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https://github.com/Relintai/fast_quadratic_mesh_simplifier.git
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1159 lines
32 KiB
C++
1159 lines
32 KiB
C++
#include "fast_quadratic_mesh_simplifier.h"
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/*
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Copyright (c) 2020 Péter Magyar
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Copyright(c) 2017-2020 Mattias Edlund
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "scene/resources/mesh.h"
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#include "servers/visual_server.h"
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int FastQuadraticMeshSimplifier::get_max_iteration_count() const {
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return _max_iteration_count;
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}
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void FastQuadraticMeshSimplifier::set_max_iteration_count(const int value) {
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_max_iteration_count = value;
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}
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double FastQuadraticMeshSimplifier::get_agressiveness() const {
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return _agressiveness;
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}
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void FastQuadraticMeshSimplifier::set_agressiveness(const double value) {
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_agressiveness = value;
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}
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bool FastQuadraticMeshSimplifier::get_enable_smart_link() const {
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return _enable_smart_link;
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}
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void FastQuadraticMeshSimplifier::set_enable_smart_link(const bool value) {
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_enable_smart_link = value;
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}
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bool FastQuadraticMeshSimplifier::get_preserve_border_dges() const {
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return _preserve_border_dges;
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}
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void FastQuadraticMeshSimplifier::set_preserve_border_dges(const bool value) {
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_preserve_border_dges = value;
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}
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bool FastQuadraticMeshSimplifier::get_preserve_uv_seam_edges() const {
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return _preserve_uv_seam_edges;
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}
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void FastQuadraticMeshSimplifier::set_preserve_uv_seam_edges(const bool value) {
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_preserve_uv_seam_edges = value;
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}
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bool FastQuadraticMeshSimplifier::get_preserve_uv_foldover_edges() const {
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return _preserve_uv_foldover_edges;
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}
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void FastQuadraticMeshSimplifier::set_preserve_uv_foldover_edges(const bool value) {
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_preserve_uv_foldover_edges = value;
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}
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void FastQuadraticMeshSimplifier::initialize(const Array &arrays) {
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ERR_FAIL_COND(arrays.size() != ArrayMesh::ARRAY_MAX);
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PoolVector<Vector3> vertices = arrays.get(ArrayMesh::ARRAY_VERTEX);
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PoolVector<Vector3> normals = arrays.get(ArrayMesh::ARRAY_NORMAL);
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PoolVector<Color> colors = arrays.get(ArrayMesh::ARRAY_COLOR);
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PoolVector<Vector2> uvs = arrays.get(ArrayMesh::ARRAY_TEX_UV);
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PoolVector<Vector2> uv2s = arrays.get(ArrayMesh::ARRAY_TEX_UV2);
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_format = 0;
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if (normals.size() > 0)
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_format |= VisualServer::ARRAY_FORMAT_NORMAL;
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if (colors.size() > 0)
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_format |= VisualServer::ARRAY_FORMAT_COLOR;
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if (uvs.size() > 0)
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_format |= VisualServer::ARRAY_FORMAT_TEX_UV;
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if (uv2s.size() > 0)
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_format |= VisualServer::ARRAY_FORMAT_TEX_UV2;
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_vertices.resize(vertices.size());
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for (int i = 0; i < vertices.size(); ++i) {
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Vertex vert;
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vert.vertex = vertices[i];
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if (normals.size() > i)
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vert.normal = normals[i];
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if (colors.size() > i)
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vert.color = colors[i];
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if (uvs.size() > i)
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vert.uv = uvs[i];
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if (uv2s.size() > i)
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vert.uv2 = uv2s[i];
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_vertices.set(i, vert);
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}
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PoolVector<int> indices = arrays.get(ArrayMesh::ARRAY_INDEX);
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_indices.resize(indices.size());
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for (int i = 0; i < indices.size(); ++i) {
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_indices.set(i, indices[i]);
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}
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if ((_indices.size() % 3) != 0)
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ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles.");
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int triangle_count = _indices.size() / 3;
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_mu_triangles.resize(triangle_count);
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for (int i = 0; i < triangle_count; ++i) {
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int offset = i * 3;
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int v0 = _indices[offset];
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int v1 = _indices[offset + 1];
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int v2 = _indices[offset + 2];
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_mu_triangles.set(i, MUTriangle(v0, v1, v2, 0));
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}
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_mu_vertices.resize(_vertices.size());
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for (int i = 0; i < _vertices.size(); ++i) {
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_mu_vertices.set(i, MUVertex(_vertices[i]));
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}
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}
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Array FastQuadraticMeshSimplifier::get_arrays() {
