Files
UnrealEngineUWP/Engine/Source/Developer/MeshSimplifier/Private/MeshSimplify.h
brian karis e838341c86 External edges now handle non-manifold meshes, ie multiple adjacency
Added Moore-Penrose pseudo inverse for solving singular quadrics. Disabled for now.

#rb rune.stubbe

#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18415437 in //UE5/Release-5.0/... via CL 18415438
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18415441 by brian karis in ue5-release-engine-test branch]
2021-12-08 20:32:07 -05:00

2144 lines
50 KiB
C++

// Copyright (C) 2009 Nine Realms, Inc
//
#pragma once
#include "CoreMinimal.h"
#define SIMP_NEW_MERGE 1
#define SIMP_REBASE 1
#include "MeshSimplifyElements.h"
#include "Quadric.h"
#include "Containers/HashTable.h"
#include "Containers/BinaryHeap.h"
#include "DisjointSet.h"
FORCEINLINE uint32 HashPosition( const FVector3f& Position )
{
union { float f; uint32 i; } x;
union { float f; uint32 i; } y;
union { float f; uint32 i; } z;
x.f = Position.X;
y.f = Position.Y;
z.f = Position.Z;
return Murmur32( {
Position.X == 0.0f ? 0u : x.i,
Position.Y == 0.0f ? 0u : y.i,
Position.Z == 0.0f ? 0u : z.i
} );
}
FORCEINLINE uint32 Cycle3( uint32 Value )
{
uint32 ValueMod3 = Value % 3;
uint32 Value1Mod3 = ( 1 << ValueMod3 ) & 3;
return Value - ValueMod3 + Value1Mod3;
}
FORCEINLINE uint32 Cycle3( uint32 Value, uint32 Offset )
{
return Value - Value % 3 + ( Value + Offset ) % 3;
}
class FMeshSimplifier
{
public:
QUADRICMESHREDUCTION_API FMeshSimplifier( float* Verts, uint32 NumVerts, uint32* Indexes, uint32 NumIndexes, int32* MaterialIndexes, uint32 NumAttributes );
~FMeshSimplifier() = default;
void SetAttributeWeights( const float* Weights ) { AttributeWeights = Weights; }
void SetEdgeWeight( float Weight ) { EdgeWeight = Weight; }
void SetCorrectAttributes( void (*Function)( float* ) ) { CorrectAttributes = Function; }
QUADRICMESHREDUCTION_API void LockPosition( const FVector3f& Position );
QUADRICMESHREDUCTION_API float Simplify(
uint32 TargetNumVerts, uint32 TargetNumTris, float TargetError,
uint32 LimitNumVerts, uint32 LimitNumTris, float LimitError );
QUADRICMESHREDUCTION_API void Compact();
uint32 GetRemainingNumVerts() const { return RemainingNumVerts; }
uint32 GetRemainingNumTris() const { return RemainingNumTris; }
protected:
const int32 DegreeLimit = 24;
const float DegreePenalty = 0.5f;
const float LockPenalty = 1e8f;
const float InversionPenalty = 100.0f;
uint32 NumVerts;
uint32 NumIndexes;
uint32 NumAttributes;
uint32 NumTris;
uint32 RemainingNumVerts;
uint32 RemainingNumTris;
float* Verts;
uint32* Indexes;
int32* MaterialIndexes;
const float* AttributeWeights = nullptr;
float EdgeWeight = 8.0f;
void (*CorrectAttributes)( float* ) = nullptr;
FHashTable VertHash;
FHashTable CornerHash;
TArray< uint32 > VertRefCount;
TArray< uint8 > CornerFlags;
TBitArray<> TriRemoved;
struct FPair
{
FVector3f Position0;
FVector3f Position1;
};
TArray< FPair > Pairs;
FHashTable PairHash0;
FHashTable PairHash1;
FBinaryHeap< float > PairHeap;
TArray< uint32 > MovedVerts;
TArray< uint32 > MovedCorners;
TArray< uint32 > MovedPairs;
TArray< uint32 > ReevaluatePairs;
TArray64< uint8 > TriQuadrics;
TArray< FEdgeQuadric > EdgeQuadrics;
TBitArray<> EdgeQuadricsValid;
TArray< float > WedgeAttributes;
FDisjointSet WedgeDisjointSet;
enum ECornerFlags
{
MergeMask = 3, // Merge position 0 or 1
AdjTriMask = (1 << 2), // Has been added to AdjTris
LockedVertMask = (1 << 3), // Vert is locked, disallowing position movement
RemoveTriMask = (1 << 4), // Triangle will overlap another after merge and should be removed
};
protected:
FVector3f& GetPosition( uint32 VertIndex );
const FVector3f& GetPosition( uint32 VertIndex ) const;
float* GetAttributes( uint32 VertIndex );
FQuadricAttr& GetTriQuadric( uint32 TriIndex );
template< typename FuncType >
void ForAllVerts( const FVector3f& Position, FuncType&& Function ) const;
template< typename FuncType >
void ForAllCorners( const FVector3f& Position, FuncType&& Function ) const;
template< typename FuncType >
void ForAllPairs( const FVector3f& Position, FuncType&& Function ) const;
void GatherAdjTris( const FVector3f& Position, uint32 Flag, TArray< uint32, TInlineAllocator<16> >& AdjTris, int32& VertDegree, uint32& FlagUnion );
bool AddUniquePair( FPair& Pair, uint32 PairIndex );
void CalcTriQuadric( uint32 TriIndex );
void CalcEdgeQuadric( uint32 EdgeIndex );
float EvaluateMerge( const FVector3f& Position0, const FVector3f& Position1, bool bMoveVerts );
void BeginMovePosition( const FVector3f& Position );
void EndMovePositions();
uint32 CornerIndexMoved( uint32 TriIndex ) const;
bool TriWillInvert( uint32 TriIndex, const FVector3f& NewPosition ) const;
void FixUpTri( uint32 TriIndex );
bool IsDuplicateTri( uint32 TriIndex ) const;
void SetVertIndex( uint32 Corner, uint32 NewVertIndex );
void RemoveDuplicateVerts( uint32 Corner );
};
FORCEINLINE FVector3f& FMeshSimplifier::GetPosition( uint32 VertIndex )
{
return *reinterpret_cast< FVector3f* >( &Verts[ ( 3 + NumAttributes ) * VertIndex ] );
}
FORCEINLINE const FVector3f& FMeshSimplifier::GetPosition( uint32 VertIndex ) const
{
return *reinterpret_cast< const FVector3f* >( &Verts[ ( 3 + NumAttributes ) * VertIndex ] );
}
FORCEINLINE float* FMeshSimplifier::GetAttributes( uint32 VertIndex )
{
return &Verts[ ( 3 + NumAttributes ) * VertIndex + 3 ];
}
FORCEINLINE FQuadricAttr& FMeshSimplifier::GetTriQuadric( uint32 TriIndex )
{
const uint32 QuadricSize = sizeof( FQuadricAttr ) + NumAttributes * 4 * sizeof( QScalar );
return *reinterpret_cast< FQuadricAttr* >( &TriQuadrics[ TriIndex * QuadricSize ] );
}
template< typename FuncType >
