Moved everything to a new class.

This commit is contained in:
Relintai 2020-01-20 11:52:54 +01:00
parent 83806f4bc1
commit 531599dd1d
5 changed files with 809 additions and 798 deletions

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@ -0,0 +1,767 @@
#include "mesh_simplifier.h"
//Mesh Simplification
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void MeshSimplifier::initialize_mesh_simplify() {
if ((_indices.size() % 3) != 0)
ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles.");
int triangle_count = _indices.size() / 3;
_mu_triangles.resize(triangle_count);
for (int i = 0; i < triangle_count; ++i) {
int offset = i * 3;
int v0 = _indices[offset];
int v1 = _indices[offset + 1];
int v2 = _indices[offset + 2];
_mu_triangles[i] = MUTriangle(v0, v1, v2, 0);
}
}
//private ResizableArray<Triangle> triangles = null;
//private ResizableArray<Vertex> vertices = null;
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void MeshSimplifier::SimplifyMesh(float quality) {
quality = CLAMP(quality, 0, 1);
int deletedTris = 0;
PoolVector<bool> deleted0;
deleted0.resize(20);
PoolVector<bool> deleted1;
deleted1.resize(20);
int startTrisCount = _mu_triangles.size();
int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
for (int iteration = 0; iteration < maxIterationCount; iteration++) {
if ((startTrisCount - deletedTris) <= targetTrisCount)
break;
// Update mesh once in a while
if ((iteration % 5) == 0) {
UpdateMesh(iteration);
}
// Clear dirty flag
for (int i = 0; i < _mu_triangles.size(); ++i) {
_mu_triangles[i].dirty = false;
}
// 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 = 0.000000001 * Math::pow(iteration + 3, agressiveness);
//print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
}
CompactMesh();
//print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size());
}
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void MeshSimplifier::SimplifyMeshLossless() {
int deletedTris = 0;
PoolVector<bool> deleted0;
PoolVector<bool> deleted1;
int startTrisCount = _mu_triangles.size();
for (int iteration = 0; iteration < 9999; iteration++) {
// Update mesh constantly
UpdateMesh(iteration);
// Clear dirty flag
for (int i = 0; i < _mu_triangles.size(); ++i) {
_mu_triangles[i].dirty = false;
}
// 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 = 1.0E-3;
//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
if (deletedTris <= 0)
break;
deletedTris = 0;
}
CompactMesh();
//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
}
void MeshSimplifier::UpdateMesh(int iteration) {
if (iteration > 0) // compact triangles
{
int dst = 0;
for (int i = 0; i < _mu_triangles.size(); ++i) {
if (!_mu_triangles[i].deleted) {
if (dst != i) {
_mu_triangles[dst] = _mu_triangles[i];
}
dst++;
}
}
_mu_triangles.resize(dst);
}
UpdateReferences();
// Identify boundary : vertices[].border=0,1
if (iteration == 0) {
PoolVector<int> vcount;
vcount.resize(8);
PoolVector<int> vids;
vids.resize(8);
int vsize = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].borderEdge = false;
_mu_vertices[i].uvSeamEdge = false;
_mu_vertices[i].uvFoldoverEdge = false;
}
int ofs;
int id;
int borderVertexCount = 0;
double borderMinX = std::numeric_limits<double>::max();
double borderMaxX = std::numeric_limits<double>::min();
for (int i = 0; i < _mu_vertices.size(); i++) {
int tstart = _mu_vertices[i].tstart;
int tcount = _mu_vertices[i].tcount;
vcount.resize(0);
vids.resize(0);
vsize = 0;
for (int j = 0; j < tcount; j++) {
int tid = _mu_refs[tstart + j].tid;
for (int k = 0; k < 3; k++) {
ofs = 0;
id = _mu_triangles[tid].get(k);
while (ofs < vsize) {
if (vids[ofs] == id)
break;
++ofs;
}
if (ofs == vsize) {
vcount.push_back(1);
vids.push_back(id);
++vsize;
} else {
vcount.set(ofs, vcount[ofs] + 1);
}
}
}
for (int j = 0; j < vsize; j++) {
if (vcount[j] == 1) {
id = vids[j];
_mu_vertices[id].borderEdge = true;
++borderVertexCount;
if (enableSmartLink) {
if (_mu_vertices[id].p.x < borderMinX) {
borderMinX = _mu_vertices[id].p.x;
}
if (_mu_vertices[id].p.x > borderMaxX) {
borderMaxX = _mu_vertices[id].p.x;
}
}
}
}
}
if (enableSmartLink) {
// First find all border vertices
Vector<BorderVertex> borderVertices;
borderVertices.resize(borderVertexCount);
int borderIndexCount = 0;
double borderAreaWidth = borderMaxX - borderMinX;
for (int i = 0; i < _mu_vertices.size(); i++) {
