godot/thirdparty/meshoptimizer/simplifier.cpp

1850 lines
57 KiB
C++

// 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
#define ATTRIBUTES 3
// 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;
#if ATTRIBUTES
float a[ATTRIBUTES];
#endif
};
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;
#if ATTRIBUTES
float gx[ATTRIBUTES];
float gy[ATTRIBUTES];
float gz[ATTRIBUTES];
float gw[ATTRIBUTES];
#endif
};
struct Collapse
{
unsigned int v0;
unsigned int v1;
union
{
unsigned int bidi;
float error;
unsigned int errorui;
};
float distance_error;
};
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;
#if ATTRIBUTES
for (int k = 0; k < ATTRIBUTES; ++k)
{
Q.gx[k] += R.gx[k];
Q.gy[k] += R.gy[k];
Q.gz[k] += R.gz[k];
Q.gw[k] += R.gw[k];
}
#endif
}
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;
#if ATTRIBUTES
// see quadricUpdateAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
for (int k = 0; k < ATTRIBUTES; ++k)
{
float a = v.a[k];
r += a * a * Q.w;
r -= 2 * a * (v.x * Q.gx[k] + v.y * Q.gy[k] + v.z * Q.gz[k] + Q.gw[k]);
}
#endif
float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
return fabsf(r) * s;
}
static float quadricErrorNoAttributes(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;
#if ATTRIBUTES
memset(Q.gx, 0, sizeof(Q.gx));
memset(Q.gy, 0, sizeof(Q.gy));
memset(Q.gz, 0, sizeof(Q.gz));
memset(Q.gw, 0, sizeof(Q.gw));
#endif
}
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);
}
#if ATTRIBUTES
static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float w)
{
// for each attribute we want to encode the following function into the quadric:
// (eval(pos) - attr)^2
// where eval(pos) interpolates attribute across the triangle like so:
// eval(pos) = pos.x * gx + pos.y * gy + pos.z * gz + gw
// where gx/gy/gz/gw are gradients
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};
// we compute gradients using barycentric coordinates; barycentric coordinates can be computed as follows:
// v = (d11 * d20 - d01 * d21) / denom
// w = (d00 * d21 - d01 * d20) / denom
// u = 1 - v - w
// here v0, v1 are triangle edge vectors, v2 is a vector from point to triangle corner, and dij = dot(vi, vj)
const Vector3& v0 = p10;
const Vector3& v1 = p20;
float d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z;
float d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
float d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
float denom = d00 * d11 - d01 * d01;
float denomr = denom == 0 ? 0.f : 1.f / denom;
// precompute gradient factors
// these are derived by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w and factoring out common factors that are shared between attributes
float gx1 = (d11 * v0.x - d01 * v1.x) * denomr;
float gx2 = (d00 * v1.x - d01 * v0.x) * denomr;
float gy1 = (d11 * v0.y - d01 * v1.y) * denomr;
float gy2 = (d00 * v1.y - d01 * v0.y) * denomr;
float gz1 = (d11 * v0.z - d01 * v1.z) * denomr;
float gz2 = (d00 * v1.z - d01 * v0.z) * denomr;
for (int k = 0; k < ATTRIBUTES; ++k)
{
float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
// compute gradient of eval(pos) for x/y/z/w
// the formulas below are obtained by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w
float gx = gx1 * (a1 - a0) + gx2 * (a2 - a0);
float gy = gy1 * (a1 - a0) + gy2 * (a2 - a0);
float gz = gz1 * (a1 - a0) + gz2 * (a2 - a0);
float gw = a0 - p0.x * gx - p0.y * gy - p0.z * gz;
// quadric encodes (eval(pos)-attr)^2; this means that the resulting expansion needs to compute, for example, pos.x * pos.y * K
// since quadrics already encode factors for pos.x * pos.y, we can accumulate almost everything in basic quadric fields
Q.a00 += w * (gx * gx);
Q.a11 += w * (gy * gy);
Q.a22 += w * (gz * gz);
Q.a10 += w * (gy * gx);
Q.a20 += w * (gz * gx);
Q.a21 += w * (gz * gy);
Q.b0 += w * (gx * gw);
Q.b1 += w * (gy * gw);
Q.b2 += w * (gz * gw);
Q.c += w * (gw * gw);
// the only remaining sum components are ones that depend on attr; these will be addded during error evaluation, see quadricError
Q.gx[k] = w * gx;
Q.gy[k] = w * gy;
Q.gz[k] = w * gz;
Q.gw[k] = w * gw;
#if TRACE > 2
printf("attr%d: %e %e %e\n",
k,
(gx * p0.x + gy * p0.y + gz * p0.z + gw - a0),
