mirror of
https://github.com/Relintai/pandemonium_engine.git
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1304 lines
31 KiB
C++
1304 lines
31 KiB
C++
#ifndef FAST_QUADRATIC_MESH_SIMPLIFIER_SIMPLIFY_H
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#define FAST_QUADRATIC_MESH_SIMPLIFIER_SIMPLIFY_H
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/////////////////////////////////////////////
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//
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// Mesh Simplification Tutorial
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//
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// (C) by Sven Forstmann in 2014
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//
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// License : MIT
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// http://opensource.org/licenses/MIT
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//
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// https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification
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//
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// 5/2016: Chris Rorden created minimal version for OSX/Linux/Windows compile
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// Contains some improvements from https://github.com/Whinarn/MeshDecimator
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// Copyright (c) 2017-2018 Mattias Edlund
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// (C) by Péter Magyar in 2020
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#include "core/variant/array.h"
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#include "core/string/ustring.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "scene/resources/mesh.h"
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#include <float.h> //FLT_EPSILON, DBL_EPSILON
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#include <limits.h>
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#include <algorithm>
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#include <map>
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#include <vector>
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#include "servers/rendering_server.h"
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namespace Simplify {
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struct vector3 {
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double x, y, z;
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};
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struct vec3f {
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double x, y, z;
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inline vec3f(void) {}
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//inline vec3f operator =( vector3 a )
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// { vec3f b ; b.x = a.x; b.y = a.y; b.z = a.z; return b;}
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inline vec3f(vector3 a) {
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x = a.x;
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y = a.y;
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z = a.z;
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}
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inline vec3f(const double X, const double Y, const double Z) {
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x = X;
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y = Y;
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z = Z;
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}
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inline vec3f operator+(const vec3f &a) const { return vec3f(x + a.x, y + a.y, z + a.z); }
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inline vec3f operator+=(const vec3f &a) const { return vec3f(x + a.x, y + a.y, z + a.z); }
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inline vec3f operator*(const double a) const { return vec3f(x * a, y * a, z * a); }
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inline vec3f operator*(const vec3f a) const { return vec3f(x * a.x, y * a.y, z * a.z); }
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inline vec3f v3() const { return vec3f(x, y, z); }
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inline vec3f operator=(const vector3 a) {
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x = a.x;
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y = a.y;
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z = a.z;
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return *this;
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}
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inline vec3f operator=(const vec3f a) {
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x = a.x;
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y = a.y;
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z = a.z;
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return *this;
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}
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inline vec3f operator/(const vec3f a) const { return vec3f(x / a.x, y / a.y, z / a.z); }
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inline vec3f operator-(const vec3f &a) const { return vec3f(x - a.x, y - a.y, z - a.z); }
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inline vec3f operator/(const double a) const { return vec3f(x / a, y / a, z / a); }
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inline double dot(const vec3f &a) const { return a.x * x + a.y * y + a.z * z; }
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inline vec3f cross(const vec3f &a, const vec3f &b) {
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x = a.y * b.z - a.z * b.y;
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y = a.z * b.x - a.x * b.z;
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z = a.x * b.y - a.y * b.x;
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return *this;
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}
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inline double angle(const vec3f &v) {
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vec3f a = v, b = *this;
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double dot = v.x * x + v.y * y + v.z * z;
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double len = a.length() * b.length();
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if (len == 0)
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len = 0.00001f;
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double input = dot / len;
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if (input < -1)
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input = -1;
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if (input > 1)
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input = 1;
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return (double)acos(input);
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}
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inline double angle2(const vec3f &v, const vec3f &w) {
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vec3f a = v, b = *this;
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double dot = a.x * b.x + a.y * b.y + a.z * b.z;
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double len = a.length() * b.length();
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if (len == 0)
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len = 1;
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vec3f plane;
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plane.cross(b, w);
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if (plane.x * a.x + plane.y * a.y + plane.z * a.z > 0)
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return (double)-acos(dot / len);
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return (double)acos(dot / len);
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}
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inline vec3f rot_x(double a) {
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double yy = cos(a) * y + sin(a) * z;
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double zz = cos(a) * z - sin(a) * y;
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y = yy;
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z = zz;
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return *this;
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}
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inline vec3f rot_y(double a) {
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double xx = cos(-a) * x + sin(-a) * z;
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double zz = cos(-a) * z - sin(-a) * x;
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x = xx;
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z = zz;
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return *this;
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}
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inline void clamp(double min, double max) {
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if (x < min)
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x = min;
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if (y < min)
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y = min;
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if (z < min)
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z = min;
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if (x > max)
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x = max;
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if (y > max)
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y = max;
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if (z > max)
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z = max;
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}
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inline vec3f rot_z(double a) {
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double yy = cos(a) * y + sin(a) * x;
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double xx = cos(a) * x - sin(a) * y;
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y = yy;
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x = xx;
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return *this;
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}
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inline vec3f invert() {
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x = -x;
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y = -y;
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z = -z;
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return *this;
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}
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inline vec3f frac() {
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return vec3f(
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x - double(int(x)),
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y - double(int(y)),
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z - double(int(z)));
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}
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inline vec3f integer() {
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return vec3f(
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double(int(x)),
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double(int(y)),
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double(int(z)));
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}
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inline double length() const {
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return (double)sqrt(x * x + y * y + z * z);
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}
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inline vec3f normalize(double desired_length = 1) {
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double square = sqrt(x * x + y * y + z * z);
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/*
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if (square <= 0.00001f )