void FMeshSimplifier::ForAllVerts( const FVector3f& Position, FuncType&& Function ) const
{
uint32 Hash = HashPosition( Position );
for( uint32 VertIndex = VertHash.First( Hash ); VertHash.IsValid( VertIndex ); VertIndex = VertHash.Next( VertIndex ) )
{
if( GetPosition( VertIndex ) == Position )
{
Function( VertIndex );
}
}
}
template< typename FuncType >
void FMeshSimplifier::ForAllCorners( const FVector3f& Position, FuncType&& Function ) const
{
uint32 Hash = HashPosition( Position );
for( uint32 Corner = CornerHash.First( Hash ); CornerHash.IsValid( Corner ); Corner = CornerHash.Next( Corner ) )
{
if( GetPosition( Indexes[ Corner ] ) == Position )
{
Function( Corner );
}
}
}
template< typename FuncType >
void FMeshSimplifier::ForAllPairs( const FVector3f& Position, FuncType&& Function ) const
{
uint32 Hash = HashPosition( Position );
for( uint32 PairIndex = PairHash0.First( Hash ); PairHash0.IsValid( PairIndex ); PairIndex = PairHash0.Next( PairIndex ) )
{
if( Pairs[ PairIndex ].Position0 == Position )
{
Function( PairIndex );
}
}
for( uint32 PairIndex = PairHash1.First( Hash ); PairHash1.IsValid( PairIndex ); PairIndex = PairHash1.Next( PairIndex ) )
{
if( Pairs[ PairIndex ].Position1 == Position )
{
Function( PairIndex );
}
}
}
template< typename T, uint32 NumAttributes >
class TMeshSimplifier
{
typedef typename TSimpVert<T>::TriIterator TriIterator;
typedef TQuadricAttr< NumAttributes > QuadricType;
public:
TMeshSimplifier( const T* Verts, uint32 NumVerts, const uint32* Indexes, uint32 NumIndexes );
~TMeshSimplifier();
void SetAttributeWeights( const float* weights );
void SetEdgeWeight( float Weight );
void SetBoundaryLocked();
void InitCosts();
float SimplifyMesh( float maxErrorLimit, int minTris, int minVerts = 0);
int GetNumVerts() const { return numVerts; }
int GetNumTris() const { return numTris; }
void OutputMesh( T* Verts, uint32* Indexes, uint32* OutNumVertices = nullptr, uint32* OutNumIndices = nullptr ) const;
template< typename FaceType >
void CompactFaceData( TArray< FaceType>& FaceData );
protected:
void LockVertFlags( uint32 flag );
void UnlockVertFlags( uint32 flag );
void LockTriFlags( uint32 flag );
void UnlockTriFlags( uint32 flag );
void GatherUpdates( TSimpVert<T>* v );
void GroupVerts();
void GroupEdges();
void InitVert( TSimpVert<T>* v );
QuadricType& GetQuadric( const TSimpTri<T>* Tri );
QuadricType& GetQuadric( TSimpVert<T>* v );
FQuadric& GetEdgeQuadric( TSimpVert<T>* v );
// TODO move away from pointers and remove these functions
uint32 GetVertIndex( const TSimpVert<T>* vert ) const;
uint32 GetTriIndex( const TSimpTri<T>* tri ) const;
uint32 GetEdgeIndex( const TSimpEdge<T>* edge ) const;
uint32 HashPoint( const FVector3f& p ) const;
uint32 HashEdge( const TSimpVert<T>* u, const TSimpVert<T>* v ) const;
TSimpEdge<T>* FindEdge( const TSimpVert<T>* u, const TSimpVert<T>* v );
void RemoveEdge( TSimpEdge<T>* edge );
void RemoveVert( TSimpVert<T>* vert );
void ReplaceEdgeVert( const TSimpVert<T>* oldV, const TSimpVert<T>* otherV, TSimpVert<T>* newV );
void CollapseEdgeVert( const TSimpVert<T>* oldV, const TSimpVert<T>* otherV, TSimpVert<T>* newV );
float Merge( TSimpVert<T>* v0, TSimpVert<T>* v1, bool bMoveVerts );
float ComputeMergePenalty( TSimpVert<T>* v0, TSimpVert<T>* v1, const FVector3f& NewPos );
#if !SIMP_NEW_MERGE
float ComputeNewVerts( TSimpEdge<T>* edge, TArray< T, TInlineAllocator<16> >& newVerts );
float ComputeEdgeCollapseCost( TSimpEdge<T>* edge, bool bMoveVerts );
#endif
void AddEdgeToHeap( TSimpEdge<T>* edge );
void Collapse( TSimpEdge<T>* edge );
void UpdateTris();
void UpdateVerts();
void UpdateEdges();
uint32 vertFlagLock;
uint32 triFlagLock;
float attributeWeights[ NumAttributes ];
float EdgeWeight = 16.0f;
TSimpVert<T>* sVerts;
TSimpTri<T>* sTris;
int numSVerts;
int numSTris;
int numVerts;
int numTris;
TArray< TSimpEdge<T> > edges;
FHashTable edgeHash;
FBinaryHeap<float> edgeHeap;
TArray< TSimpVert<T>* > updateVerts;
TArray< TSimpTri<T>* > updateTris;
TArray< TSimpEdge<T>* > updateEdges;
TBitArray<> VertQuadricsValid;
TArray< QuadricType > VertQuadrics;
TBitArray<> TriQuadricsValid;
TArray< QuadricType > TriQuadrics;
TBitArray<> EdgeQuadricsValid;
TArray< FQuadric > EdgeQuadrics;
FHashTable AdjCorners;
FDisjointSet WedgeSet;
};
//=============
// TMeshSimplifier
//=============
template< typename T, uint32 NumAttributes >
TMeshSimplifier<T, NumAttributes>::TMeshSimplifier( const T* Verts, uint32 NumVerts, const uint32* Indexes, uint32 NumIndexes )
: edgeHash( 1 << FMath::Min( 16u, FMath::FloorLog2( NumVerts ) ) )
, AdjCorners( 64 )
{
TRACE_CPUPROFILER_EVENT_SCOPE(TMeshSimplifier::TMeshSimplifier);
vertFlagLock = 0;
triFlagLock = 0;
for( uint32 i = 0; i < NumAttributes; i++ )
{
attributeWeights[i] = 1.0f;
}
numSVerts = NumVerts;
numSTris = NumIndexes / 3;
this->numVerts = numSVerts;
this->numTris = numSTris;
sVerts = new TSimpVert<T>[ numSVerts ];
sTris = new TSimpTri<T>[ numSTris ];
VertQuadricsValid.Init( false, numSVerts );
VertQuadrics.SetNum( numSVerts );
TriQuadricsValid.Init( false, numSTris );
TriQuadrics.SetNum( numSTris );
EdgeQuadricsValid.Init( false, numSVerts );
EdgeQuadrics.SetNum( numSVerts );
for( int i = 0; i < numSVerts; i++ )
{
sVerts[i].vert = Verts[i];
}
for( int i = 0; i < numSTris; i++ )
{
for( int j = 0; j < 3; j++ )
{
sTris[i].verts[j] = &sVerts[ Indexes[3*i+j] ];
sTris[i].verts[j]->adjTris.Add( &sTris[i] );
}
}
GroupVerts();
int maxEdgeSize = FMath::Min( 3 * numSTris, 3 * numSVerts - 6 );
edges.Empty( maxEdgeSize );
for( int i = 0; i < numSVerts; i++ )
{
InitVert( &sVerts[i] );
}
// Guessed wrong on num edges. Array was resized so fix up pointers.
