summaryrefslogtreecommitdiffstats
path: root/thirdparty/meshoptimizer/simplifier.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/meshoptimizer/simplifier.cpp')
-rw-r--r--thirdparty/meshoptimizer/simplifier.cpp528
1 files changed, 289 insertions, 239 deletions
diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
index 391a77861a..6f8b0e520e 100644
--- a/thirdparty/meshoptimizer/simplifier.cpp
+++ b/thirdparty/meshoptimizer/simplifier.cpp
@@ -20,14 +20,13 @@
#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
+// Hugues Hoppe. New Quadric Metric for Simplifying Meshes with Appearance Attributes. 1999
namespace meshopt
{
@@ -39,31 +38,31 @@ struct EdgeAdjacency
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.offsets = allocator.allocate<unsigned int>(vertex_count + 1);
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;
+ unsigned int* offsets = adjacency.offsets + 1;
+ EdgeAdjacency::Edge* data = adjacency.data;
// fill edge counts
- memset(adjacency.counts, 0, vertex_count * sizeof(unsigned int));
+ memset(offsets, 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]++;
+ offsets[v]++;
}
// fill offset table
@@ -71,8 +70,9 @@ static void updateEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* in
for (size_t i = 0; i < vertex_count; ++i)
{
- adjacency.offsets[i] = offset;
- offset += adjacency.counts[i];
+ unsigned int count = offsets[i];
+ offsets[i] = offset;
+ offset += count;
}
assert(offset == index_count);
@@ -89,26 +89,22 @@ static void updateEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* in
c = remap[c];
}
- adjacency.data[adjacency.offsets[a]].next = b;
- adjacency.data[adjacency.offsets[a]].prev = c;
- adjacency.offsets[a]++;
+ data[offsets[a]].next = b;
+ data[offsets[a]].prev = c;
+ offsets[a]++;
- adjacency.data[adjacency.offsets[b]].next = c;
- adjacency.data[adjacency.offsets[b]].prev = a;
- adjacency.offsets[b]++;
+ data[offsets[b]].next = c;
+ data[offsets[b]].prev = a;
+ offsets[b]++;
- adjacency.data[adjacency.offsets[c]].next = a;
- adjacency.data[adjacency.offsets[c]].prev = b;
- adjacency.offsets[c]++;
+ data[offsets[c]].next = a;
+ data[offsets[c]].prev = b;
+ 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];
- }
+ // finalize offsets
+ adjacency.offsets[0] = 0;
+ assert(adjacency.offsets[vertex_count] == index_count);
}
struct PositionHasher
@@ -168,7 +164,7 @@ static T* hashLookup2(T* table, size_t buckets, const Hash& hash, const T& key,
}
assert(false && "Hash table is full"); // unreachable
- return 0;
+ return NULL;
}
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)
@@ -205,6 +201,8 @@ static void buildPositionRemap(unsigned int* remap, unsigned int* wedge, const f
wedge[i] = wedge[r];
wedge[r] = unsigned(i);
}
+
+ allocator.deallocate(table);
}
enum VertexKind
@@ -244,7 +242,7 @@ const unsigned char kHasOpposite[Kind_Count][Kind_Count] = {
static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int b)
{
- unsigned int count = adjacency.counts[a];
+ unsigned int count = adjacency.offsets[a + 1] - adjacency.offsets[a];
const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[a];
for (size_t i = 0; i < count; ++i)
@@ -269,7 +267,7 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
{
unsigned int vertex = unsigned(i);
- unsigned int count = adjacency.counts[vertex];
+ unsigned int count = adjacency.offsets[vertex + 1] - adjacency.offsets[vertex];
const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[vertex];
for (size_t j = 0; j < count; ++j)
@@ -378,10 +376,6 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
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)
@@ -432,19 +426,43 @@ static float rescalePositions(Vector3* result, const float* vertex_positions_dat
return extent;
}
+static void rescaleAttributes(float* result, const float* vertex_attributes_data, size_t vertex_count, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count)
+{
+ size_t vertex_attributes_stride_float = vertex_attributes_stride / sizeof(float);
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ for (size_t k = 0; k < attribute_count; ++k)
+ {
+ float a = vertex_attributes_data[i * vertex_attributes_stride_float + k];
+