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Array arr;
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arr.resize(ArrayMesh::ARRAY_MAX);
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<Color> colors;
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PoolVector<Vector2> uvs;
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PoolVector<Vector2> uv2s;
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PoolVector<int> indices;
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vertices.resize(_mu_vertices.size());
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) != 0)
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normals.resize(_mu_vertices.size());
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if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0)
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colors.resize(_mu_vertices.size());
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0)
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uvs.resize(_mu_vertices.size());
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0)
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uv2s.resize(_mu_vertices.size());
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for (int i = 0; i < vertices.size(); ++i) {
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vertices.set(i, _mu_vertices[i].vertex.vertex);
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}
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for (int i = 0; i < normals.size(); ++i) {
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normals.set(i, _mu_vertices[i].vertex.normal);
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}
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for (int i = 0; i < colors.size(); ++i) {
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colors.set(i, _mu_vertices[i].vertex.color);
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}
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for (int i = 0; i < uvs.size(); ++i) {
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uvs.set(i, _mu_vertices[i].vertex.uv);
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}
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for (int i = 0; i < uv2s.size(); ++i) {
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uv2s.set(i, _mu_vertices[i].vertex.uv2);
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}
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indices.resize(_mu_triangles.size() * 3);
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for (int i = 0; i < _mu_triangles.size(); ++i) {
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MUTriangle t = _mu_triangles[i];
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int offset = i * 3;
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indices.set(offset, t.v0);
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indices.set(offset + 1, t.v1);
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indices.set(offset + 2, t.v2);
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indices.set(i, _indices[i]);
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}
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arr.set(ArrayMesh::ARRAY_VERTEX, vertices);
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arr.set(ArrayMesh::ARRAY_NORMAL, normals);
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arr.set(ArrayMesh::ARRAY_COLOR, colors);
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arr.set(ArrayMesh::ARRAY_TEX_UV, uvs);
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arr.set(ArrayMesh::ARRAY_TEX_UV2, uv2s);
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arr.set(ArrayMesh::ARRAY_INDEX, indices);
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return arr;
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}
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void FastQuadraticMeshSimplifier::simplify_mesh(float quality) {
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quality = CLAMP(quality, 0, 1);
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int deletedTris = 0;
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PoolVector<bool> deleted0;
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PoolVector<bool> deleted1;
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int startTrisCount = _mu_triangles.size();
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int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
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for (int iteration = 0; iteration < _max_iteration_count; iteration++) {
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if ((startTrisCount - deletedTris) <= targetTrisCount)
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break;
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// Update mesh once in a while
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if ((iteration % 5) == 0) {
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update_mesh(iteration);
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}
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// Clear dirty flag
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for (int i = 0; i < _mu_triangles.size(); ++i) {
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MUTriangle t = _mu_triangles[i];
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t.dirty = false;
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_mu_triangles.set(i, t);
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}
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// All triangles with edges below the threshold will be removed
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//
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// The following numbers works well for most models.
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// If it does not, try to adjust the 3 parameters
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double threshold = 0.000000001 * Math::pow(iteration + 3, _agressiveness);
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print_error("iteration " + String::num(iteration) + " - triangles " + String::num((startTrisCount - deletedTris)) + " threshold " + String::num(threshold));
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// Remove vertices & mark deleted triangles
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remove_vertex_pass(startTrisCount, targetTrisCount, threshold, &deleted0, &deleted1, &deletedTris);
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}
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compact_mesh();
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print_error("Finished simplification with triangle count " + String::num(_mu_triangles.size()));
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}
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void FastQuadraticMeshSimplifier::simplify_mesh_lossless() {
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int deletedTris = 0;
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PoolVector<bool> deleted0;
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PoolVector<bool> deleted1;
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int startTrisCount = _mu_triangles.size();
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for (int iteration = 0; iteration < 9999; iteration++) {
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// Update mesh constantly
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update_mesh(iteration);
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// Clear dirty flag
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for (int i = 0; i < _mu_triangles.size(); ++i) {
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MUTriangle t = _mu_triangles[i];
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t.dirty = false;
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_mu_triangles.set(i, t);
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}
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// All triangles with edges below the threshold will be removed
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//
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// The following numbers works well for most models.