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{
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x=1;y=0;z=0;
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return *this;
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}*/
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//double len = desired_length / square;
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x /= square;
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y /= square;
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z /= square;
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return *this;
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}
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static vec3f normalize(vec3f a);
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static void random_init();
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static double random_double();
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static vec3f random();
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static int random_number;
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double random_double_01(double a) {
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double rnf = a * 14.434252 + a * 364.2343 + a * 4213.45352 + a * 2341.43255 + a * 254341.43535 + a * 223454341.3523534245 + 23453.423412;
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int rni = ((int)rnf) % 100000;
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return double(rni) / (100000.0f - 1.0f);
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}
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vec3f random01_fxyz() {
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x = (double)random_double_01(x);
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y = (double)random_double_01(y);
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z = (double)random_double_01(z);
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return *this;
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}
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};
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static vec3f barycentric(const vec3f &p, const vec3f &a, const vec3f &b, const vec3f &c) {
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vec3f v0 = b - a;
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vec3f v1 = c - a;
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vec3f v2 = p - a;
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double d00 = v0.dot(v0);
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double d01 = v0.dot(v1);
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double d11 = v1.dot(v1);
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double d20 = v2.dot(v0);
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double d21 = v2.dot(v1);
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double denom = d00 * d11 - d01 * d01;
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double v = (d11 * d20 - d01 * d21) / denom;
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double w = (d00 * d21 - d01 * d20) / denom;
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double u = 1.0 - v - w;
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return vec3f(u, v, w);
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}
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static vec3f interpolate(const vec3f &p, const vec3f &a, const vec3f &b, const vec3f &c, const vec3f attrs[3]) {
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vec3f bary = barycentric(p, a, b, c);
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vec3f out = vec3f(0, 0, 0);
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out = out + attrs[0] * bary.x;
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out = out + attrs[1] * bary.y;
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out = out + attrs[2] * bary.z;
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return out;
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}
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static double min(double v1, double v2) {
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return fmin(v1, v2);
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}
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class SymetricMatrix {
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public:
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// Constructor
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SymetricMatrix(double c = 0) {
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for (unsigned int i = 0; i < 10; ++i)
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m[i] = c;
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}
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SymetricMatrix(double m11, double m12, double m13, double m14,
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double m22, double m23, double m24,
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double m33, double m34,
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double m44) {
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m[0] = m11;
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m[1] = m12;
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m[2] = m13;
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m[3] = m14;
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m[4] = m22;
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m[5] = m23;
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m[6] = m24;
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m[7] = m33;
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m[8] = m34;
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m[9] = m44;
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}
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// Make plane
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SymetricMatrix(double a, double b, double c, double d) {
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m[0] = a * a;
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m[1] = a * b;
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m[2] = a * c;
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m[3] = a * d;
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m[4] = b * b;
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m[5] = b * c;
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m[6] = b * d;
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m[7] = c * c;
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m[8] = c * d;
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m[9] = d * d;
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}
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double operator[](int c) const { return m[c]; }
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// Determinant
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double det(int a11, int a12, int a13,
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int a21, int a22, int a23,
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int a31, int a32, int a33) {
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double det = m[a11] * m[a22] * m[a33] + m[a13] * m[a21] * m[a32] + m[a12] * m[a23] * m[a31] - m[a13] * m[a22] * m[a31] - m[a11] * m[a23] * m[a32] - m[a12] * m[a21] * m[a33];
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return det;
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}
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const SymetricMatrix operator+(const SymetricMatrix &n) const {
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return SymetricMatrix(m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3],
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m[4] + n[4], m[5] + n[5], m[6] + n[6],
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m[7] + n[7], m[8] + n[8],
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m[9] + n[9]);
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}
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SymetricMatrix &operator+=(const SymetricMatrix &n) {
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m[0] += n[0];
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m[1] += n[1];
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m[2] += n[2];
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m[3] += n[3];
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m[4] += n[4];
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m[5] += n[5];
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m[6] += n[6];
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m[7] += n[7];
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m[8] += n[8];
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m[9] += n[9];
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return *this;
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}
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double m[10];
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};
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///////////////////////////////////////////
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struct BorderVertex {
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int index;
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int hash;
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};
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static bool compare_border_vertex(const BorderVertex &i1, const BorderVertex &i2) {
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return (i1.hash < i2.hash);
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}
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class FQMS {
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public:
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struct Triangle {
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int v[3];
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double err[4];
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int deleted, dirty;
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vec3f n;
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vec3f uvs[3];
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vec3f uv2s[3];
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Color color[3];
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int material;
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};
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struct Vertex {
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vec3f p;
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int tstart, tcount;
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SymetricMatrix q;
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int border;
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bool seam;
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bool foldover;
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};
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struct Ref {
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int tid, tvertex;
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};
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std::vector<Triangle> triangles;
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std::vector<Vertex> vertices;
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std::vector<Ref> refs;
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int _max_iteration_count;
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int _max_lossless_iteration_count;
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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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int _format;
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double _vertex_link_distance;
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// Helper functions
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//
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// Main simplification function
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//
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// target_count : target nr. of triangles
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// aggressiveness : sharpness to increase the threshold.
