// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details #include "meshoptimizer.h" #include #include #include #include #ifndef TRACE #define TRACE 0 #endif #if TRACE #include #endif // 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 namespace meshopt { struct EdgeAdjacency { unsigned int* counts; unsigned int* offsets; unsigned int* data; }; static void buildEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* indices, size_t index_count, size_t vertex_count, meshopt_Allocator& allocator) { size_t face_count = index_count / 3; // allocate arrays adjacency.counts = allocator.allocate(vertex_count); adjacency.offsets = allocator.allocate(vertex_count); adjacency.data = allocator.allocate(index_count); // fill edge counts memset(adjacency.counts, 0, vertex_count * sizeof(unsigned int)); for (size_t i = 0; i < index_count; ++i) { assert(indices[i] < vertex_count); adjacency.counts[indices[i]]++; } // fill offset table unsigned int offset = 0; for (size_t i = 0; i < vertex_count; ++i) { adjacency.offsets[i] = offset; offset += adjacency.counts[i]; } assert(offset == index_count); // fill edge data for (size_t i = 0; i < face_count; ++i) { unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2]; adjacency.data[adjacency.offsets[a]++] = b; adjacency.data[adjacency.offsets[b]++] = c; adjacency.data[adjacency.offsets[c]++] = a; } // fix offsets that have been disturbed by the previous pass for (size_t i = 0; i < vertex_count; ++i) { assert(adjacency.offsets[i] >= adjacency.counts[i]); adjacency.offsets[i] -= adjacency.counts[i]; } } struct PositionHasher { const float* vertex_positions; size_t vertex_stride_float; size_t hash(unsigned int index) const { // MurmurHash2 const unsigned int m = 0x5bd1e995; const int r = 24; unsigned int h = 0; const unsigned int* key = reinterpret_cast(vertex_positions + index * vertex_stride_float); for (size_t i = 0; i < 3; ++i) { unsigned int k = key[i]; k *= m; k ^= k >> r; k *= m; h *= m; h ^= k; } return h; } bool equal(unsigned int lhs, unsigned int rhs) const { return memcmp(vertex_positions + lhs * vertex_stride_float, vertex_positions + rhs * vertex_stride_float, sizeof(float) * 3) == 0; } }; static size_t hashBuckets2(size_t count) { size_t buckets = 1; while (buckets < count) buckets *= 2; return buckets; } template static T* hashLookup2(T* table, size_t buckets, const Hash& hash, const T& key, const T& empty) { assert(buckets > 0); assert((buckets & (buckets - 1)) == 0); size_t hashmod = buckets - 1; size_t bucket = hash.hash(key) & hashmod; for (size_t probe = 0; probe <= hashmod; ++probe) { T& item = table[bucket]; if (item == empty) return &item; if (hash.equal(item, key)) return &item; // hash collision, quadratic probing bucket = (bucket + probe + 1) & hashmod; } assert(false && "Hash table is full"); return 0; } static void buildPositionRemap(unsigned int* remap, unsigned int* wedge, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, meshopt_Allocator& allocator) { PositionHasher hasher = {vertex_positions_data, vertex_positions_stride / sizeof(float)}; size_t table_size = hashBuckets2(vertex_count); unsigned int* table = allocator.allocate(table_size); memset(table, -1, table_size * sizeof(unsigned int)); // build forward remap: for each vertex, which other (canonical) vertex does it map to? // we use position equivalence for this, and remap vertices to other existing vertices for (size_t i = 0; i < vertex_count; ++i) { unsigned int index = unsigned(i); unsigned int* entry = hashLookup2(table, table_size, hasher, index, ~0u); if (*entry == ~0u) *entry = index; remap[index] = *entry; } // build wedge table: for each vertex, which other vertex is the next wedge that also maps to the same vertex? // entries in table form a (cyclic) wedge loop per vertex; for manifold vertices, wedge[i] == remap[i] == i for (size_t i = 0; i < vertex_count; ++i) wedge[i] = unsigned(i); for (size_t i = 0; i < vertex_count; ++i) if (remap[i] != i) { unsigned int r = remap[i]; wedge[i] = wedge[r]; wedge[r] = unsigned(i); } } enum VertexKind { Kind_Manifold, // not on an attribute seam, not on any boundary