if (_mu_vertices[i].borderEdge) {
int vertexHash = (int)(((((_mu_vertices[i].p.x - borderMinX) / borderAreaWidth) * 2.0) - 1.0) * std::numeric_limits<int>::max());
borderVertices.set(borderIndexCount, BorderVertex(i, vertexHash));
++borderIndexCount;
}
}
// Sort the border vertices by hash
borderVertices.sort_custom<BorderVertexComparer>();
// Calculate the maximum hash distance based on the maximum vertex link distance
double vertexLinkDistance = Math::sqrt(vertexLinkDistanceSqr);
int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
// Then find identical border vertices and bind them together as one
for (int i = 0; i < borderIndexCount; i++) {
int myIndex = borderVertices[i].index;
if (myIndex == -1)
continue;
Vector3 myPoint = _mu_vertices[myIndex].p;
for (int j = i + 1; j < borderIndexCount; j++) {
int otherIndex = borderVertices[j].index;
if (otherIndex == -1)
continue;
else if ((borderVertices[j].hash - borderVertices[i].hash) > hashMaxDistance) // There is no point to continue beyond this point
break;
Vector3 otherPoint = _mu_vertices[otherIndex].p;
double sqrX = ((myPoint.x - otherPoint.x) * (myPoint.x - otherPoint.x));
double sqrY = ((myPoint.y - otherPoint.y) * (myPoint.y - otherPoint.y));
double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
double sqrMagnitude = sqrX + sqrY + sqrZ;
if (sqrMagnitude <= vertexLinkDistanceSqr) {
borderVertices.get(j).index = -1; // NOTE: This makes sure that the "other" vertex is not processed again
_mu_vertices[myIndex].borderEdge = false;
_mu_vertices[otherIndex].borderEdge = false;
if (AreUVsTheSame(0, myIndex, otherIndex)) {
_mu_vertices[myIndex].uvFoldoverEdge = true;
_mu_vertices[otherIndex].uvFoldoverEdge = true;
} else {
_mu_vertices[myIndex].uvSeamEdge = true;
_mu_vertices[otherIndex].uvSeamEdge = true;
}
int otherTriangleCount = _mu_vertices[otherIndex].tcount;
int otherTriangleStart = _mu_vertices[otherIndex].tstart;
for (int k = 0; k < otherTriangleCount; k++) {
MURef r = _mu_refs[otherTriangleStart + k];
_mu_triangles[r.tid].set(myIndex, r.tvertex);
}
}
}
}
// Update the references again
UpdateReferences();
}
// 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
for (int i = 0; i < _mu_vertices.size(); ++i) {
_mu_vertices[i].q.reset();
}
int v0, v1, v2;
Vector3 n, p0, p1, p2, p10, p20, dummy;
SymmetricMatrix sm;
for (int i = 0; i < _mu_triangles.size(); ++i) {
v0 = _mu_triangles[i].v0;
v1 = _mu_triangles[i].v1;
v2 = _mu_triangles[i].v2;
p0 = _mu_vertices[v0].p;
p1 = _mu_vertices[v1].p;
p2 = _mu_vertices[v2].p;
p10 = p1 - p0;
p20 = p2 - p0;
n = p10.cross(p20);
n.normalize();
_mu_triangles[i].n = n;
sm.from_plane(n.x, n.y, n.z, -n.dot(p0));
_mu_vertices[v0].q += sm;
_mu_vertices[v1].q += sm;
_mu_vertices[v2].q += sm;
}
for (int i = 0; i < _mu_triangles.size(); ++i) {
// Calc Edge Error
MUTriangle triangle = _mu_triangles[i];
_mu_triangles[i].err0 = CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy);
_mu_triangles[i].err1 = CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy);
_mu_triangles[i].err2 = CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy);
_mu_triangles[i].err3 = MeshSimplifier::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2);
}
}
}
void MeshSimplifier::UpdateReferences() {
// Init Reference ID list
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tstart = 0;
_mu_vertices[i].tcount = 0;
}
for (int i = 0; i < _mu_triangles.size(); i++) {
++_mu_vertices[_mu_triangles[i].v0].tcount;
++_mu_vertices[_mu_triangles[i].v1].tcount;
++_mu_vertices[_mu_triangles[i].v2].tcount;
}
int tstart = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tstart = tstart;
tstart += _mu_vertices[i].tcount;
_mu_vertices[i].tcount = 0;
}
// Write References
_mu_refs.resize(tstart);
for (int i = 0; i < _mu_triangles.size(); i++) {
int v0 = _mu_triangles[i].v0;
int v1 = _mu_triangles[i].v1;
int v2 = _mu_triangles[i].v2;
int start0 = _mu_vertices[v0].tstart;
int count0 = _mu_vertices[v0].tcount;
int start1 = _mu_vertices[v1].tstart;
int count1 = _mu_vertices[v1].tcount;
int start2 = _mu_vertices[v2].tstart;
int count2 = _mu_vertices[v2].tcount;
_mu_refs[start0 + count0].Set(i, 0);
_mu_refs[start1 + count1].Set(i, 1);
_mu_refs[start2 + count2].Set(i, 2);
++_mu_vertices[v0].tcount;
++_mu_vertices[v1].tcount;
++_mu_vertices[v2].tcount;
}
}
/// <summary>
/// Finally compact mesh before exiting.