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// If it does not, try to adjust the 3 parameters
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double threshold = 1.0E-3;
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//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
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// Remove vertices & mark deleted triangles
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remove_vertex_pass(startTrisCount, 0, threshold, &deleted0, &deleted1, &deletedTris);
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if (deletedTris <= 0)
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break;
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deletedTris = 0;
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}
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compact_mesh();
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//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
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}
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void FastQuadraticMeshSimplifier::update_mesh(int iteration) {
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if (iteration > 0) // compact triangles
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{
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int dst = 0;
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for (int i = 0; i < _mu_triangles.size(); ++i) {
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MUTriangle t = _mu_triangles[i];
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if (!t.deleted) {
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if (dst != i) {
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_mu_triangles.set(dst, t);
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}
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++dst;
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}
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}
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_mu_triangles.resize(dst);
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}
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update_references();
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// Identify boundary : vertices[].border=0,1
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if (iteration == 0) {
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PoolVector<int> vcount;
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PoolVector<int> vids;
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int vsize = 0;
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for (int i = 0; i < _mu_vertices.size(); ++i) {
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MUVertex v = _mu_vertices[i];
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v.border_edge = false;
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v.uv_seam_edge = false;
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v.uv_foldover_edge = false;
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_mu_vertices.set(i, v);
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}
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int ofs = 0;
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int id = 0;
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int borderVertexCount = 0;
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double borderMinX = std::numeric_limits<double>::max();
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double borderMaxX = std::numeric_limits<double>::min();
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for (int i = 0; i < _mu_vertices.size(); i++) {
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MUVertex v = _mu_vertices[i];
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int tstart = v.tstart;
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int tcount = v.tcount;
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vcount.resize(0);
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vids.resize(0);
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vsize = 0;
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for (int j = 0; j < tcount; ++j) {
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int tid = _mu_refs[tstart + j].tid;
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MUTriangle t = _mu_triangles[tid];
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for (int k = 0; k < 3; ++k) {
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ofs = 0;
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id = t.get(k);
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while (ofs < vsize) {
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if (vids[ofs] == id)
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break;
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++ofs;
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}
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if (ofs == vsize) {
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vcount.push_back(1);
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vids.push_back(id);
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++vsize;
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} else {
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vcount.set(ofs, vcount[ofs] + 1);
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}
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}
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}
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for (int j = 0; j < vsize; ++j) {
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if (vcount[j] == 1) {
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id = vids[j];
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MUVertex vv = _mu_vertices[id];
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vv.border_edge = true;
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_mu_vertices.set(id, vv);
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++borderVertexCount;
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if (_enable_smart_link) {
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if (v.vertex.vertex.x < borderMinX) {
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borderMinX = v.vertex.vertex.x;
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}
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if (v.vertex.vertex.x > borderMaxX) {
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borderMaxX = v.vertex.vertex.x;
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}
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}
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}
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}
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}
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if (_enable_smart_link) {
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// First find all border vertices
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Vector<BorderVertex> borderVertices;
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borderVertices.resize(borderVertexCount);
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int borderIndexCount = 0;
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double borderAreaWidth = borderMaxX - borderMinX;
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for (int i = 0; i < _mu_vertices.size(); ++i) {
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MUVertex mvi = _mu_vertices[i];
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if (mvi.border_edge) {
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int vertexHash = (int)(((((mvi.vertex.vertex.x - borderMinX) / borderAreaWidth) * 2.0) - 1.0) * std::numeric_limits<int>::max());
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borderVertices.set(borderIndexCount, BorderVertex(i, vertexHash));
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++borderIndexCount;
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}
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}
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// Sort the border vertices by hash
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borderVertices.sort_custom<BorderVertexComparer>();
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// Calculate the maximum hash distance based on the maximum vertex link distance
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double vertexLinkDistance = Math::sqrt(_vertex_link_distance_sqr);
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int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
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// Then find identical border vertices and bind them together as one