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// 5..8 are good numbers
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// more iterations yield higher quality
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//
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void simplify_mesh(int target_count, double aggressiveness = 7, bool verbose = false) {
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ERR_FAIL_COND_MSG(_enable_smart_link, "FastQuadraticMeshSimplifier: enable_smart_link setting is not yet supported!");
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// init
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for (unsigned int i = 0; i < triangles.size(); ++i) {
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triangles[i].deleted = 0;
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}
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// main iteration loop
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int deleted_triangles = 0;
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std::vector<int> deleted0, deleted1;
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int triangle_count = triangles.size();
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for (int iteration = 0; iteration < _max_iteration_count; iteration++) {
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if (triangle_count - deleted_triangles <= target_count)
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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 (unsigned int i = 0; i < triangles.size(); ++i) {
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triangles[i].dirty = 0;
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}
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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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//
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double threshold = 0.000000001 * pow(double(iteration + 3), aggressiveness);
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// target number of triangles reached ? Then break
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if ((verbose) && (iteration % 5 == 0)) {
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print_line("iteration " + String::num(iteration) + " - triangles " + String::num(triangle_count - deleted_triangles) + " threshold " + String::num(threshold));
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}
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// remove vertices & mark deleted triangles
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for (unsigned int i = 0; i < triangles.size(); ++i) {
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Triangle &t = triangles[i];
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if (t.err[3] > threshold)
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continue;
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if (t.deleted)
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continue;
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if (t.dirty)
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continue;
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for (int j = 0; j < 3; ++j) {
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if (t.err[j] < threshold) {
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int i0 = t.v[j];
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Vertex &v0 = vertices[i0];
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int i1 = t.v[(j + 1) % 3];
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Vertex &v1 = vertices[i1];
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// Border check
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if (v0.border != v1.border)
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continue;
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else if (_preserve_border_dges && v0.border)
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continue;
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//if (v0.border || v1.border) continue;
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// Compute vertex to collapse to
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vec3f p;
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calculate_error(i0, i1, p);
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deleted0.resize(v0.tcount); // normals temporarily
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deleted1.resize(v1.tcount); // normals temporarily
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// don't remove if flipped
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if (flipped(p, i0, i1, v0, v1, deleted0))
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continue;
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if (flipped(p, i1, i0, v1, v0, deleted1))
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continue;
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if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
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update_uvs(i0, v0, p, deleted0);
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update_uvs(i0, v1, p, deleted1);
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}
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if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
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update_uv2s(i0, v0, p, deleted0);
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update_uv2s(i0, v1, p, deleted1);
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}
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// not flipped, so remove edge
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v0.p = p;
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v0.q = v1.q + v0.q;
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int tstart = refs.size();
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update_triangles(i0, v0, deleted0, deleted_triangles);
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update_triangles(i0, v1, deleted1, deleted_triangles);
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int tcount = refs.size() - tstart;
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if (tcount <= v0.tcount) {
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// save ram
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if (tcount)
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memcpy(&refs[v0.tstart], &refs[tstart], tcount * sizeof(Ref));
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} else {
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// append
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v0.tstart = tstart;
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}
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v0.tcount = tcount;
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break;
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}
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}
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// done?
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if (triangle_count - deleted_triangles <= target_count)
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break;
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}
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}
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// clean up mesh
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compact_mesh();
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} //simplify_mesh()
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void simplify_mesh_lossless(bool verbose = false) {
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ERR_FAIL_COND_MSG(_enable_smart_link, "FastQuadraticMeshSimplifier: enable_smart_link setting is not yet supported!");
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// init
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|
for (unsigned int i = 0; i < triangles.size(); ++i)
|
|
triangles[i].deleted = 0;
|
|
|
|
// main iteration loop
|
|
int deleted_triangles = 0;
|
|
std::vector<int> deleted0, deleted1;
|
|
//unsigned int triangle_count = triangles.size();
|
|
|
|
for (int iteration = 0; iteration < _max_lossless_iteration_count; iteration++) {
|
|
// update mesh constantly
|
|
update_mesh(iteration);
|
|
// clear dirty flag
|
|
for (unsigned int i = 0; i < triangles.size(); ++i)
|
|
triangles[i].dirty = 0;
|
|
//
|
|
// All triangles with edges below the threshold will be removed
|
|
//
|
|
// The following numbers works well for most models.
