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	Update meshoptimizer to v0.25
Also expose new flags as SurfaceTool enums for future use
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							|  | @ -27,6 +27,7 @@ | |||
| // 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
 | ||||
| // Hugues Hoppe. New Quadric Metric for Simplifying Meshes with Appearance Attributes. 1999
 | ||||
| // Hugues Hoppe, Steve Marschner. Efficient Minimization of New Quadric Metric for Simplifying Meshes with Appearance Attributes. 2000
 | ||||
| namespace meshopt | ||||
| { | ||||
| 
 | ||||
|  | @ -316,11 +317,13 @@ const unsigned char kCanCollapse[Kind_Count][Kind_Count] = { | |||
| // 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
 | ||||
| // while many complex collapses have the opposite edge, since complex vertices collapse to the
 | ||||
| // same wedge, keeping opposite edges separate improves the quality by considering both targets
 | ||||
| const unsigned char kHasOpposite[Kind_Count][Kind_Count] = { | ||||
|     {1, 1, 1, 0, 1}, | ||||
|     {1, 1, 1, 1, 1}, | ||||
|     {1, 0, 1, 0, 0}, | ||||
|     {1, 1, 1, 0, 1}, | ||||
|     {0, 0, 0, 0, 0}, | ||||
|     {1, 0, 0, 0, 0}, | ||||
|     {1, 0, 1, 0, 0}, | ||||
| }; | ||||
| 
 | ||||
|  | @ -336,6 +339,25 @@ static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int | |||
| 	return false; | ||||
| } | ||||
| 
 | ||||
| static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int b, const unsigned int* remap, const unsigned int* wedge) | ||||
| { | ||||
| 	unsigned int v = a; | ||||
| 
 | ||||
| 	do | ||||
| 	{ | ||||
| 		unsigned int count = adjacency.offsets[v + 1] - adjacency.offsets[v]; | ||||
| 		const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[v]; | ||||
| 
 | ||||
| 		for (size_t i = 0; i < count; ++i) | ||||
| 			if (remap[edges[i].next] == remap[b]) | ||||
| 				return true; | ||||
| 
 | ||||
| 		v = wedge[v]; | ||||
| 	} while (v != a); | ||||
| 
 | ||||
| 	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, const unsigned char* vertex_lock, const unsigned int* sparse_remap, unsigned int options) | ||||
| { | ||||
| 	memset(loop, -1, vertex_count * sizeof(unsigned int)); | ||||
|  | @ -394,6 +416,13 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned | |||
| 				{ | ||||
| 					result[i] = Kind_Manifold; | ||||
| 				} | ||||
| 				else if (openi != ~0u && openo != ~0u && remap[openi] == remap[openo] && openi != i) | ||||
| 				{ | ||||
| 					// classify half-seams as seams (the branch below would mis-classify them as borders)
 | ||||
| 					// half-seam is a single vertex that connects to both vertices of a potential seam
 | ||||
| 					// treating these as seams allows collapsing the "full" seam vertex onto them
 | ||||
| 					result[i] = Kind_Seam; | ||||
| 				} | ||||
| 				else if (openi != i && openo != i) | ||||
| 				{ | ||||
| 					result[i] = Kind_Border; | ||||
|  | @ -446,15 +475,50 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned | |||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if (options & meshopt_SimplifyPermissive) | ||||
| 		for (size_t i = 0; i < vertex_count; ++i) | ||||
| 			if (result[i] == Kind_Seam || result[i] == Kind_Locked) | ||||
| 			{ | ||||
| 				if (remap[i] != i) | ||||
| 				{ | ||||
| 					// only process primary vertices; wedges will be updated to match the primary vertex
 | ||||
| 					result[i] = result[remap[i]]; | ||||
| 					continue; | ||||
| 				} | ||||
| 
 | ||||
| 				bool protect = false; | ||||
| 
 | ||||
| 				// vertex_lock may protect any wedge, not just the primary vertex, so we switch to complex only if no wedges are protected
 | ||||
| 				unsigned int v = unsigned(i); | ||||
| 				do | ||||
| 				{ | ||||
| 					unsigned int rv = sparse_remap ? sparse_remap[v] : v; | ||||
| 					protect |= vertex_lock && (vertex_lock[rv] & meshopt_SimplifyVertex_Protect) != 0; | ||||
| 					v = wedge[v]; | ||||
| 				} while (v != i); | ||||
| 
 | ||||
| 				// protect if any adjoining edge doesn't have an opposite edge (indicating vertex is on the border)
 | ||||
| 				do | ||||
| 				{ | ||||
| 					const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[v]]; | ||||
| 					size_t count = adjacency.offsets[v + 1] - adjacency.offsets[v]; | ||||
| 
 | ||||
| 					for (size_t j = 0; j < count; ++j) | ||||
| 						protect |= !hasEdge(adjacency, edges[j].next, v, remap, wedge); | ||||
| 					v = wedge[v]; | ||||
| 				} while (v != i); | ||||
| 
 | ||||
| 				result[i] = protect ? result[i] : int(Kind_Complex); | ||||
| 			} | ||||
| 
 | ||||
| 	if (vertex_lock) | ||||
| 	{ | ||||
| 		// vertex_lock may lock any wedge, not just the primary vertex, so we need to lock the primary vertex and relock any wedges
 | ||||
| 		for (size_t i = 0; i < vertex_count; ++i) | ||||
| 		{ | ||||
| 			unsigned int ri = sparse_remap ? sparse_remap[i] : unsigned(i); | ||||
| 			assert(vertex_lock[ri] <= 1); // values other than 0/1 are reserved for future use
 | ||||
| 
 | ||||
| 			if (vertex_lock[ri]) | ||||
| 			if (vertex_lock[ri] & meshopt_SimplifyVertex_Lock) | ||||
| 				result[remap[i]] = Kind_Locked; | ||||
| 		} | ||||
| 
 | ||||
|  | @ -479,7 +543,7 @@ 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, const unsigned int* sparse_remap = NULL) | ||||
| static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const unsigned int* sparse_remap = NULL, float* out_offset = NULL) | ||||
| { | ||||
| 	size_t vertex_stride_float = vertex_positions_stride / sizeof(float); | ||||
| 
 | ||||
|  | @ -525,6 +589,13 @@ static float rescalePositions(Vector3* result, const float* vertex_positions_dat | |||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if (out_offset) | ||||
| 	{ | ||||
| 		out_offset[0] = minv[0]; | ||||
| 		out_offset[1] = minv[1]; | ||||
| 		out_offset[2] = minv[2]; | ||||
| 	} | ||||
| 
 | ||||
| 	return extent; | ||||
| } | ||||
| 
 | ||||
|  | @ -546,11 +617,45 @@ static void rescaleAttributes(float* result, const float* vertex_attributes_data | |||
| 	} | ||||
| } | ||||
| 
 | ||||
| static void finalizeVertices(float* vertex_positions_data, size_t vertex_positions_stride, float* vertex_attributes_data, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, size_t vertex_count, const Vector3* vertex_positions, const float* vertex_attributes, const unsigned int* sparse_remap, const unsigned int* attribute_remap, float vertex_scale, const float* vertex_offset, const unsigned char* vertex_update) | ||||