if( edges.Num() > maxEdgeSize )
{
for( int i = 0; i < edges.Num(); i++ )
{
TSimpEdge<T>& edge = edges[i];
edge.next = &edge;
edge.prev = &edge;
}
}
GroupEdges();
edgeHash.Resize( edges.Num() );
for( int i = 0; i < edges.Num(); i++ )
{
edgeHash.Add( HashEdge( edges[i].v0, edges[i].v1 ), i );
}
edgeHeap.Resize( edges.Num(), edges.Num() );
}
template< typename T, uint32 NumAttributes >
TMeshSimplifier<T, NumAttributes>::~TMeshSimplifier()
{
delete[] sVerts;
delete[] sTris;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::SetAttributeWeights( const float* weights )
{
for( uint32 i = 0; i < NumAttributes; i++ )
{
attributeWeights[i] = weights[i];
}
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::SetEdgeWeight( float Weight )
{
EdgeWeight = Weight;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::SetBoundaryLocked()
{
#if 0
TArray< TSimpVert<T>*, TInlineAllocator<64> > adjVerts;
for( int i = 0; i < numSVerts; i++ )
{
TSimpVert<T>* v0 = &sVerts[i];
check( v0->adjTris.Num() > 0 );
adjVerts.Reset();
v0->FindAdjacentVertsGroup( adjVerts );
for( TSimpVert<T>* v1 : adjVerts )
{
if( v0 < v1 )
{
LockTriFlags( SIMP_MARK1 );
// set if this edge is boundary
// find faces that share v0 and v1
v0->EnableAdjTriFlagsGroup( SIMP_MARK1 );
v1->DisableAdjTriFlagsGroup( SIMP_MARK1 );
int faceCount = 0;
TSimpVert<T>* vert = v0;
do
{
for( TriIterator j = vert->adjTris.Begin(); j != vert->adjTris.End(); ++j )
{
TSimpTri<T>* tri = *j;
faceCount += tri->TestFlags( SIMP_MARK1 ) ? 0 : 1;
}
vert = vert->next;
} while( vert != v0 );
v0->DisableAdjTriFlagsGroup( SIMP_MARK1 );
if( faceCount == 1 )
{
// only one face on this edge
v0->EnableFlagsGroup( SIMP_LOCKED );
v1->EnableFlagsGroup( SIMP_LOCKED );
}
UnlockTriFlags( SIMP_MARK1 );
}
}
}
#else
for( auto& edge : edges )
{
LockTriFlags( SIMP_MARK1 );
// set if this edge is boundary
// find faces that share v0 and v1
edge.v0->EnableAdjTriFlagsGroup( SIMP_MARK1 );
int faceCount = 0;
TSimpVert<T>* vert = edge.v1;
do
{
for( TriIterator j = vert->adjTris.Begin(); j != vert->adjTris.End(); ++j )
{
TSimpTri<T>* tri = *j;
faceCount += tri->TestFlags( SIMP_MARK1 ) ? 1 : 0;
}
vert = vert->next;
} while( vert != edge.v1 );
edge.v0->DisableAdjTriFlagsGroup( SIMP_MARK1 );
if( faceCount == 1 )
{
// only one face on this edge
edge.v0->EnableFlagsGroup( SIMP_LOCKED );
edge.v1->EnableFlagsGroup( SIMP_LOCKED );
}
UnlockTriFlags( SIMP_MARK1 );
}
#endif
}
// locking functions for nesting safety
template< typename T, uint32 NumAttributes >
FORCEINLINE void TMeshSimplifier<T, NumAttributes>::LockVertFlags( uint32 f )
{
checkSlow( ( vertFlagLock & f ) == 0 );
vertFlagLock |= f;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE void TMeshSimplifier<T, NumAttributes>::UnlockVertFlags( uint32 f )
{
vertFlagLock &= ~f;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE void TMeshSimplifier<T, NumAttributes>::LockTriFlags( uint32 f )
{
checkSlow( ( triFlagLock & f ) == 0 );
triFlagLock |= f;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE void TMeshSimplifier<T, NumAttributes>::UnlockTriFlags( uint32 f )
{
triFlagLock &= ~f;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::InitVert( TSimpVert<T>* v )
{
check( v->adjTris.Num() > 0 );
TArray< TSimpVert<T>*, TInlineAllocator<64> > adjVerts;
v->FindAdjacentVerts( adjVerts );
TSimpVert<T>* v0 = v;
for( TSimpVert<T>* v1 : adjVerts )
{
if( v0 < v1 )
{
// add edge
edges.AddDefaulted();
TSimpEdge<T>& edge = edges.Last();
edge.v0 = v0;
edge.v1 = v1;
}
}
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::GroupVerts()
{
// group verts that share a point
FHashTable HashTable( 1 << FMath::Min( 16u, FMath::FloorLog2( numSVerts / 2 ) ), numSVerts );
for( int i = 0; i < numSVerts; i++ )
{
HashTable.Add( HashPoint( sVerts[i].GetPos() ), i );
}
for( int i = 0; i < numSVerts; i++ )
{
// already grouped
if( sVerts[i].next != &sVerts[i] )
{
continue;
}
// find any matching verts
uint32 hash = HashPoint( sVerts[i].GetPos() );
for( int j = HashTable.First( hash ); HashTable.IsValid(j); j = HashTable.Next(j) )
{
TSimpVert<T>* v1 = &sVerts[i];
TSimpVert<T>* v2 = &sVerts[j];
if( v1 == v2 )
continue;
// link
if( v1->GetPos() == v2->GetPos() )
{
checkSlow( v2->next == v2 );
checkSlow( v2->prev == v2 );
v2->next = v1->next;
v2->prev = v1;
v2->next->prev = v2;
v2->prev->next = v2;
}
}
}
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::GroupEdges()
{
FHashTable HashTable( 1 << FMath::Min( 16u, FMath::FloorLog2( edges.Num() / 2 ) ), edges.Num() );
for( int i = 0; i < edges.Num(); i++ )
{
uint32 Hash0 = HashPoint( edges[i].v0->GetPos() );
uint32 Hash1 = HashPoint( edges[i].v1->GetPos() );
uint32 Hash = Murmur32( { FMath::Min( Hash0, Hash1 ), FMath::Max( Hash0, Hash1 ) } );
HashTable.Add( Hash, i );
}
for( int i = 0; i < edges.Num(); i++ )
{
// already grouped
if( edges[i].next != &edges[i] )
{
continue;
}
// find any matching edges
uint32 Hash0 = HashPoint( edges[i].v0->GetPos() );
uint32 Hash1 = HashPoint( edges[i].v1->GetPos() );
uint32 Hash = Murmur32( { FMath::Min( Hash0, Hash1 ), FMath::Max( Hash0, Hash1 ) } );
for( uint32 j = HashTable.First( Hash ); HashTable.IsValid(j); j = HashTable.Next(j) )
{
TSimpEdge<T>* e1 = &edges[i];
TSimpEdge<T>* e2 = &edges[j];
if( e1 == e2 )
continue;
bool m1 = e1->v0->GetPos() == e2->v0->GetPos() &&
e1->v1->GetPos() == e2->v1->GetPos();
bool m2 = e1->v0->GetPos() == e2->v1->GetPos() &&
e1->v1->GetPos() == e2->v0->GetPos();
// backwards
if( m2 )
{
Swap( e2->v0, e2->v1 );
}
// link
if( m1 || m2 )
{
check( e2->next == e2 );
check( e2->prev == e2 );
e2->next = e1->next;
e2->prev = e1;
e2->next->prev = e2;
e2->prev->next = e2;
}
}
}
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::InitCosts()
{
for( auto& edge : edges )
{
AddEdgeToHeap( &edge );
}
}
template< typename T, uint32 NumAttributes >
TQuadricAttr< NumAttributes >& TMeshSimplifier<T, NumAttributes>::GetQuadric( const TSimpTri<T>* Tri )
{
uint32 TriIndex = GetTriIndex( Tri );
if( !TriQuadricsValid[ TriIndex ] )
{
TriQuadricsValid[ TriIndex ] = true;
TriQuadrics[ TriIndex ] = QuadricType(
Tri->verts[0]->GetPos(), Tri->verts[1]->GetPos(), Tri->verts[2]->GetPos(),
Tri->verts[0]->GetAttributes(), Tri->verts[1]->GetAttributes(), Tri->verts[2]->GetAttributes(),
attributeWeights );
}
return TriQuadrics[ TriIndex ];
}
template< typename T, uint32 NumAttributes >
TQuadricAttr< NumAttributes >& TMeshSimplifier<T, NumAttributes>::GetQuadric( TSimpVert<T>* v )
{
uint32 VertIndex = GetVertIndex( v );
if( !VertQuadricsValid[ VertIndex ] )
{
QuadricType vertQuadric;