Kind_Border, // not on an attribute seam, has exactly two open edges Kind_Seam, // on an attribute seam with exactly two attribute seam edges Kind_Locked, // none of the above; these vertices can't move Kind_Count }; // manifold vertices can collapse on anything except locked // border/seam vertices can only be collapsed onto border/seam respectively const unsigned char kCanCollapse[Kind_Count][Kind_Count] = { {1, 1, 1, 1}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 0}, }; // if a vertex is manifold or seam, adjoining edges are guaranteed to have an opposite edge // note that for seam edges, the opposite edge isn't present in the attribute-based topology // but is present if you consider a position-only mesh variant const unsigned char kHasOpposite[Kind_Count][Kind_Count] = { {1, 1, 1, 1}, {1, 0, 1, 0}, {1, 1, 1, 1}, {1, 0, 1, 0}, }; static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int b) { unsigned int count = adjacency.counts[a]; const unsigned int* data = adjacency.data + adjacency.offsets[a]; for (size_t i = 0; i < count; ++i) if (data[i] == b) return true; return false; } static unsigned int findWedgeEdge(const EdgeAdjacency& adjacency, const unsigned int* wedge, unsigned int a, unsigned int b) { unsigned int v = a; do { if (hasEdge(adjacency, v, b)) return v; v = wedge[v]; } while (v != a); return ~0u; } static size_t countOpenEdges(const EdgeAdjacency& adjacency, unsigned int vertex, unsigned int* last = 0) { size_t result = 0; unsigned int count = adjacency.counts[vertex]; const unsigned int* data = adjacency.data + adjacency.offsets[vertex]; for (size_t i = 0; i < count; ++i) if (!hasEdge(adjacency, data[i], vertex)) { result++; if (last) *last = data[i]; } return result; } static void classifyVertices(unsigned char* result, unsigned int* loop, size_t vertex_count, const EdgeAdjacency& adjacency, const unsigned int* remap, const unsigned int* wedge) { for (size_t i = 0; i < vertex_count; ++i) loop[i] = ~0u; for (size_t i = 0; i < vertex_count; ++i) { if (remap[i] == i) { if (wedge[i] == i) { // no attribute seam, need to check if it's manifold unsigned int v = 0; size_t edges = countOpenEdges(adjacency, unsigned(i), &v); // note: we classify any vertices with no open edges as manifold // this is technically incorrect - if 4 triangles share an edge, we'll classify vertices as manifold // it's unclear if this is a problem in practice // also note that we classify vertices as border if they have *one* open edge, not two // this is because we only have half-edges - so a border vertex would have one incoming and one outgoing edge if (edges == 0) { result[i] = Kind_Manifold; } else if (edges == 1) { result[i] = Kind_Border; loop[i] = v; } else { result[i] = Kind_Locked; } } else if (wedge[wedge[i]] == i) { // attribute seam; need to distinguish between Seam and Locked unsigned int a = 0; size_t a_count = countOpenEdges(adjacency, unsigned(i), &a); unsigned int b = 0; size_t b_count = countOpenEdges(adjacency, wedge[i], &b); // seam should have one open half-edge for each vertex, and the edges need to "connect" - point to the same vertex post-remap if (a_count == 1 && b_count == 1) { unsigned int ao = findWedgeEdge(adjacency, wedge, a, wedge[i]); unsigned int bo = findWedgeEdge(adjacency, wedge, b, unsigned(i)); if (ao != ~0u && bo != ~0u) { result[i] = Kind_Seam; loop[i] = a; loop[wedge[i]] = b; } else { result[i] = Kind_Locked; } } else { result[i] = Kind_Locked; } } else { // more than one vertex maps to this one; we don't have classification available result[i] = Kind_Locked; } } else { assert(remap[i] < i); result[i] = result[remap[i]]; } } } struct Vector3 { float x, y, z; }; static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride) { size_t vertex_stride_float = vertex_positions_stride / sizeof(float); float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX}; float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; for (size_t i = 0; i < vertex_count; ++i) { const float* v = vertex_positions_data + i * vertex_stride_float; result[i].x = v[0]; result[i].y = v[1]; result[i].z = v[2]; for (int j = 0; j < 3; ++j) { float vj = v[j]; minv[j] = minv[j] > vj ? vj : minv[j]; maxv[j] = maxv[j] < vj ? vj : maxv[j]; } } float extent = 0.f; extent = (maxv[0] - minv[0]) < extent ? extent : (maxv[0] - minv[0]); extent = (maxv[1] - minv[1]) < extent ? extent : (maxv[1] - minv[1]); extent = (maxv[2] - minv[2]) < extent ? extent : (maxv[2] - minv[2]); float scale = extent == 0 ? 