| { | ||||
| 	size_t vertex_positions_stride_float = vertex_positions_stride / sizeof(float); | ||||
| 	size_t vertex_attributes_stride_float = vertex_attributes_stride / sizeof(float); | ||||
| 
 | ||||
| 	for (size_t i = 0; i < vertex_count; ++i) | ||||
| 	{ | ||||
| 		if (!vertex_update[i]) | ||||
| 			continue; | ||||
| 
 | ||||
| 		unsigned int ri = sparse_remap ? sparse_remap[i] : unsigned(i); | ||||
| 
 | ||||
| 		const Vector3& p = vertex_positions[i]; | ||||
| 		float* v = vertex_positions_data + ri * vertex_positions_stride_float; | ||||
| 
 | ||||
| 		v[0] = p.x * vertex_scale + vertex_offset[0]; | ||||
| 		v[1] = p.y * vertex_scale + vertex_offset[1]; | ||||
| 		v[2] = p.z * vertex_scale + vertex_offset[2]; | ||||
| 
 | ||||
| 		if (attribute_count) | ||||
| 		{ | ||||
| 			const float* sa = vertex_attributes + i * attribute_count; | ||||
| 			float* va = vertex_attributes_data + ri * vertex_attributes_stride_float; | ||||
| 
 | ||||
| 			for (size_t k = 0; k < attribute_count; ++k) | ||||
| 			{ | ||||
| 				unsigned int rk = attribute_remap[k]; | ||||
| 
 | ||||
| 				va[rk] = sa[k] / attribute_weights[rk]; | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| static const size_t kMaxAttributes = 32; | ||||
| 
 | ||||
| struct Quadric | ||||
| { | ||||
| 	// a00*x^2 + a11*y^2 + a22*z^2 + 2*(a10*xy + a20*xz + a21*yz) + b0*x + b1*y + b2*z + c
 | ||||
| 	// a00*x^2 + a11*y^2 + a22*z^2 + 2*a10*xy + 2*a20*xz + 2*a21*yz + 2*b0*x + 2*b1*y + 2*b2*z + c
 | ||||
| 	float a00, a11, a22; | ||||
| 	float a10, a20, a21; | ||||
| 	float b0, b1, b2, c; | ||||
|  | @ -612,6 +717,14 @@ static void quadricAdd(Quadric& Q, const Quadric& R) | |||
| 	Q.w += R.w; | ||||
| } | ||||
| 
 | ||||
| static void quadricAdd(QuadricGrad& G, const QuadricGrad& R) | ||||
| { | ||||
| 	G.gx += R.gx; | ||||
| 	G.gy += R.gy; | ||||
| 	G.gz += R.gz; | ||||
| 	G.gw += R.gw; | ||||
| } | ||||
| 
 | ||||
| static void quadricAdd(QuadricGrad* G, const QuadricGrad* R, size_t attribute_count) | ||||
| { | ||||
| 	for (size_t k = 0; k < attribute_count; ++k) | ||||
|  | @ -694,6 +807,17 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo | |||
| 	Q.w = w; | ||||
| } | ||||
| 
 | ||||
| static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w) | ||||
| { | ||||
| 	Q.a00 = Q.a11 = Q.a22 = w; | ||||
| 	Q.a10 = Q.a20 = Q.a21 = 0; | ||||
| 	Q.b0 = -x * w; | ||||
| 	Q.b1 = -y * w; | ||||
| 	Q.b2 = -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}; | ||||
|  | @ -814,7 +938,112 @@ static void quadricFromAttributes(Quadric& Q, QuadricGrad* G, const Vector3& p0, | |||
| 	} | ||||
| } | ||||
| 
 | ||||
| static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap) | ||||
| static void quadricVolumeGradient(QuadricGrad& G, const Vector3& p0, const Vector3& p1, const Vector3& p2) | ||||
| { | ||||
| 	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) * 0.5f; | ||||
| 
 | ||||
| 	G.gx = normal.x * area; | ||||
| 	G.gy = normal.y * area; | ||||
| 	G.gz = normal.z * area; | ||||
| 	G.gw = (-p0.x * normal.x - p0.y * normal.y - p0.z * normal.z) * area; | ||||
| } | ||||
| 
 | ||||
| static bool quadricSolve(Vector3& p, const Quadric& Q, const QuadricGrad& GV) | ||||
| { | ||||
| 	// solve A*p = -b where A is the quadric matrix and b is the linear term
 | ||||
| 	float a00 = Q.a00, a11 = Q.a11, a22 = Q.a22; | ||||
| 	float a10 = Q.a10, a20 = Q.a20, a21 = Q.a21; | ||||
| 	float x0 = -Q.b0, x1 = -Q.b1, x2 = -Q.b2; | ||||
| 
 | ||||
| 	float eps = 1e-6f * Q.w; | ||||
| 
 | ||||
| 	// LDL decomposition: A = LDL^T
 | ||||
| 	float d0 = a00; | ||||
| 	float l10 = a10 / d0; | ||||
| 	float l20 = a20 / d0; | ||||
| 
 | ||||
| 	float d1 = a11 - a10 * l10; | ||||
| 	float dl21 = a21 - a20 * l10; | ||||
| 	float l21 = dl21 / d1; | ||||
| 
 | ||||
| 	float d2 = a22 - a20 * l20 - dl21 * l21; | ||||
| 
 | ||||
| 	// solve L*y = x
 | ||||
| 	float y0 = x0; | ||||
| 	float y1 = x1 - l10 * y0; | ||||
| 	float y2 = x2 - l20 * y0 - l21 * y1; | ||||
| 
 | ||||
| 	// solve D*z = y
 | ||||
| 	float z0 = y0 / d0; | ||||
| 	float z1 = y1 / d1; | ||||
| 	float z2 = y2 / d2; | ||||
| 
 | ||||
| 	// augment system with linear constraint GV using Lagrange multiplier
 | ||||
| 	float a30 = GV.gx, a31 = GV.gy, a32 = GV.gz; | ||||
| 	float x3 = -GV.gw; | ||||
| 
 | ||||
| 	float l30 = a30 / d0; | ||||
| 	float dl31 = a31 - a30 * l10; | ||||
| 	float l31 = dl31 / d1; | ||||
| 	float dl32 = a32 - a30 * l20 - dl31 * l21; | ||||
| 	float l32 = dl32 / d2; | ||||
| 	float d3 = 0.f - a30 * l30 - dl31 * l31 - dl32 * l32; | ||||
| 
 | ||||
| 	float y3 = x3 - l30 * y0 - l31 * y1 - l32 * y2; | ||||
| 	float z3 = fabsf(d3) > eps ? y3 / d3 : 0.f; // if d3 is zero, we can ignore the constraint
 | ||||
| 
 | ||||
| 	// substitute L^T*p = z
 | ||||
| 	float lambda = z3; | ||||
| 	float pz = z2 - l32 * lambda; | ||||
| 	float py = z1 - l21 * pz - l31 * lambda; | ||||
| 	float px = z0 - l10 * py - l20 * pz - l30 * lambda; | ||||
| 
 | ||||
| 	p.x = px; | ||||
| 	p.y = py; | ||||
| 	p.z = pz; | ||||
| 
 | ||||
| 	return fabsf(d0) > eps && fabsf(d1) > eps && fabsf(d2) > eps; | ||||
| } | ||||
| 
 | ||||
| static void quadricReduceAttributes(Quadric& Q, const Quadric& A, const QuadricGrad* G, size_t attribute_count) | ||||
| { | ||||
| 	// update vertex quadric with attribute quadric; multiply by vertex weight to minimize normalized error
 | ||||
| 	Q.a00 += A.a00 * Q.w; | ||||
| 	Q.a11 += A.a11 * Q.w; | ||||
| 	Q.a22 += A.a22 * Q.w; | ||||
| 	Q.a10 += A.a10 * Q.w; | ||||
| 	Q.a20 += A.a20 * Q.w; | ||||
| 	Q.a21 += A.a21 * Q.w; | ||||
| 	Q.b0 += A.b0 * Q.w; | ||||
| 	Q.b1 += A.b1 * Q.w; | ||||
| 	Q.b2 += A.b2 * Q.w; | ||||
| 
 | ||||
| 	float iaw = A.w == 0 ? 0.f : Q.w / A.w; | ||||
| 
 | ||||
| 	// update linear system based on attribute gradients (BB^T/a)
 | ||||
| 	for (size_t k = 0; k < attribute_count; ++k) | ||||
| 	{ | ||||
| 		const QuadricGrad& g = G[k]; | ||||
| 
 | ||||
| 		Q.a00 -= (g.gx * g.gx) * iaw; | ||||
| 		Q.a11 -= (g.gy * g.gy) * iaw; | ||||
| 		Q.a22 -= (g.gz * g.gz) * iaw; | ||||
| 		Q.a10 -= (g.gx * g.gy) * iaw; | ||||
| 		Q.a20 -= (g.gx * g.gz) * iaw; | ||||
| 		Q.a21 -= (g.gy * g.gz) * iaw; | ||||
| 
 | ||||
| 		Q.b0 -= (g.gx * g.gw) * iaw; | ||||
| 		Q.b1 -= (g.gy * g.gw) * iaw; | ||||