vertQuadric.Zero();
// sum tri quadrics
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
vertQuadric += GetQuadric( *i );
}
VertQuadricsValid[ VertIndex ] = true;
VertQuadrics[ VertIndex ] = vertQuadric;
}
return VertQuadrics[ VertIndex ];
}
template< typename T, uint32 NumAttributes >
FQuadric& TMeshSimplifier<T, NumAttributes>::GetEdgeQuadric( TSimpVert<T>* v )
{
uint32 VertIndex = GetVertIndex( v );
if( !EdgeQuadricsValid[ VertIndex ] )
{
FQuadric vertQuadric;
vertQuadric.Zero();
TArray< TSimpVert<T>*, TInlineAllocator<64> > adjVerts;
v->FindAdjacentVerts( adjVerts );
LockTriFlags( SIMP_MARK1 );
v->EnableAdjTriFlags( SIMP_MARK1 );
for( TSimpVert<T>* vert : adjVerts )
{
TSimpTri<T>* face = NULL;
int faceCount = 0;
for( TriIterator j = vert->adjTris.Begin(); j != vert->adjTris.End(); ++j )
{
TSimpTri<T>* tri = *j;
if( tri->TestFlags( SIMP_MARK1 ) )
{
face = tri;
faceCount++;
}
}
if( faceCount == 1 )
{
// only one face on this edge
FEdgeQuadric edgeQuadric( v->GetPos(), vert->GetPos(), face->GetNormal(), EdgeWeight );
vertQuadric.Add( edgeQuadric, v->GetPos() );
}
}
v->DisableAdjTriFlags( SIMP_MARK1 );
UnlockTriFlags( SIMP_MARK1 );
EdgeQuadricsValid[ VertIndex ] = true;
EdgeQuadrics[ VertIndex ] = vertQuadric;
}
return EdgeQuadrics[ VertIndex ];
}
template< typename T, uint32 NumAttributes >
FORCEINLINE uint32 TMeshSimplifier<T, NumAttributes>::GetVertIndex( const TSimpVert<T>* vert ) const
{
ptrdiff_t Index = vert - &sVerts[0];
return (uint32)Index;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE uint32 TMeshSimplifier<T, NumAttributes>::GetTriIndex( const TSimpTri<T>* tri ) const
{
ptrdiff_t Index = tri - &sTris[0];
return (uint32)Index;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE uint32 TMeshSimplifier<T, NumAttributes>::GetEdgeIndex( const TSimpEdge<T>* edge ) const
{
ptrdiff_t Index = edge - &edges[0];
return (uint32)Index;
}
template< typename T, uint32 NumAttributes >
FORCEINLINE uint32 TMeshSimplifier<T, NumAttributes>::HashPoint( const FVector3f& p ) const
{
union { float f; uint32 i; } x;
union { float f; uint32 i; } y;
union { float f; uint32 i; } z;
x.f = p.X;
y.f = p.Y;
z.f = p.Z;
return Murmur32( { x.i, y.i, z.i } );
}
template< typename T, uint32 NumAttributes >
FORCEINLINE uint32 TMeshSimplifier<T, NumAttributes>::HashEdge( const TSimpVert<T>* u, const TSimpVert<T>* v ) const
{
uint32 ui = GetVertIndex( u );
uint32 vi = GetVertIndex( v );
// must be symmetrical
return Murmur32( { FMath::Min( ui, vi ), FMath::Max( ui, vi ) } );
}
template< typename T, uint32 NumAttributes >
TSimpEdge<T>* TMeshSimplifier<T, NumAttributes>::FindEdge( const TSimpVert<T>* u, const TSimpVert<T>* v )
{
uint32 hash = HashEdge( u, v );
for( uint32 i = edgeHash.First( hash ); edgeHash.IsValid(i); i = edgeHash.Next(i) )
{
if( ( edges[i].v0 == u && edges[i].v1 == v ) ||
( edges[i].v0 == v && edges[i].v1 == u ) )
{
return &edges[i];
}
}
return NULL;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::RemoveEdge( TSimpEdge<T>* edge )
{
if( edge->TestFlags( SIMP_REMOVED ) )
{
checkSlow( edge->next == edge );
checkSlow( edge->prev == edge );
return;
}
uint32 hash = HashEdge( edge->v0, edge->v1 );
for( uint32 i = edgeHash.First( hash ); edgeHash.IsValid(i); i = edgeHash.Next(i) )
{
if( &edges[i] == edge )
{
edgeHash.Remove( hash, i );
edgeHeap.Remove( i );
break;
}
}
// remove edge
edge->EnableFlags( SIMP_REMOVED );
// ungroup edge
edge->prev->next = edge->next;
edge->next->prev = edge->prev;
edge->next = edge;
edge->prev = edge;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::RemoveVert( TSimpVert<T>* vert )
{
vert->adjTris.Clear();
vert->EnableFlags( SIMP_REMOVED );
// ungroup
vert->prev->next = vert->next;
vert->next->prev = vert->prev;
vert->next = vert;
vert->prev = vert;
numVerts--;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::ReplaceEdgeVert( const TSimpVert<T>* oldV, const TSimpVert<T>* otherV, TSimpVert<T>* newV )
{
uint32 hash = HashEdge( oldV, otherV );
uint32 index;
for( index = edgeHash.First( hash ); edgeHash.IsValid( index ); index = edgeHash.Next( index ) )
{
if( ( edges[ index ].v0 == oldV && edges[ index ].v1 == otherV ) ||
( edges[ index ].v1 == oldV && edges[ index ].v0 == otherV ) )
break;
}
checkSlow( index != -1 );
TSimpEdge<T>* edge = &edges[ index ];
edgeHash.Remove( hash, index );
TSimpEdge<T>* ExistingEdge = FindEdge( newV, otherV );
if( ExistingEdge )
{
// Not entirely sure why this happens. I believe these are invalid edges from bridge tris.
RemoveEdge( ExistingEdge );
}
if( newV )
{
edgeHash.Add( HashEdge( newV, otherV ), index );
if( edge->v0 == oldV )
edge->v0 = newV;
else
edge->v1 = newV;
}
else
{
// remove edge
edge->EnableFlags( SIMP_REMOVED );
// ungroup old edge
edge->prev->next = edge->next;
edge->next->prev = edge->prev;
edge->next = edge;
edge->prev = edge;
edgeHeap.Remove( index );
}
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::CollapseEdgeVert( const TSimpVert<T>* oldV, const TSimpVert<T>* otherV, TSimpVert<T>* newV )
{
uint32 hash = HashEdge( oldV, otherV );
uint32 index;
for( index = edgeHash.First( hash ); edgeHash.IsValid( index ); index = edgeHash.Next( index ) )
{
if( ( edges[ index ].v0 == oldV && edges[ index ].v1 == otherV ) ||
( edges[ index ].v1 == oldV && edges[ index ].v0 == otherV ) )
break;
}
checkSlow( index != -1 );
TSimpEdge<T>* edge = &edges[ index ];
edgeHash.Remove( hash, index );
edgeHeap.Remove( index );
// remove edge
edge->EnableFlags( SIMP_REMOVED );
// ungroup old edge
edge->prev->next = edge->next;
edge->next->prev = edge->prev;
edge->next = edge;
edge->prev = edge;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::GatherUpdates( TSimpVert<T>* v )
{
TArray< TSimpVert<T>*, TInlineAllocator<64> > AdjVerts;
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* Tri = *i;
// Update all tris touching collapse edge.
updateTris.AddUnique( Tri );
for( uint32 CornerIndex = 0; CornerIndex < 3; CornerIndex++ )
{
TSimpVert<T>* Vert = Tri->verts[ CornerIndex ];
if( AdjVerts.Find( Vert ) == INDEX_NONE )
{
AdjVerts.Add( Vert );
// Update verts from tris adjacent to collapsed edge
updateVerts.AddUnique( Vert );
}
}
}
LockVertFlags( SIMP_MARK1 | SIMP_MARK2 );
// update the costs of all edges connected to any face adjacent to v
for( TSimpVert<T>* AdjVert : AdjVerts )
{
// Mark as needing to be tested against this AdjVert
AdjVert->EnableAdjVertFlags( SIMP_MARK1 );
// Mark as processed as an AdjVert. No need to try edges connecting to it after we've evaluated all its possible connections already.
