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simplifier.cpp
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simplifier.cpp
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// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
#include "meshoptimizer.h"
#include <assert.h>
#include <float.h>
#include <math.h>
#include <string.h>
#ifndef TRACE
#define TRACE 0
#endif
#if TRACE
#include <stdio.h>
#endif
#if TRACE
#define TRACESTATS(i) stats[i]++;
#else
#define TRACESTATS(i) (void)0
#endif
// This work is based on:
// Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
// Michael Garland. Quadric-based polygonal surface simplification. 1999
// Peter Lindstrom. Out-of-Core Simplification of Large Polygonal Models. 2000
// Matthias Teschner, Bruno Heidelberger, Matthias Mueller, Danat Pomeranets, Markus Gross. Optimized Spatial Hashing for Collision Detection of Deformable Objects. 2003
// Peter Van Sandt, Yannis Chronis, Jignesh M. Patel. Efficiently Searching In-Memory Sorted Arrays: Revenge of the Interpolation Search? 2019
namespace meshopt
{
struct EdgeAdjacency
{
struct Edge
{
unsigned int next;
unsigned int prev;
};
unsigned int* counts;
unsigned int* offsets;
Edge* data;
};
static void prepareEdgeAdjacency(EdgeAdjacency& adjacency, size_t index_count, size_t vertex_count, meshopt_Allocator& allocator)
{
adjacency.counts = allocator.allocate<unsigned int>(vertex_count);
adjacency.offsets = allocator.allocate<unsigned int>(vertex_count);
adjacency.data = allocator.allocate<EdgeAdjacency::Edge>(index_count);
}
static void updateEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* indices, size_t index_count, size_t vertex_count, const unsigned int* remap)
{
size_t face_count = index_count / 3;
// fill edge counts
memset(adjacency.counts, 0, vertex_count * sizeof(unsigned int));
for (size_t i = 0; i < index_count; ++i)
{
unsigned int v = remap ? remap[indices[i]] : indices[i];
assert(v < vertex_count);
adjacency.counts[v]++;
}
// fill offset table
unsigned int offset = 0;
for (size_t i = 0; i < vertex_count; ++i)
{
adjacency.offsets[i] = offset;
offset += adjacency.counts[i];
}
assert(offset == index_count);
// fill edge data
for (size_t i = 0; i < face_count; ++i)
{
unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
if (remap)
{
a = remap[a];
b = remap[b];
c = remap[c];
}
adjacency.data[adjacency.offsets[a]].next = b;
adjacency.data[adjacency.offsets[a]].prev = c;
adjacency.offsets[a]++;
adjacency.data[adjacency.offsets[b]].next = c;
adjacency.data[adjacency.offsets[b]].prev = a;
adjacency.offsets[b]++;
adjacency.data[adjacency.offsets[c]].next = a;
adjacency.data[adjacency.offsets[c]].prev = b;
adjacency.offsets[c]++;
}
// fix offsets that have been disturbed by the previous pass
for (size_t i = 0; i < vertex_count; ++i)
{
assert(adjacency.offsets[i] >= adjacency.counts[i]);
adjacency.offsets[i] -= adjacency.counts[i];
}
}
struct PositionHasher
{
const float* vertex_positions;
size_t vertex_stride_float;
size_t hash(unsigned int index) const
{
const unsigned int* key = reinterpret_cast<const unsigned int*>(vertex_positions + index * vertex_stride_float);
// scramble bits to make sure that integer coordinates have entropy in lower bits
unsigned int x = key[0] ^ (key[0] >> 17);
unsigned int y = key[1] ^ (key[1] >> 17);
unsigned int z = key[2] ^ (key[2] >> 17);
// Optimized Spatial Hashing for Collision Detection of Deformable Objects
return (x * 73856093) ^ (y * 19349663) ^ (z * 83492791);
}
bool equal(unsigned int lhs, unsigned int rhs) const
{
return memcmp(vertex_positions + lhs * vertex_stride_float, vertex_positions + rhs * vertex_stride_float, sizeof(float) * 3) == 0;
}
};
static size_t hashBuckets2(size_t count)
{
size_t buckets = 1;
while (buckets < count + count / 4)
buckets *= 2;
return buckets;
}
template <typename T, typename Hash>
static T* hashLookup2(T* table, size_t buckets, const Hash& hash, const T& key, const T& empty)
{
assert(buckets > 0);
assert((buckets & (buckets - 1)) == 0);
size_t hashmod = buckets - 1;
size_t bucket = hash.hash(key) & hashmod;
for (size_t probe = 0; probe <= hashmod; ++probe)
{
T& item = table[bucket];
if (item == empty)
return &item;
if (hash.equal(item, key))
return &item;
// hash collision, quadratic probing
bucket = (bucket + probe + 1) & hashmod;
}
assert(false && "Hash table is full"); // unreachable
return 0;
}
static void buildPositionRemap(unsigned int* remap, unsigned int* wedge, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, meshopt_Allocator& allocator)
{
PositionHasher hasher = {vertex_positions_data, vertex_positions_stride / sizeof(float)};
size_t table_size = hashBuckets2(vertex_count);
unsigned int* table = allocator.allocate<unsigned int>(table_size);
memset(table, -1, table_size * sizeof(unsigned int));
// build forward remap: for each vertex, which other (canonical) vertex does it map to?
