#include "fast_quadratic_mesh_simplifier.h" #include "../voxel_mesher.h" //Mesh Simplification //Mesh Simplification //Ported from https://github.com/Whinarn/UnityMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void FastQuadraticMeshSimplifier::initialize(Ref mesher) { _mesher = mesher; _vertices = mesher->get_vertices(); _normals = mesher->get_normals(); _colors = mesher->get_colors(); _uvs = mesher->get_uvs(); _uv2s = mesher->get_uv2s(); _indices = mesher->get_indices(); 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); } _mu_vertices.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { _mu_vertices[i] = MUVertex(_vertices[i]); } } void FastQuadraticMeshSimplifier::refresh_vertices() { _vertices.resize(_mu_vertices.size()); for (int i = 0; i < _mu_vertices.size(); ++i) { MUVertex vert = _mu_vertices[i]; _vertices[i] = Vector3(vert.p); } } //private ResizableArray triangles = null; //private ResizableArray vertices = null; //Mesh Simplification //Ported from https://github.com/Whinarn/UnityFastQuadraticMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) { quality = CLAMP(quality, 0, 1); int deletedTris = 0; PoolVector deleted0; deleted0.resize(20); PoolVector deleted1; deleted1.resize(20); int startTrisCount = _mu_triangles.size(); int targetTrisCount = static_cast(_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].set_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/UnityFastQuadraticMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void FastQuadraticMeshSimplifier::SimplifyMeshLossless() { int deletedTris = 0; PoolVector deleted0; PoolVector 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].set_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 FastQuadraticMeshSimplifier::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 vcount; vcount.resize(8); PoolVector vids; vids.resize(8); int vsize = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].set_border_edge(false); _mu_vertices[i].set_uv_seam_edge(false); _mu_vertices[i].set_uv_foldover_edge(false); } int ofs; int id; int borderVertexCount = 0; double borderMinX = std::numeric_limits::max(); double borderMaxX = std::numeric_limits::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].set_border_edge(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 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::max()); borderVertices.set(borderIndexCount, BorderVertex(i, vertexHash)); ++borderIndexCount; } } // Sort the border vertices by hash borderVertices.sort_custom(); // 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::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).set_index(-1); // NOTE: This makes sure that the "other" vertex is not processed again _mu_vertices[myIndex].set_border_edge(false); _mu_vertices[otherIndex].set_border_edge(false); if (AreUVsTheSame(0, myIndex, otherIndex)) { _mu_vertices[myIndex].set_uv_foldover_edge(true); _mu_vertices[otherIndex].set_uv_foldover_edge(true); } else { _mu_vertices[myIndex].set_uv_seam_edge(true); _mu_vertices[otherIndex].set_uv_seam_edge(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].set_err0(CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy)); _mu_triangles[i].set_err1(CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy)); _mu_triangles[i].set_err2(CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy)); _mu_triangles[i].set_err3(FastQuadraticMeshSimplifier::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2)); } } } void FastQuadraticMeshSimplifier::UpdateReferences() { // Init Reference ID list for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].set_tstart(0); _mu_vertices[i].set_tcount(0); } for (int i = 0; i < _mu_triangles.size(); i++) { _mu_vertices[_mu_triangles[i].v0].set_tcount(_mu_vertices[_mu_triangles[i].v0].tcount + 1); _mu_vertices[_mu_triangles[i].v1].set_tcount(_mu_vertices[_mu_triangles[i].v1].tcount + 1); _mu_vertices[_mu_triangles[i].v2].set_tcount(_mu_vertices[_mu_triangles[i].v2].tcount + 1); } int tstart = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].set_tstart(tstart); tstart += _mu_vertices[i].tcount; _mu_vertices[i].set_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].set_tcount(_mu_vertices[v0].tcount + 1); _mu_vertices[v1].set_tcount(_mu_vertices[v1].tcount + 