AdjVert->EnableFlags( SIMP_MARK2 );
for( TriIterator i = AdjVert->adjTris.Begin(); i != AdjVert->adjTris.End(); ++i )
{
TSimpTri<T>* Tri = *i;
for( uint32 CornerIndex = 0; CornerIndex < 3; CornerIndex++ )
{
TSimpVert<T>* Vert = Tri->verts[ CornerIndex ];
// Any vert that hasn't been tested against AdjVert yet nor has been an AdjVert itself already.
if( Vert->TestFlags( SIMP_MARK1 ) && !Vert->TestFlags( SIMP_MARK2 ) )
{
TSimpEdge<T>* edge = FindEdge( AdjVert, Vert );
updateEdges.AddUnique( edge );
}
Vert->DisableFlags( SIMP_MARK1 );
}
}
}
for( TSimpVert<T>* AdjVert : AdjVerts )
{
AdjVert->DisableFlags( SIMP_MARK2 );
}
UnlockVertFlags( SIMP_MARK1 | SIMP_MARK2 );
}
template< typename T, uint32 NumAttributes >
float TMeshSimplifier<T, NumAttributes>::Merge( TSimpVert<T>* v0, TSimpVert<T>* v1, bool bMoveVerts )
{
const FVector3f Position0 = v0->GetPos();
const FVector3f Position1 = v1->GetPos();
// Find unique adjacent triangles
TArray< TSimpTri<T>*, TInlineAllocator<16> > AdjTris;
TSimpVert<T>* v;
v = v0;
do {
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* Tri = *i;
checkSlow( !Tri->TestFlags( SIMP_REMOVED ) );
if( !Tri->TestFlags( SIMP_MARK1 ) )
{
Tri->EnableFlags( SIMP_MARK1 );
AdjTris.Add( Tri );
}
}
v = v->next;
} while( v != v0 );
v = v1;
do {
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* Tri = *i;
checkSlow( !Tri->TestFlags( SIMP_REMOVED ) );
if( !Tri->TestFlags( SIMP_MARK1 ) )
{
Tri->EnableFlags( SIMP_MARK1 );
AdjTris.Add( Tri );
}
}
v = v->next;
} while( v != v1 );
FVector3f BoundsMin = { MAX_flt, MAX_flt, MAX_flt };
FVector3f BoundsMax = { -MAX_flt, -MAX_flt, -MAX_flt };
AdjCorners.Clear();
WedgeSet.Init( AdjTris.Num() );
for( uint32 AdjTriIndex = 0, Num = AdjTris.Num(); AdjTriIndex < Num; AdjTriIndex++ )
{
for( uint32 CornerIndex = 0; CornerIndex < 3; CornerIndex++ )
{
TSimpVert<T>* RESTRICT Vert = AdjTris[ AdjTriIndex ]->verts[ CornerIndex ];
uint32 Hash = HashPoint( Vert->GetPos() );
uint32 AdjCorner;
for( AdjCorner = AdjCorners.First( Hash ); AdjCorners.IsValid( AdjCorner ); AdjCorner = AdjCorners.Next( AdjCorner ) )
{
uint32 OtherAdjTriIndex = AdjCorner >> 2;
uint32 OtherCornerIndex = AdjCorner & 3;
TSimpVert<T>* OtherVert = AdjTris[ OtherAdjTriIndex ]->verts[ OtherCornerIndex ];
if( Vert == OtherVert )
{
// Only union wedges with the merged positions. Shared adjverts elsewhere are irrelevant for wedges.
if( Vert->GetPos() == Position0 ||
Vert->GetPos() == Position1 )
{
WedgeSet.UnionSequential( AdjTriIndex, OtherAdjTriIndex );
}
break;
}
}
if( !AdjCorners.IsValid( AdjCorner ) )
{
// if didn't find this vert already present, add it.
AdjCorners.Add( Hash, (AdjTriIndex << 2) | CornerIndex );
BoundsMin = FVector3f::Min( BoundsMin, Vert->GetPos() );
BoundsMax = FVector3f::Max( BoundsMax, Vert->GetPos() );
}
}
}
float BoundsExtentSqr = ( BoundsMax - BoundsMin ).SizeSquared();
TArray< uint32, TInlineAllocator<8> > WedgeIDs;
TArray< QuadricType, TInlineAllocator<8> > WedgeQuadrics;
for( uint32 AdjTriIndex = 0, Num = AdjTris.Num(); AdjTriIndex < Num; AdjTriIndex++ )
{
TSimpTri<T>* RESTRICT Tri = AdjTris[ AdjTriIndex ];
Tri->DisableFlags( SIMP_MARK1 );
int32 QuadricIndex = WedgeIDs.AddUnique( WedgeSet.Find( AdjTriIndex ) );
if( QuadricIndex < WedgeQuadrics.Num() )
{
WedgeQuadrics[ QuadricIndex ] += GetQuadric( Tri );
}
else
{
WedgeQuadrics.Add( GetQuadric( Tri ) );
}
}
FQuadricAttrOptimizer QuadricOptimizer;
for( auto& WedgeQuadric : WedgeQuadrics )
{
QuadricOptimizer.AddQuadric( WedgeQuadric, NumAttributes );
}
// TODO edge quadrics differently
FQuadric EdgeQuadric;
EdgeQuadric.Zero();
v = v0;
do {
EdgeQuadric += GetEdgeQuadric(v);
v = v->next;
} while( v != v0 );
v = v1;
do {
EdgeQuadric += GetEdgeQuadric(v);
v = v->next;
} while( v != v1 );
QuadricOptimizer.AddQuadric( EdgeQuadric );
FVector3f NewPos;
{
bool bLocked0 = v0->TestFlags( SIMP_LOCKED );
bool bLocked1 = v1->TestFlags( SIMP_LOCKED );
// find position
if( bLocked0 && !bLocked1 )
{
// v0 position
NewPos = v0->GetPos();
}
else if( bLocked1 && !bLocked0 )
{
// v1 position
NewPos = v1->GetPos();
}
else
{
bool bIsValid = QuadricOptimizer.OptimizeVolume( NewPos );
// Limit position to be near the neighborhood bounds
if( !bIsValid || ComputeSquaredDistanceFromBoxToPoint( BoundsMin, BoundsMax, NewPos ) > BoundsExtentSqr * 4.0f )
{
bIsValid = QuadricOptimizer.Optimize( NewPos );
}
if( !bIsValid || ComputeSquaredDistanceFromBoxToPoint( BoundsMin, BoundsMax, NewPos ) > BoundsExtentSqr * 4.0f )
{
// Try a point on the edge.
bIsValid = QuadricOptimizer.OptimizeLinear( Position0, Position1, NewPos );
}
if( !bIsValid )
{
// Couldn't find optimal so choose middle
NewPos = ( Position0 + Position1 ) * 0.5f;
}
}
}
TArray< T, TInlineAllocator<8> > NewVerts;
NewVerts.Reserve( WedgeQuadrics.Num() );
float Error = 0.0f;
float EdgeError = EdgeQuadric.Evaluate( NewPos );
for( auto& WedgeQuadric : WedgeQuadrics )
{
T& NewVert = NewVerts.AddDefaulted_GetRef();
NewVert.GetPos() = NewPos;
if( WedgeQuadric.a > 1e-8 )
{
// calculate vert attributes from the new position
float WedgeError = WedgeQuadric.CalcAttributesAndEvaluate( NewPos, NewVert.GetAttributes(), attributeWeights );
// Correct after eval. Normal length is unimportant for error but can bias the calculation.
