godot/thirdparty/meshoptimizer/simplifier.cpp
jfons 9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00

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;
}