// we use position equivalence for this, and remap vertices to other existing vertices
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int index = unsigned(i);
unsigned int* entry = hashLookup2(table, table_size, hasher, index, ~0u);
if (*entry == ~0u)
*entry = index;
remap[index] = *entry;
}
// build wedge table: for each vertex, which other vertex is the next wedge that also maps to the same vertex?
// entries in table form a (cyclic) wedge loop per vertex; for manifold vertices, wedge[i] == remap[i] == i
for (size_t i = 0; i < vertex_count; ++i)
wedge[i] = unsigned(i);
for (size_t i = 0; i < vertex_count; ++i)
if (remap[i] != i)
{
unsigned int r = remap[i];
wedge[i] = wedge[r];
wedge[r] = unsigned(i);
}
}
enum VertexKind
{
Kind_Manifold, // not on an attribute seam, not on any boundary
Kind_Border, // not on an attribute seam, has exactly two open edges
Kind_Seam, // on an attribute seam with exactly two attribute seam edges
Kind_Complex, // none of the above; these vertices can move as long as all wedges move to the target vertex
Kind_Locked, // none of the above; these vertices can't move
Kind_Count
};
// manifold vertices can collapse onto anything
// border/seam vertices can only be collapsed onto border/seam respectively
// complex vertices can collapse onto complex/locked
// a rule of thumb is that collapsing kind A into kind B preserves the kind B in the target vertex
// for example, while we could collapse Complex into Manifold, this would mean the target vertex isn't Manifold anymore
const unsigned char kCanCollapse[Kind_Count][Kind_Count] = {
{1, 1, 1, 1, 1},
{0, 1, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 1, 1},
{0, 0, 0, 0, 0},
};
// if a vertex is manifold or seam, adjoining edges are guaranteed to have an opposite edge
// note that for seam edges, the opposite edge isn't present in the attribute-based topology
// but is present if you consider a position-only mesh variant
const unsigned char kHasOpposite[Kind_Count][Kind_Count] = {
{1, 1, 1, 0, 1},
{1, 0, 1, 0, 0},
{1, 1, 1, 0, 1},
{0, 0, 0, 0, 0},
{1, 0, 1, 0, 0},
};
static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int b)
{
unsigned int count = adjacency.counts[a];
const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[a];
for (size_t i = 0; i < count; ++i)
if (edges[i].next == b)
return true;
return false;
}
static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned int* loopback, size_t vertex_count, const EdgeAdjacency& adjacency, const unsigned int* remap, const unsigned int* wedge)
{
memset(loop, -1, vertex_count * sizeof(unsigned int));
memset(loopback, -1, vertex_count * sizeof(unsigned int));
// incoming & outgoing open edges: ~0u if no open edges, i if there are more than 1
// note that this is the same data as required in loop[] arrays; loop[] data is only valid for border/seam
// but here it's okay to fill the data out for other types of vertices as well
unsigned int* openinc = loopback;
unsigned int* openout = loop;
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int vertex = unsigned(i);
unsigned int count = adjacency.counts[vertex];
const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[vertex];
for (size_t j = 0; j < count; ++j)
{
unsigned int target = edges[j].next;
if (!hasEdge(adjacency, target, vertex))
{
openinc[target] = (openinc[target] == ~0u) ? vertex : target;
openout[vertex] = (openout[vertex] == ~0u) ? target : vertex;
}
}
}
#if TRACE
size_t stats[4] = {};
#endif
for (size_t i = 0; i < vertex_count; ++i)
{
if (remap[i] == i)
{
if (wedge[i] == i)
{
// no attribute seam, need to check if it's manifold
unsigned int openi = openinc[i], openo = openout[i];
// note: we classify any vertices with no open edges as manifold