NewVert.Correct();
Error += WedgeError;
}
else
{
for( uint32 i = 0; i < NumAttributes; i++ )
{
NewVert.GetAttributes()[i] = 0.0f;
}
}
}
if( bMoveVerts )
{
for( uint32 AdjTriIndex = 0, Num = AdjTris.Num(); AdjTriIndex < Num; AdjTriIndex++ )
{
int32 QuadricIndex = WedgeIDs.Find( WedgeSet[ AdjTriIndex ] );
for( uint32 CornerIndex = 0; CornerIndex < 3; CornerIndex++ )
{
TSimpVert<T>* Vert = AdjTris[ AdjTriIndex ]->verts[ CornerIndex ];
if( Vert->GetPos() == Position0 ||
Vert->GetPos() == Position1 )
{
// Only use attributes if we calculated them.
if( WedgeQuadrics[ QuadricIndex ].a > 1e-8 )
Vert->vert = NewVerts[ QuadricIndex ];
else
Vert->GetPos() = NewPos;
}
}
}
// Limit error to be no greater than the size of the triangles it could affect.
Error = FMath::Min( Error, BoundsExtentSqr );
}
else
{
Error += EdgeError;
//Error = FMath::Min( Error, BoundsExtentSqr );
Error += ComputeMergePenalty( v0, v1, NewPos );
}
return Error;
}
#if !SIMP_NEW_MERGE
template< typename T, uint32 NumAttributes >
float TMeshSimplifier<T, NumAttributes>::ComputeNewVerts( TSimpEdge<T>* edge, TArray< T, TInlineAllocator<16> >& newVerts )
{
TSimpEdge<T>* e;
TSimpVert<T>* v;
TArray< QuadricType, TInlineAllocator<16> > quadrics;
FQuadricAttrOptimizer optimizer;
LockVertFlags( SIMP_MARK1 );
edge->v0->EnableFlagsGroup( SIMP_MARK1 );
edge->v1->EnableFlagsGroup( SIMP_MARK1 );
// add edges
e = edge;
do {
checkSlow( e == FindEdge( e->v0, e->v1 ) );
checkSlow( e->v0->adjTris.Num() > 0 );
checkSlow( e->v1->adjTris.Num() > 0 );
newVerts.Add( e->v0->vert );
QuadricType quadric;
quadric = GetQuadric( e->v0 );
quadric += GetQuadric( e->v1 );
quadrics.Add( quadric );
optimizer.AddQuadric( quadric );
e->v0->DisableFlags( SIMP_MARK1 );
e->v1->DisableFlags( SIMP_MARK1 );
e = e->next;
} while( e != edge );
// add remainder verts
v = edge->v0;
do {
if( v->TestFlags( SIMP_MARK1 ) )
{
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
newVerts.Add( v->vert );
QuadricType quadric;
quadric = GetQuadric( v );
quadrics.Add( quadric );
optimizer.AddQuadric( quadric );
v->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != edge->v0 );
v = edge->v1;
do {
if( v->TestFlags( SIMP_MARK1 ) )
{
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
newVerts.Add( v->vert );
QuadricType quadric;
quadric = GetQuadric( v );
quadrics.Add( quadric );
optimizer.AddQuadric( quadric );
v->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != edge->v1 );
UnlockVertFlags( SIMP_MARK1 );
FQuadric edgeQuadric;
edgeQuadric.Zero();
v = edge->v0;
do {
edgeQuadric += GetEdgeQuadric( v );
v = v->next;
} while( v != edge->v0 );
v = edge->v1;
do {
edgeQuadric += GetEdgeQuadric( v );
v = v->next;
} while( v != edge->v1 );
optimizer.AddQuadric( edgeQuadric );
FVector3f newPos;
{
bool bLocked0 = edge->v0->TestFlags( SIMP_LOCKED );
bool bLocked1 = edge->v1->TestFlags( SIMP_LOCKED );
//checkSlow( !bLocked0 || !bLocked1 );
// find position
if( bLocked0 && !bLocked1 )
{
// v0 position
newPos = edge->v0->GetPos();
}
else if( bLocked1 && !bLocked0 )
{
// v1 position
newPos = edge->v1->GetPos();
}
else
{
// optimal position
FVector3f pos;
bool valid = optimizer.Optimize( pos, newPos );
if( !valid )
{
// Couldn't find optimal so choose middle
newPos = ( edge->v0->GetPos() + edge->v1->GetPos() ) * 0.5f;
}
}
}
float cost = 0.0f;
for( int i = 0; i < quadrics.Num(); i++ )
{
newVerts[i].GetPos() = newPos;
if( quadrics[i].a > 1e-8 )
{
// calculate vert attributes from the new position
quadrics[i].CalcAttributesAndEvaluate( newVerts[i].GetPos(), newVerts[i].GetAttributes(), attributeWeights );
newVerts[i].Correct();
}
// sum cost of new verts
cost += quadrics[i].Evaluate( newVerts[i].GetPos(), newVerts[i].GetAttributes(), attributeWeights );
}
cost += edgeQuadric.Evaluate( newPos );
return cost;
}
template< typename T, uint32 NumAttributes >
float TMeshSimplifier<T, NumAttributes>::ComputeEdgeCollapseCost( TSimpEdge<T>* edge, bool bMoveVerts )
{
TArray< T, TInlineAllocator<16> > newVerts;
float Error = ComputeNewVerts( edge, newVerts );
if( bMoveVerts )
{
TSimpVert<T>* v;
uint32 i = 0;
LockVertFlags( SIMP_MARK1 );
edge->v0->EnableFlagsGroup( SIMP_MARK1 );
edge->v1->EnableFlagsGroup( SIMP_MARK1 );
// edges
TSimpEdge<T>* e = edge;
do {
checkSlow( e == FindEdge( e->v0, e->v1 ) );
checkSlow( e->v0->adjTris.Num() > 0 );
checkSlow( e->v1->adjTris.Num() > 0 );
e->v1->vert = newVerts[ i++ ];
e->v0->DisableFlags( SIMP_MARK1 );
e->v1->DisableFlags( SIMP_MARK1 );
e = e->next;
} while( e != edge );
// remainder verts
v = edge->v0;
do {
if( v->TestFlags( SIMP_MARK1 ) )
{
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
v->vert = newVerts[ i++ ];
v->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != edge->v0 );
v = edge->v1;
do {
if( v->TestFlags( SIMP_MARK1 ) )
{
checkSlow( !v->TestFlags( SIMP_REMOVED ) );
checkSlow( v->adjTris.Num() != 0 );
v->vert = newVerts[ i++ ];
v->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != edge->v1 );
UnlockVertFlags( SIMP_MARK1 );
}
else
{
Error += ComputeMergePenalty( edge->v0, edge->v1, newVerts[0].GetPos() );
}
return Error;
}
#endif
template< typename T, uint32 NumAttributes >
float TMeshSimplifier<T, NumAttributes>::ComputeMergePenalty( TSimpVert<T>* v0, TSimpVert<T>* v1, const FVector3f& NewPos )
{
// add penalties
// the below penalty code works with groups so no need to worry about remainder verts
TSimpVert<T>* v;
float penalty = 0.0f;
{
const int degreeLimit = 24;
const float degreePenalty = 100.0f;
int degree = 0;
v = v0;
do {
degree += v->adjTris.Num();
v = v->next;
} while( v != v0 );
// v
v = v1;
do {
degree += v->adjTris.Num();
v = v->next;
} while( v != v1 );
if( degree > degreeLimit )
penalty += degreePenalty * ( degree - degreeLimit );
}
{
const float LockPenalty = 1e8f;
if( v0->TestFlags( SIMP_LOCKED ) && v1->TestFlags( SIMP_LOCKED ) )
penalty += LockPenalty;
}
{
// Penalty to prevent edge folding
const float invalidPenalty = 1000000.0f;
