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317 lines
8.5 KiB
C++
317 lines
8.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "NormalFlowRemesher.h"
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#include "Async/ParallelFor.h"
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#include "InfoTypes.h"
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void FNormalFlowRemesher::RemeshWithFaceProjection()
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{
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if (Mesh->TriangleCount() == 0)
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{
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return;
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}
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ModifiedEdgesLastPass = 0;
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ResetQueue();
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// First we do fast splits to hit edge length target
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for (int k = 0; k < MaxFastSplitIterations; ++k)
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{
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if (Cancelled())
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{
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return;
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}
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int nSplits = FastSplitIteration();
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if ((double)nSplits / (double)Mesh->EdgeCount() < 0.01)
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{
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// Call it converged
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break;
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}
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}
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ResetQueue();
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// Now do queued remesh iterations. As we proceed we slowly step
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// down the smoothing factor, this helps us get triangles closer
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// to where they will ultimately want to go
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const double OriginalSmoothSpeed = SmoothSpeedT;
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int Iterations = 0;
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const double ProjectionDistanceThreshold = 0.1 * MinEdgeLength;
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bool bContinue = true;
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while (bContinue)
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{
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if (Cancelled())
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{
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break;
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}
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RemeshIteration();
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if (Iterations > MaxRemeshIterations / 2)
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{
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SmoothSpeedT *= 0.9;
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}
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double MaxProjectionDistance = 0.0;
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TrackedFaceProjectionPass(MaxProjectionDistance);
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// Stop if we've hit max iterations, or both:
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// - queue is empty and
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// - projection isn't moving anything
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bContinue = (Iterations++ < MaxRemeshIterations) && ((ModifiedEdges->Num() > 0) || (MaxProjectionDistance > ProjectionDistanceThreshold));
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}
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SmoothSpeedT = OriginalSmoothSpeed;
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// Now just face projections and edge flips
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if (ProjTarget != nullptr)
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{
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for (int k = 0; k < NumExtraProjectionIterations; ++k)
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{
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if (Cancelled())
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{
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break;
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}
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double MaxProjectionDistance = 0.0;
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TrackedFaceProjectionPass(MaxProjectionDistance);
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if (MaxProjectionDistance == 0.0)
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{
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break;
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}
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// See if we can flip edges to improve normal fit
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TrackedEdgeFlipPass();
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}
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}
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}
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void FNormalFlowRemesher::TrackedFaceProjectionPass(double& MaxDistanceMoved)
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{
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ensure(ProjTarget != nullptr);
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IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
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ensure(NormalProjTarget != nullptr);
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InitializeVertexBufferForFacePass();
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// this function computes rotated position of triangle, such that it
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// aligns with face normal on target surface. We accumulate weighted-average
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// of vertex positions, which we will then use further down where possible.
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for (int TriangleIndex : Mesh->TriangleIndicesItr())
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{
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FVector3d TriangleNormal, Centroid;
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double Area;
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Mesh->GetTriInfo(TriangleIndex, TriangleNormal, Area, Centroid);
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FVector3d ProjectedNormal{ 1e30, 1e30, 1e30 };
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FVector3d ProjectedPosition = NormalProjTarget->Project(Centroid, ProjectedNormal);
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check(ProjectedNormal[0] != 1e30);
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check(ProjectedNormal.Length() > 1e-6);
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FVector3d V0, V1, V2;
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Mesh->GetTriVertices(TriangleIndex, V0, V1, V2);
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FFrame3d TriF(Centroid, TriangleNormal);
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V0 = TriF.ToFramePoint(V0);
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V1 = TriF.ToFramePoint(V1);
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V2 = TriF.ToFramePoint(V2);
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TriF.AlignAxis(2, ProjectedNormal);
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TriF.Origin = ProjectedPosition;
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V0 = TriF.FromFramePoint(V0);
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V1 = TriF.FromFramePoint(V1);
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V2 = TriF.FromFramePoint(V2);
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double Dot = TriangleNormal.Dot(ProjectedNormal);
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Dot = FMath::Clamp(Dot, 0.0, 1.0);
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double Weight = Area * (Dot * Dot * Dot);
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FIndex3i TriangleVertices = Mesh->GetTriangle(TriangleIndex);
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TempPosBuffer[TriangleVertices.A] += Weight * V0;
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TempWeightBuffer[TriangleVertices.A] += Weight;
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TempPosBuffer[TriangleVertices.B] += Weight * V1;
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TempWeightBuffer[TriangleVertices.B] += Weight;
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TempPosBuffer[TriangleVertices.C] += Weight * V2;
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TempWeightBuffer[TriangleVertices.C] += Weight;
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}
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// ok now we filter out all the positions we can't change, as well as vertices that
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// did not actually move. We also queue any edges that moved far enough to fall
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// under min/max edge length thresholds
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MaxDistanceMoved = 0.0;
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for (int VertexID : Mesh->VertexIndicesItr())
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{
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TempFlagBuffer[VertexID] = false;
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if (FMath::IsNearlyZero(TempWeightBuffer[VertexID]))
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{
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continue;
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}
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if (IsVertexPositionConstrained(VertexID))