// this is technically incorrect - if 4 triangles share an edge, we'll classify vertices as manifold
// it's unclear if this is a problem in practice
if (openi == ~0u && openo == ~0u)
{
result[i] = Kind_Manifold;
}
else if (openi != i && openo != i)
{
result[i] = Kind_Border;
}
else
{
result[i] = Kind_Locked;
TRACESTATS(0);
}
}
else if (wedge[wedge[i]] == i)
{
// attribute seam; need to distinguish between Seam and Locked
unsigned int w = wedge[i];
unsigned int openiv = openinc[i], openov = openout[i];
unsigned int openiw = openinc[w], openow = openout[w];
// seam should have one open half-edge for each vertex, and the edges need to "connect" - point to the same vertex post-remap
if (openiv != ~0u && openiv != i && openov != ~0u && openov != i &&
openiw != ~0u && openiw != w && openow != ~0u && openow != w)
{
if (remap[openiv] == remap[openow] && remap[openov] == remap[openiw])
{
result[i] = Kind_Seam;
}
else
{
result[i] = Kind_Locked;
TRACESTATS(1);
}
}
else
{
result[i] = Kind_Locked;
TRACESTATS(2);
}
}
else
{
// more than one vertex maps to this one; we don't have classification available
result[i] = Kind_Locked;
TRACESTATS(3);
}
}
else
{
assert(remap[i] < i);
result[i] = result[remap[i]];
}
}
#if TRACE
printf("locked: many open edges %d, disconnected seam %d, many seam edges %d, many wedges %d\n",
int(stats[0]), int(stats[1]), int(stats[2]), int(stats[3]));
#endif
}
struct Vector3
{
float x, y, z;
};
static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
{
size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i = 0; i < vertex_count; ++i)
{
const float* v = vertex_positions_data + i * vertex_stride_float;
if (result)
{
result[i].x = v[0];
result[i].y = v[1];
result[i].z = v[2];
}
for (int j = 0; j < 3; ++j)
{
float vj = v[j];
minv[j] = minv[j] > vj ? vj : minv[j];
maxv[j] = maxv[j] < vj ? vj : maxv[j];
}
}
float extent = 0.f;
extent = (maxv[0] - minv[0]) < extent ? extent : (maxv[0] - minv[0]);
extent = (maxv[1] - minv[1]) < extent ? extent : (maxv[1] - minv[1]);
extent = (maxv[2] - minv[2]) < extent ? extent : (maxv[2] - minv[2]);
if (result)
{
float scale = extent == 0 ? 0.f : 1.f / extent;
for (size_t i = 0; i < vertex_count; ++i)
{
result[i].x = (result[i].x - minv[0]) * scale;
result[i].y = (result[i].y - minv[1]) * scale;
result[i].z = (result[i].z - minv[2]) * scale;
}
}
return extent;
}
struct Quadric
{
float a00, a11, a22;
float a10, a20, a21;
float b0, b1, b2, c;
float w;
};
struct Collapse
{
unsigned int v0;
unsigned int v1;
union
{
unsigned int bidi;
float error;
unsigned int errorui;
};
};
static float normalize(Vector3& v)
{
float length = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
if (length > 0)
{
v.x /= length;
v.y /= length;
v.z /= length;
}
return length;
}
static void quadricAdd(Quadric& Q, const Quadric& R)
{
Q.a00 += R.a00;
Q.a11 += R.a11;
Q.a22 += R.a22;
Q.a10 += R.a10;
Q.a20 += R.a20;
Q.a21 += R.a21;
Q.b0 += R.b0;
Q.b1 += R.b1;
Q.b2 += R.b2;
Q.c += R.c;
Q.w += R.w;
}
static float quadricError(const Quadric& Q, const Vector3& v)
{
float rx = Q.b0;
float ry = Q.b1;
float rz = Q.b2;
rx += Q.a10 * v.y;
ry += Q.a21 * v.z;
rz += Q.a20 * v.x;
rx *= 2;
ry *= 2;
rz *= 2;
rx += Q.a00 * v.x;
ry += Q.a11 * v.y;
rz += Q.a22 * v.z;
float r = Q.c;
r += rx * v.x;
r += ry * v.y;
r += rz * v.z;
float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
return fabsf(r) * s;
}
static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, float w)
{
float aw = a * w;
float bw = b * w;
float cw = c * w;
float dw = d * w;
Q.a00 = a * aw;
Q.a11 = b * bw;
Q.a22 = c * cw;
Q.a10 = a * bw;
Q.a20 = a * cw;
Q.a21 = b * cw;
Q.b0 = a * dw;
Q.b1 = b * dw;
Q.b2 = c * dw;
Q.c = d * dw;
Q.w = w;
}