|
|
// If it does not, try to adjust the 3 parameters
|
|
//
|
|
double threshold = DBL_EPSILON; //1.0E-3 EPS;
|
|
if (verbose) {
|
|
print_line("lossless iteration " + String::num(iteration));
|
|
}
|
|
|
|
// remove vertices & mark deleted triangles
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle &t = triangles[i];
|
|
|
|
if (t.err[3] > threshold)
|
|
continue;
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
if (t.dirty)
|
|
continue;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
if (t.err[j] < threshold) {
|
|
int i0 = t.v[j];
|
|
Vertex &v0 = vertices[i0];
|
|
int i1 = t.v[(j + 1) % 3];
|
|
Vertex &v1 = vertices[i1];
|
|
|
|
// Border check
|
|
if (v0.border != v1.border)
|
|
continue;
|
|
|
|
// Compute vertex to collapse to
|
|
vec3f p;
|
|
calculate_error(i0, i1, p);
|
|
|
|
deleted0.resize(v0.tcount); // normals temporarily
|
|
deleted1.resize(v1.tcount); // normals temporarily
|
|
|
|
// don't remove if flipped
|
|
if (flipped(p, i0, i1, v0, v1, deleted0))
|
|
continue;
|
|
|
|
if (flipped(p, i1, i0, v1, v0, deleted1))
|
|
continue;
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
|
|
update_uvs(i0, v0, p, deleted0);
|
|
update_uvs(i0, v1, p, deleted1);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
|
|
update_uv2s(i0, v0, p, deleted0);
|
|
update_uv2s(i0, v1, p, deleted1);
|
|
}
|
|
|
|
// not flipped, so remove edge
|
|
v0.p = p;
|
|
v0.q = v1.q + v0.q;
|
|
int tstart = refs.size();
|
|
|
|
update_triangles(i0, v0, deleted0, deleted_triangles);
|
|
update_triangles(i0, v1, deleted1, deleted_triangles);
|
|
|
|
int tcount = refs.size() - tstart;
|
|
|
|
if (tcount <= v0.tcount) {
|
|
// save ram
|
|
if (tcount)
|
|
memcpy(&refs[v0.tstart], &refs[tstart], tcount * sizeof(Ref));
|
|
} else {
|
|
// append
|
|
v0.tstart = tstart;
|
|
}
|
|
|
|
v0.tcount = tcount;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (deleted_triangles <= 0)
|
|
break;
|
|
|
|
deleted_triangles = 0;
|
|
} //for each iteration
|
|
// clean up mesh
|
|
compact_mesh();
|
|
} //simplify_mesh_lossless()
|
|
|
|
// Check if a triangle flips when this edge is removed
|
|
|
|
bool flipped(vec3f p, int i0, int i1, Vertex &v0, Vertex &v1, std::vector<int> &deleted) {
|
|
for (int k = 0; k < v0.tcount; ++k) {
|
|
Triangle &t = triangles[refs[v0.tstart + k].tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
int s = refs[v0.tstart + k].tvertex;
|
|
int id1 = t.v[(s + 1) % 3];
|
|
int id2 = t.v[(s + 2) % 3];
|
|
|
|
if (id1 == i1 || id2 == i1) // delete ?
|
|
{
|
|
deleted[k] = 1;
|
|
continue;
|
|
}
|
|
vec3f d1 = vertices[id1].p - p;
|
|
d1.normalize();
|
|
vec3f d2 = vertices[id2].p - p;
|
|
d2.normalize();
|
|
if (fabs(d1.dot(d2)) > 0.999)
|
|
return true;
|
|
vec3f n;
|
|
n.cross(d1, d2);
|
|
n.normalize();
|
|
deleted[k] = 0;
|
|
if (n.dot(t.n) < 0.2)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// update_uvs
|
|
|
|
void update_uvs(int i0, const Vertex &v, const vec3f &p, std::vector<int> &deleted) {
|
|
for (int k = 0; k < v.tcount; ++k) {
|
|
Ref &r = refs[v.tstart + k];
|
|
Triangle &t = triangles[r.tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
if (deleted[k])
|
|
continue;
|
|
|
|
vec3f p1 = vertices[t.v[0]].p;
|
|
vec3f p2 = vertices[t.v[1]].p;
|
|
vec3f p3 = vertices[t.v[2]].p;
|
|
|
|
t.uvs[r.tvertex] = interpolate(p, p1, p2, p3, t.uvs);
|
|
}
|
|
}
|
|
|
|
void update_uv2s(int i0, const Vertex &v, const vec3f &p, std::vector<int> &deleted) {
|
|
for (int k = 0; k < v.tcount; ++k) {
|
|
Ref &r = refs[v.tstart + k];
|
|
Triangle &t = triangles[r.tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
if (deleted[k])
|
|
continue;
|
|
|
|
vec3f p1 = vertices[t.v[0]].p;
|
|
vec3f p2 = vertices[t.v[1]].p;
|
|
vec3f p3 = vertices[t.v[2]].p;
|
|
|
|
t.uv2s[r.tvertex] = interpolate(p, p1, p2, p3, t.uv2s);
|
|
}
|
|
}
|
|
|
|