/// </summary>
void MeshSimplifier::CompactMesh() {
int dst = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tcount = 0;
}
//int lastSubMeshIndex = -1;
//subMeshOffsets = new int[subMeshCount];
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;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v0 = triangle.va0;
}
if (triangle.va1 != triangle.v1) {
int iDest = triangle.va1;
int iSrc = triangle.v1;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v1 = triangle.va1;
}
if (triangle.va2 != triangle.v2) {
int iDest = triangle.va2;
int iSrc = triangle.v2;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v2 = triangle.va2;
}
int newTriangleIndex = dst++;
_mu_triangles[newTriangleIndex] = triangle;
_mu_vertices[triangle.v0].tcount = 1;
_mu_vertices[triangle.v1].tcount = 1;
_mu_vertices[triangle.v2].tcount = 1;
//if (triangle.subMeshIndex > lastSubMeshIndex) {
// for (int j = lastSubMeshIndex + 1; j < triangle.subMeshIndex; j++) {
// subMeshOffsets[j] = newTriangleIndex;
// }
// subMeshOffsets[triangle.subMeshIndex] = newTriangleIndex;
// lastSubMeshIndex = triangle.subMeshIndex;
//}
}
}
//triangleCount = dst;
//for (int i = lastSubMeshIndex + 1; i < subMeshCount; i++) {
// subMeshOffsets[i] = triangleCount;
//}
_mu_triangles.resize(dst);
dst = 0;
for (int i = 0; i < vertexCount; i++) {
var vert = vertices[i];
if (vert.tcount > 0) {
vert.tstart = dst;
vertices[i] = vert;
if (dst != i) {
vertices[dst].p = vert.p;
if (vertNormals != null) vertNormals[dst] = vertNormals[i];
if (vertTangents != null) vertTangents[dst] = vertTangents[i];
if (vertUV2D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV2D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertUV3D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV3D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertUV4D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV4D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertColors != null) vertColors[dst] = vertColors[i];
if (vertBoneWeights != null) vertBoneWeights[dst] = vertBoneWeights[i];
if (blendShapes != null) {
for (int shapeIndex = 0; shapeIndex < this.blendShapes.Length; shapeIndex++) {
blendShapes[shapeIndex].MoveVertexElement(dst, 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[i] = triangle;
}
//vertexCount = dst;
this.vertices.Resize(dst);
if (vertNormals != null) this.vertNormals.Resize(vertexCount, true);
if (vertTangents != null) this.vertTangents.Resize(vertexCount, true);
if (vertUV2D != null) this.vertUV2D.Resize(vertexCount, true);
if (vertUV3D != null) this.vertUV3D.Resize(vertexCount, true);
if (vertUV4D != null) this.vertUV4D.Resize(vertexCount, true);
if (vertColors != null) this.vertColors.Resize(vertexCount, true);
if (vertBoneWeights != null) this.vertBoneWeights.Resize(vertexCount, true);
if (blendShapes != null) {
for (int i = 0; i < this.blendShapes.Length; i++) {
blendShapes[i].Resize(vertexCount, false);
}
}
}
bool MeshSimplifier::AreUVsTheSame(int channel, int indexA, int indexB) {
if (_uv2s.size() > 0) {
Vector2 vertUV = _uv2s[channel];
Vector2 uvA = _uv2s[indexA];
Vector2 uvB = _uv2s[indexB];
return uvA == uvB;
}
return false;
}
/// Remove vertices and mark deleted triangles
int MeshSimplifier::RemoveVertexPass(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++) {
if (_mu_triangles[tid].dirty || _mu_triangles[tid].deleted || _mu_triangles[tid].err3 > threshold)
continue;
Vector3 errors = _mu_triangles[tid].GetErrors();
Vector3 attrib_indices = _mu_triangles[tid].GetAttributeIndices();
for (int edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
if (errors[edgeIndex] > threshold)
continue;
int nextEdgeIndex = ((edgeIndex + 1) % 3);
int i0 = _mu_triangles[tid].get(edgeIndex);
int i1 = _mu_triangles[tid].get(nextEdgeIndex);
// Border check
if (_mu_vertices[i0].borderEdge != _mu_vertices[i1].borderEdge)
continue;
// Seam check
else if (_mu_vertices[i0].uvSeamEdge != _mu_vertices[i1].uvSeamEdge)
continue;
// Foldover check
else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge)
continue;
// If borders should be preserved
else if (preserveBorderEdges && _mu_vertices[i0].borderEdge)
continue;
// If seams should be preserved
else if (preserveUVSeamEdges && _mu_vertices[i0].uvSeamEdge)
continue;
// If foldovers should be preserved
else if (preserveUVFoldoverEdges && _mu_vertices[i0].uvFoldoverEdge)
continue;
// Compute vertex to collapse to
CalculateError(_mu_vertices[i0], _mu_vertices[i1], &p);
deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily
deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
// Don't remove if flipped
if (Flipped(&p, i0, i1, &(_mu_vertices[i0]), deleted0))
continue;
if (Flipped(&p, i1, i0, &(_mu_vertices[i1]), deleted1))
continue;