static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w)
{
// we need to encode (x - X) ^ 2 + (y - Y)^2 + (z - Z)^2 into the quadric
Q.a00 = w;
Q.a11 = w;
Q.a22 = w;
Q.a10 = 0.f;
Q.a20 = 0.f;
Q.a21 = 0.f;
Q.b0 = -2.f * x * w;
Q.b1 = -2.f * y * w;
Q.b2 = -2.f * z * w;
Q.c = (x * x + y * y + z * z) * w;
Q.w = w;
}
static void quadricFromTriangle(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float weight)
{
Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
// normal = cross(p1 - p0, p2 - p0)
Vector3 normal = {p10.y * p20.z - p10.z * p20.y, p10.z * p20.x - p10.x * p20.z, p10.x * p20.y - p10.y * p20.x};
float area = normalize(normal);
float distance = normal.x * p0.x + normal.y * p0.y + normal.z * p0.z;
// we use sqrtf(area) so that the error is scaled linearly; this tends to improve silhouettes
quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, sqrtf(area) * weight);
}
static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float weight)
{
Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
float length = normalize(p10);
// p20p = length of projection of p2-p0 onto normalize(p1 - p0)
Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
float p20p = p20.x * p10.x + p20.y * p10.y + p20.z * p10.z;
// normal = altitude of triangle from point p2 onto edge p1-p0
Vector3 normal = {p20.x - p10.x * p20p, p20.y - p10.y * p20p, p20.z - p10.z * p20p};
normalize(normal);
float distance = normal.x * p0.x + normal.y * p0.y + normal.z * p0.z;
// note: the weight is scaled linearly with edge length; this has to match the triangle weight
quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, length * weight);
}
static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
{
for (size_t i = 0; i < index_count; i += 3)
{
unsigned int i0 = indices[i + 0];
unsigned int i1 = indices[i + 1];
unsigned int i2 = indices[i + 2];
Quadric Q;
quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
quadricAdd(vertex_quadrics[remap[i0]], Q);
quadricAdd(vertex_quadrics[remap[i1]], Q);
quadricAdd(vertex_quadrics[remap[i2]], Q);
}
}
static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop, const unsigned int* loopback)
{
for (size_t i = 0; i < index_count; i += 3)
{
static const int next[3] = {1, 2, 0};
for (int e = 0; e < 3; ++e)
{
unsigned int i0 = indices[i + e];
unsigned int i1 = indices[i + next[e]];
unsigned char k0 = vertex_kind[i0];
unsigned char k1 = vertex_kind[i1];
// check that either i0 or i1 are border/seam and are on the same edge loop
// note that we need to add the error even for edged that connect e.g. border & locked
// if we don't do that, the adjacent border->border edge won't have correct errors for corners
if (k0 != Kind_Border && k0 != Kind_Seam && k1 != Kind_Border && k1 != Kind_Seam)
continue;
if ((k0 == Kind_Border || k0 == Kind_Seam) && loop[i0] != i1)
continue;
if ((k1 == Kind_Border || k1 == Kind_Seam) && loopback[i1] != i0)
continue;
// seam edges should occur twice (i0->i1 and i1->i0) - skip redundant edges
if (kHasOpposite[k0][k1] && remap[i1] > remap[i0])
continue;
unsigned int i2 = indices[i + next[next[e]]];
// we try hard to maintain border edge geometry; seam edges can move more freely
// due to topological restrictions on collapses, seam quadrics slightly improves collapse structure but aren't critical
const float kEdgeWeightSeam = 1.f;
const float kEdgeWeightBorder = 10.f;
float edgeWeight = (k0 == Kind_Border || k1 == Kind_Border) ? kEdgeWeightBorder : kEdgeWeightSeam;
Quadric Q;
quadricFromTriangleEdge(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], edgeWeight);
quadricAdd(vertex_quadrics[remap[i0]], Q);
quadricAdd(vertex_quadrics[remap[i1]], Q);
}
}
}
// does triangle ABC flip when C is replaced with D?