LockTriFlags( SIMP_MARK1 );
v1->EnableAdjTriFlagsGroup( SIMP_MARK1 );
// u
v = v0;
do {
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* tri = *i;
if( !tri->TestFlags( SIMP_MARK1 ) )
penalty += tri->ReplaceVertexIsValid( v, NewPos ) ? 0.0f : invalidPenalty;
tri->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != v0 );
// v
v = v1;
do {
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* tri = *i;
if( tri->TestFlags( SIMP_MARK1 ) )
penalty += tri->ReplaceVertexIsValid( v, NewPos ) ? 0.0f : invalidPenalty;
tri->DisableFlags( SIMP_MARK1 );
}
v = v->next;
} while( v != v1 );
UnlockTriFlags( SIMP_MARK1 );
}
return penalty;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::AddEdgeToHeap( TSimpEdge<T>* edge )
{
if( edgeHeap.IsPresent( GetEdgeIndex( edge ) ) )
return;
#if SIMP_NEW_MERGE
float cost = Merge( edge->v0, edge->v1, false );
#else
float cost = ComputeEdgeCollapseCost( edge, false );
#endif
TSimpEdge<T>* e = edge;
do {
uint32 EdgeIndex = GetEdgeIndex(e);
edgeHeap.Add( cost, EdgeIndex );
e = e->next;
} while( e != edge );
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::Collapse( TSimpEdge<T>* edge )
{
TSimpVert<T>* u = edge->v0;
TSimpVert<T>* v = edge->v1;
// Collapse the edge uv by moving vertex u onto v
checkSlow( u && v );
checkSlow( edge == FindEdge( u, v ) );
checkSlow( u->adjTris.Num() > 0 );
checkSlow( v->adjTris.Num() > 0 );
if( u->TestFlags( SIMP_LOCKED ) )
v->EnableFlags( SIMP_LOCKED );
LockVertFlags( SIMP_MARK1 );
// update edges from u to v
u->EnableAdjVertFlags( SIMP_MARK1 );
v->DisableAdjVertFlags( SIMP_MARK1 );
if( u->TestFlags( SIMP_MARK1 ) )
{
// Invalid edge, results from collapsing a bridge tri
// There are no actual triangles connecting these verts
u->DisableAdjVertFlags( SIMP_MARK1 );
UnlockVertFlags( SIMP_MARK1 );
return;
}
for( TriIterator i = u->adjTris.Begin(); i != u->adjTris.End(); ++i )
{
TSimpTri<T>* tri = *i;
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = tri->verts[j];
if( vert->TestFlags( SIMP_MARK1 ) )
{
ReplaceEdgeVert( u, vert, v );
vert->DisableFlags( SIMP_MARK1 );
}
}
}
// remove dead edges
u->EnableAdjVertFlags( SIMP_MARK1 );
u->DisableFlags( SIMP_MARK1 );
v->DisableFlags( SIMP_MARK1 );
for( TriIterator i = v->adjTris.Begin(); i != v->adjTris.End(); ++i )
{
TSimpTri<T>* tri = *i;
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = tri->verts[j];
if( vert->TestFlags( SIMP_MARK1 ) )
{
ReplaceEdgeVert( u, vert, NULL );
vert->DisableFlags( SIMP_MARK1 );
}
}
}
u->DisableAdjVertFlags( SIMP_MARK1 );
// fixup triangles
for( TriIterator i = u->adjTris.Begin(); i != u->adjTris.End(); ++i )
{
TSimpTri<T>* tri = *i;
checkSlow( !tri->TestFlags( SIMP_REMOVED ) );
checkSlow( tri->HasVertex(u) );
if( tri->HasVertex(v) )
{
// delete triangles on edge uv
numTris--;
tri->EnableFlags( SIMP_REMOVED );
TriQuadricsValid[ GetTriIndex( tri ) ] = false;
// remove references to tri
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = tri->verts[j];
checkSlow( !vert->TestFlags( SIMP_REMOVED ) );
if( vert != u )
{
vert->adjTris.Remove( tri );
updateVerts.AddUnique( vert );
}
}
}
else
{
// update triangles to have v instead of u
tri->ReplaceVertex( u, v );
v->adjTris.Add( tri );
}
}
UnlockVertFlags( SIMP_MARK1 );
u->adjTris.Clear(); // u has been removed
updateVerts.AddUnique( u );
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::UpdateTris()
{
// remove degenerate triangles
// not sure why this happens
for( TSimpTri<T>* tri : updateTris )
{
if( tri->TestFlags( SIMP_REMOVED ) )
continue;
TriQuadricsValid[ GetTriIndex( tri ) ] = false;
const FVector3f& p0 = tri->verts[0]->GetPos();
const FVector3f& p1 = tri->verts[1]->GetPos();
const FVector3f& p2 = tri->verts[2]->GetPos();
if( p0 == p1 ||
p1 == p2 ||
p2 == p0 )
{
numTris--;
tri->EnableFlags( SIMP_REMOVED );
// remove references to tri
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = tri->verts[j];
vert->adjTris.Remove( tri );
updateVerts.AddUnique( vert );
// orphaned verts are removed below
}
}
}
updateTris.Reset();
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::UpdateVerts()
{
// remove orphaned verts
for( TSimpVert<T>* vert : updateVerts )
{
if( vert->TestFlags( SIMP_REMOVED ) )
continue;
VertQuadricsValid[ GetVertIndex( vert ) ] = false;
EdgeQuadricsValid[ GetVertIndex( vert ) ] = false;
if( vert->adjTris.Num() == 0 )
{
RemoveVert( vert );
}
}
updateVerts.Reset();
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::UpdateEdges()
{
// add all grouped edges
for( uint32 i = 0, Num = updateEdges.Num(); i < Num; i++ )
{
TSimpEdge<T>* edge = updateEdges[i];
if( edge->TestFlags( SIMP_REMOVED ) )
continue;
TSimpEdge<T>* e = edge;
do {
updateEdges.AddUnique(e);
e = e->next;
} while( e != edge );
}
// remove dead edges
for( TSimpEdge<T>* edge : updateEdges )
{
if( edge->TestFlags( SIMP_REMOVED ) )
continue;
if( edge->v0->TestFlags( SIMP_REMOVED ) ||
edge->v1->TestFlags( SIMP_REMOVED ) )
{
RemoveEdge( edge );
continue;
}
}
// Fix edge groups
{
FHashTable HashTable( 128, updateEdges.Num() );
// ungroup edges
for( uint32 i = 0, Num = updateEdges.Num(); i < Num; i++ )
{
TSimpEdge<T>* edge = updateEdges[i];
if( edge->TestFlags( SIMP_REMOVED ) )
continue;
edge->next = edge;
edge->prev = edge;
edgeHeap.Remove( GetEdgeIndex( edge ) );
uint32 Hash0 = HashPoint( edge->v0->GetPos() );
uint32 Hash1 = HashPoint( edge->v1->GetPos() );
uint32 Hash = Murmur32( { FMath::Min( Hash0, Hash1 ), FMath::Max( Hash0, Hash1 ) } );
HashTable.Add( Hash, i );
}
// regroup edges
for( TSimpEdge<T>* edge : updateEdges )
{
if( edge->TestFlags( SIMP_REMOVED ) )
continue;
// already grouped
if( edge->next != edge )
continue;
// find any matching edges
uint32 Hash0 = HashPoint( edge->v0->GetPos() );
uint32 Hash1 = HashPoint( edge->v1->GetPos() );
uint32 Hash = Murmur32( { FMath::Min( Hash0, Hash1 ), FMath::Max( Hash0, Hash1 ) } );
for( uint32 j = HashTable.First( Hash ); HashTable.IsValid(j); j = HashTable.Next( j ) )