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for (int i = 0; i < borderIndexCount; ++i) {
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int myIndex = borderVertices[i].index;
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if (myIndex == -1)
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continue;
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Vector3 myPoint = _mu_vertices[myIndex].vertex.vertex;
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for (int j = i + 1; j < borderIndexCount; j++) {
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int otherIndex = borderVertices[j].index;
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if (otherIndex == -1)
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continue;
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else if ((borderVertices[j].hash - borderVertices[i].hash) > hashMaxDistance) // There is no point to continue beyond this point
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break;
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Vector3 otherPoint = _mu_vertices[otherIndex].vertex.vertex;
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double sqrX = ((myPoint.x - otherPoint.x) * (myPoint.x - otherPoint.x));
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double sqrY = ((myPoint.y - otherPoint.y) * (myPoint.y - otherPoint.y));
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double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
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double sqrMagnitude = sqrX + sqrY + sqrZ;
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if (sqrMagnitude <= _vertex_link_distance_sqr) {
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BorderVertex b = borderVertices[j]; // NOTE: This makes sure that the "other" vertex is not processed again
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b.index = -1;
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borderVertices.set(j, b);
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MUVertex miv = _mu_vertices[myIndex];
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MUVertex oiv = _mu_vertices[otherIndex];
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miv.border_edge = false;
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oiv.border_edge = false;
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if (are_uvs_the_same(0, myIndex, otherIndex)) {
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miv.uv_foldover_edge = true;
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oiv.uv_foldover_edge = true;
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} else {
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miv.uv_seam_edge = true;
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oiv.uv_seam_edge = true;
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}
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_mu_vertices.set(myIndex, miv);
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_mu_vertices.set(otherIndex, oiv);
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int otherTriangleCount = oiv.tcount;
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int otherTriangleStart = oiv.tstart;
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for (int k = 0; k < otherTriangleCount; k++) {
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MURef r = _mu_refs[otherTriangleStart + k];
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MUTriangle t = _mu_triangles[r.tid];
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t.set(r.tvertex, myIndex);
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_mu_triangles.set(r.tid, t);
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}
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}
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}
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}
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// Update the references again
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update_references();
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}
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// Init Quadrics by Plane & Edge Errors
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//
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// required at the beginning ( iteration == 0 )
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// recomputing during the simplification is not required,
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// but mostly improves the result for closed meshes
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for (int i = 0; i < _mu_vertices.size(); ++i) {
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MUVertex v = _mu_vertices[i];
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v.q.reset();
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_mu_vertices.set(i, v);
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}
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int v0, v1, v2;
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Vector3 n, p0, p1, p2, p10, p20, dummy;
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SymmetricMatrix sm;
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for (int i = 0; i < _mu_triangles.size(); ++i) {
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MUTriangle t = _mu_triangles[i];
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v0 = t.v0;
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v1 = t.v1;
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v2 = t.v2;
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MUVertex vt0 = _mu_vertices[v0];
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MUVertex vt1 = _mu_vertices[v1];
|
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MUVertex vt2 = _mu_vertices[v2];
|
|
|
|
p0 = vt0.vertex.vertex;
|
|
p1 = vt1.vertex.vertex;
|
|
p2 = vt2.vertex.vertex;
|
|
p10 = p1 - p0;
|
|
p20 = p2 - p0;
|
|
|
|
n = p10.cross(p20);
|
|
|
|
n.normalize();
|
|
|
|
t.n = n;
|
|
|
|
_mu_triangles.set(i, t);
|
|
|
|
sm.from_plane(n.x, n.y, n.z, -n.dot(p0));
|
|
|
|
vt0.q += sm;
|
|
vt1.q += sm;
|
|
vt2.q += sm;
|
|
|
|
_mu_vertices.set(v0, vt0);
|
|
_mu_vertices.set(v1, vt1);
|
|
_mu_vertices.set(v2, vt2);
|
|
}
|
|
|
|
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
|
// Calc Edge Error
|
|
MUTriangle triangle = _mu_triangles[i];
|
|
triangle.err0 = calculate_error(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy);
|
|
triangle.err1 = calculate_error(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy);
|
|
triangle.err2 = calculate_error(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy);
|
|
triangle.err3 = FastQuadraticMeshSimplifier::min3(triangle.err0, triangle.err1, triangle.err2);
|
|
_mu_triangles.set(i, triangle);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FastQuadraticMeshSimplifier::update_references() {
|
|
// Init Reference ID list
|
|
for (int i = 0; i < _mu_vertices.size(); ++i) {
|
|
MUVertex v = _mu_vertices[i];
|
|
|
|
v.tstart = 0;
|
|
v.tcount = 0;
|
|
|
|
_mu_vertices.set(i, v);
|
|
}
|
|
|
|
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
|
|
|
MUTriangle t = _mu_triangles[i];
|
|
|
|
MUVertex v = _mu_vertices[t.v0];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v0, v);
|
|
|
|
v = _mu_vertices[t.v1];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v1, v);
|
|
|
|
v = _mu_vertices[t.v2];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v2, v);
|
|
}
|
|
|
|
int tstart = 0;
|
|
for (int i = 0; i < _mu_vertices.size(); ++i) {
|
|
MUVertex v = _mu_vertices[i];
|
|
|
|
v.tstart = tstart;
|
|
tstart += v.tcount;
|
|
v.tcount = 0;
|
|
_mu_vertices.set(i, v);
|
|
}
|
|
|
|
// Write References
|
|
_mu_refs.resize(tstart);
|
|
for (int i = 0; i < _mu_triangles.size(); ++i) {
|
|
MUTriangle t = _mu_triangles[i];
|
|
|
|
int start0 = _mu_vertices[t.v0].tstart;
|
|
int count0 = _mu_vertices[t.v0].tcount;
|
|
int start1 = _mu_vertices[t.v1].tstart;
|
|
int count1 = _mu_vertices[t.v1].tcount;
|
|
int start2 = _mu_vertices[t.v2].tstart;
|
|
int count2 = _mu_vertices[t.v2].tcount;
|
|
|
|
MURef ref = _mu_refs[start0 + count0];
|
|
ref.Set(i, 0);
|
|
_mu_refs.set(start0 + count0, ref);
|
|
|
|
ref = _mu_refs[start1 + count1];
|
|
ref.Set(i, 1);
|
|
_mu_refs.set(start1 + count1, ref);
|
|
|
|
ref = _mu_refs[start2 + count2];
|
|
ref.Set(i, 2);
|
|
_mu_refs.set(start2 + count2, ref);
|
|
|
|
MUVertex v = _mu_vertices[t.v0];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v0, v);
|
|
|
|
v = _mu_vertices[t.v1];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v1, v);
|
|
|
|
v = _mu_vertices[t.v2];
|
|
++v.tcount;
|
|
_mu_vertices.set(t.v2, v);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finally compact mesh before exiting.
