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https://github.com/Relintai/fast_quadratic_mesh_simplifier.git
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Relintai
898d3a212c
I still like the basic idea, maybe later when the thing actually works.
This reverts commit 655be02357
.
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
#ifndef FAST_QUADRATIC_MESH_SIMPLIFIER_H
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#define 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 "core/reference.h"
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#include <limits>
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#include "mesh_utils.h"
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#include "core/array.h"
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#include "core/pool_vector.h"
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#include "core/resource.h"
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class FastQuadraticMeshSimplifier : public Reference {
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GDCLASS(FastQuadraticMeshSimplifier, Reference);
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public:
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void initialize(const Array &arrays);
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Array get_arrays();
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void simplify_mesh(float quality);
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void simplify_mesh_lossless();
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void update_mesh(int iteration);
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void refresh_vertices();
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void update_references();
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int remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris);
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void compact_mesh();
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bool are_uvs_the_same(int channel, int indexA, int indexB);
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double vertex_error(SymmetricMatrix q, double x, double y, double z);
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double calculate_error(MUVertex vert0, MUVertex vert1, Vector3 *result);
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int update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int deletedTriangles);
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bool flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted);
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static Vector3 calculate_barycentric_coords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
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void interpolate_vertex_attributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
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static double min3(double val1, double val2, double val3) {
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return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
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}
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FastQuadraticMeshSimplifier();
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protected:
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static void _bind_methods();
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private:
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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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PoolVector<MUTriangle> _mu_triangles;
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PoolVector<MUVertex> _mu_vertices;
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PoolVector<MURef> _mu_refs;
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double _vertex_link_distance_sqr = std::numeric_limits<double>::epsilon();
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int _max_iteration_count;
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double _agressiveness;
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bool _enable_smart_link;
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bool _preserve_border_dges;
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bool _preserve_uv_seam_edges;
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bool _preserve_uv_foldover_edges;
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};
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#endif |