| 		Q.b2 -= (g.gz * g.gw) * iaw; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| static void fillFaceQuadrics(Quadric* vertex_quadrics, QuadricGrad* volume_gradients, 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) | ||||
| 	{ | ||||
|  | @ -828,6 +1057,36 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic | |||
| 		quadricAdd(vertex_quadrics[remap[i0]], Q); | ||||
| 		quadricAdd(vertex_quadrics[remap[i1]], Q); | ||||
| 		quadricAdd(vertex_quadrics[remap[i2]], Q); | ||||
| 
 | ||||
| 		if (volume_gradients) | ||||
| 		{ | ||||
| 			QuadricGrad GV; | ||||
| 			quadricVolumeGradient(GV, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2]); | ||||
| 
 | ||||
| 			quadricAdd(volume_gradients[remap[i0]], GV); | ||||
| 			quadricAdd(volume_gradients[remap[i1]], GV); | ||||
| 			quadricAdd(volume_gradients[remap[i2]], GV); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| static void fillVertexQuadrics(Quadric* vertex_quadrics, const Vector3* vertex_positions, size_t vertex_count, const unsigned int* remap, unsigned int options) | ||||
| { | ||||
| 	// by default, we use a very small weight to improve triangulation and numerical stability without affecting the shape or error
 | ||||
| 	float factor = (options & meshopt_SimplifyRegularize) ? 1e-1f : 1e-7f; | ||||
| 
 | ||||
| 	for (size_t i = 0; i < vertex_count; ++i) | ||||
| 	{ | ||||
| 		if (remap[i] != i) | ||||
| 			continue; | ||||
| 
 | ||||
| 		const Vector3& p = vertex_positions[i]; | ||||
| 		float w = vertex_quadrics[i].w * factor; | ||||
| 
 | ||||
| 		Quadric Q; | ||||
| 		quadricFromPoint(Q, p.x, p.y, p.z, w); | ||||
| 
 | ||||
| 		quadricAdd(vertex_quadrics[i], Q); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
|  | @ -857,15 +1116,11 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic | |||
| 			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[e + 1]]; | ||||
| 
 | ||||
| 			// 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 kEdgeWeightSeam = 0.5f; // applied twice due to opposite edges
 | ||||
| 			const float kEdgeWeightBorder = 10.f; | ||||
| 
 | ||||
| 			float edgeWeight = (k0 == Kind_Border || k1 == Kind_Border) ? kEdgeWeightBorder : kEdgeWeightSeam; | ||||
|  | @ -873,6 +1128,13 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic | |||
| 			Quadric Q; | ||||
| 			quadricFromTriangleEdge(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], edgeWeight); | ||||
| 
 | ||||
| 			Quadric QT; | ||||
| 			quadricFromTriangle(QT, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], edgeWeight); | ||||
| 
 | ||||
| 			// mix edge quadric with triangle quadric to stabilize collapses in both directions; both quadrics inherit edge weight so that their error is added
 | ||||
| 			QT.w = 0; | ||||
| 			quadricAdd(Q, QT); | ||||
| 
 | ||||
| 			quadricAdd(vertex_quadrics[remap[i0]], Q); | ||||
| 			quadricAdd(vertex_quadrics[remap[i1]], Q); | ||||
| 		} | ||||
|  | @ -954,6 +1216,50 @@ static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vert | |||
| 	return false; | ||||
| } | ||||
| 
 | ||||
| static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vertex_positions, unsigned int i0, const Vector3& v1) | ||||
| { | ||||
| 	const Vector3& v0 = vertex_positions[i0]; | ||||
| 
 | ||||
| 	const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[i0]]; | ||||
| 	size_t count = adjacency.offsets[i0 + 1] - adjacency.offsets[i0]; | ||||
| 
 | ||||
| 	for (size_t i = 0; i < count; ++i) | ||||
| 	{ | ||||
| 		unsigned int a = edges[i].next, b = edges[i].prev; | ||||
| 
 | ||||
| 		if (hasTriangleFlip(vertex_positions[a], vertex_positions[b], v0, v1)) | ||||
| 			return true; | ||||
| 	} | ||||
| 
 | ||||
| 	return false; | ||||
| } | ||||
| 
 | ||||
| static float getNeighborhoodRadius(const EdgeAdjacency& adjacency, const Vector3* vertex_positions, unsigned int i0) | ||||
| { | ||||
| 	const Vector3& v0 = vertex_positions[i0]; | ||||
| 
 | ||||
| 	const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[i0]]; | ||||
| 	size_t count = adjacency.offsets[i0 + 1] - adjacency.offsets[i0]; | ||||
| 
 | ||||
| 	float result = 0.f; | ||||
| 
 | ||||
| 	for (size_t i = 0; i < count; ++i) | ||||
| 	{ | ||||
| 		unsigned int a = edges[i].next, b = edges[i].prev; | ||||
| 
 | ||||
| 		const Vector3& va = vertex_positions[a]; | ||||
| 		const Vector3& vb = vertex_positions[b]; | ||||
| 
 | ||||
| 		float da = (va.x - v0.x) * (va.x - v0.x) + (va.y - v0.y) * (va.y - v0.y) + (va.z - v0.z) * (va.z - v0.z); | ||||
| 		float db = (vb.x - v0.x) * (vb.x - v0.x) + (vb.y - v0.y) * (vb.y - v0.y) + (vb.z - v0.z) * (vb.z - v0.z); | ||||
| 
 | ||||
| 		result = result < da ? da : result; | ||||
| 		result = result < db ? db : result; | ||||
| 	} | ||||
| 
 | ||||
| 	return sqrtf(result); | ||||
| } | ||||
| 
 | ||||
| static size_t boundEdgeCollapses(const EdgeAdjacency& adjacency, size_t vertex_count, size_t index_count, unsigned char* vertex_kind) | ||||
| { | ||||
| 	size_t dual_count = 0; | ||||
|  | @ -1008,19 +1314,11 @@ static size_t pickEdgeCollapses(Collapse* collapses, size_t collapse_capacity, c | |||
| 
 | ||||
| 			// 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) | ||||
| 			// loop[] and loopback[] track half edges so we only need to check one of them
 | ||||
| 			if ((k0 == Kind_Border || k0 == Kind_Seam) && k1 != Kind_Manifold && loop[i0] != i1) | ||||
| 				continue; | ||||
| 			if ((k1 == Kind_Border || k1 == Kind_Seam) && k0 != Kind_Manifold && loopback[i1] != i0) | ||||
| 				continue; | ||||
| 
 | ||||
| 			if (k0 == Kind_Locked || k1 == Kind_Locked) | ||||
| 			{ | ||||
| 				// the same check as above, but for border/seam -> locked collapses
 | ||||
| 				// loop[] and loopback[] track half edges so we only need to check one of them
 | ||||
| 				if ((k0 == Kind_Border || k0 == Kind_Seam) && loop[i0] != i1) | ||||
| 					continue; | ||||
| 				if ((k1 == Kind_Border || k1 == Kind_Seam) && loopback[i1] != i0) | ||||
| 					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
 | ||||
|  | @ -1052,14 +1350,10 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const | |||
| 
 | ||||
| 		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; | ||||
| 		bool bidi = c.bidi; | ||||
| 
 | ||||
| 		float ei = quadricError(vertex_quadrics[remap[i0]], vertex_positions[i1]); | ||||
| 		float ej = c.bidi ? quadricError(vertex_quadrics[remap[j0]], vertex_positions[j1]) : FLT_MAX; | ||||