(gx * p1.x + gy * p1.y + gz * p1.z + gw - a1),
(gx * p2.x + gy * p2.y + gz * p2.z + gw - a2)
);
#endif
}
}
#endif
static void fillFaceQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib_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_no_attrib_quadrics[remap[i0]], Q);
quadricAdd(vertex_no_attrib_quadrics[remap[i1]], Q);
quadricAdd(vertex_no_attrib_quadrics[remap[i2]], Q);
#if ATTRIBUTES
quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
#endif
quadricAdd(vertex_quadrics[remap[i0]], Q);
quadricAdd(vertex_quadrics[remap[i1]], Q);
quadricAdd(vertex_quadrics[remap[i2]], Q);
}
}
static void fillEdgeQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib_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);
quadricAdd(vertex_no_attrib_quadrics[remap[i0]], Q);
quadricAdd(vertex_no_attrib_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 Quadric* vertex_no_attrib_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]);
const Quadric& naqi = vertex_no_attrib_quadrics[remap[i0]];
const Quadric& naqj = vertex_no_attrib_quadrics[remap[j0]];
// pick edge direction with minimal error
c.v0 = ei <= ej ? i0 : j0;
c.v1 = ei <= ej ? i1 : j1;
c.error = ei <= ej ? ei : ej;
c.distance_error = ei <= ej ? quadricErrorNoAttributes(naqi, vertex_positions[i1]) : quadricErrorNoAttributes(naqj, vertex_positions[j1]);
}
}
#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, Quadric* vertex_no_attrib_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]);
quadricAdd(vertex_no_attrib_quadrics[r1], vertex_no_attrib_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.distance_error ? c.distance_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;
}
}
}
struct CellHasher
{
const unsigned int* vertex_ids;
size_t hash(unsigned int i) const
{
unsigned int h = vertex_ids[i];
// MurmurHash2 finalizer
h ^= h >> 13;
h *= 0x5bd1e995;
h ^= h >> 15;
return h;
}
bool equal(unsigned int lhs, unsigned int rhs) const
{
return vertex_ids[lhs] == vertex_ids[rhs];
}
};
struct IdHasher
{
size_t hash(unsigned int id) const
{
unsigned int h = id;
// MurmurHash2 finalizer
h ^= h >> 13;
h *= 0x5bd1e995;
h ^= h >> 15;
return h;
}
bool equal(unsigned int lhs, unsigned int rhs) const
{
return lhs == rhs;
}
};
struct TriangleHasher
{
const unsigned int* indices;
size_t hash(unsigned int i) const
{
const unsigned int* tri = indices + i * 3;
// Optimized Spatial Hashing for Collision Detection of Deformable Objects
return (tri[0] * 73856093) ^ (tri[1] * 19349663) ^ (tri[2] * 83492791);
}
bool equal(unsigned int lhs, unsigned int rhs) const
{
const unsigned int* lt = indices + lhs * 3;
const unsigned int* rt = indices + rhs * 3;
return lt[0] == rt[0] && lt[1] == rt[1] && lt[2] == rt[2];
}
};
static void computeVertexIds(unsigned int* vertex_ids, const Vector3* vertex_positions, size_t vertex_count, int grid_size)
{
assert(grid_size >= 1 && grid_size <= 1024);
float cell_scale = float(grid_size - 1);
for (size_t i = 0; i < vertex_count; ++i)
{
const Vector3& v = vertex_positions[i];
int xi = int(v.x * cell_scale + 0.5f);
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;
}
}
static size_t countTriangles(const unsigned int* vertex_ids, const unsigned int* indices, size_t index_count)
{
size_t result = 0;
for (size_t i = 0; i < index_count; i += 3)
{
unsigned int id0 = vertex_ids[indices[i + 0]];
unsigned int id1 = vertex_ids[indices[i + 1]];
unsigned int id2 = vertex_ids[indices[i + 2]];
result += (id0 != id1) & (id0 != id2) & (id1 != id2);
}
return result;
}
static size_t fillVertexCells(unsigned int* table, size_t table_size, unsigned int* vertex_cells, const unsigned int* vertex_ids, size_t vertex_count)
{
CellHasher hasher = {vertex_ids};
memset(table, -1, table_size * sizeof(unsigned int));
size_t result = 0;
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int* entry = hashLookup2(table, table_size, hasher, unsigned(i), ~0u);
if (*entry == ~0u)
{
*entry = unsigned(i);
vertex_cells[i] = unsigned(result++);
}
else
{
vertex_cells[i] = vertex_cells[*entry];
}
}
return result;
}
static size_t countVertexCells(unsigned int* table, size_t table_size, const unsigned int* vertex_ids, size_t vertex_count)