|
|
/// </summary>
|
|
void FastQuadraticMeshSimplifier::compact_mesh() {
|
|
int dst = 0;
|
|
|
|
for (int i = 0; i < _mu_vertices.size(); ++i) {
|
|
MUVertex v = _mu_vertices.get(i);
|
|
v.tcount = 0;
|
|
_mu_vertices.set(i, v);
|
|
}
|
|
|
|
for (int i = 0; i < _mu_triangles.size(); i++) {
|
|
MUTriangle triangle = _mu_triangles[i];
|
|
|
|
if (!triangle.deleted) {
|
|
if (triangle.va0 != triangle.v0) {
|
|
int iDest = triangle.va0;
|
|
int iSrc = triangle.v0;
|
|
|
|
MUVertex d = _mu_vertices[iDest];
|
|
MUVertex s = _mu_vertices[iSrc];
|
|
d.vertex = s.vertex;
|
|
_mu_vertices.set(iDest, d);
|
|
|
|
triangle.v0 = triangle.va0;
|
|
}
|
|
|
|
if (triangle.va1 != triangle.v1) {
|
|
int iDest = triangle.va1;
|
|
int iSrc = triangle.v1;
|
|
|
|
MUVertex d = _mu_vertices[iDest];
|
|
MUVertex s = _mu_vertices[iSrc];
|
|
d.vertex = s.vertex;
|
|
_mu_vertices.set(iDest, d);
|
|
|
|
triangle.v1 = triangle.va1;
|
|
}
|
|
|
|
if (triangle.va2 != triangle.v2) {
|
|
int iDest = triangle.va2;
|
|
int iSrc = triangle.v2;
|
|
|
|
MUVertex d = _mu_vertices[iDest];
|
|
MUVertex s = _mu_vertices[iSrc];
|
|
d.vertex = s.vertex;
|
|
_mu_vertices.set(iDest, d);
|
|
|
|
triangle.v2 = triangle.va2;
|
|
}
|
|
|
|
int newTriangleIndex = ++dst;
|
|
_mu_triangles.set(newTriangleIndex, triangle);
|
|
|
|
MUVertex v = _mu_vertices[triangle.v0];
|
|
v.tcount = 1;
|
|
_mu_vertices.set(triangle.v0, v);
|
|
|
|
v = _mu_vertices[triangle.v1];
|
|
v.tcount = 1;
|
|
_mu_vertices.set(triangle.v1, v);
|
|
|
|
v = _mu_vertices[triangle.v2];
|
|
v.tcount = 1;
|
|
_mu_vertices.set(triangle.v2, v);
|
|
}
|
|
}
|
|
|
|
_mu_triangles.resize(dst);
|
|
|
|
dst = 0;
|
|
for (int i = 0; i < _mu_vertices.size(); i++) {
|
|
MUVertex vert = _mu_vertices[i];
|
|
|
|
if (vert.tcount > 0) {
|
|
vert.tstart = dst;
|
|
_mu_vertices.set(i, vert);
|
|
|
|
if (dst != i) {
|
|
MUVertex dv = _mu_vertices[dst];
|
|
dv.vertex = vert.vertex;
|
|
_mu_vertices.set(dst, dv);
|
|
|
|
//if (_indices.size() > 0) _indices.set(dst, _indices[i]);
|
|
}
|
|
|
|
++dst;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < _mu_triangles.size(); i++) {
|
|
MUTriangle triangle = _mu_triangles[i];
|
|
triangle.v0 = _mu_vertices[triangle.v0].tstart;
|
|
triangle.v1 = _mu_vertices[triangle.v1].tstart;
|
|
triangle.v2 = _mu_vertices[triangle.v2].tstart;
|
|
_mu_triangles.set(i, triangle);
|
|
}
|
|
|
|
//int vertexCount = dst;
|
|
_mu_vertices.resize(dst);
|
|
|
|
//if (_indices.size() > 0) _indices.resize(vertexCount);
|
|
}
|
|
|
|
bool FastQuadraticMeshSimplifier::are_uvs_the_same(int channel, int indexA, int indexB) {
|
|
Vector2 uva = _mu_vertices[indexA].vertex.uv;
|
|
Vector2 uvb = _mu_vertices[indexB].vertex.uv;
|
|
|
|
return Math::is_equal_approx(uva.x, uvb.x) && Math::is_equal_approx(uva.y, uvb.y);
|
|
}
|
|
|
|
/// Remove vertices and mark deleted triangles
|
|
void FastQuadraticMeshSimplifier::remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> *deleted0, PoolVector<bool> *deleted1, int *deletedTris) {
|
|
Vector3 p;
|
|
Vector3 barycentricCoord;
|
|
for (int tid = 0; tid < _mu_triangles.size(); ++tid) {
|
|
MUTriangle t = _mu_triangles[tid];
|
|
|
|
if (t.dirty || t.deleted || t.err3 > threshold)
|
|
continue;
|
|
|
|
Vector3 errors = t.GetErrors();
|
|
Vector3 attrib_indices = t.GetAttributeIndices();
|
|
for (int edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
|
|
if (errors[edgeIndex] > threshold)
|
|
continue;
|
|
|
|
int nextEdgeIndex = ((edgeIndex + 1) % 3);
|
|
int i0 = t.get(edgeIndex);
|
|
int i1 = t.get(nextEdgeIndex);
|
|
|
|
MUVertex v0 = _mu_vertices[i0];
|
|
MUVertex v1 = _mu_vertices[i1];
|
|
|
|
// Border check
|
|
if (v0.border_edge != v1.border_edge)
|
|
continue;
|
|
|
|
// Seam check
|
|
else if (v0.uv_seam_edge != v1.uv_seam_edge)
|
|
continue;
|
|
|
|
// Foldover check
|
|
else if (v0.uv_foldover_edge != v1.uv_foldover_edge)
|
|
continue;
|
|
|
|
// If borders should be preserved
|
|
else if (_preserve_border_dges && v0.border_edge)
|
|
continue;
|
|
|
|
// If seams should be preserved
|
|
else if (_preserve_uv_seam_edges && v0.uv_seam_edge)
|
|
continue;
|
|
|
|
// If foldovers should be preserved
|
|
else if (_preserve_uv_foldover_edges && v0.uv_foldover_edge)
|
|
continue;
|
|
|
|
// Compute vertex to collapse to
|
|
calculate_error(v0, v1, &p);
|
|
deleted0->resize(v0.tcount); // normals temporarily
|
|
deleted1->resize(v1.tcount); // normals temporarily
|
|
|
|
// Don't remove if flipped
|
|
if (flipped(p, i0, i1, v0, deleted0))
|
|
continue;
|
|
|
|
if (flipped(p, i1, i0, v1, deleted1))
|
|
continue;
|
|
|
|