+ result[i * attribute_count + k] = a * attribute_weights[k];
+ }
+ }
+}
+
+static const size_t kMaxAttributes = 16;
+
struct Quadric
{
+ // a00*x^2 + a11*y^2 + a22*z^2 + 2*(a10*xy + a20*xz + a21*yz) + b0*x + b1*y + b2*z + c
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 QuadricGrad
+{
+ // gx*x + gy*y + gz*z + gw
+ float gx, gy, gz, gw;
+};
+
+struct Reservoir
+{
+ float x, y, z;
+ float r, g, b;
+ float w;
};
struct Collapse
@@ -458,6 +476,7 @@ struct Collapse
float error;
unsigned int errorui;
};
+
float distance_error;
};
@@ -488,16 +507,17 @@ static void quadricAdd(Quadric& Q, const Quadric& R)
Q.b2 += R.b2;
Q.c += R.c;
Q.w += R.w;
+}
-#if ATTRIBUTES
- for (int k = 0; k < ATTRIBUTES; ++k)
+static void quadricAdd(QuadricGrad* G, const QuadricGrad* R, size_t attribute_count)
+{
+ for (size_t k = 0; k < attribute_count; ++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];
+ G[k].gx += R[k].gx;
+ G[k].gy += R[k].gy;
+ G[k].gz += R[k].gz;
+ G[k].gw += R[k].gw;
}
-#endif
}
static float quadricError(const Quadric& Q, const Vector3& v)
@@ -523,23 +543,12 @@ static float quadricError(const Quadric& Q, const Vector3& v)
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)
+static float quadricError(const Quadric& Q, const QuadricGrad* G, size_t attribute_count, const Vector3& v, const float* va)
{
float rx = Q.b0;
float ry = Q.b1;
@@ -562,7 +571,18 @@ static float quadricErrorNoAttributes(const Quadric& Q, const Vector3& v)
r += ry * v.y;
r += rz * v.z;
- float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
+ // see quadricFromAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
+ for (size_t k = 0; k < attribute_count; ++k)
+ {
+ float a = va[k];
+ float g = v.x * G[k].gx + v.y * G[k].gy + v.z * G[k].gz + G[k].gw;
+
+ r += a * a * Q.w;
+ r -= 2 * a * g;
+ }
+
+ // TODO: weight normalization is breaking attribute error somehow
+ float s = 1;// Q.w == 0.f ? 0.f : 1.f / Q.w;
return fabsf(r) * s;
}
@@ -585,29 +605,6 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo
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)
@@ -644,8 +641,7 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
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)
+static void quadricFromAttributes(Quadric& Q, QuadricGrad* G, const Vector3& p0, const Vector3& p1, const Vector3& p2, const float* va0, const float* va1, const float* va2, size_t attribute_count)
{
// for each attribute we want to encode the following function into the quadric:
// (eval(pos) - attr)^2
@@ -655,6 +651,11 @@ static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3
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};
+ // weight is scaled linearly with edge length
+ 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 = sqrtf(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);
+ float w = sqrtf(area); // TODO this needs more experimentation
+
// 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
@@ -677,9 +678,13 @@ static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3
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)
+ memset(&Q, 0, sizeof(Quadric));
+
+ Q.w = w;
+
+ for (size_t k = 0; k < attribute_count; ++k)
{
- float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
+ float a0 = va0[k], a1 = va1[k], a2 = va2[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
@@ -705,24 +710,14 @@ static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3
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
+ G[k].gx = w * gx;
+ G[k].gy = w * gy;
+ G[k].gz = w * gz;
+ G[k].gw = w * gw;
}
}
-#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)
+static void fillFaceQuadrics(Quadric* vertex_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)
{
@@ -732,24 +727,18 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib
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)
+static void fillEdgeQuadrics(Quadric* vertex_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};
+ static const int next[4] = {1, 2, 0, 1};
for (int e = 0; e < 3; ++e)
{
@@ -775,7 +764,7 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib
if (kHasOpposite[k0][k1] && remap[i1] > remap[i0])
continue;
- unsigned int i2 = indices[i + next[next[e]]];
