
||||||
Copyright(c) 2017-2020 Mattias Edlund
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
|
||||||
in the Software without restriction, including without limitation the rights
|
|
||||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
||||||
copies of the Software, and to permit persons to whom the Software is
|
|
||||||
furnished to do so, subject to the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
||||||
SOFTWARE.
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
MeshSimplifier::MeshSimplifier() {
|
|
||||||
}
|
|
@ -1,44 +0,0 @@
|
|||||||
#ifndef MESH_SIMPLIFIER_H
|
|
||||||
#define MESH_SIMPLIFIER_H
|
|
||||||
|
|
||||||
/*
|
|
||||||
|
|
||||||
Copyright (c) 2020 Péter Magyar
|
|
||||||
Copyright(c) 2017-2020 Mattias Edlund
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
|
||||||
in the Software without restriction, including without limitation the rights
|
|
||||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
||||||
copies of the Software, and to permit persons to whom the Software is
|
|
||||||
furnished to do so, subject to the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
||||||
SOFTWARE.
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include "core/reference.h"
|
|
||||||
|
|
||||||
#include "core/pool_vector.h"
|
|
||||||
#include "core/resource.h"
|
|
||||||
|
|
||||||
class MeshSimplifier : public Reference {
|
|
||||||
GDCLASS(MeshSimplifier, Reference);
|
|
||||||
|
|
||||||
public:
|
|
||||||
MeshSimplifier();
|
|
||||||
|
|
||||||
protected:
|
|
||||||
static void _bind_methods() {}
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
@ -1,7 +1,6 @@
|
|||||||
#include "register_types.h"
|
#include "register_types.h"
|
||||||
|
|
||||||
#include "fast_quadratic_mesh_simplifier.h"
|
#include "fast_quadratic_mesh_simplifier.h"
|
||||||
#include "mesh_simplifier.h"
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
||||||
@ -29,7 +28,6 @@ SOFTWARE.
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
void register_fast_quadratic_mesh_simplifier_types() {
|
void register_fast_quadratic_mesh_simplifier_types() {
|
||||||
ClassDB::register_class<MeshSimplifier>();
|
|
||||||
ClassDB::register_class<FastQuadraticMeshSimplifier>();
|
ClassDB::register_class<FastQuadraticMeshSimplifier>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user