// Update triangle connections and edge error after a edge is collapsed
|
|
|
|
void update_triangles(int i0, Vertex &v, std::vector<int> &deleted, int &deleted_triangles) {
|
|
vec3f p;
|
|
|
|
for (int k = 0; k < v.tcount; ++k) {
|
|
Ref &r = refs[v.tstart + k];
|
|
Triangle &t = triangles[r.tid];
|
|
|
|
if (t.deleted)
|
|
continue;
|
|
|
|
if (deleted[k]) {
|
|
t.deleted = 1;
|
|
deleted_triangles++;
|
|
continue;
|
|
}
|
|
|
|
t.v[r.tvertex] = i0;
|
|
|
|
t.dirty = 1;
|
|
t.err[0] = calculate_error(t.v[0], t.v[1], p);
|
|
t.err[1] = calculate_error(t.v[1], t.v[2], p);
|
|
t.err[2] = calculate_error(t.v[2], t.v[0], p);
|
|
t.err[3] = min(t.err[0], min(t.err[1], t.err[2]));
|
|
refs.push_back(r);
|
|
}
|
|
}
|
|
|
|
// compact triangles, compute edge error and build reference list
|
|
|
|
void update_mesh(int iteration) {
|
|
if (iteration > 0) // compact triangles
|
|
{
|
|
int dst = 0;
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
if (!triangles[i].deleted) {
|
|
triangles[dst++] = triangles[i];
|
|
}
|
|
}
|
|
|
|
triangles.resize(dst);
|
|
}
|
|
|
|
//
|
|
// Init Quadrics by Plane & Edge Errors
|
|
//
|
|
// required at the beginning ( iteration == 0 )
|
|
// recomputing during the simplification is not required,
|
|
// but mostly improves the result for closed meshes
|
|
//
|
|
if (iteration == 0) {
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
vertices[i].q = SymetricMatrix(0.0);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle &t = triangles[i];
|
|
vec3f n, p[3];
|
|
for (int j = 0; j < 3; ++j) {
|
|
p[j] = vertices[t.v[j]].p;
|
|
}
|
|
|
|
n.cross(p[1] - p[0], p[2] - p[0]);
|
|
n.normalize();
|
|
t.n = n;
|
|
for (int j = 0; j < 3; ++j) {
|
|
vertices[t.v[j]].q = vertices[t.v[j]].q + SymetricMatrix(n.x, n.y, n.z, -n.dot(p[0]));
|
|
}
|
|
}
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
// Calc Edge Error
|
|
Triangle &t = triangles[i];
|
|
vec3f p;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
t.err[j] = calculate_error(t.v[j], t.v[(j + 1) % 3], p);
|
|
}
|
|
|
|
t.err[3] = min(t.err[0], min(t.err[1], t.err[2]));
|
|
}
|
|
}
|
|
|
|
// Init Reference ID list
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
vertices[i].tstart = 0;
|
|
vertices[i].tcount = 0;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle &t = triangles[i];
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
vertices[t.v[j]].tcount++;
|
|
}
|
|
}
|
|
|
|
int tstart = 0;
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
Vertex &v = vertices[i];
|
|
v.tstart = tstart;
|
|
tstart += v.tcount;
|
|
v.tcount = 0;
|
|
}
|
|
|
|
// Write References
|
|
refs.resize(triangles.size() * 3);
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle &t = triangles[i];
|
|
|
|
for (unsigned int j = 0; j < 3; ++j) {
|
|
Vertex &v = vertices[t.v[j]];
|
|
refs[v.tstart + v.tcount].tid = i;
|
|
refs[v.tstart + v.tcount].tvertex = j;
|
|
v.tcount++;
|
|
}
|
|
}
|
|
|
|
// Identify boundary : vertices[].border=0,1
|
|
if (iteration == 0) {
|
|
std::vector<int> vcount, vids;
|
|
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
Vertex &v = vertices[i];
|
|
|
|
v.border = 0;
|
|
v.seam = false;
|
|
v.foldover = false;
|
|
}
|
|
|
|
//int border_vertex_count = 0;
|
|
double border_min_x = DBL_MIN;
|
|
double border_max_x = DBL_MAX;
|
|
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
Vertex &v = vertices[i];
|
|
vcount.clear();
|
|
vids.clear();
|
|
|
|
for (int j = 0; j < v.tcount; ++j) {
|
|
int kt = refs[v.tstart + j].tid;
|
|
Triangle &t = triangles[kt];
|
|
|
|
for (int k = 0; k < 3; ++k) {
|
|
unsigned int ofs = 0;
|
|
int id = t.v[k];
|
|
|
|
while (ofs < vcount.size()) {
|
|
if (vids[ofs] == id)
|
|
break;
|
|
|
|
ofs++;
|
|
}
|
|
|
|
if (ofs == vcount.size()) {
|
|
vcount.push_back(1);
|
|
vids.push_back(id);
|
|
} else {
|
|