static bool hasTriangleFlip(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d)
{
Vector3 eb = {b.x - a.x, b.y - a.y, b.z - a.z};
Vector3 ec = {c.x - a.x, c.y - a.y, c.z - a.z};
Vector3 ed = {d.x - a.x, d.y - a.y, d.z - a.z};
Vector3 nbc = {eb.y * ec.z - eb.z * ec.y, eb.z * ec.x - eb.x * ec.z, eb.x * ec.y - eb.y * ec.x};
Vector3 nbd = {eb.y * ed.z - eb.z * ed.y, eb.z * ed.x - eb.x * ed.z, eb.x * ed.y - eb.y * ed.x};
return nbc.x * nbd.x + nbc.y * nbd.y + nbc.z * nbd.z < 0;
}
static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vertex_positions, const unsigned int* collapse_remap, unsigned int i0, unsigned int i1)
{
assert(collapse_remap[i0] == i0);
assert(collapse_remap[i1] == i1);
const Vector3& v0 = vertex_positions[i0];
const Vector3& v1 = vertex_positions[i1];
const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[i0]];
size_t count = adjacency.counts[i0];
for (size_t i = 0; i < count; ++i)
{
unsigned int a = collapse_remap[edges[i].next];
unsigned int b = collapse_remap[edges[i].prev];
// skip triangles that get collapsed
// note: this is mathematically redundant as if either of these is true, the dot product in hasTriangleFlip should be 0
if (a == i1 || b == i1)
continue;
// early-out when at least one triangle flips due to a collapse
if (hasTriangleFlip(vertex_positions[a], vertex_positions[b], v0, v1))
return true;
}
return false;
}
static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices, size_t index_count, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop)
{
size_t collapse_count = 0;
for (size_t i = 0; i < index_count; i += 3)
{
static const int next[3] = {1, 2, 0};
for (int e = 0; e < 3; ++e)
{
unsigned int i0 = indices[i + e];
unsigned int i1 = indices[i + next[e]];
// this can happen either when input has a zero-length edge, or when we perform collapses for complex
// topology w/seams and collapse a manifold vertex that connects to both wedges onto one of them
// we leave edges like this alone since they may be important for preserving mesh integrity
if (remap[i0] == remap[i1])
continue;
unsigned char k0 = vertex_kind[i0];
unsigned char k1 = vertex_kind[i1];
// the edge has to be collapsible in at least one direction
if (!(kCanCollapse[k0][k1] | kCanCollapse[k1][k0]))
continue;
// manifold and seam edges should occur twice (i0->i1 and i1->i0) - skip redundant edges
if (kHasOpposite[k0][k1] && remap[i1] > remap[i0])
continue;
// two vertices are on a border or a seam, but there's no direct edge between them
// this indicates that they belong to two different edge loops and we should not collapse this edge
// loop[] tracks half edges so we only need to check i0->i1
if (k0 == k1 && (k0 == Kind_Border || k0 == Kind_Seam) && loop[i0] != i1)
continue;
// edge can be collapsed in either direction - we will pick the one with minimum error
// note: we evaluate error later during collapse ranking, here we just tag the edge as bidirectional
if (kCanCollapse[k0][k1] & kCanCollapse[k1][k0])
{
Collapse c = {i0, i1, {/* bidi= */ 1}};
collapses[collapse_count++] = c;
}
else
{
// edge can only be collapsed in one direction
unsigned int e0 = kCanCollapse[k0][k1] ? i0 : i1;
unsigned int e1 = kCanCollapse[k0][k1] ? i1 : i0;
Collapse c = {e0, e1, {/* bidi= */ 0}};
collapses[collapse_count++] = c;
}
}
}
return collapse_count;
}
static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const Quadric* vertex_quadrics, const unsigned int* remap)
{
for (size_t i = 0; i < collapse_count; ++i)
{
Collapse& c = collapses[i];
unsigned int i0 = c.v0;
unsigned int i1 = c.v1;
// most edges are bidirectional which means we need to evaluate errors for two collapses
// to keep this code branchless we just use the same edge for unidirectional edges
unsigned int j0 = c.bidi ? i1 : i0;
unsigned int j1 = c.bidi ? i0 : i1;
const Quadric& qi = vertex_quadrics[remap[i0]];
const Quadric& qj = vertex_quadrics[remap[j0]];
float ei = quadricError(qi, vertex_positions[i1]);
float ej = quadricError(qj, vertex_positions[j1]);
// pick edge direction with minimal error