| 		float ej = bidi ? quadricError(vertex_quadrics[remap[i1]], vertex_positions[i0]) : FLT_MAX; | ||||
| 
 | ||||
| #if TRACE >= 3 | ||||
| 		float di = ei, dj = ej; | ||||
|  | @ -1068,39 +1362,53 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const | |||
| 		if (attribute_count) | ||||
| 		{ | ||||
| 			ei += quadricError(attribute_quadrics[i0], &attribute_gradients[i0 * attribute_count], attribute_count, vertex_positions[i1], &vertex_attributes[i1 * attribute_count]); | ||||
| 			ej += c.bidi ? quadricError(attribute_quadrics[j0], &attribute_gradients[j0 * attribute_count], attribute_count, vertex_positions[j1], &vertex_attributes[j1 * attribute_count]) : 0; | ||||
| 			ej += bidi ? quadricError(attribute_quadrics[i1], &attribute_gradients[i1 * attribute_count], attribute_count, vertex_positions[i0], &vertex_attributes[i0 * attribute_count]) : 0; | ||||
| 
 | ||||
| 			// note: seam edges need to aggregate attribute errors between primary and secondary edges, as attribute quadrics are separate
 | ||||
| 			// seam edges need to aggregate attribute errors between primary and secondary edges, as attribute quadrics are separate
 | ||||
| 			if (vertex_kind[i0] == Kind_Seam) | ||||
| 			{ | ||||
| 				// for seam collapses we need to find the seam pair; this is a bit tricky since we need to rely on edge loops as target vertex may be locked (and thus have more than two wedges)
 | ||||
| 				unsigned int s0 = wedge[i0]; | ||||
| 				unsigned int s1 = loop[i0] == i1 ? loopback[s0] : loop[s0]; | ||||
| 
 | ||||
| 				assert(s0 != i0 && wedge[s0] == i0); | ||||
| 				assert(wedge[s0] == i0); // s0 may be equal to i0 for half-seams
 | ||||
| 				assert(s1 != ~0u && remap[s1] == remap[i1]); | ||||
| 
 | ||||
| 				// note: this should never happen due to the assertion above, but when disabled if we ever hit this case we'll get a memory safety issue; for now play it safe
 | ||||
| 				s1 = (s1 != ~0u) ? s1 : wedge[i1]; | ||||
| 
 | ||||
| 				ei += quadricError(attribute_quadrics[s0], &attribute_gradients[s0 * attribute_count], attribute_count, vertex_positions[s1], &vertex_attributes[s1 * attribute_count]); | ||||
| 				ej += c.bidi ? quadricError(attribute_quadrics[s1], &attribute_gradients[s1 * attribute_count], attribute_count, vertex_positions[s0], &vertex_attributes[s0 * attribute_count]) : 0; | ||||
| 				ej += bidi ? quadricError(attribute_quadrics[s1], &attribute_gradients[s1 * attribute_count], attribute_count, vertex_positions[s0], &vertex_attributes[s0 * attribute_count]) : 0; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				// complex edges can have multiple wedges, so we need to aggregate errors for all wedges
 | ||||
| 				// this is different from seams (where we aggregate pairwise) because all wedges collapse onto the same target
 | ||||
| 				if (vertex_kind[i0] == Kind_Complex) | ||||
| 					for (unsigned int v = wedge[i0]; v != i0; v = wedge[v]) | ||||
| 						ei += quadricError(attribute_quadrics[v], &attribute_gradients[v * attribute_count], attribute_count, vertex_positions[i1], &vertex_attributes[i1 * attribute_count]); | ||||
| 
 | ||||
| 				if (vertex_kind[i1] == Kind_Complex && bidi) | ||||
| 					for (unsigned int v = wedge[i1]; v != i1; v = wedge[v]) | ||||
| 						ej += quadricError(attribute_quadrics[v], &attribute_gradients[v * attribute_count], attribute_count, vertex_positions[i0], &vertex_attributes[i0 * attribute_count]); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		// pick edge direction with minimal error
 | ||||
| 		c.v0 = ei <= ej ? i0 : j0; | ||||
| 		c.v1 = ei <= ej ? i1 : j1; | ||||
| 		c.error = ei <= ej ? ei : ej; | ||||
| 		// pick edge direction with minimal error (branchless)
 | ||||
| 		bool rev = bidi & (ej < ei); | ||||
| 
 | ||||
| 		c.v0 = rev ? i1 : i0; | ||||
| 		c.v1 = rev ? i0 : i1; | ||||
| 		c.error = ej < ei ? ej : ei; | ||||
| 
 | ||||
| #if TRACE >= 3 | ||||
| 		if (i0 == j0) // c.bidi has been overwritten
 | ||||
| 			printf("edge eval %d -> %d: error %f (pos %f, attr %f)\n", c.v0, c.v1, | ||||
| 			    sqrtf(c.error), sqrtf(ei <= ej ? di : dj), sqrtf(ei <= ej ? ei - di : ej - dj)); | ||||
| 		if (bidi) | ||||
| 			printf("edge eval %d -> %d: error %f (pos %f, attr %f); reverse %f (pos %f, attr %f)\n", | ||||
| 			    rev ? i1 : i0, rev ? i0 : i1, | ||||
| 			    sqrtf(rev ? ej : ei), sqrtf(rev ? dj : di), sqrtf(rev ? ej - dj : ei - di), | ||||
| 			    sqrtf(rev ? ei : ej), sqrtf(rev ? di : dj), sqrtf(rev ? ei - di : ej - dj)); | ||||
| 		else | ||||
| 			printf("edge eval %d -> %d: error %f (pos %f, attr %f); reverse %f (pos %f, attr %f)\n", c.v0, c.v1, | ||||
| 			    sqrtf(ei <= ej ? ei : ej), sqrtf(ei <= ej ? di : dj), sqrtf(ei <= ej ? ei - di : ej - dj), | ||||
| 			    sqrtf(ei <= ej ? ej : ei), sqrtf(ei <= ej ? dj : di), sqrtf(ei <= ej ? ej - dj : ei - di)); | ||||
| 			printf("edge eval %d -> %d: error %f (pos %f, attr %f)\n", i0, i1, sqrtf(c.error), sqrtf(di), sqrtf(ei - di)); | ||||
| #endif | ||||
| 	} | ||||
| } | ||||
|  | @ -1243,7 +1551,7 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* | |||
| 			// for seam collapses we need to move the seam pair together; this is a bit tricky since we need to rely on edge loops as target vertex may be locked (and thus have more than two wedges)
 | ||||
| 			unsigned int s0 = wedge[i0]; | ||||
| 			unsigned int s1 = loop[i0] == i1 ? loopback[s0] : loop[s0]; | ||||
| 			assert(s0 != i0 && wedge[s0] == i0); | ||||
| 			assert(wedge[s0] == i0); // s0 may be equal to i0 for half-seams
 | ||||
| 			assert(s1 != ~0u && remap[s1] == r1); | ||||
| 
 | ||||
| 			// additional asserts to verify that the seam pair is consistent
 | ||||
|  | @ -1289,7 +1597,7 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* | |||
| 	return edge_collapses; | ||||
| } | ||||
| 
 | ||||
| static void updateQuadrics(const unsigned int* collapse_remap, size_t vertex_count, Quadric* vertex_quadrics, Quadric* attribute_quadrics, QuadricGrad* attribute_gradients, size_t attribute_count, const Vector3* vertex_positions, const unsigned int* remap, float& vertex_error) | ||||
| static void updateQuadrics(const unsigned int* collapse_remap, size_t vertex_count, Quadric* vertex_quadrics, QuadricGrad* volume_gradients, Quadric* attribute_quadrics, QuadricGrad* attribute_gradients, size_t attribute_count, const Vector3* vertex_positions, const unsigned int* remap, float& vertex_error) | ||||
| { | ||||