vcount[ofs]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned int j = 0; j < vcount.size(); ++j) {
|
|
if (vcount[j] == 1) {
|
|
Vertex &vv = vertices[vids[j]];
|
|
|
|
vv.border = 1;
|
|
//++border_vertex_count;
|
|
|
|
if (_enable_smart_link) {
|
|
if (vv.p.x < border_min_x)
|
|
border_min_x = vv.p.x;
|
|
|
|
if (vv.p.x < border_max_x)
|
|
border_max_x = vv.p.x;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_enable_smart_link) {
|
|
std::vector<BorderVertex> border_vertices;
|
|
|
|
double border_area_width = border_max_x - border_min_x;
|
|
|
|
for (unsigned int j = 0; j < vertices.size(); j++) {
|
|
Vertex &vj = vertices[i];
|
|
|
|
if (v.border) {
|
|
BorderVertex bv;
|
|
bv.hash = static_cast<int>(((((vj.p.x - border_min_x) / border_area_width) * 2.0) - 1.0) * INT_MAX);
|
|
bv.index = j;
|
|
|
|
border_vertices.push_back(bv);
|
|
}
|
|
}
|
|
|
|
std::sort(border_vertices.begin(), border_vertices.end(), compare_border_vertex);
|
|
|
|
// Calculate the maximum hash distance based on the maximum vertex link distance
|
|
int tdst = static_cast<int>((_vertex_link_distance / border_area_width) * INT_MAX);
|
|
int hash_max_distance = MAX(tdst, 1);
|
|
|
|
// Then find identical border vertices and bind them together as one
|
|
for (unsigned int j = 0; j < border_vertices.size(); ++j) {
|
|
BorderVertex &bv = border_vertices[j];
|
|
|
|
if (bv.index == -1)
|
|
continue;
|
|
|
|
//var myPoint = vertices[myIndex].p;
|
|
for (unsigned int k = i + 1; k < border_vertices.size(); ++k) {
|
|
BorderVertex &obv = border_vertices[k];
|
|
|
|
//int otherIndex = obv.index;
|
|
//var otherPoint = vertices[otherIndex].p;
|
|
if (obv.index == -1)
|
|
continue;
|
|
|
|
else if ((obv.hash - bv.hash) > hash_max_distance) // There is no point to continue beyond this point
|
|
break;
|
|
|
|
Vertex &vj = vertices[j];
|
|
Vertex &ov = vertices[k];
|
|
|
|
double sqr_x = ((vj.p.x - ov.p.x) * (vj.p.x - ov.p.x));
|
|
double sqr_y = ((vj.p.y - ov.p.y) * (vj.p.y - ov.p.y));
|
|
double sqr_z = ((vj.p.z - ov.p.z) * (vj.p.z - ov.p.z));
|
|
double sqr_magnitude = sqr_x + sqr_y + sqr_z;
|
|
|
|
if (sqr_magnitude <= _vertex_link_distance) {
|
|
obv.index = -1; // NOTE: This makes sure that the "other" vertex is not processed again
|
|
vj.border = false;
|
|
ov.border = false;
|
|
/*
|
|
if (AreUVsTheSame(0, myIndex, otherIndex)) {
|
|
vertices[myIndex].foldover = true;
|
|
vertices[otherIndex].foldover = true;
|
|
} else {
|
|
vertices[myIndex].seam = true;
|
|
vertices[otherIndex].seam = true;
|
|
}
|
|
|
|
int other_triangle_count = ov.tcount;
|
|
int other_triangle_start = ov.tstart;
|
|
for (int k = 0; k < other_triangle_count; k++) {
|
|
Ref &r = refs[other_triangle_start + k];
|
|
|
|
Triangle &t = triangles[r.tid];
|
|
t.v[r.tvertex] = myIndex;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update the references again
|
|
//update_references();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally compact mesh before exiting
|
|
|
|
void compact_mesh() {
|
|
int dst = 0;
|
|
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
vertices[i].tcount = 0;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
if (!triangles[i].deleted) {
|
|
Triangle &t = triangles[i];
|
|
|
|
triangles[dst++] = t;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
vertices[t.v[j]].tcount = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
triangles.resize(dst);
|
|
dst = 0;
|
|
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
|
if (vertices[i].tcount) {
|
|
vertices[i].tstart = dst;
|
|
vertices[dst].p = vertices[i].p;
|
|
dst++;
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle &t = triangles[i];
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
t.v[j] = vertices[t.v[j]].tstart;
|
|
}
|
|
}
|
|
vertices.resize(dst);
|
|
}
|
|
|
|
// Error between vertex and Quadric
|
|
|
|