// Calculate the barycentric coordinates within the triangle
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
barycentricCoord = CalculateBarycentricCoords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
// Not flipped, so remove edge
_mu_vertices[i0].p = p;
_mu_vertices[i0].q += _mu_vertices[i1].q;
// Interpolate the vertex attributes
int ia0 = attrib_indices[edgeIndex];
int ia1 = attrib_indices[nextEdgeIndex];
int ia2 = attrib_indices[nextNextEdgeIndex];
InterpolateVertexAttributes(ia0, ia0, ia1, ia2, barycentricCoord);
if (_mu_vertices[i0].uvSeamEdge) {
ia0 = -1;
}
int tstart = _mu_refs.size();
deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i0]), deleted0, deletedTris);
deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i1]), deleted1, deletedTris);
int tcount = _mu_refs.size() - tstart;
if (tcount <= _mu_vertices[i0].tcount) {
// save ram
if (tcount > 0) {
var refsArr = refs.Data;
Array.Copy(refsArr, tstart, refsArr, _mu_vertices[i0].tstart, tcount);
}
} else {
// append
_mu_vertices[i0].tstart = tstart;
}
_mu_vertices[i0].tcount = tcount;
break;
}
// Check if we are already done
if ((startTrisCount - deletedTris) <= targetTrisCount)
break;
}
return deletedTris;
}
double MeshSimplifier::VertexError(SymmetricMatrix q, double x, double y, double z) {
return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9;
}
double MeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result) {
// compute interpolated vertex
SymmetricMatrix q = (vert0.q + vert1.q);
bool borderEdge = (vert0.borderEdge & vert1.borderEdge);
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 = VertexError(q, result->x, result->y, result->z);
} else {
// det = 0 -> try to find best result
Vector3 p1 = vert0.p;
Vector3 p2 = vert1.p;
Vector3 p3 = (p1 + p2) * 0.5f;
double error1 = VertexError(q, p1.x, p1.y, p1.z);
double error2 = VertexError(q, p2.x, p2.y, p2.z);
double error3 = VertexError(q, p3.x, p3.y, p3.z);
error = MeshSimplifier::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;
}
int MeshSimplifier::UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int p_deletedTriangles) {
Vector3 p;
int deletedTriangles = p_deletedTriangles;
int tcount = v->tcount;
for (int k = 0; k < tcount; k++) {
MURef r = _mu_refs[v->tstart + k];
int tid = r.tid;
MUTriangle t = _mu_triangles[tid];
if (t.deleted)
continue;
if (deleted[k]) {
_mu_triangles[tid].deleted = true;
++deletedTriangles;
continue;
}
t.set(r.tvertex, i0);
if (ia0 != -1) {
t.SetAttributeIndex(r.tvertex, ia0);
}
t.dirty = true;
t.err0 = CalculateError(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
t.err1 = CalculateError(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
t.err2 = CalculateError(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
t.err3 = MeshSimplifier::Min3(t.err0, t.err1, t.err2);
_mu_triangles[tid] = t;
_mu_refs.push_back(r);
}
return deletedTriangles;
}
bool MeshSimplifier::Flipped(Vector3 *p, int i0, int i1, MUVertex *v0, PoolVector<bool> &deleted) {
int tcount = v0->tcount;
for (int k = 0; k < tcount; k++) {
MURef r = _mu_refs[v0->tstart + k];
if (_mu_triangles[r.tid].deleted)
continue;
int s = r.tvertex;
int id1 = _mu_triangles[r.tid].get((s + 1) % 3);
int id2 = _mu_triangles[r.tid].get((s + 2) % 3);
if (id1 == i1 || id2 == i1) {
deleted.set(k, true);
continue;
}
Vector3 d1 = _mu_vertices[id1].p - (*p);
d1.normalize();
Vector3 d2 = _mu_vertices[id2].p - (*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(_mu_triangles[r.tid].n);
if (dot < 0.2)
return true;
}
return false;
}
Vector3 MeshSimplifier::CalculateBarycentricCoords(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 MeshSimplifier::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
if (vertNormals != null) {
vertNormals[dst] = Vector3.Normalize((vertNormals[i0] * barycentricCoord.x) + (vertNormals[i1] * barycentricCoord.y) + (vertNormals[i2] * barycentricCoord.z));
}
if (vertTangents != null) {
vertTangents[dst] = NormalizeTangent((vertTangents[i0] * barycentricCoord.x) + (vertTangents[i1] * barycentricCoord.y) + (vertTangents[i2] * barycentricCoord.z));
}
if (vertUV2D != null) {
for (int i = 0; i < UVChannelCount; i++) {
var vertUV = vertUV2D[i];
if (vertUV != null) {
vertUV[dst] = (vertUV[i0] * barycentricCoord.x) + (vertUV[i1] * barycentricCoord.y) + (vertUV[i2] * barycentricCoord.z);
}
}
}
if (vertColors != null) {
vertColors[dst] = (vertColors[i0] * barycentricCoord.x) + (vertColors[i1] * barycentricCoord.y) + (vertColors[i2] * barycentricCoord.z);
}
if (blendShapes != null) {
for (int i = 0; i < blendShapes.Length; i++) {
blendShapes[i].InterpolateVertexAttributes(dst, i0, i1, i2, barycentricCoord);
}
}
// TODO: How do we interpolate the bone weights? Do we have to?