| 	for (size_t i = 0; i < vertex_count; ++i) | ||||
| 	{ | ||||
|  | @ -1304,8 +1612,13 @@ static void updateQuadrics(const unsigned int* collapse_remap, size_t vertex_cou | |||
| 
 | ||||
| 		// ensure we only update vertex_quadrics once: primary vertex must be moved if any wedge is moved
 | ||||
| 		if (i0 == r0) | ||||
| 		{ | ||||
| 			quadricAdd(vertex_quadrics[r1], vertex_quadrics[r0]); | ||||
| 
 | ||||
| 			if (volume_gradients) | ||||
| 				quadricAdd(volume_gradients[r1], volume_gradients[r0]); | ||||
| 		} | ||||
| 
 | ||||
| 		if (attribute_count) | ||||
| 		{ | ||||
| 			quadricAdd(attribute_quadrics[i1], attribute_quadrics[i0]); | ||||
|  | @ -1321,7 +1634,116 @@ static void updateQuadrics(const unsigned int* collapse_remap, size_t vertex_cou | |||
| 	} | ||||
| } | ||||
| 
 | ||||
| static size_t remapIndexBuffer(unsigned int* indices, size_t index_count, const unsigned int* collapse_remap) | ||||
| static void solveQuadrics(Vector3* vertex_positions, float* vertex_attributes, size_t vertex_count, const Quadric* vertex_quadrics, const QuadricGrad* volume_gradients, const Quadric* attribute_quadrics, const QuadricGrad* attribute_gradients, size_t attribute_count, const unsigned int* remap, const unsigned int* wedge, const EdgeAdjacency& adjacency, const unsigned char* vertex_kind, const unsigned char* vertex_update) | ||||
| { | ||||
| #if TRACE | ||||
| 	size_t stats[5] = {}; | ||||
| #endif | ||||
| 
 | ||||
| 	for (size_t i = 0; i < vertex_count; ++i) | ||||
| 	{ | ||||
| 		if (!vertex_update[i]) | ||||
| 			continue; | ||||
| 
 | ||||
| 		// moving externally locked vertices is prohibited
 | ||||
| 		// moving vertices on an attribute discontinuity may result in extrapolating UV outside of the chart bounds
 | ||||
| 		// moving vertices on a border requires a stronger edge quadric to preserve the border geometry
 | ||||
| 		if (vertex_kind[i] == Kind_Locked || vertex_kind[i] == Kind_Seam || vertex_kind[i] == Kind_Border) | ||||
| 			continue; | ||||
| 
 | ||||
| 		if (remap[i] != i) | ||||
| 		{ | ||||
| 			vertex_positions[i] = vertex_positions[remap[i]]; | ||||
| 			continue; | ||||
| 		} | ||||
| 
 | ||||
| 		TRACESTATS(0); | ||||
| 
 | ||||
| 		const Vector3& vp = vertex_positions[i]; | ||||
| 
 | ||||
| 		Quadric Q = vertex_quadrics[i]; | ||||
| 		QuadricGrad GV = {}; | ||||
| 
 | ||||
| 		// add a point quadric for regularization to stabilize the solution
 | ||||
| 		Quadric R; | ||||
| 		quadricFromPoint(R, vp.x, vp.y, vp.z, Q.w * 1e-4f); | ||||
| 		quadricAdd(Q, R); | ||||
| 
 | ||||
| 		if (attribute_count) | ||||
| 		{ | ||||
| 			// optimal point simultaneously minimizes attribute quadrics for all wedges
 | ||||
| 			unsigned int v = unsigned(i); | ||||
| 			do | ||||
| 			{ | ||||
| 				quadricReduceAttributes(Q, attribute_quadrics[v], &attribute_gradients[v * attribute_count], attribute_count); | ||||
| 				v = wedge[v]; | ||||
| 			} while (v != i); | ||||
| 
 | ||||
| 			// minimizing attribute quadrics results in volume loss so we incorporate volume gradient as a constraint
 | ||||
| 			if (volume_gradients) | ||||
| 				GV = volume_gradients[i]; | ||||
| 		} | ||||
| 
 | ||||
| 		Vector3 p; | ||||
| 		if (!quadricSolve(p, Q, GV)) | ||||
| 		{ | ||||
| 			TRACESTATS(2); | ||||
| 			continue; | ||||
| 		} | ||||
| 
 | ||||
| 		// reject updates that move the vertex too far from its neighborhood
 | ||||
| 		// this detects and fixes most cases when the quadric is not well-defined
 | ||||
| 		float nr = getNeighborhoodRadius(adjacency, vertex_positions, unsigned(i)); | ||||
| 		float dp = (p.x - vp.x) * (p.x - vp.x) + (p.y - vp.y) * (p.y - vp.y) + (p.z - vp.z) * (p.z - vp.z); | ||||
| 
 | ||||
| 		if (dp > nr * nr) | ||||
| 		{ | ||||
| 			TRACESTATS(3); | ||||
| 			continue; | ||||
| 		} | ||||
| 
 | ||||
| 		// reject updates that would flip a neighboring triangle, as we do for edge collapse
 | ||||
| 		if (hasTriangleFlips(adjacency, vertex_positions, unsigned(i), p)) | ||||
| 		{ | ||||
| 			TRACESTATS(4); | ||||
| 			continue; | ||||
| 		} | ||||
| 
 | ||||
| 		TRACESTATS(1); | ||||
| 		vertex_positions[i] = p; | ||||
| 	} | ||||
| 
 | ||||
| #if TRACE | ||||
| 	printf("updated %d/%d positions; failed solve %d bounds %d flip %d\n", int(stats[1]), int(stats[0]), int(stats[2]), int(stats[3]), int(stats[4])); | ||||
| #endif | ||||
| 
 | ||||
| 	if (attribute_count == 0) | ||||
| 		return; | ||||
| 
 | ||||
| 	for (size_t i = 0; i < vertex_count; ++i) | ||||
| 	{ | ||||
| 		if (!vertex_update[i]) | ||||
| 			continue; | ||||
| 
 | ||||
| 		// updating externally locked vertices is prohibited
 | ||||
| 		if (vertex_kind[i] == Kind_Locked) | ||||
| 			continue; | ||||
| 
 | ||||
| 		const Vector3& p = vertex_positions[remap[i]]; | ||||
| 		const Quadric& A = attribute_quadrics[i]; | ||||
| 
 | ||||
| 		float iw = A.w == 0 ? 0.f : 1.f / A.w; | ||||
| 
 | ||||
| 		for (size_t k = 0; k < attribute_count; ++k) | ||||
| 		{ | ||||
| 			const QuadricGrad& G = attribute_gradients[i * attribute_count + k]; | ||||
| 
 | ||||
| 			vertex_attributes[i * attribute_count + k] = (G.gx * p.x + G.gy * p.y + G.gz * p.z + G.gw) * iw; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| static size_t remapIndexBuffer(unsigned int* indices, size_t index_count, const unsigned int* collapse_remap, const unsigned int* remap) | ||||
| { | ||||
| 	size_t write = 0; | ||||
| 
 | ||||
|  | @ -1336,7 +1758,14 @@ static size_t remapIndexBuffer(unsigned int* indices, size_t index_count, const | |||
| 		assert(collapse_remap[v1] == v1); | ||||
| 		assert(collapse_remap[v2] == v2); | ||||
| 
 | ||||
| 		if (v0 != v1 && v0 != v2 && v1 != v2) | ||||
| 		// collapse zero area triangles even if they are not topologically degenerate
 | ||||
| 		// this is required to cleanup manifold->seam collapses when a vertex is collapsed onto a seam pair
 | ||||
| 		// as well as complex collapses and some other cases where cross wedge collapses are performed
 | ||||
| 		unsigned int r0 = remap[v0]; | ||||
| 		unsigned int r1 = remap[v1]; | ||||
| 		unsigned int r2 = remap[v2]; | ||||
| 
 | ||||
| 		if (r0 != r1 && r0 != r2 && r1 != r2) | ||||
| 		{ | ||||
| 			indices[write + 0] = v0; | ||||
| 			indices[write + 1] = v1; | ||||
|  | @ -1494,18 +1923,24 @@ static void measureComponents(float* component_errors, size_t component_count, c | |||
| 
 | ||||