double vertex_error(SymetricMatrix q, double x, double y, double z) {
|
|
return q[0] * x * x + 2 * q[1] * x * y + 2 * q[2] * x * z + 2 * q[3] * x + q[4] * y * y + 2 * q[5] * y * z + 2 * q[6] * y + q[7] * z * z + 2 * q[8] * z + q[9];
|
|
}
|
|
|
|
// Error for one edge
|
|
|
|
double calculate_error(int id_v1, int id_v2, vec3f &p_result) {
|
|
// compute interpolated vertex
|
|
|
|
SymetricMatrix q = vertices[id_v1].q + vertices[id_v2].q;
|
|
bool border = vertices[id_v1].border & vertices[id_v2].border;
|
|
double error = 0;
|
|
double det = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
|
|
if (det != 0 && !border) {
|
|
// q_delta is invertible
|
|
p_result.x = -1 / det * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8)); // vx = A41/det(q_delta)
|
|
p_result.y = 1 / det * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8)); // vy = A42/det(q_delta)
|
|
p_result.z = -1 / det * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8)); // vz = A43/det(q_delta)
|
|
|
|
error = vertex_error(q, p_result.x, p_result.y, p_result.z);
|
|
} else {
|
|
// det = 0 -> try to find best result
|
|
vec3f p1 = vertices[id_v1].p;
|
|
vec3f p2 = vertices[id_v2].p;
|
|
vec3f p3 = (p1 + p2) / 2;
|
|
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 = min(error1, min(error2, error3));
|
|
if (error1 == error)
|
|
p_result = p1;
|
|
if (error2 == error)
|
|
p_result = p2;
|
|
if (error3 == error)
|
|
p_result = p3;
|
|
}
|
|
return error;
|
|
}
|
|
|
|
void initialize(const Array &arrays) {
|
|
ERR_FAIL_COND(arrays.size() != ArrayMesh::ARRAY_MAX);
|
|
|
|
PoolVector<Vector3> pvertices = arrays.get(ArrayMesh::ARRAY_VERTEX);
|
|
PoolVector<Vector3> pnormals = arrays.get(ArrayMesh::ARRAY_NORMAL);
|
|
PoolVector<Color> pcolors = arrays.get(ArrayMesh::ARRAY_COLOR);
|
|
PoolVector<Vector2> puvs = arrays.get(ArrayMesh::ARRAY_TEX_UV);
|
|
PoolVector<Vector2> puv2s = arrays.get(ArrayMesh::ARRAY_TEX_UV2);
|
|
|
|
_format = 0;
|
|
|
|
if (pnormals.size() > 0)
|
|
_format |= RenderingServer::ARRAY_FORMAT_NORMAL;
|
|
|
|
if (pcolors.size() > 0)
|
|
_format |= RenderingServer::ARRAY_FORMAT_COLOR;
|
|
|
|
if (puvs.size() > 0)
|
|
_format |= RenderingServer::ARRAY_FORMAT_TEX_UV;
|
|
|
|
if (puv2s.size() > 0)
|
|
_format |= RenderingServer::ARRAY_FORMAT_TEX_UV2;
|
|
|
|
//_vertices.resize(vertices.size());
|
|
for (int i = 0; i < pvertices.size(); ++i) {
|
|
Vector3 v3 = pvertices[i];
|
|
|
|
Vertex vert;
|
|
vert.p.x = v3.x;
|
|
vert.p.y = v3.y;
|
|
vert.p.z = v3.z;
|
|
|
|
vertices.push_back(vert);
|
|
}
|
|
|
|
std::vector<vec3f> uvs;
|
|
|
|
for (int i = 0; i < puvs.size(); ++i) {
|
|
Vector2 v2 = puvs[i];
|
|
|
|
vec3f uv;
|
|
uv.x = v2.x;
|
|
uv.y = v2.y;
|
|
uv.z = 0;
|
|
|
|
uvs.push_back(uv);
|
|
}
|
|
|
|
PoolVector<int> pindices = arrays.get(ArrayMesh::ARRAY_INDEX);
|
|
|
|
if ((pindices.size() % 3) != 0) {
|
|
ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles.");
|
|
}
|
|
|
|
//std::vector<std::vector<int> > uvMap;
|
|
|
|
for (int i = 0; i < pindices.size(); i += 3) {
|
|
Triangle t;
|
|
|
|
int i0 = pindices[i];
|
|
int i1 = pindices[i + 1];
|
|
int i2 = pindices[i + 2];
|
|
|
|
t.v[0] = i0;
|
|
t.v[1] = i1;
|
|
t.v[2] = i2;
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
|
|
t.color[0] = pcolors[i0];
|
|
t.color[1] = pcolors[i1];
|
|
t.color[2] = pcolors[i2];
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_NORMAL) != 0) {
|
|
Vector3 v = pnormals[i0];
|
|
|
|
vec3f vn(v.x, v.y, v.z);
|
|
|
|
t.n = vn;
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
|
|
Vector2 tv0 = puvs[i0];
|
|
Vector2 tv1 = puvs[i1];
|
|
Vector2 tv2 = puvs[i2];
|
|
|
|
t.uvs[0] = vec3f(tv0.x, tv0.y, 0);
|
|
t.uvs[1] = vec3f(tv1.x, tv1.y, 0);
|
|
t.uvs[2] = vec3f(tv2.x, tv2.y, 0);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
|
|
Vector2 tv0 = puvs[i0];
|
|
Vector2 tv1 = puvs[i1];
|
|
