Started porting/integrating Whinarn's UnityMeshSimplifier into VoxelMesher. (https://github.com/Whinarn/UnityMeshSimplifier).

This commit is contained in:
Relintai 2020-01-20 03:34:07 +01:00
parent a95973eeba
commit 7a35337367
3 changed files with 1111 additions and 0 deletions

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meshers/mesh_utils.h Normal file
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@ -0,0 +1,400 @@
#ifndef VOXELMAN_MESH_UTILS_H
#define VOXELMAN_MESH_UTILS_H
/*
Ported from https://github.com/Whinarn/UnityMeshSimplifier
MIT License
Copyright (c) 2020 Péter Magyar
Copyright(c) 2017-2020 Mattias Edlund
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "core/math/vector3.h"
/// A symmetric matrix.
struct SymmetricMatrix {
/// The m11 component.
double m0;
/// The m12 component.
double m1;
/// The m13 component.
double m2;
/// The m14 component.
double m3;
/// The m22 component.
double m4;
/// The m23 component.
double m5;
/// The m24 component.
double m6;
/// The m33 component.
double m7;
/// The m34 component.
double m8;
/// The m44 component.
double m9;
_FORCE_INLINE_ const double &operator[](int p_index) const {
CRASH_BAD_INDEX(p_index, 10);
switch (p_index) {
case 0:
return m0;
case 1:
return m1;
case 2:
return m2;
case 3:
return m3;
case 4:
return m4;
case 5:
return m5;
case 6:
return m6;
case 7:
return m7;
case 8:
return m8;
case 9:
return m9;
}
return 0;
}
SymmetricMatrix() {
m0 = 0;
m1 = 0;
m2 = 0;
m3 = 0;
m4 = 0;
m5 = 0;
m6 = 0;
m7 = 0;
m8 = 0;
m9 = 0;
}
/// Creates a symmetric matrix with a value in each component.
SymmetricMatrix(double c) {
m0 = c;
m1 = c;
m2 = c;
m3 = c;
m4 = c;
m5 = c;
m6 = c;
m7 = c;
m8 = c;
m9 = c;
}
/// Creates a symmetric matrix.
SymmetricMatrix(double p_m0, double p_m1, double p_m2, double p_m3,
double p_m4, double p_m5, double p_m6, double p_m7, double p_m8, double p_m9) {
m0 = p_m0;
m1 = p_m1;
m2 = p_m2;
m3 = p_m3;
m4 = p_m4;
m5 = p_m5;
m6 = p_m6;
m7 = p_m7;
m8 = p_m8;
m9 = p_m9;
}
/// Creates a symmetric matrix from a plane.
SymmetricMatrix(double a, double b, double c, double d) {
m0 = a * a;
m1 = a * b;
m2 = a * c;
m3 = a * d;
m4 = b * b;
m5 = b * c;
m6 = b * d;
m7 = c * c;
m8 = c * d;
m9 = d * d;
}
SymmetricMatrix operator+(const SymmetricMatrix &p_m) const {
return SymmetricMatrix(m0 + p_m.m0, m1 + p_m.m1, m2 + p_m.m2, m3 + p_m.m3,
m4 + p_m.m4, m5 + p_m.m5, m6 + p_m.m6,
m7 + p_m.m7, m8 + p_m.m8,
m9 + p_m.m9);
}
void operator+=(const SymmetricMatrix &p_m) {
m0 += p_m.m0;
m1 += p_m.m1;
m2 += p_m.m2;
m3 += p_m.m3;
m4 += p_m.m4;
m5 += p_m.m5;
m6 += p_m.m6;
m7 += p_m.m7;
m8 += p_m.m8;
m9 += p_m.m9;
}
/// Determinant(0, 1, 2, 1, 4, 5, 2, 5, 7)
double Determinant1() {
double det =
m0 * m4 * m7 +
m2 * m1 * m5 +
m1 * m5 * m2 -
m2 * m4 * m2 -
m0 * m5 * m5 -
m1 * m1 * m7;
return det;
}
/// Determinant(1, 2, 3, 4, 5, 6, 5, 7, 8)
double Determinant2() {
double det =
m1 * m5 * m8 +
m3 * m4 * m7 +
m2 * m6 * m5 -
m3 * m5 * m5 -
m1 * m6 * m7 -
m2 * m4 * m8;
return det;
}
double Determinant3() {
double det =
m0 * m5 * m8 +
m3 * m1 * m7 +
m2 * m6 * m2 -
m3 * m5 * m2 -
m0 * m6 * m7 -
m2 * m1 * m8;
return det;
}
/// Determinant(0, 1, 3, 1, 4, 6, 2, 5, 8)
double Determinant4() {
double det =
m0 * m4 * m8 +
m3 * m1 * m5 +
m1 * m6 * m2 -
m3 * m4 * m2 -
m0 * m6 * m5 -
m1 * m1 * m8;
return det;
}
double Determinant(int a11, int a12, int a13,
int a21, int a22, int a23,
int a31, int a32, int a33) {
double det =
this[a11] * this[a22] * this[a33] +
this[a13] * this[a21] * this[a32] +
this[a12] * this[a23] * this[a31] -
this[a13] * this[a22] * this[a31] -
this[a11] * this[a23] * this[a32] -
this[a12] * this[a21] * this[a33];
return det;
}
void from_plane(double a, double b, double c, double d) {
m0 = a * a;
m1 = a * b;
m2 = a * c;
m3 = a * d;
m4 = b * b;
m5 = b * c;
m6 = b * d;
m7 = c * c;
m8 = c * d;
m9 = d * d;
}
void reset() {
m0 = 0;
m1 = 0;
m2 = 0;
m3 = 0;
m4 = 0;
m5 = 0;
m6 = 0;
m7 = 0;
m8 = 0;
m9 = 0;
}
};
struct MUTriangle {
int v0;
int v1;
int v2;
int subMeshIndex;
int va0;
int va1;
int va2;
double err0;
double err1;
double err2;
double err3;
bool deleted;
bool dirty;
Vector3 n;
_FORCE_INLINE_ int get(int p_index) {
return (p_index == 0 ? v0 : (p_index == 1 ? v1 : v2));
}
_FORCE_INLINE_ int set(int p_index, int value) {
CRASH_BAD_INDEX(p_index, 3);
switch (p_index) {
case 0:
v0 = value;
break;
case 1:
v1 = value;
break;
case 2:
v2 = value;
break;
}
return 0;
}
MUTriangle(int p_v0, int p_v1, int p_v2, int p_subMeshIndex) {
v0 = p_v0;
v1 = p_v1;
v2 = p_v2;
subMeshIndex = p_subMeshIndex;
va0 = p_v0;
va1 = p_v1;
va2 = p_v2;
err0 = err1 = err2 = err3 = 0;
deleted = dirty = false;
}
Vector3 GetAttributeIndices() {
Vector3 attributeIndices;
attributeIndices[0] = va0;
attributeIndices[1] = va1;
attributeIndices[2] = va2;
return attributeIndices;
}
void SetAttributeIndex(int index, int value) {
CRASH_BAD_INDEX(index, 3);
switch (index) {
case 0:
va0 = value;
break;
case 1:
va1 = value;
break;
case 2:
va2 = value;
break;
}
}
Vector3 GetErrors() {
Vector3 err;
err[0] = err0;
err[1] = err1;
err[2] = err2;
return err;
}
};
struct MUVertex {
Vector3 p;
int tstart;
int tcount;
SymmetricMatrix q;
bool borderEdge;
bool uvSeamEdge;
bool uvFoldoverEdge;
MUVertex(Vector3 point) {
p = point;
tstart = 0;
tcount = 0;
borderEdge = true;
uvSeamEdge = false;
uvFoldoverEdge = false;
}
};
struct MURef {
int tid;
int tvertex;
MURef() {
tid = 0;
tvertex = 0;
}
void Set(int p_tid, int p_tvertex) {
tid = p_tid;
tvertex = p_tvertex;
}
};
struct BorderVertex {
int index;
int hash;
BorderVertex() {
index = 0;
hash = 0;
}
BorderVertex(int p_index, int p_hash) {
index = p_index;
hash = p_hash;
}
};
struct BorderVertexComparer {
_FORCE_INLINE_ bool operator()(const BorderVertex &a, const BorderVertex &b) const { return x.hash < y.hash; }
};
#endif