}

View File

@ -0,0 +1,42 @@
#ifndef MESH_SIMPLIFIER_H
#define MESH_SIMPLIFIER_H
#include "mesh_utils.h"
#include "core/pool_vector.h"
class MeshSimplifier {
void initialize_mesh_simplify();
void SimplifyMesh(float quality);
void SimplifyMeshLossless();
void UpdateMesh(int iteration);
void UpdateReferences();
int RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> deleted0, PoolVector<bool> deleted1, int deletedTris);
void CompactMesh();
bool AreUVsTheSame(int channel, int indexA, int indexB);
double VertexError(SymmetricMatrix q, double x, double y, double z);
double CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result);
int UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int deletedTriangles);
bool Flipped(Vector3 *p, int i0, int i1, MUVertex *v0, PoolVector<bool> &deleted);
static Vector3 CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
static double Min3(double val1, double val2, double val3) {
return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
}
PoolVector<MUTriangle> _mu_triangles;
PoolVector<MUVertex> _mu_vertices;
PoolVector<MURef> _mu_refs;
double vertexLinkDistanceSqr = std::numeric_limits<double>::epsilon();
int maxIterationCount;
double agressiveness;
bool enableSmartLink;
bool preserveBorderEdges;
bool preserveUVSeamEdges;
bool preserveUVFoldoverEdges;
};
#endif

View File

@ -106,772 +106,6 @@ void VoxelMesher::build_mesh(RID mesh) {
VS::get_singleton()->mesh_surface_set_material(mesh, 0, _library->get_material()->get_rid());
}
//Mesh Simplification
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void VoxelMesher::initialize_mesh_simplify() {
if ((_indices.size() % 3) != 0)
ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles.");
int triangle_count = _indices.size() / 3;
_mu_triangles.resize(triangle_count);
for (int i = 0; i < triangle_count; ++i) {
int offset = i * 3;
int v0 = _indices[offset];
int v1 = _indices[offset + 1];
int v2 = _indices[offset + 2];
_mu_triangles[i] = MUTriangle(v0, v1, v2, 0);
}
}
//private ResizableArray<Triangle> triangles = null;
//private ResizableArray<Vertex> vertices = null;
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void VoxelMesher::SimplifyMesh(float quality) {
quality = CLAMP(quality, 0, 1);
int deletedTris = 0;
PoolVector<bool> deleted0;
deleted0.resize(20);
PoolVector<bool> deleted1;
deleted1.resize(20);
int startTrisCount = _mu_triangles.size();
int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
for (int iteration = 0; iteration < maxIterationCount; iteration++) {
if ((startTrisCount - deletedTris) <= targetTrisCount)
break;
// Update mesh once in a while
if ((iteration % 5) == 0) {
UpdateMesh(iteration);
}
// Clear dirty flag
for (int i = 0; i < _mu_triangles.size(); ++i) {
_mu_triangles[i].dirty = false;
}
// 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 = 0.000000001 * Math::pow(iteration + 3, agressiveness);
//print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
}
CompactMesh();
//print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size());
}
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void VoxelMesher::SimplifyMeshLossless() {
int deletedTris = 0;
PoolVector<bool> deleted0;
PoolVector<bool> deleted1;
int startTrisCount = _mu_triangles.size();
for (int iteration = 0; iteration < 9999; iteration++) {
// Update mesh constantly
UpdateMesh(iteration);
// Clear dirty flag
for (int i = 0; i < _mu_triangles.size(); ++i) {
_mu_triangles[i].dirty = false;
}
// 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 = 1.0E-3;
//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
if (deletedTris <= 0)
break;
deletedTris = 0;
}
CompactMesh();
//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
}
void VoxelMesher::UpdateMesh(int iteration) {
if (iteration > 0) // compact triangles
{
int dst = 0;
for (int i = 0; i < _mu_triangles.size(); ++i) {
if (!_mu_triangles[i].deleted) {
if (dst != i) {
_mu_triangles[dst] = _mu_triangles[i];
}
dst++;
}
}
_mu_triangles.resize(dst);
}
UpdateReferences();
// Identify boundary : vertices[].border=0,1
if (iteration == 0) {
PoolVector<int> vcount;
vcount.resize(8);
PoolVector<int> vids;
vids.resize(8);
int vsize = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].borderEdge = false;
_mu_vertices[i].uvSeamEdge = false;
_mu_vertices[i].uvFoldoverEdge = false;
}
int ofs;
int id;
int borderVertexCount = 0;
double borderMinX = std::numeric_limits<double>::max();
double borderMaxX = std::numeric_limits<double>::min();
for (int i = 0; i < _mu_vertices.size(); i++) {
int tstart = _mu_vertices[i].tstart;
int tcount = _mu_vertices[i].tcount;
vcount.resize(0);
vids.resize(0);
vsize = 0;
for (int j = 0; j < tcount; j++) {
int tid = _mu_refs[tstart + j].tid;
for (int k = 0; k < 3; k++) {
ofs = 0;
id = _mu_triangles[tid].get(k);
while (ofs < vsize) {
if (vids[ofs] == id)
break;
++ofs;
}
if (ofs == vsize) {
vcount.push_back(1);
vids.push_back(id);
++vsize;
} else {
vcount.set(ofs, vcount[ofs] + 1);