| static size_t pruneComponents(unsigned int* indices, size_t index_count, const unsigned int* components, const float* component_errors, size_t component_count, float error_cutoff, float& nexterror) | ||||
| { | ||||
| 	(void)component_count; | ||||
| 
 | ||||
| 	size_t write = 0; | ||||
| 	float min_error = FLT_MAX; | ||||
| 
 | ||||
| 	for (size_t i = 0; i < index_count; i += 3) | ||||
| 	{ | ||||
| 		unsigned int c = components[indices[i]]; | ||||
| 		assert(c == components[indices[i + 1]] && c == components[indices[i + 2]]); | ||||
| 		unsigned int v0 = indices[i + 0], v1 = indices[i + 1], v2 = indices[i + 2]; | ||||
| 		unsigned int c = components[v0]; | ||||
| 		assert(c == components[v1] && c == components[v2]); | ||||
| 
 | ||||
| 		if (component_errors[c] > error_cutoff) | ||||
| 		{ | ||||
| 			indices[write + 0] = indices[i + 0]; | ||||
| 			indices[write + 1] = indices[i + 1]; | ||||
| 			indices[write + 2] = indices[i + 2]; | ||||
| 			min_error = min_error > component_errors[c] ? component_errors[c] : min_error; | ||||
| 
 | ||||
| 			indices[write + 0] = v0; | ||||
| 			indices[write + 1] = v1; | ||||
| 			indices[write + 2] = v2; | ||||
| 			write += 3; | ||||
| 		} | ||||
| 	} | ||||
|  | @ -1515,15 +1950,11 @@ static size_t pruneComponents(unsigned int* indices, size_t index_count, const u | |||
| 	for (size_t i = 0; i < component_count; ++i) | ||||
| 		pruned_components += (component_errors[i] >= nexterror && component_errors[i] <= error_cutoff); | ||||
| 
 | ||||
| 	printf("pruned %d triangles in %d components (goal %e)\n", int((index_count - write) / 3), int(pruned_components), sqrtf(error_cutoff)); | ||||
| 	printf("pruned %d triangles in %d components (goal %e); next %e\n", int((index_count - write) / 3), int(pruned_components), sqrtf(error_cutoff), min_error < FLT_MAX ? sqrtf(min_error) : min_error * 2); | ||||
| #endif | ||||
| 
 | ||||
| 	// update next error with the smallest error of the remaining components for future pruning
 | ||||
| 	nexterror = FLT_MAX; | ||||
| 	for (size_t i = 0; i < component_count; ++i) | ||||
| 		if (component_errors[i] > error_cutoff) | ||||
| 			nexterror = nexterror > component_errors[i] ? component_errors[i] : nexterror; | ||||
| 
 | ||||
| 	// update next error with the smallest error of the remaining components
 | ||||
| 	nexterror = min_error; | ||||
| 	return write; | ||||
| } | ||||
| 
 | ||||
|  | @ -1588,7 +2019,7 @@ struct TriangleHasher | |||
| 	} | ||||
| }; | ||||
| 
 | ||||
| static void computeVertexIds(unsigned int* vertex_ids, const Vector3* vertex_positions, size_t vertex_count, int grid_size) | ||||
| static void computeVertexIds(unsigned int* vertex_ids, const Vector3* vertex_positions, const unsigned char* vertex_lock, size_t vertex_count, int grid_size) | ||||
| { | ||||
| 	assert(grid_size >= 1 && grid_size <= 1024); | ||||
| 	float cell_scale = float(grid_size - 1); | ||||
|  | @ -1601,7 +2032,10 @@ static void computeVertexIds(unsigned int* vertex_ids, const Vector3* vertex_pos | |||
| 		int yi = int(v.y * cell_scale + 0.5f); | ||||
| 		int zi = int(v.z * cell_scale + 0.5f); | ||||
| 
 | ||||
| 		vertex_ids[i] = (xi << 20) | (yi << 10) | zi; | ||||
| 		if (vertex_lock && (vertex_lock[i] & meshopt_SimplifyVertex_Lock)) | ||||
| 			vertex_ids[i] = (1 << 30) | unsigned(i); | ||||
| 		else | ||||
| 			vertex_ids[i] = (xi << 20) | (yi << 10) | zi; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
|  | @ -1835,9 +2269,10 @@ static float interpolate(float y, float x0, float y0, float x1, float y1, float | |||
| 
 | ||||
| } // namespace meshopt
 | ||||
| 
 | ||||
| // Note: this is only exposed for debug visualization purposes; do *not* use
 | ||||
| // Note: this is only exposed for development purposes; do *not* use
 | ||||
| enum | ||||
| { | ||||
| 	meshopt_SimplifyInternalSolve = 1 << 29, | ||||
| 	meshopt_SimplifyInternalDebug = 1 << 30 | ||||
| }; | ||||
| 
 | ||||
|  | @ -1850,7 +2285,7 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 	assert(vertex_positions_stride % sizeof(float) == 0); | ||||
| 	assert(target_index_count <= index_count); | ||||
| 	assert(target_error >= 0); | ||||
| 	assert((options & ~(meshopt_SimplifyLockBorder | meshopt_SimplifySparse | meshopt_SimplifyErrorAbsolute | meshopt_SimplifyPrune | meshopt_SimplifyInternalDebug)) == 0); | ||||
| 	assert((options & ~(meshopt_SimplifyLockBorder | meshopt_SimplifySparse | meshopt_SimplifyErrorAbsolute | meshopt_SimplifyPrune | meshopt_SimplifyRegularize | meshopt_SimplifyPermissive | meshopt_SimplifyInternalSolve | meshopt_SimplifyInternalDebug)) == 0); | ||||
| 	assert(vertex_attributes_stride >= attribute_count * sizeof(float) && vertex_attributes_stride <= 256); | ||||
| 	assert(vertex_attributes_stride % sizeof(float) == 0); | ||||
| 	assert(attribute_count <= kMaxAttributes); | ||||
|  | @ -1902,14 +2337,14 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| #endif | ||||
| 
 | ||||
| 	Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count); | ||||
| 	float vertex_scale = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride, sparse_remap); | ||||
| 	float vertex_offset[3] = {}; | ||||
| 	float vertex_scale = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride, sparse_remap, vertex_offset); | ||||
| 
 | ||||
| 	float* vertex_attributes = NULL; | ||||
| 	unsigned int attribute_remap[kMaxAttributes]; | ||||
| 
 | ||||
| 	if (attribute_count) | ||||
| 	{ | ||||
| 		unsigned int attribute_remap[kMaxAttributes]; | ||||
| 
 | ||||
| 		// remap attributes to only include ones with weight > 0 to minimize memory/compute overhead for quadrics
 | ||||
| 		size_t attributes_used = 0; | ||||
| 		for (size_t i = 0; i < attribute_count; ++i) | ||||
|  | @ -1926,6 +2361,7 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 
 | ||||
| 	Quadric* attribute_quadrics = NULL; | ||||
| 	QuadricGrad* attribute_gradients = NULL; | ||||
| 	QuadricGrad* volume_gradients = NULL; | ||||
| 
 | ||||
| 	if (attribute_count) | ||||
| 	{ | ||||
|  | @ -1934,9 +2370,16 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 
 | ||||
| 		attribute_gradients = allocator.allocate<QuadricGrad>(vertex_count * attribute_count); | ||||
| 		memset(attribute_gradients, 0, vertex_count * attribute_count * sizeof(QuadricGrad)); | ||||
| 
 | ||||
| 		if (options & meshopt_SimplifyInternalSolve) | ||||
| 		{ | ||||
| 			volume_gradients = allocator.allocate<QuadricGrad>(vertex_count); | ||||