Vector2 tv2 = puvs[i2];
|
|
|
|
t.uv2s[0] = vec3f(tv0.x, tv0.y, 0);
|
|
t.uv2s[1] = vec3f(tv1.x, tv1.y, 0);
|
|
t.uv2s[2] = vec3f(tv2.x, tv2.y, 0);
|
|
}
|
|
|
|
//std::vector<int> indices;
|
|
//indices.push_back(pindices[i]);
|
|
//indices.push_back(pindices[i + 1]);
|
|
//indices.push_back(pindices[i + 2]);
|
|
//uvMap.push_back(indices);
|
|
|
|
t.material = 0;
|
|
triangles.push_back(t);
|
|
}
|
|
|
|
//if (uvs.size()) {
|
|
// for (int i = 0; i < triangles.size(); ++i) {
|
|
// for (int j = 0; j < 3; ++j)
|
|
// triangles[i].uvs[j] = uvs[uvMap[i][j]];
|
|
// }
|
|
//}
|
|
}
|
|
|
|
Array get_arrays() {
|
|
Array arr;
|
|
|
|
arr.resize(ArrayMesh::ARRAY_MAX);
|
|
|
|
PoolVector<Vector3> pvertices;
|
|
PoolVector<Vector3> pnormals;
|
|
PoolVector<Color> pcolors;
|
|
PoolVector<Vector2> puvs;
|
|
PoolVector<Vector2> puv2s;
|
|
PoolVector<int> pindices;
|
|
|
|
pvertices.resize(vertices.size());
|
|
for (int i = 0; i < pvertices.size(); ++i) {
|
|
Vector3 v;
|
|
vec3f vf = vertices[i].p;
|
|
v.x = vf.x;
|
|
v.y = vf.y;
|
|
v.z = vf.z;
|
|
|
|
pvertices.set(i, v);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
|
|
pcolors.resize(pvertices.size());
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle t = triangles[i];
|
|
|
|
if (!t.deleted) {
|
|
pcolors.set(t.v[0], t.color[0]);
|
|
pcolors.set(t.v[1], t.color[1]);
|
|
pcolors.set(t.v[2], t.color[2]);
|
|
}
|
|
}
|
|
|
|
arr.set(ArrayMesh::ARRAY_COLOR, pcolors);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_NORMAL) != 0) {
|
|
pnormals.resize(pvertices.size());
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle t = triangles[i];
|
|
|
|
if (!t.deleted) {
|
|
Vector3 v(t.n.x, t.n.y, t.n.z);
|
|
|
|
pnormals.set(t.v[0], v);
|
|
pnormals.set(t.v[1], v);
|
|
pnormals.set(t.v[2], v);
|
|
}
|
|
}
|
|
|
|
arr.set(ArrayMesh::ARRAY_NORMAL, pnormals);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
|
|
puvs.resize(pvertices.size());
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle t = triangles[i];
|
|
|
|
if (!t.deleted) {
|
|
Vector2 v1(t.uvs[0].x, t.uvs[0].y);
|
|
Vector2 v2(t.uvs[1].x, t.uvs[1].y);
|
|
Vector2 v3(t.uvs[2].x, t.uvs[2].y);
|
|
|
|
puvs.set(t.v[0], v1);
|
|
puvs.set(t.v[1], v2);
|
|
puvs.set(t.v[2], v3);
|
|
}
|
|
}
|
|
|
|
arr.set(ArrayMesh::ARRAY_TEX_UV, puvs);
|
|
}
|
|
|
|
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
|
|
puv2s.resize(pvertices.size());
|
|
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle t = triangles[i];
|
|
|
|
if (!t.deleted) {
|
|
Vector2 v1(t.uv2s[0].x, t.uv2s[0].y);
|
|
Vector2 v2(t.uv2s[1].x, t.uv2s[1].y);
|
|
Vector2 v3(t.uv2s[2].x, t.uv2s[2].y);
|
|
|
|
puv2s.set(t.v[0], v1);
|
|
puv2s.set(t.v[1], v2);
|
|
puv2s.set(t.v[2], v3);
|
|
}
|
|
}
|
|
|
|
arr.set(ArrayMesh::ARRAY_TEX_UV2, puv2s);
|
|
}
|
|
|
|
//pindices.resize(_mu_triangles.size() * 3);
|
|
for (unsigned int i = 0; i < triangles.size(); ++i) {
|
|
Triangle t = triangles[i];
|
|
|
|
if (!t.deleted) {
|
|
pindices.push_back(t.v[0]);
|
|
pindices.push_back(t.v[1]);
|
|
pindices.push_back(t.v[2]);
|
|
|
|
//print_error(String::num(t.v[0]) + " " + String::num(t.v[1]) + " " + String::num(t.v[2]) + " ");
|
|
}
|
|
}
|
|
|
|
arr.set(ArrayMesh::ARRAY_VERTEX, pvertices);
|
|
arr.set(ArrayMesh::ARRAY_INDEX, pindices);
|
|
|
|
return arr;
|
|
}
|
|
|
|
FQMS() {
|
|
_max_iteration_count = 100;
|
|
_max_lossless_iteration_count = 9990;
|
|
_enable_smart_link = false;
|
|
_preserve_border_dges = false;
|
|
_preserve_uv_seam_edges = false;
|
|
_preserve_uv_foldover_edges = false;
|
|
_format = 0;
|
|
_vertex_link_distance = sqrt(DBL_EPSILON);
|
|
}
|
|
|
|
~FQMS() {
|
|
triangles.clear();
|
|
vertices.clear();
|
|
refs.clear();
|
|
}
|
|
}; // namespace Simplify
|
|
|
|
} // namespace Simplify
|
|
|
|
// namespace Simplify
|
|
///////////////////////////////////////////
|
|
|
|
#endif
|