// Calculate the barycentric coordinates within the triangle
|
|
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
|
|
int i2 = t.get(nextNextEdgeIndex);
|
|
barycentricCoord = calculate_barycentric_coords(p, v0.vertex.vertex, v1.vertex.vertex, _mu_vertices[i2].vertex.vertex);
|
|
|
|
// Not flipped, so remove edge
|
|
v0.vertex.vertex = p;
|
|
v0.q += v1.q;
|
|
|
|
// Interpolate the vertex attributes
|
|
int ia0 = attrib_indices[edgeIndex];
|
|
int ia1 = attrib_indices[nextEdgeIndex];
|
|
int ia2 = attrib_indices[nextNextEdgeIndex];
|
|
interpolate_vertex_attributes(ia0, ia0, ia1, ia2, barycentricCoord);
|
|
|
|
if (v0.uv_seam_edge) {
|
|
ia0 = -1;
|
|
}
|
|
|
|
int tstart = _mu_refs.size();
|
|
update_triangles(i0, ia0, v0, deleted0, deletedTris);
|
|
update_triangles(i0, ia0, v1, deleted1, deletedTris);
|
|
|
|
int tcount = _mu_refs.size() - tstart;
|
|
if (tcount <= v0.tcount) {
|
|
// save ram
|
|
if (tcount > 0) {
|
|
int dests = v0.tstart;
|
|
for (int v = 0; v < tcount; ++v) {
|
|
_mu_refs.set(v + tstart, _mu_refs[v + dests]);
|
|
}
|
|
}
|
|
} else {
|
|
// append
|
|
//MUVertex v = _mu_vertices[i0];
|
|
v0.tstart = tstart;
|
|
//_mu_vertices.set(i0, v0);
|
|
}
|
|
|
|
//MUVertex v = _mu_vertices[i0];
|
|
v0.tcount = tcount;
|
|
|
|
_mu_vertices.set(i0, v0);
|
|
break;
|
|
}
|
|
|
|
// Check if we are already done
|
|
if ((startTrisCount - (*deletedTris)) <= targetTrisCount)
|
|
break;
|
|
}
|
|
|
|
//return deletedTris;
|
|
}
|
|
|
|
double FastQuadraticMeshSimplifier::vertex_error(const SymmetricMatrix &q, const double x, const double y, const double z) const {
|
|
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::calculate_error(const MUVertex &vert0, const MUVertex &vert1, Vector3 *result) {
|
|
// compute interpolated vertex
|
|
SymmetricMatrix q = (vert0.q + vert1.q);
|
|
bool borderEdge = (vert0.border_edge & vert1.border_edge);
|
|
double error = 0.0;
|
|
double det = q.Determinant1();
|
|
if (det != 0.0 && !borderEdge) {
|
|
// q_delta is invertible
|
|
result = new Vector3(
|
|
-1.0 / det * q.Determinant2(), // vx = A41/det(q_delta)
|
|
1.0 / det * q.Determinant3(), // vy = A42/det(q_delta)
|
|
-1.0 / det * q.Determinant4()); // vz = A43/det(q_delta)
|
|
error = vertex_error(q, result->x, result->y, result->z);
|
|
} else {
|
|
// det = 0 -> try to find best result
|
|
Vector3 p1 = vert0.vertex.vertex;
|
|
Vector3 p2 = vert1.vertex.vertex;
|
|
Vector3 p3 = (p1 + p2) * 0.5f;
|
|
double error1 = vertex_error(q, p1.x, p1.y, p1.z);
|
|
double error2 = vertex_error(q, p2.x, p2.y, p2.z);
|
|
double error3 = vertex_error(q, p3.x, p3.y, p3.z);
|
|
|
|
error = FastQuadraticMeshSimplifier::min3(error1, error2, error3);
|
|
if (error == error3) {
|
|
result->x = p3.x;
|
|
result->y = p3.y;
|
|
result->z = p3.z;
|
|
} else if (error == error2) {
|
|
result->x = p2.x;
|
|
result->y = p2.y;
|
|
result->z = p2.z;
|
|
} else if (error == error1) {
|
|
result->x = p1.x;
|
|
result->y = p1.y;
|
|
result->z = p1.z;
|
|
} else {
|
|
result->x = p3.x;
|
|
result->y = p3.y;
|
|
result->z = p3.z;
|
|
}
|
|
}
|
|
return error;
|
|
}
|
|
|
|
void FastQuadraticMeshSimplifier::update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> *deleted, int *deletedTriangles) {
|
|
Vector3 p;
|
|
int tcount = v.tcount;
|
|
|
|
for (int k = 0; k < tcount; ++k) {
|
|
MURef r = _mu_refs[v.tstart + k];
|
|
int tid = r.tid;
|
|
|
|
ERR_CONTINUE(r.tid >= _mu_triangles.size());
|
|
|
|
MUTriangle t = _mu_triangles[tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
if (deleted->get(k)) {
|
|
t.deleted = true;
|
|
|
|
_mu_triangles.set(tid, t);
|
|
|
|
++(*deletedTriangles);
|
|
continue;
|
|
}
|
|
|
|
t.set(r.tvertex, i0);
|
|
if (ia0 != -1) {
|
|
t.SetAttributeIndex(r.tvertex, ia0);
|
|
}
|
|
|
|
t.dirty = true;
|
|
t.err0 = calculate_error(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
|
|
t.err1 = calculate_error(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
|
|
t.err2 = calculate_error(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
|
|
t.err3 = FastQuadraticMeshSimplifier::min3(t.err0, t.err1, t.err2);
|
|
|
|
_mu_triangles.set(tid, t);
|
|
_mu_refs.push_back(r);
|
|
}
|
|
}
|
|
|
|
bool FastQuadraticMeshSimplifier::flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> *deleted) {
|
|
int tcount = v0.tcount;
|
|
|
|
for (int k = 0; k < tcount; k++) {
|
|
MURef r = _mu_refs[v0.tstart + k];
|
|
|
|
ERR_CONTINUE(r.tid >= _mu_triangles.size());
|
|
|
|
MUTriangle t = _mu_triangles[r.tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
int s = r.tvertex;
|
|
int id1 = t.get((s + 1) % 3);
|
|
int id2 = t.get((s + 2) % 3);
|
|