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{
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continue;
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}
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if (VertexControlF != nullptr && ((int)VertexControlF(VertexID) & (int)EVertexControl::NoProject) != 0)
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{
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continue;
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}
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FVector3d CurrentPosition = Mesh->GetVertex(VertexID);
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FVector3d ProjectedPosition = TempPosBuffer[VertexID] / TempWeightBuffer[VertexID];
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if (VectorUtil::EpsilonEqual(CurrentPosition, ProjectedPosition, FMathd::ZeroTolerance))
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{
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continue;
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}
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MaxDistanceMoved = FMath::Max(MaxDistanceMoved, CurrentPosition.Distance(ProjectedPosition));
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TempFlagBuffer[VertexID] = true;
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TempPosBuffer[VertexID] = ProjectedPosition;
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for (int EdgeID : Mesh->VtxEdgesItr(VertexID))
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{
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FIndex2i EdgeVertices = Mesh->GetEdgeV(EdgeID);
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int OtherVertexID = (EdgeVertices.A == VertexID) ? EdgeVertices.B : EdgeVertices.A;
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FVector3d OtherVertexPosition = Mesh->GetVertex(OtherVertexID);
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double NewEdgeLength = ProjectedPosition.Distance(OtherVertexPosition);
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if (NewEdgeLength < MinEdgeLength || NewEdgeLength > MaxEdgeLength)
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{
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QueueEdge(EdgeID);
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}
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}
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}
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// update vertices
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ApplyVertexBuffer(true);
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}
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namespace
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{
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double ComputeNormalError(const FDynamicMesh3* Mesh, IOrientedProjectionTarget* NormalProjTarget, FVector3d TriangleNormal, FVector3d Centroid)
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{
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FVector3d ProjectedNormal{ 1e30, 1e30, 1e30 };
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FVector3d ProjectedPosition = NormalProjTarget->Project(Centroid, ProjectedNormal);
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double Err = 0.5 * (1.0 - TriangleNormal.Dot(ProjectedNormal));
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check(Err > -SMALL_NUMBER);
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check(Err < 1.0 + SMALL_NUMBER);
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return Err;
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}
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double ComputeNormalError(const FDynamicMesh3* Mesh, IOrientedProjectionTarget* NormalProjTarget, FIndex3i Triangle)
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{
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FVector3d v0 = Mesh->GetVertex(Triangle[0]);
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FVector3d v1 = Mesh->GetVertex(Triangle[1]);
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FVector3d v2 = Mesh->GetVertex(Triangle[2]);
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FVector3d Centroid = (v0 + v1 + v2) * (1.0 / 3.0);
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FVector3d Normal = VectorUtil::Normal(v0, v1, v2);
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return ComputeNormalError(Mesh, NormalProjTarget, Normal, Centroid);
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}
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}
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bool FNormalFlowRemesher::EdgeFlipWouldReduceNormalError(int EdgeID, double BadEdgeErrorThreshold, double ImprovementRatioThreshold) const
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{
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IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
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if (NormalProjTarget == nullptr)
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{
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return false;
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}
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FDynamicMesh3::FEdge Edge = Mesh->GetEdge(EdgeID);
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if (Edge.Tri[1] == FDynamicMesh3::InvalidID)
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{
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return false;
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}
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double CurrErr = 0.0;
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CurrErr += ComputeNormalError(Mesh, NormalProjTarget, Mesh->GetTriangle(Edge.Tri[0]));
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CurrErr += ComputeNormalError(Mesh, NormalProjTarget, Mesh->GetTriangle(Edge.Tri[1]));
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if (CurrErr > BadEdgeErrorThreshold) // only consider edges having a certain error already
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{
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FIndex3i TriangleC = Mesh->GetTriangle(Edge.Tri[0]);
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FIndex3i TriangleD = Mesh->GetTriangle(Edge.Tri[1]);
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int VertexInTriangleC = IndexUtil::OrientTriEdgeAndFindOtherVtx(Edge.Vert[0], Edge.Vert[1], TriangleC);
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int VertexInTriangleD = IndexUtil::FindTriOtherVtx(Edge.Vert[0], Edge.Vert[1], TriangleD);
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int OtherEdge = Mesh->FindEdge(VertexInTriangleC, VertexInTriangleD);
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if (OtherEdge != FDynamicMesh3::InvalidID)
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{
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return false;
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}
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double OtherErr = 0.0;
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OtherErr += ComputeNormalError(Mesh, NormalProjTarget, FIndex3i{ VertexInTriangleC, VertexInTriangleD, Edge.Vert[1] });
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OtherErr += ComputeNormalError(Mesh, NormalProjTarget, FIndex3i{ VertexInTriangleD, VertexInTriangleC, Edge.Vert[0] });
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return (OtherErr < ImprovementRatioThreshold * CurrErr); // return true if we improve error by enough
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}
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return false;
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}
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void FNormalFlowRemesher::TrackedEdgeFlipPass()
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{
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check(ModifiedEdges);
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IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
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check(NormalProjTarget != nullptr);
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for (auto EdgeID : Mesh->EdgeIndicesItr())
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{
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check(Mesh->IsEdge(EdgeID));
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FEdgeConstraint Constraint =
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(!Constraints) ? FEdgeConstraint::Unconstrained() : Constraints->GetEdgeConstraint(EdgeID);
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if (!Constraint.CanFlip())
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{
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continue;
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}
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if (EdgeFlipWouldReduceNormalError(EdgeID))
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{
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DynamicMeshInfo::FEdgeFlipInfo FlipInfo;
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auto Result = Mesh->FlipEdge(EdgeID, FlipInfo);
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if (Result == EMeshResult::Ok)
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{
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FIndex2i EdgeVertices = Mesh->GetEdgeV(EdgeID);
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FIndex2i OpposingEdgeVertices = Mesh->GetEdgeOpposingV(EdgeID);
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QueueOneRing(EdgeVertices.A);
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QueueOneRing(EdgeVertices.B);
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QueueOneRing(OpposingEdgeVertices.A);
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QueueOneRing(OpposingEdgeVertices.B);
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OnEdgeFlip(EdgeID, FlipInfo);
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}
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}
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}
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}
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