+ unsigned int i2 = indices[i + next[e + 1]];
// we try hard to maintain border edge geometry; seam edges can move more freely
// due to topological restrictions on collapses, seam quadrics slightly improves collapse structure but aren't critical
@@ -789,13 +778,33 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib
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);
}
}
}
+static void fillAttributeQuadrics(Quadric* attribute_quadrics, QuadricGrad* attribute_gradients, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const float* vertex_attributes, size_t attribute_count, 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 QA;
+ QuadricGrad G[kMaxAttributes];
+ quadricFromAttributes(QA, G, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], &vertex_attributes[i0 * attribute_count], &vertex_attributes[i1 * attribute_count], &vertex_attributes[i2 * attribute_count], attribute_count);
+
+ // TODO: This blends together attribute weights across attribute discontinuities, which is probably not a great idea
+ quadricAdd(attribute_quadrics[remap[i0]], QA);
+ quadricAdd(attribute_quadrics[remap[i1]], QA);
+ quadricAdd(attribute_quadrics[remap[i2]], QA);
+
+ quadricAdd(&attribute_gradients[remap[i0] * attribute_count], G, attribute_count);
+ quadricAdd(&attribute_gradients[remap[i1] * attribute_count], G, attribute_count);
+ quadricAdd(&attribute_gradients[remap[i2] * attribute_count], G, attribute_count);
+ }
+}
+
// 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)
{
@@ -806,7 +815,7 @@ static bool hasTriangleFlip(const Vector3& a, const Vector3& b, const Vector3& c
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;
+ 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)
@@ -818,16 +827,15 @@ static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vert
const Vector3& v1 = vertex_positions[i1];
const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[i0]];
- size_t count = adjacency.counts[i0];
+ size_t count = adjacency.offsets[i0 + 1] - adjacency.offsets[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)
+ // skip triangles that will get collapsed by i0->i1 collapse or already got collapsed previously
+ if (a == i1 || b == i1 || a == b)
continue;
// early-out when at least one triangle flips due to a collapse
@@ -838,7 +846,25 @@ static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vert
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)
+static size_t boundEdgeCollapses(const EdgeAdjacency& adjacency, size_t vertex_count, size_t index_count, unsigned char* vertex_kind)
+{
+ size_t dual_count = 0;
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ unsigned char k = vertex_kind[i];
+ unsigned int e = adjacency.offsets[i + 1] - adjacency.offsets[i];
+
+ dual_count += (k == Kind_Manifold || k == Kind_Seam) ? e : 0;
+ }
+
+ assert(dual_count <= index_count);
+
+ // pad capacity by 3 so that we can check for overflow once per triangle instead of once per edge
+ return (index_count - dual_count / 2) + 3;
+}
+
+static size_t pickEdgeCollapses(Collapse* collapses, size_t collapse_capacity, 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;
@@ -846,6 +872,10 @@ static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices
{
static const int next[3] = {1, 2, 0};
+ // this should never happen as boundEdgeCollapses should give an upper bound for the collapse count, but in an unlikely event it does we can just drop extra collapses
+ if (collapse_count + 3 > collapse_capacity)
+ break;
+
for (int e = 0; e < 3; ++e)
{
unsigned int i0 = indices[i + e];
@@ -896,7 +926,7 @@ static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices
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)
+static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const float* vertex_attributes, const Quadric* vertex_quadrics, const Quadric* attribute_quadrics, const QuadricGrad* attribute_gradients, size_t attribute_count, const unsigned int* remap)
{
for (size_t i = 0; i < collapse_count; ++i)
{
@@ -910,78 +940,25 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const
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(vertex_quadrics[remap[i0]], vertex_positions[i1]);