if (id1 == i1 || id2 == i1) {
|
|
deleted->set(k, true);
|
|
continue;
|
|
}
|
|
|
|
Vector3 d1 = _mu_vertices[id1].vertex.vertex - p;
|
|
d1.normalize();
|
|
Vector3 d2 = _mu_vertices[id2].vertex.vertex - p;
|
|
d2.normalize();
|
|
double dot = d1.dot(d2);
|
|
if (Math::abs(dot) > 0.999)
|
|
return true;
|
|
|
|
Vector3 n = d1.cross(d2);
|
|
n.normalize();
|
|
deleted->set(k, false);
|
|
dot = n.dot(t.n);
|
|
if (dot < 0.2)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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);
|
|
float d00 = v0.dot(v0);
|
|
float d01 = v0.dot(v1);
|
|
float d11 = v1.dot(v1);
|
|
float d20 = v2.dot(v0);
|
|
float d21 = v2.dot(v1);
|
|
float denom = d00 * d11 - d01 * d01;
|
|
float v = (d11 * d20 - d01 * d21) / denom;
|
|
float w = (d00 * d21 - d01 * d20) / denom;
|
|
float u = 1.0 - v - w;
|
|
|
|
return Vector3(u, v, w);
|
|
}
|
|
|
|
void FastQuadraticMeshSimplifier::interpolate_vertex_attributes(int dst, int i0, int i1, int i2, const Vector3 &barycentricCoord) {
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MUVertex v0 = _mu_vertices[i0];
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MUVertex v1 = _mu_vertices[i1];
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MUVertex v2 = _mu_vertices[i2];
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MUVertex vdst = _mu_vertices[dst];
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) != 0)
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vdst.vertex.normal = (v0.vertex.normal * barycentricCoord.x) + (v1.vertex.normal * barycentricCoord.y) + (v2.vertex.normal * barycentricCoord.z).normalized();
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0)
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vdst.vertex.uv = (v0.vertex.uv * barycentricCoord.x) + (v1.vertex.uv * barycentricCoord.y) + (v2.vertex.uv * barycentricCoord.z);
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0)
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vdst.vertex.uv2 = (v0.vertex.uv2 * barycentricCoord.x) + (v1.vertex.uv2 * barycentricCoord.y) + (v2.vertex.uv2 * barycentricCoord.z);
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if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0)
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vdst.vertex.color = (v0.vertex.color * barycentricCoord.x) + (v1.vertex.color * barycentricCoord.y) + (v2.vertex.color * barycentricCoord.z);
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_mu_vertices.set(dst, vdst);
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}
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void FastQuadraticMeshSimplifier::remove_doubles() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vert = _vertices[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < _vertices.size(); ++j) {
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if (_vertices[j] == vert) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size())+ " " + String::num(duration.count()));
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}
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//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
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void FastQuadraticMeshSimplifier::remove_doubles_hashed() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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PoolVector<uint32_t> hashes;
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hashes.resize(_vertices.size());
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for (int i = 0; i < _vertices.size(); ++i) {
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hashes.set(i, VertexHasher::hash(_vertices[i]));
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}
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for (int i = 0; i < hashes.size(); ++i) {
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uint32_t hash = hashes[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < hashes.size(); ++j) {
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if (hashes[j] == hash) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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hashes.remove(index);
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
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}
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FastQuadraticMeshSimplifier::FastQuadraticMeshSimplifier() {
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_max_iteration_count = 100;
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_agressiveness = 7.0;