{
IdHasher hasher;
memset(table, -1, table_size * sizeof(unsigned int));
size_t result = 0;
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int id = vertex_ids[i];
unsigned int* entry = hashLookup2(table, table_size, hasher, id, ~0u);
result += (*entry == ~0u);
*entry = id;
}
return result;
}
static void fillCellQuadrics(Quadric* cell_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* vertex_cells)
{
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];
unsigned int c0 = vertex_cells[i0];
unsigned int c1 = vertex_cells[i1];
unsigned int c2 = vertex_cells[i2];
bool single_cell = (c0 == c1) & (c0 == c2);
Quadric Q;
quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], single_cell ? 3.f : 1.f);
if (single_cell)
{
quadricAdd(cell_quadrics[c0], Q);
}
else
{
quadricAdd(cell_quadrics[c0], Q);
quadricAdd(cell_quadrics[c1], Q);
quadricAdd(cell_quadrics[c2], Q);
}
}
}
static void fillCellQuadrics(Quadric* cell_quadrics, const Vector3* vertex_positions, size_t vertex_count, const unsigned int* vertex_cells)
{
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int c = vertex_cells[i];
const Vector3& v = vertex_positions[i];
Quadric Q;
quadricFromPoint(Q, v.x, v.y, v.z, 1.f);
quadricAdd(cell_quadrics[c], Q);
}
}
static void fillCellRemap(unsigned int* cell_remap, float* cell_errors, size_t cell_count, const unsigned int* vertex_cells, const Quadric* cell_quadrics, const Vector3* vertex_positions, size_t vertex_count)
{
memset(cell_remap, -1, cell_count * sizeof(unsigned int));
for (size_t i = 0; i < vertex_count; ++i)
{
unsigned int cell = vertex_cells[i];
float error = quadricError(cell_quadrics[cell], vertex_positions[i]);
if (cell_remap[cell] == ~0u || cell_errors[cell] > error)
{
cell_remap[cell] = unsigned(i);
cell_errors[cell] = error;
}
}
}
static size_t filterTriangles(unsigned int* destination, unsigned int* tritable, size_t tritable_size, const unsigned int* indices, size_t index_count, const unsigned int* vertex_cells, const unsigned int* cell_remap)
{
TriangleHasher hasher = {destination};
memset(tritable, -1, tritable_size * sizeof(unsigned int));
size_t result = 0;
for (size_t i = 0; i < index_count; i += 3)
{
unsigned int c0 = vertex_cells[indices[i + 0]];
unsigned int c1 = vertex_cells[indices[i + 1]];
unsigned int c2 = vertex_cells[indices[i + 2]];
if (c0 != c1 && c0 != c2 && c1 != c2)
{
unsigned int a = cell_remap[c0];
unsigned int b = cell_remap[c1];
unsigned int c = cell_remap[c2];
if (b < a && b < c)
{
unsigned int t = a;
a = b, b = c, c = t;
}
else if (c < a && c < b)
{
unsigned int t = c;
c = b, b = a, a = t;
}
destination[result * 3 + 0] = a;
destination[result * 3 + 1] = b;
destination[result * 3 + 2] = c;
unsigned int* entry = hashLookup2(tritable, tritable_size, hasher, unsigned(result), ~0u);
if (*entry == ~0u)
*entry = unsigned(result++);
}
}
return result * 3;
}
static float interpolate(float y, float x0, float y0, float x1, float y1, float x2, float y2)
{
// three point interpolation from "revenge of interpolation search" paper
float num = (y1 - y) * (x1 - x2) * (x1 - x0) * (y2 - y0);
float den = (y2 - y) * (x1 - x2) * (y0 - y1) + (y0 - y) * (x1 - x0) * (y1 - y2);
return x1 + num / den;
}
} // namespace meshopt
#ifndef NDEBUG
// Note: this is only exposed for debug visualization purposes; do *not* use these in debug builds
MESHOPTIMIZER_API unsigned char* meshopt_simplifyDebugKind = 0;
MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoop = 0;
MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoopBack = 0;
#endif
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, float* out_result_error)
{
return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, out_result_error, 0, 0, 0);
}
size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
{
using namespace meshopt;
assert(index_count % 3 == 0);
assert(vertex_stride > 0 && vertex_stride <= 256);
assert(vertex_stride % sizeof(float) == 0);
assert(target_index_count <= index_count);
assert(attribute_count <= ATTRIBUTES);
meshopt_Allocator allocator;
unsigned int* result = destination;
// build adjacency information
EdgeAdjacency adjacency = {};
prepareEdgeAdjacency(adjacency, index_count, vertex_count, allocator);