+ float ej = quadricError(vertex_quadrics[remap[j0]], vertex_positions[j1]);
- float ei = quadricError(qi, vertex_positions[i1]);
- float ej = quadricError(qj, vertex_positions[j1]);
+ float dei = ei, dej = ej;
- const Quadric& naqi = vertex_no_attrib_quadrics[remap[i0]];
- const Quadric& naqj = vertex_no_attrib_quadrics[remap[j0]];
+ if (attribute_count)
+ {
+ ei += quadricError(attribute_quadrics[remap[i0]], &attribute_gradients[remap[i0] * attribute_count], attribute_count, vertex_positions[i1], &vertex_attributes[i1 * attribute_count]);
+ ej += quadricError(attribute_quadrics[remap[j0]], &attribute_gradients[remap[j0] * attribute_count], attribute_count, vertex_positions[j1], &vertex_attributes[j1 * attribute_count]);
+ }
// pick edge direction with minimal error
c.v0 = ei <= ej ? i0 : j0;
c.v1 = ei <= ej ? i1 : j1;
c.error = ei <= ej ? ei : ej;
- c.distance_error = ei <= ej ? quadricErrorNoAttributes(naqi, vertex_positions[i1]) : quadricErrorNoAttributes(naqj, vertex_positions[j1]);
+ c.distance_error = ei <= ej ? dei : dej;
}
}
-#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;
@@ -1020,7 +997,7 @@ static void sortEdgeCollapses(unsigned int* sort_order, const Collapse* collapse
}
}
-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)
+static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, Quadric* attribute_quadrics, QuadricGrad* attribute_gradients, size_t attribute_count, 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;
@@ -1082,7 +1059,12 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
assert(collapse_remap[r1] == r1);
quadricAdd(vertex_quadrics[r1], vertex_quadrics[r0]);
- quadricAdd(vertex_no_attrib_quadrics[r1], vertex_no_attrib_quadrics[r0]);
+
+ if (attribute_count)
+ {
+ quadricAdd(attribute_quadrics[r1], attribute_quadrics[r0]);
+ quadricAdd(&attribute_gradients[r1 * attribute_count], &attribute_gradients[r0 * attribute_count], attribute_count);
+ }
if (vertex_kind[i0] == Kind_Complex)
{
@@ -1346,17 +1328,41 @@ static void fillCellQuadrics(Quadric* cell_quadrics, const unsigned int* indices
}
}
-static void fillCellQuadrics(Quadric* cell_quadrics, const Vector3* vertex_positions, size_t vertex_count, const unsigned int* vertex_cells)
+static void fillCellReservoirs(Reservoir* cell_reservoirs, size_t cell_count, const Vector3* vertex_positions, const float* vertex_colors, size_t vertex_colors_stride, size_t vertex_count, const unsigned int* vertex_cells)
{
+ static const float dummy_color[] = { 0.f, 0.f, 0.f };
+
+ size_t vertex_colors_stride_float = vertex_colors_stride / sizeof(float);
+
for (size_t i = 0; i < vertex_count; ++i)
{
- unsigned int c = vertex_cells[i];
+ unsigned int cell = vertex_cells[i];
const Vector3& v = vertex_positions[i];
+ Reservoir& r = cell_reservoirs[cell];
- Quadric Q;
- quadricFromPoint(Q, v.x, v.y, v.z, 1.f);
+ const float* color = vertex_colors ? &vertex_colors[i * vertex_colors_stride_float] : dummy_color;
+
+ r.x += v.x;
+ r.y += v.y;
+ r.z += v.z;
+ r.r += color[0];
+ r.g += color[1];
+ r.b += color[2];
+ r.w += 1.f;
+ }
+
+ for (size_t i = 0; i < cell_count; ++i)
+ {
+ Reservoir& r = cell_reservoirs[i];
- quadricAdd(cell_quadrics[c], Q);
+ float iw = r.w == 0.f ? 0.f : 1.f / r.w;
+
+ r.x *= iw;
+ r.y *= iw;
+ r.z *= iw;
+ r.r *= iw;
+ r.g *= iw;
+ r.b *= iw;
}
}
@@ -1377,6 +1383,34 @@ static void fillCellRemap(unsigned int* cell_remap, float* cell_errors, size_t c
}
}
+static void fillCellRemap(unsigned int* cell_remap, float* cell_errors, size_t cell_count, const unsigned int* vertex_cells, const Reservoir* cell_reservoirs, const Vector3* vertex_positions, const float* vertex_colors, size_t vertex_colors_stride, float color_weight, size_t vertex_count)
+{
+ static const float dummy_color[] = { 0.f, 0.f, 0.f };
+
+ size_t vertex_colors_stride_float = vertex_colors_stride / sizeof(float);
+
+ memset(cell_remap, -1, cell_count * sizeof(unsigned int));
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ unsigned int cell = vertex_cells[i];
+ const Vector3& v = vertex_positions[i];
+ const Reservoir& r = cell_reservoirs[cell];
+
+ const float* color = vertex_colors ? &vertex_colors[i * vertex_colors_stride_float] : dummy_color;