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_enable_smart_link = true;
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_preserve_border_dges = false;
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_preserve_uv_seam_edges = false;
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_preserve_uv_foldover_edges = false;
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_format = 0;
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}
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FastQuadraticMeshSimplifier::~FastQuadraticMeshSimplifier() {
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}
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void FastQuadraticMeshSimplifier::_bind_methods() {
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ClassDB::bind_method(D_METHOD("initialize", "arrays"), &FastQuadraticMeshSimplifier::initialize);
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ClassDB::bind_method(D_METHOD("get_arrays"), &FastQuadraticMeshSimplifier::get_arrays);
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ClassDB::bind_method(D_METHOD("simplify_mesh", "quality"), &FastQuadraticMeshSimplifier::simplify_mesh);
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ClassDB::bind_method(D_METHOD("simplify_mesh_lossless"), &FastQuadraticMeshSimplifier::simplify_mesh_lossless);
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ClassDB::bind_method(D_METHOD("get_max_iteration_count"), &FastQuadraticMeshSimplifier::get_max_iteration_count);
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ClassDB::bind_method(D_METHOD("set_max_iteration_count", "value"), &FastQuadraticMeshSimplifier::set_max_iteration_count);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iteration_count"), "set_max_iteration_count", "get_max_iteration_count");
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ClassDB::bind_method(D_METHOD("get_agressiveness"), &FastQuadraticMeshSimplifier::get_agressiveness);
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ClassDB::bind_method(D_METHOD("set_agressiveness", "value"), &FastQuadraticMeshSimplifier::set_agressiveness);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "agressiveness"), "set_agressiveness", "get_agressiveness");
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ClassDB::bind_method(D_METHOD("get_enable_smart_link"), &FastQuadraticMeshSimplifier::get_enable_smart_link);
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ClassDB::bind_method(D_METHOD("set_enable_smart_link", "value"), &FastQuadraticMeshSimplifier::set_enable_smart_link);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enable_smart_link"), "set_enable_smart_link", "get_enable_smart_link");
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ClassDB::bind_method(D_METHOD("get_preserve_border_dges"), &FastQuadraticMeshSimplifier::get_preserve_border_dges);
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ClassDB::bind_method(D_METHOD("set_preserve_border_dges", "value"), &FastQuadraticMeshSimplifier::set_preserve_border_dges);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "preserve_border_dges"), "set_preserve_border_dges", "get_preserve_border_dges");
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ClassDB::bind_method(D_METHOD("get_preserve_uv_seam_edges"), &FastQuadraticMeshSimplifier::get_preserve_uv_seam_edges);
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ClassDB::bind_method(D_METHOD("set_preserve_uv_seam_edges", "value"), &FastQuadraticMeshSimplifier::set_preserve_uv_seam_edges);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "preserve_uv_seam_edges"), "set_preserve_uv_seam_edges", "get_preserve_uv_seam_edges");
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ClassDB::bind_method(D_METHOD("get_preserve_uv_foldover_edges"), &FastQuadraticMeshSimplifier::get_preserve_uv_foldover_edges);
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ClassDB::bind_method(D_METHOD("set_preserve_uv_foldover_edges", "value"), &FastQuadraticMeshSimplifier::set_preserve_uv_foldover_edges);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "preserve_uv_foldover_edges"), "set_preserve_uv_foldover_edges", "get_preserve_uv_foldover_edges");
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|
|
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ClassDB::bind_method(D_METHOD("remove_doubles"), &FastQuadraticMeshSimplifier::remove_doubles);
|
|
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &FastQuadraticMeshSimplifier::remove_doubles_hashed);
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|
}
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