c.v0 = ei <= ej ? i0 : j0;
c.v1 = ei <= ej ? i1 : j1;
c.error = ei <= ej ? ei : ej;
}
}
#if TRACE > 1
static void dumpEdgeCollapses(const Collapse* collapses, size_t collapse_count, const unsigned char* vertex_kind)
{
size_t ckinds[Kind_Count][Kind_Count] = {};
float cerrors[Kind_Count][Kind_Count] = {};
for (int k0 = 0; k0 < Kind_Count; ++k0)
for (int k1 = 0; k1 < Kind_Count; ++k1)
cerrors[k0][k1] = FLT_MAX;
for (size_t i = 0; i < collapse_count; ++i)
{
unsigned int i0 = collapses[i].v0;
unsigned int i1 = collapses[i].v1;
unsigned char k0 = vertex_kind[i0];
unsigned char k1 = vertex_kind[i1];
ckinds[k0][k1]++;
cerrors[k0][k1] = (collapses[i].error < cerrors[k0][k1]) ? collapses[i].error : cerrors[k0][k1];
}
for (int k0 = 0; k0 < Kind_Count; ++k0)
for (int k1 = 0; k1 < Kind_Count; ++k1)
if (ckinds[k0][k1])
printf("collapses %d -> %d: %d, min error %e\n", k0, k1, int(ckinds[k0][k1]), ckinds[k0][k1] ? sqrtf(cerrors[k0][k1]) : 0.f);
}
static void dumpLockedCollapses(const unsigned int* indices, size_t index_count, const unsigned char* vertex_kind)
{
size_t locked_collapses[Kind_Count][Kind_Count] = {};
for (size_t i = 0; i < index_count; i += 3)
{
static const int next[3] = {1, 2, 0};
for (int e = 0; e < 3; ++e)
{
unsigned int i0 = indices[i + e];
unsigned int i1 = indices[i + next[e]];
unsigned char k0 = vertex_kind[i0];
unsigned char k1 = vertex_kind[i1];
locked_collapses[k0][k1] += !kCanCollapse[k0][k1] && !kCanCollapse[k1][k0];
}
}
for (int k0 = 0; k0 < Kind_Count; ++k0)
for (int k1 = 0; k1 < Kind_Count; ++k1)
if (locked_collapses[k0][k1])
printf("locked collapses %d -> %d: %d\n", k0, k1, int(locked_collapses[k0][k1]));
}
#endif
static void sortEdgeCollapses(unsigned int* sort_order, const Collapse* collapses, size_t collapse_count)
{
const int sort_bits = 11;
// fill histogram for counting sort
unsigned int histogram[1 << sort_bits];
memset(histogram, 0, sizeof(histogram));
for (size_t i = 0; i < collapse_count; ++i)
{
// skip sign bit since error is non-negative
unsigned int key = (collapses[i].errorui << 1) >> (32 - sort_bits);
histogram[key]++;
}
// compute offsets based on histogram data
size_t histogram_sum = 0;
for (size_t i = 0; i < 1 << sort_bits; ++i)
{
size_t count = histogram[i];
histogram[i] = unsigned(histogram_sum);
histogram_sum += count;
}
assert(histogram_sum == collapse_count);
// compute sort order based on offsets
for (size_t i = 0; i < collapse_count; ++i)
{
// skip sign bit since error is non-negative
unsigned int key = (collapses[i].errorui << 1) >> (32 - sort_bits);
sort_order[histogram[key]++] = unsigned(i);
}
}
static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, const Collapse* collapses, size_t collapse_count, const unsigned int* collapse_order, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, const Vector3* vertex_positions, const EdgeAdjacency& adjacency, size_t triangle_collapse_goal, float error_limit, float& result_error)
{
size_t edge_collapses = 0;
size_t triangle_collapses = 0;
// most collapses remove 2 triangles; use this to establish a bound on the pass in terms of error limit
// note that edge_collapse_goal is an estimate; triangle_collapse_goal will be used to actually limit collapses
size_t edge_collapse_goal = triangle_collapse_goal / 2;
#if TRACE
size_t stats[4] = {};
#endif
for (size_t i = 0; i < collapse_count; ++i)
{
const Collapse& c = collapses[collapse_order[i]];
TRACESTATS(0);
if (c.error > error_limit)
break;
if (triangle_collapses >= triangle_collapse_goal)
break;
// we limit the error in each pass based on the error of optimal last collapse; since many collapses will be locked
// as they will share vertices with other successfull collapses, we need to increase the acceptable error by some factor
float error_goal = edge_collapse_goal < collapse_count ? 1.5f * collapses[collapse_order[edge_collapse_goal]].error : FLT_MAX;
// on average, each collapse is expected to lock 6 other collapses; to avoid degenerate passes on meshes with odd
// topology, we only abort if we got over 1/6 collapses accordingly.