}
}
}
for (int j = 0; j < vsize; j++) {
if (vcount[j] == 1) {
id = vids[j];
_mu_vertices[id].borderEdge = true;
++borderVertexCount;
if (enableSmartLink) {
if (_mu_vertices[id].p.x < borderMinX) {
borderMinX = _mu_vertices[id].p.x;
}
if (_mu_vertices[id].p.x > borderMaxX) {
borderMaxX = _mu_vertices[id].p.x;
}
}
}
}
}
if (enableSmartLink) {
// First find all border vertices
Vector<BorderVertex> borderVertices;
borderVertices.resize(borderVertexCount);
int borderIndexCount = 0;
double borderAreaWidth = borderMaxX - borderMinX;
for (int i = 0; i < _mu_vertices.size(); i++) {
if (_mu_vertices[i].borderEdge) {
int vertexHash = (int)(((((_mu_vertices[i].p.x - borderMinX) / borderAreaWidth) * 2.0) - 1.0) * std::numeric_limits<int>::max());
borderVertices.set(borderIndexCount, BorderVertex(i, vertexHash));
++borderIndexCount;
}
}
// Sort the border vertices by hash
borderVertices.sort_custom<BorderVertexComparer>();
// Calculate the maximum hash distance based on the maximum vertex link distance
double vertexLinkDistance = Math::sqrt(vertexLinkDistanceSqr);
int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
// Then find identical border vertices and bind them together as one
for (int i = 0; i < borderIndexCount; i++) {
int myIndex = borderVertices[i].index;
if (myIndex == -1)
continue;
Vector3 myPoint = _mu_vertices[myIndex].p;
for (int j = i + 1; j < borderIndexCount; j++) {
int otherIndex = borderVertices[j].index;
if (otherIndex == -1)
continue;
else if ((borderVertices[j].hash - borderVertices[i].hash) > hashMaxDistance) // There is no point to continue beyond this point
break;
Vector3 otherPoint = _mu_vertices[otherIndex].p;
double sqrX = ((myPoint.x - otherPoint.x) * (myPoint.x - otherPoint.x));
double sqrY = ((myPoint.y - otherPoint.y) * (myPoint.y - otherPoint.y));
double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
double sqrMagnitude = sqrX + sqrY + sqrZ;
if (sqrMagnitude <= vertexLinkDistanceSqr) {
borderVertices.get(j).index = -1; // NOTE: This makes sure that the "other" vertex is not processed again
_mu_vertices[myIndex].borderEdge = false;
_mu_vertices[otherIndex].borderEdge = false;
if (AreUVsTheSame(0, myIndex, otherIndex)) {
_mu_vertices[myIndex].uvFoldoverEdge = true;
_mu_vertices[otherIndex].uvFoldoverEdge = true;
} else {
_mu_vertices[myIndex].uvSeamEdge = true;
_mu_vertices[otherIndex].uvSeamEdge = true;
}
int otherTriangleCount = _mu_vertices[otherIndex].tcount;
int otherTriangleStart = _mu_vertices[otherIndex].tstart;
for (int k = 0; k < otherTriangleCount; k++) {
MURef r = _mu_refs[otherTriangleStart + k];
_mu_triangles[r.tid].set(myIndex, r.tvertex);
}
}
}
}
// Update the references again
UpdateReferences();
}
// 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
for (int i = 0; i < _mu_vertices.size(); ++i) {
_mu_vertices[i].q.reset();
}
int v0, v1, v2;
Vector3 n, p0, p1, p2, p10, p20, dummy;
SymmetricMatrix sm;
for (int i = 0; i < _mu_triangles.size(); ++i) {
v0 = _mu_triangles[i].v0;
v1 = _mu_triangles[i].v1;
v2 = _mu_triangles[i].v2;
p0 = _mu_vertices[v0].p;
p1 = _mu_vertices[v1].p;
p2 = _mu_vertices[v2].p;
p10 = p1 - p0;
p20 = p2 - p0;
n = p10.cross(p20);
n.normalize();
_mu_triangles[i].n = n;
sm.from_plane(n.x, n.y, n.z, -n.dot(p0));
_mu_vertices[v0].q += sm;
_mu_vertices[v1].q += sm;
_mu_vertices[v2].q += sm;
}
for (int i = 0; i < _mu_triangles.size(); ++i) {
// Calc Edge Error
MUTriangle triangle = _mu_triangles[i];
_mu_triangles[i].err0 = CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy);
_mu_triangles[i].err1 = CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy);
_mu_triangles[i].err2 = CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy);
_mu_triangles[i].err3 = VoxelMesher::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2);
}
}
}
void VoxelMesher::UpdateReferences() {
// Init Reference ID list
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tstart = 0;
_mu_vertices[i].tcount = 0;
}
for (int i = 0; i < _mu_triangles.size(); i++) {
++_mu_vertices[_mu_triangles[i].v0].tcount;
++_mu_vertices[_mu_triangles[i].v1].tcount;
++_mu_vertices[_mu_triangles[i].v2].tcount;
}
int tstart = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tstart = tstart;
tstart += _mu_vertices[i].tcount;
_mu_vertices[i].tcount = 0;
}
// Write References
_mu_refs.resize(tstart);
for (int i = 0; i < _mu_triangles.size(); i++) {
int v0 = _mu_triangles[i].v0;
int v1 = _mu_triangles[i].v1;
int v2 = _mu_triangles[i].v2;
int start0 = _mu_vertices[v0].tstart;
int count0 = _mu_vertices[v0].tcount;
int start1 = _mu_vertices[v1].tstart;
int count1 = _mu_vertices[v1].tcount;
int start2 = _mu_vertices[v2].tstart;
int count2 = _mu_vertices[v2].tcount;
_mu_refs[start0 + count0].Set(i, 0);
_mu_refs[start1 + count1].Set(i, 1);
_mu_refs[start2 + count2].Set(i, 2);
++_mu_vertices[v0].tcount;
++_mu_vertices[v1].tcount;
++_mu_vertices[v2].tcount;
}
}
/// <summary>
/// Finally compact mesh before exiting.