{
TSimpEdge<T>* e1 = edge;
TSimpEdge<T>* e2 = updateEdges[j];
if( e1 == e2 )
continue;
bool m1 = e1->v0->GetPos() == e2->v0->GetPos() &&
e1->v1->GetPos() == e2->v1->GetPos();
bool m2 = e1->v0->GetPos() == e2->v1->GetPos() &&
e1->v1->GetPos() == e2->v0->GetPos();
// backwards
if( m2 )
Swap( e2->v0, e2->v1 );
// link
if( m1 || m2 )
{
checkSlow( e2->next == e2 );
checkSlow( e2->prev == e2 );
e2->next = e1->next;
e2->prev = e1;
e2->next->prev = e2;
e2->prev->next = e2;
}
}
}
}
// update edges
for( TSimpEdge<T>* edge : updateEdges )
{
if( edge->TestFlags( SIMP_REMOVED ) )
continue;
AddEdgeToHeap( edge );
}
updateEdges.Reset();
}
template< typename T, uint32 NumAttributes >
float TMeshSimplifier<T, NumAttributes>::SimplifyMesh( float maxErrorLimit, int minTris, int minVerts )
{
TRACE_CPUPROFILER_EVENT_SCOPE(TMeshSimplifier::SimplifyMesh);
TSimpVert<T>* v;
float maxError = 0.0f;
while( edgeHeap.Num() > 0 )
{
if( numTris <= minTris || numVerts <= minVerts )
break;
// get the next vertex to collapse
uint32 TopIndex = edgeHeap.Top();
float error = edgeHeap.GetKey( TopIndex );
if( error > maxErrorLimit )
{
break;
}
maxError = FMath::Max( maxError, error );
edgeHeap.Pop();
TSimpEdge<T>* top = &edges[ TopIndex ];
int numEdges = 0;
TSimpEdge<T>* edgeList[32];
TSimpEdge<T>* edge = top;
do {
edgeList[ numEdges++ ] = edge;
edge = edge->next;
} while( edge != top );
check(top);
// skip locked edges
bool locked = false;
for( int i = 0; i < numEdges; i++ )
{
edge = edgeList[i];
if( edge->v0->TestFlags( SIMP_LOCKED ) && edge->v1->TestFlags( SIMP_LOCKED ) )
{
locked = true;
}
}
if( locked )
continue;
v = top->v0;
do {
GatherUpdates( v );
v = v->next;
} while( v != top->v0 );
v = top->v1;
do {
GatherUpdates( v );
v = v->next;
} while( v != top->v1 );
#if 1
// remove edges with already removed verts
// not sure why this happens
for( int i = 0; i < numEdges; i++ )
{
if( edgeList[i]->v0->adjTris.Num() == 0 ||
edgeList[i]->v1->adjTris.Num() == 0 )
{
RemoveEdge( edgeList[i] );
edgeList[i] = NULL;
}
else
{
checkSlow( !edgeList[i]->TestFlags( SIMP_REMOVED ) );
}
}
if( top->v0->adjTris.Num() == 0 || top->v1->adjTris.Num() == 0 )
continue;
#endif
// move verts to new verts
{
edge = top;
#if SIMP_NEW_MERGE
float Error = Merge( edge->v0, edge->v1, true );
#else
float Error = ComputeEdgeCollapseCost( edge, true );
#endif
//maxError = FMath::Max( maxError, Error );
}
// collapse all edges
for( int i = 0; i < numEdges; i++ )
{
edge = edgeList[i];
if( !edge )
continue;
if( edge->TestFlags( SIMP_REMOVED ) ) // wtf?
continue;
if( edge->v0->adjTris.Num() == 0 )
continue;
if( edge->v1->adjTris.Num() == 0 )
continue;
Collapse( edge );
RemoveEdge( edge );
}
// add v0 remainder verts to v1
{
// combine v0 and v1 groups
top->v0->next->prev = top->v1->prev;
top->v1->prev->next = top->v0->next;
top->v0->next = top->v1;
top->v1->prev = top->v0;
// ungroup removed verts
TArray< TSimpVert<T>*, TInlineAllocator<16> > vertList;
v = top->v1;
do {
vertList.Add(v);
v = v->next;
} while( v != top->v1 );
for( TSimpVert<T>* u : vertList )
{
if( u->TestFlags( SIMP_REMOVED ) )
{
// ungroup
u->prev->next = u->next;
u->next->prev = u->prev;
u->next = u;
u->prev = u;
}
}
}
{
// spread locked flag to vert group
uint32 flags = 0;
v = top->v1;
do {
flags |= v->flags & SIMP_LOCKED;
v = v->next;
} while( v != top->v1 );
v = top->v1;
do {
v->flags |= flags;
v = v->next;
} while( v != top->v1 );
}
UpdateTris();
UpdateVerts();
UpdateEdges();
}
// remove degenerate triangles
// not sure why this happens
for( int i = 0; i < numSTris; i++ )
{
TSimpTri<T>* tri = &sTris[i];
if( tri->TestFlags( SIMP_REMOVED ) )
continue;
const FVector3f& p0 = tri->verts[0]->GetPos();
const FVector3f& p1 = tri->verts[1]->GetPos();
const FVector3f& p2 = tri->verts[2]->GetPos();
if( p0 == p1 ||
p1 == p2 ||
p2 == p0 )
{
numTris--;
tri->EnableFlags( SIMP_REMOVED );
// remove references to tri
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = tri->verts[j];
vert->adjTris.Remove( tri );
// orphaned verts are removed below
}
}
}
// remove orphaned verts
for( int i = 0; i < numSVerts; i++ )
{
TSimpVert<T>* vert = &sVerts[i];
if( vert->TestFlags( SIMP_REMOVED ) )
continue;
if( vert->adjTris.Num() == 0 )
{
RemoveVert( vert );
}
}
return maxError;
}
template< typename T, uint32 NumAttributes >
void TMeshSimplifier<T, NumAttributes>::OutputMesh( T* verts, uint32* indexes, uint32* OutNumVertices, uint32* OutNumIndices ) const
{
FHashTable HashTable( 1 << FMath::Min( 16u, FMath::FloorLog2( GetNumVerts() ) ), GetNumVerts() );
#if 1
int count = 0;
for( int i = 0; i < numSVerts; i++ )
count += sVerts[i].TestFlags( SIMP_REMOVED ) ? 0 : 1;
check( numVerts == count );
#endif
int numV = 0;
int numI = 0;
for( int i = 0; i < numSTris; i++ )
{
if( sTris[i].TestFlags( SIMP_REMOVED ) )
continue;
// TODO this is sloppy. There should be no duped verts. Alias by index.
for( int j = 0; j < 3; j++ )
{
TSimpVert<T>* vert = sTris[i].verts[j];
checkSlow( !vert->TestFlags( SIMP_REMOVED ) );
checkSlow( vert->adjTris.Num() != 0 );
const FVector3f& p = vert->GetPos();
uint32 hash = HashPoint( p );
uint32 f;
for( f = HashTable.First( hash ); HashTable.IsValid(f); f = HashTable.Next( f ) )
{
if( vert->vert == verts[f] )
break;
}
if( !HashTable.IsValid(f) )
{
HashTable.Add( hash, numV );
verts[ numV ] = vert->vert;
indexes[ numI++ ] = numV;
numV++;
}
else
{
indexes[ numI++ ] = f;
}
}
}
check( numV <= numVerts );
check( numI <= numTris * 3 );
if (OutNumVertices)
{
*OutNumVertices = numV;
}
if (OutNumIndices)
{
*OutNumIndices = numI;
}
}
template< typename T, uint32 NumAttributes >
template< typename FaceType >
void TMeshSimplifier<T, NumAttributes>::CompactFaceData( TArray< FaceType>& FaceData )
{
TArray< FaceType> NewFaceData;
for( int i = 0; i < numSTris; i++ )
{
if( sTris[i].TestFlags( SIMP_REMOVED ) )
continue;
NewFaceData.Add( FaceData[i] );
}
Swap( FaceData, NewFaceData );
}