if (c.error > error_goal && triangle_collapses > triangle_collapse_goal / 6)
break;
unsigned int i0 = c.v0;
unsigned int i1 = c.v1;
unsigned int r0 = remap[i0];
unsigned int r1 = remap[i1];
// we don't collapse vertices that had source or target vertex involved in a collapse
// it's important to not move the vertices twice since it complicates the tracking/remapping logic
// it's important to not move other vertices towards a moved vertex to preserve error since we don't re-rank collapses mid-pass
if (collapse_locked[r0] | collapse_locked[r1])
{
TRACESTATS(1);
continue;
}
if (hasTriangleFlips(adjacency, vertex_positions, collapse_remap, r0, r1))
{
// adjust collapse goal since this collapse is invalid and shouldn't factor into error goal
edge_collapse_goal++;
TRACESTATS(2);
continue;
}
assert(collapse_remap[r0] == r0);
assert(collapse_remap[r1] == r1);
quadricAdd(vertex_quadrics[r1], vertex_quadrics[r0]);
if (vertex_kind[i0] == Kind_Complex)
{
unsigned int v = i0;
do
{
collapse_remap[v] = r1;
v = wedge[v];
} while (v != i0);
}
else if (vertex_kind[i0] == Kind_Seam)
{
// remap v0 to v1 and seam pair of v0 to seam pair of v1
unsigned int s0 = wedge[i0];
unsigned int s1 = wedge[i1];
assert(s0 != i0 && s1 != i1);
assert(wedge[s0] == i0 && wedge[s1] == i1);
collapse_remap[i0] = i1;
collapse_remap[s0] = s1;
}
else
{
assert(wedge[i0] == i0);
collapse_remap[i0] = i1;
}
collapse_locked[r0] = 1;
collapse_locked[r1] = 1;
// border edges collapse 1 triangle, other edges collapse 2 or more
triangle_collapses += (vertex_kind[i0] == Kind_Border) ? 1 : 2;
edge_collapses++;
result_error = result_error < c.error ? c.error : result_error;
}
#if TRACE
float error_goal_perfect = edge_collapse_goal < collapse_count ? collapses[collapse_order[edge_collapse_goal]].error : 0.f;
printf("removed %d triangles, error %e (goal %e); evaluated %d/%d collapses (done %d, skipped %d, invalid %d)\n",
int(triangle_collapses), sqrtf(result_error), sqrtf(error_goal_perfect),
int(stats[0]), int(collapse_count), int(edge_collapses), int(stats[1]), int(stats[2]));
#endif
return edge_collapses;
}
static size_t remapIndexBuffer(unsigned int* indices, size_t index_count, const unsigned int* collapse_remap)
{
size_t write = 0;
for (size_t i = 0; i < index_count; i += 3)
{
unsigned int v0 = collapse_remap[indices[i + 0]];
unsigned int v1 = collapse_remap[indices[i + 1]];
unsigned int v2 = collapse_remap[indices[i + 2]];
// we never move the vertex twice during a single pass
assert(collapse_remap[v0] == v0);
assert(collapse_remap[v1] == v1);
assert(collapse_remap[v2] == v2);
if (v0 != v1 && v0 != v2 && v1 != v2)
{
indices[write + 0] = v0;
indices[write + 1] = v1;
indices[write + 2] = v2;
write += 3;
}
}
return write;
}
static void remapEdgeLoops(unsigned int* loop, size_t vertex_count, const unsigned int* collapse_remap)
{
for (size_t i = 0; i < vertex_count; ++i)
{
if (loop[i] != ~0u)
{
unsigned int l = loop[i];
unsigned int r = collapse_remap[l];
// i == r is a special case when the seam edge is collapsed in a direction opposite to where loop goes
loop[i] = (i == r) ? loop[l] : r;
}