/// </summary>
void VoxelMesher::CompactMesh() {
int dst = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].tcount = 0;
}
//int lastSubMeshIndex = -1;
//subMeshOffsets = new int[subMeshCount];
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;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v0 = triangle.va0;
}
if (triangle.va1 != triangle.v1) {
int iDest = triangle.va1;
int iSrc = triangle.v1;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v1 = triangle.va1;
}
if (triangle.va2 != triangle.v2) {
int iDest = triangle.va2;
int iSrc = triangle.v2;
_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
if (vertBoneWeights != null) {
vertBoneWeights[iDest] = vertBoneWeights[iSrc];
}
triangle.v2 = triangle.va2;
}
int newTriangleIndex = dst++;
_mu_triangles[newTriangleIndex] = triangle;
_mu_vertices[triangle.v0].tcount = 1;
_mu_vertices[triangle.v1].tcount = 1;
_mu_vertices[triangle.v2].tcount = 1;
//if (triangle.subMeshIndex > lastSubMeshIndex) {
// for (int j = lastSubMeshIndex + 1; j < triangle.subMeshIndex; j++) {
// subMeshOffsets[j] = newTriangleIndex;
// }
// subMeshOffsets[triangle.subMeshIndex] = newTriangleIndex;
// lastSubMeshIndex = triangle.subMeshIndex;
//}
}
}
//triangleCount = dst;
//for (int i = lastSubMeshIndex + 1; i < subMeshCount; i++) {
// subMeshOffsets[i] = triangleCount;
//}
_mu_triangles.resize(dst);
dst = 0;
for (int i = 0; i < vertexCount; i++) {
var vert = vertices[i];
if (vert.tcount > 0) {
vert.tstart = dst;
vertices[i] = vert;
if (dst != i) {
vertices[dst].p = vert.p;
if (vertNormals != null) vertNormals[dst] = vertNormals[i];
if (vertTangents != null) vertTangents[dst] = vertTangents[i];
if (vertUV2D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV2D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertUV3D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV3D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertUV4D != null) {
for (int j = 0; j < UVChannelCount; j++) {
var vertUV = vertUV4D[j];
if (vertUV != null) {
vertUV[dst] = vertUV[i];
}
}
}
if (vertColors != null) vertColors[dst] = vertColors[i];
if (vertBoneWeights != null) vertBoneWeights[dst] = vertBoneWeights[i];
if (blendShapes != null) {
for (int shapeIndex = 0; shapeIndex < this.blendShapes.Length; shapeIndex++) {
blendShapes[shapeIndex].MoveVertexElement(dst, 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[i] = triangle;
}
//vertexCount = dst;
this.vertices.Resize(dst);
if (vertNormals != null) this.vertNormals.Resize(vertexCount, true);
if (vertTangents != null) this.vertTangents.Resize(vertexCount, true);
if (vertUV2D != null) this.vertUV2D.Resize(vertexCount, true);
if (vertUV3D != null) this.vertUV3D.Resize(vertexCount, true);
if (vertUV4D != null) this.vertUV4D.Resize(vertexCount, true);
if (vertColors != null) this.vertColors.Resize(vertexCount, true);
if (vertBoneWeights != null) this.vertBoneWeights.Resize(vertexCount, true);
if (blendShapes != null) {
for (int i = 0; i < this.blendShapes.Length; i++) {
blendShapes[i].Resize(vertexCount, false);
}
}
}
bool VoxelMesher::AreUVsTheSame(int channel, int indexA, int indexB) {
if (_uv2s.size() > 0) {
Vector2 vertUV = _uv2s[channel];
Vector2 uvA = _uv2s[indexA];
Vector2 uvB = _uv2s[indexB];
return uvA == uvB;
}
return false;
}
/// Remove vertices and mark deleted triangles
int VoxelMesher::RemoveVertexPass(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++) {
if (_mu_triangles[tid].dirty || _mu_triangles[tid].deleted || _mu_triangles[tid].err3 > threshold)
continue;
Vector3 errors = _mu_triangles[tid].GetErrors();
Vector3 attrib_indices = _mu_triangles[tid].GetAttributeIndices();
for (int edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
if (errors[edgeIndex] > threshold)
continue;
int nextEdgeIndex = ((edgeIndex + 1) % 3);
int i0 = _mu_triangles[tid].get(edgeIndex);
int i1 = _mu_triangles[tid].get(nextEdgeIndex);
// Border check
if (_mu_vertices[i0].borderEdge != _mu_vertices[i1].borderEdge)
continue;
// Seam check
else if (_mu_vertices[i0].uvSeamEdge != _mu_vertices[i1].uvSeamEdge)
continue;
// Foldover check
else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge)
continue;
// If borders should be preserved
else if (preserveBorderEdges && _mu_vertices[i0].borderEdge)
continue;
// If seams should be preserved
else if (preserveUVSeamEdges && _mu_vertices[i0].uvSeamEdge)
continue;
// If foldovers should be preserved
else if (preserveUVFoldoverEdges && _mu_vertices[i0].uvFoldoverEdge)
continue;
// Compute vertex to collapse to
CalculateError(_mu_vertices[i0], _mu_vertices[i1], &p);
deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily
deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
// Don't remove if flipped
if (Flipped(&p, i0, i1, &(_mu_vertices[i0]), deleted0))
continue;
if (Flipped(&p, i1, i0, &(_mu_vertices[i1]), deleted1))
continue;
// Calculate the barycentric coordinates within the triangle
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
barycentricCoord = CalculateBarycentricCoords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
// Not flipped, so remove edge
_mu_vertices[i0].p = p;
_mu_vertices[i0].q += _mu_vertices[i1].q;
// Interpolate the vertex attributes
int ia0 = attrib_indices[edgeIndex];
int ia1 = attrib_indices[nextEdgeIndex];
int ia2 = attrib_indices[nextNextEdgeIndex];
InterpolateVertexAttributes(ia0, ia0, ia1, ia2, barycentricCoord);
if (_mu_vertices[i0].uvSeamEdge) {
ia0 = -1;
}
int tstart = _mu_refs.size();
deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i0]), deleted0, deletedTris);
deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i1]), deleted1, deletedTris);