+
+ float pos_error = (v.x - r.x) * (v.x - r.x) + (v.y - r.y) * (v.y - r.y) + (v.z - r.z) * (v.z - r.z);
+ float col_error = (color[0] - r.r) * (color[0] - r.r) + (color[1] - r.g) * (color[1] - r.g) + (color[2] - r.b) * (color[2] - r.b);
+ float error = pos_error + color_weight * col_error;
+
+ 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};
@@ -1434,26 +1468,23 @@ static float interpolate(float y, float x0, float y0, float x1, float y1, float
#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;
+MESHOPTIMIZER_API unsigned char* meshopt_simplifyDebugKind = NULL;
+MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoop = NULL;
+MESHOPTIMIZER_API unsigned int* meshopt_simplifyDebugLoopBack = NULL;
#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, unsigned int options, float* out_result_error)
-{
- return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, options, 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, unsigned int options, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
+size_t meshopt_simplifyEdge(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes_data, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, size_t target_index_count, float target_error, unsigned int options, float* out_result_error)
{
using namespace meshopt;
assert(index_count % 3 == 0);
- assert(vertex_stride >= 12 && vertex_stride <= 256);
- assert(vertex_stride % sizeof(float) == 0);
+ assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256);
+ assert(vertex_positions_stride % sizeof(float) == 0);
assert(target_index_count <= index_count);
assert((options & ~(meshopt_SimplifyLockBorder)) == 0);
- assert(attribute_count <= ATTRIBUTES);
+ assert(vertex_attributes_stride >= attribute_count * sizeof(float) && vertex_attributes_stride <= 256);
+ assert(vertex_attributes_stride % sizeof(float) == 0);
+ assert(attribute_count <= kMaxAttributes);
meshopt_Allocator allocator;
@@ -1467,7 +1498,7 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
// 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);
+ buildPositionRemap(remap, wedge, vertex_positions_data, vertex_count, vertex_positions_stride, allocator);
// classify vertices; vertex kind determines collapse rules, see kCanCollapse
unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
@@ -1491,29 +1522,36 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
#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));
+ rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
- for (size_t k = 0; k < attribute_count; ++k)
- {
- float a = attributes[i * attribute_count + k];
+ float* vertex_attributes = NULL;
- vertex_positions[i].a[k] = a * attribute_weights[k];
- }
+ if (attribute_count)
+ {
+ vertex_attributes = allocator.allocate<float>(vertex_count * attribute_count);
+ rescaleAttributes(vertex_attributes, vertex_attributes_data, vertex_count, vertex_attributes_stride, attribute_weights, attribute_count);
}
-#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);
+ Quadric* attribute_quadrics = NULL;
+ QuadricGrad* attribute_gradients = NULL;
+
+ if (attribute_count)
+ {
+ attribute_quadrics = allocator.allocate<Quadric>(vertex_count);
+ memset(attribute_quadrics, 0, vertex_count * sizeof(Quadric));
+
+ attribute_gradients = allocator.allocate<QuadricGrad>(vertex_count * attribute_count);
+ memset(attribute_gradients, 0, vertex_count * attribute_count * sizeof(QuadricGrad));
+ }
+
+ fillFaceQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap);
+ fillEdgeQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap, vertex_kind, loop, loopback);
+
+ if (attribute_count)
+ fillAttributeQuadrics(attribute_quadrics, attribute_gradients, indices, index_count, vertex_positions, vertex_attributes, attribute_count, remap);
if (result != indices)
memcpy(result, indices, index_count * sizeof(unsigned int));
@@ -1522,8 +1560,10 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
size_t pass_count = 0;
#endif
- Collapse* edge_collapses = allocator.allocate<Collapse>(index_count);
- unsigned int* collapse_order = allocator.allocate<unsigned int>(index_count);