updateEdgeAdjacency(adjacency, indices, index_count, vertex_count, NULL);
// build position remap that maps each vertex to the one with identical position
unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
unsigned int* wedge = allocator.allocate<unsigned int>(vertex_count);
buildPositionRemap(remap, wedge, vertex_data, vertex_count, vertex_stride, allocator);
// classify vertices; vertex kind determines collapse rules, see kCanCollapse
unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
unsigned int* loop = allocator.allocate<unsigned int>(vertex_count);
unsigned int* loopback = allocator.allocate<unsigned int>(vertex_count);
classifyVertices(vertex_kind, loop, loopback, vertex_count, adjacency, remap, wedge);
#if TRACE
size_t unique_positions = 0;
for (size_t i = 0; i < vertex_count; ++i)
unique_positions += remap[i] == i;
printf("position remap: %d vertices => %d positions\n", int(vertex_count), int(unique_positions));
size_t kinds[Kind_Count] = {};
for (size_t i = 0; i < vertex_count; ++i)
kinds[vertex_kind[i]] += remap[i] == i;
printf("kinds: manifold %d, border %d, seam %d, complex %d, locked %d\n",
int(kinds[Kind_Manifold]), int(kinds[Kind_Border]), int(kinds[Kind_Seam]), int(kinds[Kind_Complex]), int(kinds[Kind_Locked]));
#endif
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
rescalePositions(vertex_positions, vertex_data, vertex_count, vertex_stride);
#if ATTRIBUTES
for (size_t i = 0; i < vertex_count; ++i)
{
memset(vertex_positions[i].a, 0, sizeof(vertex_positions[i].a));
for (size_t k = 0; k < attribute_count; ++k)
{
float a = attributes[i * attribute_count + k];
vertex_positions[i].a[k] = a * attribute_weights[k];
}
}
#endif
Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
Quadric* vertex_no_attrib_quadrics = allocator.allocate<Quadric>(vertex_count);
memset(vertex_no_attrib_quadrics, 0, vertex_count * sizeof(Quadric));
fillFaceQuadrics(vertex_quadrics, vertex_no_attrib_quadrics, indices, index_count, vertex_positions, remap);
fillEdgeQuadrics(vertex_quadrics, vertex_no_attrib_quadrics, indices, index_count, vertex_positions, remap, vertex_kind, loop, loopback);
if (result != indices)
memcpy(result, indices, index_count * sizeof(unsigned int));
#if TRACE
size_t pass_count = 0;
#endif
Collapse* edge_collapses = allocator.allocate<Collapse>(index_count);
unsigned int* collapse_order = allocator.allocate<unsigned int>(index_count);
unsigned int* collapse_remap = allocator.allocate<unsigned int>(vertex_count);
unsigned char* collapse_locked = allocator.allocate<unsigned char>(vertex_count);
size_t result_count = index_count;
float result_error = 0;
// target_error input is linear; we need to adjust it to match quadricError units
float error_limit = target_error * target_error;
while (result_count > target_index_count)
{
// note: throughout the simplification process adjacency structure reflects welded topology for result-in-progress
updateEdgeAdjacency(adjacency, result, result_count, vertex_count, remap);
size_t edge_collapse_count = pickEdgeCollapses(edge_collapses, result, result_count, remap, vertex_kind, loop);
// no edges can be collapsed any more due to topology restrictions
if (edge_collapse_count == 0)
break;
rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_quadrics, vertex_no_attrib_quadrics, remap);
#if TRACE > 1
dumpEdgeCollapses(edge_collapses, edge_collapse_count, vertex_kind);
#endif
sortEdgeCollapses(collapse_order, edge_collapses, edge_collapse_count);
size_t triangle_collapse_goal = (result_count - target_index_count) / 3;
for (size_t i = 0; i < vertex_count; ++i)
collapse_remap[i] = unsigned(i);
memset(collapse_locked, 0, vertex_count);
#if TRACE
printf("pass %d: ", int(pass_count++));
#endif
size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, vertex_no_attrib_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, vertex_positions, adjacency, triangle_collapse_goal, error_limit, result_error);
// no edges can be collapsed any more due to hitting the error limit or triangle collapse limit
if (collapses == 0)
break;
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;
}
#if TRACE