int tcount = _mu_refs.size() - tstart;
if (tcount <= _mu_vertices[i0].tcount) {
// save ram
if (tcount > 0) {
var refsArr = refs.Data;
Array.Copy(refsArr, tstart, refsArr, _mu_vertices[i0].tstart, tcount);
}
} else {
// append
_mu_vertices[i0].tstart = tstart;
}
_mu_vertices[i0].tcount = tcount;
break;
}
// Check if we are already done
if ((startTrisCount - deletedTris) <= targetTrisCount)
break;
}
return deletedTris;
}
double VoxelMesher::VertexError(SymmetricMatrix q, double x, double y, double z) {
return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9;
}
double VoxelMesher::CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result) {
// compute interpolated vertex
SymmetricMatrix q = (vert0.q + vert1.q);
bool borderEdge = (vert0.borderEdge & vert1.borderEdge);
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 = VertexError(q, result->x, result->y, result->z);
} else {
// det = 0 -> try to find best result
Vector3 p1 = vert0.p;
Vector3 p2 = vert1.p;
Vector3 p3 = (p1 + p2) * 0.5f;
double error1 = VertexError(q, p1.x, p1.y, p1.z);
double error2 = VertexError(q, p2.x, p2.y, p2.z);
double error3 = VertexError(q, p3.x, p3.y, p3.z);
error = VoxelMesher::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;
}
int VoxelMesher::UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int p_deletedTriangles) {
Vector3 p;
int deletedTriangles = p_deletedTriangles;
int tcount = v->tcount;
for (int k = 0; k < tcount; k++) {
MURef r = _mu_refs[v->tstart + k];
int tid = r.tid;
MUTriangle t = _mu_triangles[tid];
if (t.deleted)
continue;
if (deleted[k]) {
_mu_triangles[tid].deleted = true;
++deletedTriangles;
continue;
}
t.set(r.tvertex, i0);
if (ia0 != -1) {
t.SetAttributeIndex(r.tvertex, ia0);
}
t.dirty = true;
t.err0 = CalculateError(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
t.err1 = CalculateError(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
t.err2 = CalculateError(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
t.err3 = VoxelMesher::Min3(t.err0, t.err1, t.err2);
_mu_triangles[tid] = t;
_mu_refs.push_back(r);
}
return deletedTriangles;
}
bool VoxelMesher::Flipped(Vector3 *p, int i0, int i1, MUVertex *v0, PoolVector<bool> &deleted) {
int tcount = v0->tcount;
for (int k = 0; k < tcount; k++) {
MURef r = _mu_refs[v0->tstart + k];
if (_mu_triangles[r.tid].deleted)
continue;
int s = r.tvertex;
int id1 = _mu_triangles[r.tid].get((s + 1) % 3);
int id2 = _mu_triangles[r.tid].get((s + 2) % 3);
if (id1 == i1 || id2 == i1) {
deleted.set(k, true);
continue;
}
Vector3 d1 = _mu_vertices[id1].p - (*p);
d1.normalize();
Vector3 d2 = _mu_vertices[id2].p - (*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(_mu_triangles[r.tid].n);
if (dot < 0.2)
return true;
}
return false;
}
Vector3 VoxelMesher::CalculateBarycentricCoords(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 VoxelMesher::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
if (vertNormals != null) {
vertNormals[dst] = Vector3.Normalize((vertNormals[i0] * barycentricCoord.x) + (vertNormals[i1] * barycentricCoord.y) + (vertNormals[i2] * barycentricCoord.z));
}
if (vertTangents != null) {
vertTangents[dst] = NormalizeTangent((vertTangents[i0] * barycentricCoord.x) + (vertTangents[i1] * barycentricCoord.y) + (vertTangents[i2] * barycentricCoord.z));
}
if (vertUV2D != null) {
for (int i = 0; i < UVChannelCount; i++) {
var vertUV = vertUV2D[i];
if (vertUV != null) {
vertUV[dst] = (vertUV[i0] * barycentricCoord.x) + (vertUV[i1] * barycentricCoord.y) + (vertUV[i2] * barycentricCoord.z);
}
}
}
if (vertColors != null) {
vertColors[dst] = (vertColors[i0] * barycentricCoord.x) + (vertColors[i1] * barycentricCoord.y) + (vertColors[i2] * barycentricCoord.z);
}
if (blendShapes != null) {
for (int i = 0; i < blendShapes.Length; i++) {
blendShapes[i].InterpolateVertexAttributes(dst, i0, i1, i2, barycentricCoord);
}
}
// TODO: How do we interpolate the bone weights? Do we have to?
}
void VoxelMesher::reset() {
_vertices.resize(0);
_normals.resize(0);

View File

@ -78,25 +78,6 @@ public:
void build_mesh(RID mesh);
void initialize_mesh_simplify();
void SimplifyMesh(float quality);
void SimplifyMeshLossless();
void UpdateMesh(int iteration);
void UpdateReferences();
int RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> deleted0, PoolVector<bool> deleted1, int deletedTris);
void CompactMesh();
bool AreUVsTheSame(int channel, int indexA, int indexB);
double VertexError(SymmetricMatrix q, double x, double y, double z);
double CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result);
int UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int deletedTriangles);
bool Flipped(Vector3 *p, int i0, int i1, MUVertex *v0, PoolVector<bool> &deleted);
static Vector3 CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
static double Min3(double val1, double val2, double val3) {
return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
}
PoolVector<Vector3> get_vertices();
void set_vertices(PoolVector<Vector3> values);
int get_vertex_count();
@ -154,10 +135,6 @@ protected:
PoolVector<int> _indices;
PoolVector<int> _bones;
PoolVector<MUTriangle> _mu_triangles;
PoolVector<MUVertex> _mu_vertices;
PoolVector<MURef> _mu_refs;
Ref<VoxelmanLibrary> _library;
Ref<Material> _material;
@ -169,15 +146,6 @@ protected:
float _ao_strength;
float _base_light_value;
Rect2 _uv_margin;
private:
double vertexLinkDistanceSqr = std::numeric_limits<double>::epsilon();
int maxIterationCount;
double agressiveness;
bool enableSmartLink;
bool preserveBorderEdges;
bool preserveUVSeamEdges;
bool preserveUVFoldoverEdges;
};
#endif