+ size_t collapse_capacity = boundEdgeCollapses(adjacency, vertex_count, index_count, vertex_kind);
+
+ Collapse* edge_collapses = allocator.allocate<Collapse>(collapse_capacity);
+ unsigned int* collapse_order = allocator.allocate<unsigned int>(collapse_capacity);
unsigned int* collapse_remap = allocator.allocate<unsigned int>(vertex_count);
unsigned char* collapse_locked = allocator.allocate<unsigned char>(vertex_count);
@@ -1538,17 +1578,14 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
// 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);
+ size_t edge_collapse_count = pickEdgeCollapses(edge_collapses, collapse_capacity, result, result_count, remap, vertex_kind, loop);
+ assert(edge_collapse_count <= collapse_capacity);
// 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
+ rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_attributes, vertex_quadrics, attribute_quadrics, attribute_gradients, attribute_count, remap);
sortEdgeCollapses(collapse_order, edge_collapses, edge_collapse_count);
@@ -1563,7 +1600,7 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
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);
+ size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, attribute_quadrics, attribute_gradients, attribute_count, 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)
@@ -1582,10 +1619,6 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
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);
@@ -1599,13 +1632,21 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
// 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_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, unsigned int options, float* out_result_error)
+{
+ return meshopt_simplifyEdge(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, NULL, 0, NULL, 0, target_index_count, target_error, options, out_result_error);
+}
+
+size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_attributes_data, size_t vertex_attributes_stride, const float* attribute_weights, size_t attribute_count, size_t target_index_count, float target_error, unsigned int options, float* out_result_error)
+{
+ return meshopt_simplifyEdge(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, vertex_attributes_data, vertex_attributes_stride, attribute_weights, attribute_count, target_index_count, target_error, options, out_result_error);
+}
+
size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* out_result_error)
{
using namespace meshopt;
@@ -1738,12 +1779,15 @@ size_t meshopt_simplifySloppy(unsigned int* destination, const unsigned int* ind
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)
+size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, const float* vertex_colors, size_t vertex_colors_stride, float color_weight, size_t target_vertex_count)
{
using namespace meshopt;
assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256);
assert(vertex_positions_stride % sizeof(float) == 0);
+ assert(vertex_colors_stride == 0 || (vertex_colors_stride >= 12 && vertex_colors_stride <= 256));
+ assert(vertex_colors_stride % sizeof(float) == 0);
+ assert(vertex_colors == NULL || vertex_colors_stride != 0);
assert(target_vertex_count <= vertex_count);
size_t target_cell_count = target_vertex_count;
@@ -1827,24 +1871,30 @@ size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_pos
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));
+ // accumulate points into a reservoir for each target cell
+ Reservoir* cell_reservoirs = allocator.allocate<Reservoir>(cell_count);
+ memset(cell_reservoirs, 0, cell_count * sizeof(Reservoir));
- fillCellQuadrics(cell_quadrics, vertex_positions, vertex_count, vertex_cells);
+ fillCellReservoirs(cell_reservoirs, cell_count, vertex_positions, vertex_colors, vertex_colors_stride, 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);
+ fillCellRemap(cell_remap, cell_errors, cell_count, vertex_cells, cell_reservoirs, vertex_positions, vertex_colors, vertex_colors_stride, color_weight * color_weight, 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));
+ // 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;
+
+ printf("result: %d cells, %e error\n", int(cell_count), sqrtf(result_error));
#endif
return cell_count;