printf("result: %d triangles, error: %e; total %d passes\n", int(result_count), sqrtf(result_error), int(pass_count));
#endif
#if TRACE > 1
dumpLockedCollapses(result, result_count, vertex_kind);
#endif
#ifndef NDEBUG
if (meshopt_simplifyDebugKind)
memcpy(meshopt_simplifyDebugKind, vertex_kind, vertex_count);
if (meshopt_simplifyDebugLoop)
memcpy(meshopt_simplifyDebugLoop, loop, vertex_count * sizeof(unsigned int));
if (meshopt_simplifyDebugLoopBack)
memcpy(meshopt_simplifyDebugLoopBack, loopback, vertex_count * sizeof(unsigned int));
#endif
// result_error is quadratic; we need to remap it back to linear
if (out_result_error)
{
*out_result_error = sqrtf(result_error);
}
return result_count;
}
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)
{
using namespace meshopt;
assert(index_count % 3 == 0);
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
assert(vertex_positions_stride % sizeof(float) == 0);
assert(target_index_count <= index_count);
// we expect to get ~2 triangles/vertex in the output
size_t target_cell_count = target_index_count / 6;
meshopt_Allocator allocator;
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
// find the optimal grid size using guided binary search
#if TRACE
printf("source: %d vertices, %d triangles\n", int(vertex_count), int(index_count / 3));
printf("target: %d cells, %d triangles\n", int(target_cell_count), int(target_index_count / 3));
#endif
unsigned int* vertex_ids = allocator.allocate<unsigned int>(vertex_count);
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 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)
{
computeVertexIds(vertex_ids, vertex_positions, vertex_count, min_grid);
min_triangles = countTriangles(vertex_ids, indices, index_count);
}
// instead of starting in the middle, let's guess as to what the answer might be! triangle count usually grows as a square of grid size...
int next_grid_size = int(sqrtf(float(target_cell_count)) + 0.5f);
for (int pass = 0; pass < 10 + kInterpolationPasses; ++pass)
{
if (min_triangles >= target_index_count / 3 || max_grid - min_grid <= 1)
break;
// we clamp the prediction of the grid size to make sure that the search converges
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);
size_t triangles = countTriangles(vertex_ids, indices, index_count);
#if TRACE
printf("pass %d (%s): grid size %d, triangles %d, %s\n",
pass, (pass == 0) ? "guess" : (pass <= kInterpolationPasses) ? "lerp" : "binary",
grid_size, int(triangles),
(triangles <= target_index_count / 3) ? "under" : "over");
#endif
float tip = interpolate(float(target_index_count / 3), float(min_grid), float(min_triangles), float(grid_size), float(triangles), float(max_grid), float(max_triangles));
if (triangles <= target_index_count / 3)
{
min_grid = grid_size;
min_triangles = triangles;
}
else
{
max_grid = grid_size;
max_triangles = triangles;
}
// we start by using interpolation search - it usually converges faster
// however, interpolation search has a worst case of O(N) so we switch to binary search after a few iterations which converges in O(logN)
next_grid_size = (pass < kInterpolationPasses) ? int(tip + 0.5f) : (min_grid + max_grid) / 2;
}
if (min_triangles == 0)
{
if (out_result_error)
*out_result_error = 1.f;
return 0;
}
// build vertex->cell association by mapping all vertices with the same quantized position to the same cell
size_t table_size = hashBuckets2(vertex_count);
unsigned int* table = allocator.allocate<unsigned int>(table_size);
unsigned int* vertex_cells = allocator.allocate<unsigned int>(vertex_count);
computeVertexIds(vertex_ids, vertex_positions, 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
Quadric* cell_quadrics = allocator.allocate<Quadric>(cell_count);
memset(cell_quadrics, 0, cell_count * sizeof(Quadric));
fillCellQuadrics(cell_quadrics, indices, index_count, vertex_positions, vertex_cells);
// for each target cell, find the vertex with the minimal error
unsigned int* cell_remap = allocator.allocate<unsigned int>(cell_count);
float* cell_errors = allocator.allocate<float>(cell_count);
fillCellRemap(cell_remap, cell_errors, cell_count, vertex_cells, cell_quadrics, vertex_positions, vertex_count);