| 			memset(volume_gradients, 0, vertex_count * sizeof(QuadricGrad)); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	fillFaceQuadrics(vertex_quadrics, result, index_count, vertex_positions, remap); | ||||
| 	fillFaceQuadrics(vertex_quadrics, volume_gradients, result, index_count, vertex_positions, remap); | ||||
| 	fillVertexQuadrics(vertex_quadrics, vertex_positions, vertex_count, remap, options); | ||||
| 	fillEdgeQuadrics(vertex_quadrics, result, index_count, vertex_positions, remap, vertex_kind, loop, loopback); | ||||
| 
 | ||||
| 	if (attribute_count) | ||||
|  | @ -2016,23 +2459,26 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 		if (collapses == 0) | ||||
| 			break; | ||||
| 
 | ||||
| 		updateQuadrics(collapse_remap, vertex_count, vertex_quadrics, attribute_quadrics, attribute_gradients, attribute_count, vertex_positions, remap, vertex_error); | ||||
| 		updateQuadrics(collapse_remap, vertex_count, vertex_quadrics, volume_gradients, attribute_quadrics, attribute_gradients, attribute_count, vertex_positions, remap, vertex_error); | ||||
| 
 | ||||
| 		// updateQuadrics will update vertex error if we use attributes, but if we don't then result_error and vertex_error are equivalent
 | ||||
| 		vertex_error = attribute_count == 0 ? result_error : vertex_error; | ||||
| 
 | ||||
| 		// note: we update loops following edge collapses, but after this we might still have stale loop data
 | ||||
| 		// this can happen when a triangle with a loop edge gets collapsed along a non-loop edge
 | ||||
| 		// that works since a loop that points to a vertex that is no longer connected is not affecting collapse logic
 | ||||
| 		remapEdgeLoops(loop, vertex_count, collapse_remap); | ||||
| 		remapEdgeLoops(loopback, vertex_count, collapse_remap); | ||||
| 
 | ||||
| 		size_t new_count = remapIndexBuffer(result, result_count, collapse_remap); | ||||
| 		assert(new_count < result_count); | ||||
| 
 | ||||
| 		result_count = new_count; | ||||
| 		result_count = remapIndexBuffer(result, result_count, collapse_remap, remap); | ||||
| 
 | ||||
| 		if ((options & meshopt_SimplifyPrune) && result_count > target_index_count && component_nexterror <= vertex_error) | ||||
| 			result_count = pruneComponents(result, result_count, components, component_errors, component_count, vertex_error, component_nexterror); | ||||
| 	} | ||||
| 
 | ||||
| 	// at this point, component_nexterror might be stale: component it references may have been removed through a series of edge collapses
 | ||||
| 	bool component_nextstale = true; | ||||
| 
 | ||||
| 	// we're done with the regular simplification but we're still short of the target; try pruning more aggressively towards error_limit
 | ||||
| 	while ((options & meshopt_SimplifyPrune) && result_count > target_index_count && component_nexterror <= error_limit) | ||||
| 	{ | ||||
|  | @ -2049,18 +2495,42 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 				component_maxerror = component_errors[i]; | ||||
| 
 | ||||
| 		size_t new_count = pruneComponents(result, result_count, components, component_errors, component_count, component_cutoff, component_nexterror); | ||||
| 		if (new_count == result_count) | ||||
| 		if (new_count == result_count && !component_nextstale) | ||||
| 			break; | ||||
| 
 | ||||
| 		component_nextstale = false; // pruneComponents guarantees next error is up to date
 | ||||
| 		result_count = new_count; | ||||
| 		result_error = result_error < component_maxerror ? component_maxerror : result_error; | ||||
| 		vertex_error = vertex_error < component_maxerror ? component_maxerror : vertex_error; | ||||
| 	} | ||||
| 
 | ||||
| #if TRACE | ||||
| 	printf("result: %d triangles, error: %e; total %d passes\n", int(result_count / 3), sqrtf(result_error), int(pass_count)); | ||||
| 	printf("result: %d triangles, error: %e (pos %.3e); total %d passes\n", int(result_count / 3), sqrtf(result_error), sqrtf(vertex_error), int(pass_count)); | ||||
| #endif | ||||
| 
 | ||||
| 	// if solve is requested, update input buffers destructively from internal data
 | ||||
| 	if (options & meshopt_SimplifyInternalSolve) | ||||
| 	{ | ||||
| 		unsigned char* vertex_update = collapse_locked; // reuse as scratch space
 | ||||
| 		memset(vertex_update, 0, vertex_count); | ||||
| 
 | ||||
| 		// limit quadric solve to vertices that are still used in the result
 | ||||
| 		for (size_t i = 0; i < result_count; ++i) | ||||
| 		{ | ||||
| 			unsigned int v = result[i]; | ||||
| 
 | ||||
| 			// recomputing externally locked vertices may result in floating point drift
 | ||||
| 			vertex_update[v] = vertex_kind[v] != Kind_Locked; | ||||
| 		} | ||||
| 
 | ||||
| 		// edge adjacency may be stale as we haven't updated it after last series of edge collapses
 | ||||
| 		updateEdgeAdjacency(adjacency, result, result_count, vertex_count, remap); | ||||
| 
 | ||||
| 		solveQuadrics(vertex_positions, vertex_attributes, vertex_count, vertex_quadrics, volume_gradients, attribute_quadrics, attribute_gradients, attribute_count, remap, wedge, adjacency, vertex_kind, vertex_update); | ||||
| 
 | ||||
| 		finalizeVertices(const_cast<float*>(vertex_positions_data), vertex_positions_stride, const_cast<float*>(vertex_attributes_data), vertex_attributes_stride, attribute_weights, attribute_count, vertex_count, vertex_positions, vertex_attributes, sparse_remap, attribute_remap, vertex_scale, vertex_offset, vertex_update); | ||||
| 	} | ||||
| 
 | ||||
| 	// if debug visualization data is requested, fill it instead of index data; for simplicity, this doesn't work with sparsity
 | ||||
| 	if ((options & meshopt_SimplifyInternalDebug) && !sparse_remap) | ||||
| 	{ | ||||
|  | @ -2090,15 +2560,24 @@ size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indic | |||
| 
 | ||||
| size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options, float* out_result_error) | ||||
| { | ||||
| 	assert((options & meshopt_SimplifyInternalSolve) == 0); // use meshopt_simplifyWithUpdate instead
 | ||||
| 
 | ||||
| 	return meshopt_simplifyEdge(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, NULL, 0, NULL, 0, NULL, target_index_count, target_error, options, out_result_error); | ||||
| } | ||||
| 
 | ||||
| size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes_data, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, const unsigned char* vertex_lock, size_t target_index_count, float target_error, unsigned int options, float* out_result_error) | ||||