0.f : 1.f / extent; for (size_t i = 0; i < vertex_count; ++i) { result[i].x = (result[i].x - minv[0]) * scale; result[i].y = (result[i].y - minv[1]) * scale; result[i].z = (result[i].z - minv[2]) * scale; } } struct Quadric { float a00; float a10, a11; float a20, a21, a22; float b0, b1, b2, c; }; struct Collapse { unsigned int v0; unsigned int v1; union { unsigned int bidi; float error; unsigned int errorui; }; }; static float normalize(Vector3& v) { float length = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); if (length > 0) { v.x /= length; v.y /= length; v.z /= length; } return length; } static void quadricAdd(Quadric& Q, const Quadric& R) { Q.a00 += R.a00; Q.a10 += R.a10; Q.a11 += R.a11; Q.a20 += R.a20; Q.a21 += R.a21; Q.a22 += R.a22; Q.b0 += R.b0; Q.b1 += R.b1; Q.b2 += R.b2; Q.c += R.c; } static void quadricMul(Quadric& Q, float s) { Q.a00 *= s; Q.a10 *= s; Q.a11 *= s; Q.a20 *= s; Q.a21 *= s; Q.a22 *= s; Q.b0 *= s; Q.b1 *= s; Q.b2 *= s; Q.c *= s; } static float quadricError(const Quadric& Q, const Vector3& v) { float rx = Q.b0; float ry = Q.b1; float rz = Q.b2; rx += Q.a10 * v.y; ry += Q.a21 * v.z; rz += Q.a20 * v.x; rx *= 2; ry *= 2; rz *= 2; rx += Q.a00 * v.x; ry += Q.a11 * v.y; rz += Q.a22 * v.z; float r = Q.c; r += rx * v.x; r += ry * v.y; r += rz * v.z; return fabsf(r); } static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d) { Q.a00 = a * a; Q.a10 = b * a; Q.a11 = b * b; Q.a20 = c * a; Q.a21 = c * b; Q.a22 = c * c; Q.b0 = d * a; Q.b1 = d * b; Q.b2 = d * c; Q.c = d * d; } static void quadricFromTriangle(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2) { 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}; Vector3 normal = {p10.y * p20.z - p10.z * p20.y, p10.z * p20.x - p10.x * p20.z, p10.x * p20.y - p10.y * p20.x}; float area = normalize(normal); float distance = normal.x * p0.x + normal.y * p0.y + normal.z * p0.z; quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance); quadricMul(Q, area); } static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float weight) { Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z}; float length = normalize(p10); Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z}; float p20p = p20.x * p10.x + p20.y * p10.y + p20.z * p10.z; Vector3 normal = {p20.x - p10.x * p20p, p20.y - p10.y * p20p, p20.z - p10.z * p20p}; normalize(normal); float distance = normal.x * p0.x + normal.y * p0.y + normal.z * p0.z; quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance); quadricMul(Q, length * length * weight); } 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) { unsigned int i0 = indices[i + 0]; unsigned int i1 = indices[i + 1]; unsigned int i2 = indices[i + 2]; Quadric Q; quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2]); quadricAdd(vertex_quadrics[remap[i0]], Q); quadricAdd(vertex_quadrics[remap[i1]], Q); quadricAdd(vertex_quadrics[remap[i2]], Q); } } 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) { for (size_t i = 0; i < index_count; i += 3) { static const int next[3] = {1, 2, 0}; for (int e = 0; e < 3; ++e) { unsigned int i0 = indices[i + e]; unsigned int i1 = indices[i + next[e]]; unsigned char k0 = vertex_kind[i0]; unsigned char k1 = vertex_kind[i1]; // check that i0 and i1 are border/seam and are on the same edge loop // loop[] tracks half edges so we only need to check i0->i1 if (k0 != k1 || (k0 != Kind_Border && k0 != Kind_Seam) || loop[i0] != i1) continue; unsigned int i2 = indices[i + next[next[e]]]; // we try hard to maintain border edge geometry; seam edges can move more freely // due to topological restrictions on collapses, seam quadrics slightly improves collapse structure but aren't critical const float kEdgeWeightSeam = 1.f; const float kEdgeWeightBorder = 10.f; float edgeWeight = (k0 == Kind_Seam) ? kEdgeWeightSeam : kEdgeWeightBorder; Quadric Q; quadricFromTriangleEdge(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], edgeWeight); quadricAdd(vertex_quadrics[remap[i0]], Q); quadricAdd(vertex_quadrics[remap[i1]], Q); } } } static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices, size_t index_count, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop) { size_t collapse_count = 0; for (size_t i = 0; i < index_count; i += 3) { static const int next[3] = {1, 2, 0}; for (int e = 0; e < 3; ++e) { unsigned int i0 = indices[i + e]; unsigned int i1 = indices[i + next[e]]; // this can happen either when input has a zero-length edge, or when we perform collapses for complex // topology w/seams and collapse a manifold vertex that connects to both wedges onto one of them // we leave edges like this alone since they may be important for preserving mesh integrity if (remap[i0] == remap[i1]) continue; unsigned char k0 = vertex_kind[i0]; unsigned char k1 = vertex_kind[i1]; // the edge has to be collapsible in at least one direction if (!(kCanCollapse[k0][k1] | kCanCollapse[k1][k0])) continue; // manifold and seam edges should occur twice (i0->i1 and i1->i0) - skip redundant edges if (kHasOpposite[k0][k1] && remap[i1] > remap[i0]) continue; // two vertices are on a border or a seam, but there's no direct edge between them // this indicates that they belong to two different edge loops and we should not collapse this edge // loop[] tracks half edges so we only need to check i0->i1 if (k0 == k1 && (k0 == Kind_Border || k0 == Kind_Seam) && loop[i0] != i1) continue; // edge can be collapsed in either direction - we will pick the one with minimum error // note: we evaluate error later during collapse ranking, here we just tag the edge as bidirectional if (kCanCollapse[k0][k1] & kCanCollapse[k1][k0]) { Collapse c = {i0, i1, {/* bidi= */ 1}}; collapses[collapse_count++] = c; } else { // edge can only be collapsed in one direction unsigned int e0 = kCanCollapse[k0][k1] ? i0 : i1; unsigned int e1 = kCanCollapse[k0][k1] ? i1 : i0; Collapse c = {e0, e1, {/* bidi= */ 0}}; collapses[collapse_count++] = c; } } } return collapse_count; } static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const Quadric* vertex_quadrics, const unsigned int* remap) { for (size_t i = 0; i < collapse_count; ++i) { Collapse& c = collapses[i]; unsigned int i0 = c.v0; unsigned int i1 = c.v1; // most edges are bidirectional which means we need to evaluate errors for two collapses // to keep this code branchless we just use the same edge for unidirectional edges unsigned int j0 = c.bidi ? i1 : i0; unsigned int j1 = c.bidi ? i0 : i1; float ei = quadricError(vertex_quadrics[remap[i0]], vertex_positions[i1]); float ej = quadricError(vertex_quadrics[remap[j0]], vertex_positions[j1]); // pick edge direction with minimal error c.v0 = ei <= ej ? i0 : j0; c.v1 = ei <= ej ? i1 : j1; c.error = ei <= ej ? ei : ej; } } #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]), cerrors[k0][k1]); } static void dumpLockedCollapses(const unsigned int* indices, size_t index_count, const unsigned char* vertex_kind) { size_t locked_collapses[Kind_Count][Kind_Count] = {}; for (size_t i = 0; i < index_count; i += 3) { static const int next[3] = {1, 2, 0}; for (int e = 0; e < 3; ++e) { unsigned int i0 = indices[i + e]; unsigned int i1 = indices[i + next[e]]; unsigned char k0 = vertex_kind[i0]; unsigned char k1 = vertex_kind[i1]; locked_collapses[k0][k1] += !kCanCollapse[k0][k1] && !kCanCollapse[k1][k0]; } } for (int k0 = 0; k0 < Kind_Count; ++k0) for (int k1 = 0; k1 < Kind_Count; ++k1) if (locked_collapses[k0][k1]) printf("locked collapses %d -> %d: %d\n", k0, k1, int(locked_collapses[k0][k1])); } #endif static void sortEdgeCollapses(unsigned int* sort_order, const Collapse* collapses, size_t collapse_count) { const int sort_bits = 11; // fill histogram for counting sort unsigned int histogram[1 << sort_bits]; memset(histogram, 0, sizeof(histogram)); for (size_t i = 0; i < collapse_count; ++i) { // skip sign bit since error is non-negative unsigned int key = (collapses[i].errorui << 1) >> (32 - sort_bits); histogram[key]++; } // compute offsets based on histogram data size_t histogram_sum = 0; for (size_t i = 0; i < 1 << sort_bits; ++i) { size_t count = histogram[i]; histogram[i] = unsigned(histogram_sum); histogram_sum += count; } assert(histogram_sum == collapse_count); // compute sort order based on offsets for (size_t i = 0; i < collapse_count; ++i) { // skip sign bit since error is non-negative unsigned int key = (collapses[i].errorui << 1) >> (32 - sort_bits); sort_order[histogram[key]++] = unsigned(i); } } static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, 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, size_t triangle_collapse_goal, float error_limit) { size_t edge_collapses = 0; size_t triangle_collapses = 0; for (size_t i = 0; i < collapse_count; ++i) { const Collapse& c = collapses[collapse_order[i]]; if (c.error > error_limit) break; if (triangle_collapses >= triangle_collapse_goal) break; unsigned int r0 = remap[c.v0]; unsigned int r1 = remap[c.v1]; // we don't collapse vertices that had source or target vertex involved in a collapse // it's important to not move the vertices twice since it complicates the tracking/remapping logic // it's important to not move other vertices towards a moved vertex to preserve error since we don't re-rank collapses mid-pass if (collapse_locked[r0] | collapse_locked[r1]) continue; assert(collapse_remap[r0] == r0); assert(collapse_remap[r1] == r1); quadricAdd(vertex_quadrics[r1], vertex_quadrics[r0]); if (vertex_kind[c.v0] == Kind_Seam) { // remap v0 to v1 and seam pair of v0 to seam pair of v1 unsigned int s0 = wedge[c.v0]; unsigned int s1 = wedge[c.v1]; assert(s0 != c.v0 && s1 != c.v1); assert(wedge[s0] == c.v0 && wedge[s1] == c.v1); collapse_remap[c.v0] = c.v1; collapse_remap[s0] = s1; } else { assert(wedge[c.v0] == c.v0); collapse_remap[c.v0] = c.v1; } collapse_locked[r0] = 1; collapse_locked[r1] = 1; // border edges collapse 1 triangle, other edges collapse 2 or more triangle_collapses += (vertex_kind[c.v0] == Kind_Border) ? 1 : 2; edge_collapses++; } return edge_collapses; } static size_t remapIndexBuffer(unsigned int* indices, size_t index_count, const unsigned int* collapse_remap) { size_t write = 0; for (size_t i = 0; i < index_count; i += 3) { unsigned int v0 = collapse_remap[indices[i + 0]]; unsigned int v1 = collapse_remap[indices[i + 1]]; unsigned int v2 = collapse_remap[indices[i + 2]]; // we never move the vertex twice during a single pass assert(collapse_remap[v0] == v0); assert(collapse_remap[v1] == v1); assert(collapse_remap[v2] == v2); if (v0 != v1 && v0 != v2 && v1 != v2) { indices[write + 0] = v0; indices[write + 1] = v1; indices[write + 2] = v2; write += 3; } } return write; } static void remapEdgeLoops(unsigned int* loop, size_t vertex_count, const unsigned int* collapse_remap) { for (size_t i = 0; i < vertex_count; ++i) { if (loop[i] != ~0u) { unsigned int l = loop[i]; unsigned int r = collapse_remap[l]; // i == r is a special case when the seam edge is collapsed in a direction opposite to where loop goes loop[i] = (i == r) ? loop[l] : r; } } } } // namespace meshopt #if TRACE unsigned char* meshopt_simplifyDebugKind = 0; unsigned int* meshopt_simplifyDebugLoop = 0; #endif size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error) { using namespace meshopt; assert(index_count % 3 == 0); assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256); assert(vertex_positions_stride % sizeof(float) == 0); assert(target_index_count <= index_count); meshopt_Allocator allocator; unsigned int* result = destination; // build adjacency information EdgeAdjacency adjacency = {}; buildEdgeAdjacency(adjacency, indices, index_count, vertex_count, allocator); // build position remap that maps each vertex to the one with identical position unsigned int* remap = allocator.allocate(vertex_count); unsigned int* wedge = allocator.allocate(vertex_count); 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(vertex_count); unsigned int* loop = allocator.allocate(vertex_count); classifyVertices(vertex_kind, loop, vertex_count, adjacency, remap, wedge); #if TRACE size_t unique_positions = 0; for (size_t i = 0; i < vertex_count; ++i) unique_positions += remap[i] == i; printf("position remap: %d vertices => %d positions\n", int(vertex_count), int(unique_positions)); size_t kinds[Kind_Count] = {}; for (size_t i = 0; i < vertex_count; ++i) kinds[vertex_kind[i]] += remap[i] == i; printf("kinds: manifold %d, border %d, seam %d, locked %d\n", int(kinds[Kind_Manifold]), int(kinds[Kind_Border]), int(kinds[Kind_Seam]), int(kinds[Kind_Locked])); #endif Vector3* vertex_positions = allocator.allocate(vertex_count); rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride); Quadric* vertex_quadrics = allocator.allocate(vertex_count); memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric)); fillFaceQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap); fillEdgeQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap, vertex_kind, loop); if (result != indices) memcpy(result, indices, index_count * sizeof(unsigned int)); #if TRACE size_t pass_count = 0; float worst_error = 0; #endif Collapse* edge_collapses = allocator.allocate(index_count); unsigned int* collapse_order = allocator.allocate(index_count); unsigned int* collapse_remap = allocator.allocate(vertex_count); unsigned char* collapse_locked = allocator.allocate(vertex_count); size_t result_count = index_count; while (result_count > target_index_count) { size_t edge_collapse_count = pickEdgeCollapses(edge_collapses, result, result_count, remap, vertex_kind, loop); // no edges can be collapsed any more due to topology restrictions if (edge_collapse_count == 0) break; rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_quadrics, remap); #if TRACE > 1 dumpEdgeCollapses(edge_collapses, edge_collapse_count, vertex_kind); #endif sortEdgeCollapses(collapse_order, edge_collapses, edge_collapse_count); // most collapses remove 2 triangles; use this to establish a bound on the pass in terms of error limit // note that edge_collapse_goal is an estimate; triangle_collapse_goal will be used to actually limit collapses size_t triangle_collapse_goal = (result_count - target_index_count) / 3; size_t edge_collapse_goal = triangle_collapse_goal / 2; // we limit the error in each pass based on the error of optimal last collapse; since many collapses will be locked // as they will share vertices with other successfull collapses, we need to increase the acceptable error by this factor const float kPassErrorBound = 1.5f; float error_goal = edge_collapse_goal < edge_collapse_count ? edge_collapses[collapse_order[edge_collapse_goal]].error * kPassErrorBound : FLT_MAX; float error_limit = error_goal > target_error ? target_error : error_goal; for (size_t i = 0; i < vertex_count; ++i) collapse_remap[i] = unsigned(i); memset(collapse_locked, 0, vertex_count); size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, triangle_collapse_goal, error_limit); // no edges can be collapsed any more due to hitting the error limit or triangle collapse limit if (collapses == 0) break; remapEdgeLoops(loop, vertex_count, collapse_remap); size_t new_count = remapIndexBuffer(result, result_count, collapse_remap); assert(new_count < result_count); #if TRACE float pass_error = 0.f; for (size_t i = 0; i < edge_collapse_count; ++i) { Collapse& c = edge_collapses[collapse_order[i]]; if (collapse_remap[c.v0] == c.v1) pass_error = c.error; } pass_count++; worst_error = (worst_error < pass_error) ? pass_error : worst_error; printf("pass %d: triangles: %d -> %d, collapses: %d/%d (goal: %d), error: %e (limit %e goal %e)\n", int(pass_count), int(result_count / 3), int(new_count / 3), int(collapses), int(edge_collapse_count), int(edge_collapse_goal), pass_error, error_limit, error_goal); #endif result_count = new_count; } #if TRACE printf("passes: %d, worst error: %e\n", int(pass_count), worst_error); #endif #if TRACE > 1 dumpLockedCollapses(result, result_count, vertex_kind); #endif #if TRACE if (meshopt_simplifyDebugKind) memcpy(meshopt_simplifyDebugKind, vertex_kind, vertex_count); if (meshopt_simplifyDebugLoop) memcpy(meshopt_simplifyDebugLoop, loop, vertex_count * sizeof(unsigned int)); #endif return result_count; }