// compute error
float result_error = 0.f;
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 :(
size_t tritable_size = hashBuckets2(min_triangles);
unsigned int* tritable = allocator.allocate<unsigned int>(tritable_size);
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));
#endif
if (out_result_error)
*out_result_error = sqrtf(result_error);
return write;
}
size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_vertex_count)
{
using namespace meshopt;
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
assert(vertex_positions_stride % sizeof(float) == 0);
assert(target_vertex_count <= vertex_count);
size_t target_cell_count = target_vertex_count;
if (target_cell_count == 0)
return 0;
meshopt_Allocator allocator;
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
// find the optimal grid size using guided binary search
#if TRACE
printf("source: %d vertices\n", int(vertex_count));
printf("target: %d cells\n", int(target_cell_count));
#endif
unsigned int* vertex_ids = allocator.allocate<unsigned int>(vertex_count);
size_t table_size = hashBuckets2(vertex_count);
unsigned int* table = allocator.allocate<unsigned int>(table_size);
const int kInterpolationPasses = 5;
// invariant: # of vertices in min_grid <= target_count
int min_grid = 0;
int max_grid = 1025;
size_t min_vertices = 0;
size_t max_vertices = vertex_count;
// instead of starting in the middle, let's guess as to what the answer might be! triangle count usually grows as a square of grid size...
int next_grid_size = int(sqrtf(float(target_cell_count)) + 0.5f);
for (int pass = 0; pass < 10 + kInterpolationPasses; ++pass)
{
assert(min_vertices < target_vertex_count);
assert(max_grid - min_grid > 1);
// we clamp the prediction of the grid size to make sure that the search converges
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);
size_t vertices = countVertexCells(table, table_size, vertex_ids, vertex_count);
#if TRACE
printf("pass %d (%s): grid size %d, vertices %d, %s\n",
pass, (pass == 0) ? "guess" : (pass <= kInterpolationPasses) ? "lerp" : "binary",
grid_size, int(vertices),
(vertices <= target_vertex_count) ? "under" : "over");
#endif
float tip = interpolate(float(target_vertex_count), float(min_grid), float(min_vertices), float(grid_size), float(vertices), float(max_grid), float(max_vertices));
if (vertices <= target_vertex_count)
{
min_grid = grid_size;
min_vertices = vertices;
}
else
{
max_grid = grid_size;
max_vertices = vertices;
}
if (vertices == target_vertex_count || max_grid - min_grid <= 1)
break;
// we start by using interpolation search - it usually converges faster
// however, interpolation search has a worst case of O(N) so we switch to binary search after a few iterations which converges in O(logN)
next_grid_size = (pass < kInterpolationPasses) ? int(tip + 0.5f) : (min_grid + max_grid) / 2;
}
if (min_vertices == 0)
return 0;
// 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);
size_t cell_count = fillVertexCells(table, table_size, vertex_cells, vertex_ids, vertex_count);
// build a quadric for each target cell
Quadric* cell_quadrics = allocator.allocate<Quadric>(cell_count);
memset(cell_quadrics, 0, cell_count * sizeof(Quadric));
fillCellQuadrics(cell_quadrics, vertex_positions, vertex_count, vertex_cells);
// for each target cell, find the vertex with the minimal error
unsigned int* cell_remap = allocator.allocate<unsigned int>(cell_count);
float* cell_errors = allocator.allocate<float>(cell_count);
fillCellRemap(cell_remap, cell_errors, cell_count, vertex_cells, cell_quadrics, vertex_positions, vertex_count);
// copy results to the output
assert(cell_count <= target_vertex_count);
memcpy(destination, cell_remap, sizeof(unsigned int) * cell_count);
#if TRACE
printf("result: %d cells\n", int(cell_count));
#endif
return cell_count;
}
float meshopt_simplifyScale(const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{
using namespace meshopt;
assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
assert(vertex_positions_stride % sizeof(float) == 0);
float extent = rescalePositions(NULL, vertex_positions, vertex_count, vertex_positions_stride);
return extent;
}