| { | ||||
| 	assert((options & meshopt_SimplifyInternalSolve) == 0); // use meshopt_simplifyWithUpdate instead
 | ||||
| 
 | ||||
| 	return meshopt_simplifyEdge(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, vertex_attributes_data, vertex_attributes_stride, attribute_weights, attribute_count, vertex_lock, target_index_count, target_error, options, out_result_error); | ||||
| } | ||||
| 
 | ||||
| size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* out_result_error) | ||||
| size_t meshopt_simplifyWithUpdate(unsigned int* indices, size_t index_count, float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, float* vertex_attributes_data, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, const unsigned char* vertex_lock, size_t target_index_count, float target_error, unsigned int options, float* out_result_error) | ||||
| { | ||||
| 	return meshopt_simplifyEdge(indices, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, vertex_attributes_data, vertex_attributes_stride, attribute_weights, attribute_count, vertex_lock, target_index_count, target_error, options | meshopt_SimplifyInternalSolve, out_result_error); | ||||
| } | ||||
| 
 | ||||
| size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const unsigned char* vertex_lock, size_t target_index_count, float target_error, float* out_result_error) | ||||
| { | ||||
| 	using namespace meshopt; | ||||
| 
 | ||||
|  | @ -2126,15 +2605,15 @@ size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* ind | |||
| 	const int kInterpolationPasses = 5; | ||||
| 
 | ||||
| 	// invariant: # of triangles in min_grid <= target_count
 | ||||
| 	int min_grid = int(1.f / (target_error < 1e-3f ? 1e-3f : target_error)); | ||||
| 	int min_grid = int(1.f / (target_error < 1e-3f ? 1e-3f : (target_error < 1.f ? target_error : 1.f))); | ||||
| 	int max_grid = 1025; | ||||
| 	size_t min_triangles = 0; | ||||
| 	size_t max_triangles = index_count / 3; | ||||
| 
 | ||||
| 	// when we're error-limited, we compute the triangle count for the min. size; this accelerates convergence and provides the correct answer when we can't use a larger grid
 | ||||
| 	if (min_grid > 1) | ||||
| 	if (min_grid > 1 || vertex_lock) | ||||
| 	{ | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, vertex_count, min_grid); | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, vertex_lock, vertex_count, min_grid); | ||||
| 		min_triangles = countTriangles(vertex_ids, indices, index_count); | ||||
| 	} | ||||
| 
 | ||||
|  | @ -2150,7 +2629,7 @@ size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* ind | |||
| 		int grid_size = next_grid_size; | ||||
| 		grid_size = (grid_size <= min_grid) ? min_grid + 1 : (grid_size >= max_grid ? max_grid - 1 : grid_size); | ||||
| 
 | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, vertex_count, grid_size); | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, vertex_lock, vertex_count, grid_size); | ||||
| 		size_t triangles = countTriangles(vertex_ids, indices, index_count); | ||||
| 
 | ||||
| #if TRACE | ||||
|  | @ -2192,7 +2671,7 @@ size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* ind | |||
| 
 | ||||
| 	unsigned int* vertex_cells = allocator.allocate<unsigned int>(vertex_count); | ||||
| 
 | ||||
| 	computeVertexIds(vertex_ids, vertex_positions, vertex_count, min_grid); | ||||
| 	computeVertexIds(vertex_ids, vertex_positions, vertex_lock, vertex_count, min_grid); | ||||
| 	size_t cell_count = fillVertexCells(table, table_size, vertex_cells, vertex_ids, vertex_count); | ||||
| 
 | ||||
| 	// build a quadric for each target cell
 | ||||
|  | @ -2213,15 +2692,15 @@ size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* ind | |||
| 	for (size_t i = 0; i < cell_count; ++i) | ||||
| 		result_error = result_error < cell_errors[i] ? cell_errors[i] : result_error; | ||||
| 
 | ||||
| 	// collapse triangles!
 | ||||
| 	// note that we need to filter out triangles that we've already output because we very frequently generate redundant triangles between cells :(
 | ||||
| 	// vertex collapses often result in duplicate triangles; we need a table to filter them out
 | ||||
| 	size_t tritable_size = hashBuckets2(min_triangles); | ||||
| 	unsigned int* tritable = allocator.allocate<unsigned int>(tritable_size); | ||||
| 
 | ||||
| 	// note: this is the first and last write to destination, which allows aliasing destination with indices
 | ||||
| 	size_t write = filterTriangles(destination, tritable, tritable_size, indices, index_count, vertex_cells, cell_remap); | ||||
| 
 | ||||
| #if TRACE | ||||
| 	printf("result: %d cells, %d triangles (%d unfiltered), error %e\n", int(cell_count), int(write / 3), int(min_triangles), sqrtf(result_error)); | ||||
| 	printf("result: grid size %d, %d cells, %d triangles (%d unfiltered), error %e\n", min_grid, int(cell_count), int(write / 3), int(min_triangles), sqrtf(result_error)); | ||||
| #endif | ||||
| 
 | ||||
| 	if (out_result_error) | ||||
|  | @ -2316,7 +2795,7 @@ size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_pos | |||
| 		int grid_size = next_grid_size; | ||||
| 		grid_size = (grid_size <= min_grid) ? min_grid + 1 : (grid_size >= max_grid ? max_grid - 1 : grid_size); | ||||
| 
 | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, vertex_count, grid_size); | ||||
| 		computeVertexIds(vertex_ids, vertex_positions, NULL, vertex_count, grid_size); | ||||
| 		size_t vertices = countVertexCells(table, table_size, vertex_ids, vertex_count); | ||||
| 
 | ||||
| #if TRACE | ||||
|  | @ -2353,7 +2832,7 @@ size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_pos | |||
| 	// build vertex->cell association by mapping all vertices with the same quantized position to the same cell
 | ||||
| 	unsigned int* vertex_cells = allocator.allocate<unsigned int>(vertex_count); | ||||
| 
 | ||||
| 	computeVertexIds(vertex_ids, vertex_positions, vertex_count, min_grid); | ||||
| 	computeVertexIds(vertex_ids, vertex_positions, NULL, vertex_count, min_grid); | ||||
| 	size_t cell_count = fillVertexCells(table, table_size, vertex_cells, vertex_ids, vertex_count); | ||||
| 
 | ||||
| 	// accumulate points into a reservoir for each target cell
 | ||||
|  |  | |||
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	 Arseny Kapoulkine
						Arseny Kapoulkine