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@ -106,6 +106,679 @@ 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], out dummy);
_mu_triangles[i].err1 = CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], out dummy);
_mu_triangles[i].err2 = CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], out 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;
}
this.triangles.Resize(triangleCount);
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 < triangleCount; i++) {
var triangle = triangles[i];
triangle.v0 = vertices[triangle.v0].tstart;
triangle.v1 = vertices[triangle.v1].tstart;
triangle.v2 = vertices[triangle.v2].tstart;
triangles[i] = triangle;
}
vertexCount = dst;
this.vertices.Resize(vertexCount);
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], ref _mu_vertices[i1], out p);
deleted0.Resize(_mu_vertices[i0].tcount); // normals temporarily
deleted1.Resize(_mu_vertices[i1].tcount); // normals temporarily
// Don't remove if flipped
if (Flipped(ref p, i0, i1, ref _mu_vertices[i0], deleted0.Data))
continue;
if (Flipped(ref p, i1, i0, ref _mu_vertices[i1], deleted1.Data))
continue;
// Calculate the barycentric coordinates within the triangle
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
CalculateBarycentricCoords(ref p, ref _mu_vertices[i0].p, ref _mu_vertices[i1].p, ref _mu_vertices[i2].p, out barycentricCoord);
// 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, ref barycentricCoord);
if (_mu_vertices[i0].uvSeamEdge) {
ia0 = -1;
}
int tstart = refs.Length;
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i0], deleted0, deletedTris);
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i1], deleted1, deletedTris);
int tcount = refs.Length - 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 = p3;
} else if (error == error2) {
result = p2;
} else if (error == error1) {
result = p1;
} else {
result = p3;
}
}
return error;
}
void VoxelMesher::UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int *deletedTriangles) {
Vector3 p;
int tcount = v->tcount;
for (int k = 0; k < tcount; k++) {
MURef r = _mu_refs[v->tstart + k];
int tid = r.tid;
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);
}
}
void VoxelMesher::reset() {
_vertices.resize(0);
_normals.resize(0);
@ -695,6 +1368,13 @@ VoxelMesher::VoxelMesher() {
_uv_margin = Rect2(0, 0, 1, 1);
_surface_tool.instance();
maxIterationCount = 100;
agressiveness = 7.0;
enableSmartLink = true;
preserveBorderEdges = false;
preserveUVSeamEdges = false;
preserveUVFoldoverEdges = false;
}
VoxelMesher::~VoxelMesher() {

View File

@ -17,6 +17,8 @@
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include "mesh_utils.h"
#include "../../mesh_data_resource/mesh_data_resource.h"
#include "../library/voxelman_library.h"
@ -76,6 +78,22 @@ 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);
void UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector<bool> deleted, int *deletedTriangles);
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();
@ -133,6 +151,10 @@ 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;
@ -144,6 +166,15 @@ 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