1); _mu_vertices[v2].set_tcount(_mu_vertices[v2].tcount + 1); } } /// /// Finally compact mesh before exiting. /// void FastQuadraticMeshSimplifier::CompactMesh() { int dst = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].set_tcount(0); } 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; 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; 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; triangle.v2 = triangle.va2; } int newTriangleIndex = ++dst; _mu_triangles[newTriangleIndex] = triangle; _mu_vertices[triangle.v0].set_tcount(1); _mu_vertices[triangle.v1].set_tcount(1); _mu_vertices[triangle.v2].set_tcount(1); } } _mu_triangles.resize(dst); dst = 0; for (int i = 0; i < _mu_vertices.size(); i++) { MUVertex vert = _mu_vertices[i]; if (vert.tcount > 0) { vert.tstart = dst; _mu_vertices[i] = vert; if (dst != i) { _mu_vertices[dst].p = vert.p; if (_normals.size() > 0) _normals[dst] = _normals[i]; if (_colors.size() > 0) _colors.set(dst, _colors[i]); if (_uvs.size() > 0) _uvs.set(dst, _uvs[i]); if (_uv2s.size() > 0) _uv2s.set(dst, _uv2s[i]); if (_indices.size() > 0) _indices.set(dst, _indices[i]); } ++dst; } } for (int i = 0; i < _mu_triangles.size(); i++) { MUTriangle triangle = _mu_triangles[i]; triangle.v0 = _mu_vertices[triangle.v0].tstart; triangle.v1 = _mu_vertices[triangle.v1].tstart; triangle.v2 = _mu_vertices[triangle.v2].tstart; _mu_triangles[i] = triangle; } //vertexCount = dst; _vertices.resize(dst); if (_normals.size() > 0) _normals.resize(dst); if (_colors.size() > 0) _colors.resize(dst); if (_uvs.size() > 0) _uvs.resize(dst); if (_uv2s.size() > 0) _uv2s.resize(dst); if (_indices.size() > 0) _indices.resize(dst); } bool FastQuadraticMeshSimplifier::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 FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector &deleted0, PoolVector &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) { int dests = _mu_vertices[i0].tstart; for (int v = 0; v < tcount; ++v) { _mu_refs[v + tstart] = _mu_refs[v + dests]; } } } else { // append _mu_vertices[i0].set_tstart(tstart); } _mu_vertices[i0].set_tcount(tcount); break; } // Check if we are already done if ((startTrisCount - deletedTris) <= targetTrisCount) break; } return deletedTris; } double FastQuadraticMeshSimplifier::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 FastQuadraticMeshSimplifier::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 = FastQuadraticMeshSimplifier::Min3(error1, error2, error3); if (error == error3) { result->x = p3.x; result->y = p3.y; result->z = p3.z; } else if (error == error2) { result->x = p2.x; result->y = p2.y; result->z = p2.z; } else if (error == error1) { result->x = p1.x; result->y = p1.y; result->z = p1.z; } else { result->x = p3.x; result->y = p3.y; result->z = p3.z; } } return error; } int FastQuadraticMeshSimplifier::UpdateTriangles(int i0, int ia0, const MUVertex &v, PoolVector &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].set_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 = FastQuadraticMeshSimplifier::Min3(t.err0, t.err1, t.err2); _mu_triangles[tid] = t; _mu_refs.push_back(r); } return deletedTriangles; } bool FastQuadraticMeshSimplifier::Flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector &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 FastQuadraticMeshSimplifier::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 FastQuadraticMeshSimplifier::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) { if (_normals.size() > 0) { _normals[dst] = (_normals[i0] * barycentricCoord.x) + (_normals[i1] * barycentricCoord.y) + (_normals[i2] * barycentricCoord.z).normalized(); } if (_uvs.size() > 0) { _uvs[dst] = (_uvs[i0] * barycentricCoord.x) + (_uvs[i1] * barycentricCoord.y) + (_uvs[i2] * barycentricCoord.z); } if (_uv2s.size() > 0) { _uv2s[dst] = (_uv2s[i0] * barycentricCoord.x) + (_uv2s[i1] * barycentricCoord.y) + (_uv2s[i2] * barycentricCoord.z); } if (_colors.size() > 0) { _colors[dst] = (_colors[i0] * barycentricCoord.x) + (_colors[i1] * barycentricCoord.y) + (_colors[i2] * barycentricCoord.z); } } FastQuadraticMeshSimplifier::FastQuadraticMeshSimplifier() { maxIterationCount = 100; agressiveness = 7.0; enableSmartLink = true; preserveBorderEdges = false; preserveUVSeamEdges = false; preserveUVFoldoverEdges = false; }