Fix: prevent degeneration of model during simplification

This commit is contained in:
Filip Sykala 2021-08-06 15:11:20 +02:00
parent fc4b18ebb1
commit ef5c94f90a
3 changed files with 83 additions and 2 deletions

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@ -77,7 +77,8 @@ namespace QuadricEdgeCollapse {
uint32_t ti, const EdgeInfos& e_infos, const Indices& indices); uint32_t ti, const EdgeInfos& e_infos, const Indices& indices);
bool is_flipped(const Vec3f &new_vertex, uint32_t ti0, uint32_t ti1, const VertexInfo& v_info, bool is_flipped(const Vec3f &new_vertex, uint32_t ti0, uint32_t ti1, const VertexInfo& v_info,
const TriangleInfos &t_infos, const EdgeInfos &e_infos, const indexed_triangle_set &its); const TriangleInfos &t_infos, const EdgeInfos &e_infos, const indexed_triangle_set &its);
bool degenerate(uint32_t vi, uint32_t ti0, uint32_t ti1, const VertexInfo &v_info,
const EdgeInfos &e_infos, const Indices &indices);
// find edge with smallest error in triangle // find edge with smallest error in triangle
Vec3d calculate_3errors(const Triangle &t, const Vertices &vertices, const VertexInfos &v_infos); Vec3d calculate_3errors(const Triangle &t, const Vertices &vertices, const VertexInfos &v_infos);
Error calculate_error(uint32_t ti, const Triangle& t,const Vertices &vertices, const VertexInfos& v_infos, unsigned char& min_index); Error calculate_error(uint32_t ti, const Triangle& t,const Vertices &vertices, const VertexInfos& v_infos, unsigned char& min_index);
@ -179,6 +180,8 @@ void Slic3r::its_quadric_edge_collapse(
find_triangle_index1(vi1, v_info0, ti0, e_infos, its.indices) : find_triangle_index1(vi1, v_info0, ti0, e_infos, its.indices) :
find_triangle_index1(vi0, v_info1, ti0, e_infos, its.indices) ; find_triangle_index1(vi0, v_info1, ti0, e_infos, its.indices) ;
if (!ti1_opt.has_value() || // edge has only one triangle if (!ti1_opt.has_value() || // edge has only one triangle
degenerate(vi0, ti0, *ti1_opt, v_info1, e_infos, its.indices) ||
degenerate(vi1, ti0, *ti1_opt, v_info0, e_infos, its.indices) ||
is_flipped(new_vertex0, ti0, *ti1_opt, v_info0, t_infos, e_infos, its) || is_flipped(new_vertex0, ti0, *ti1_opt, v_info0, t_infos, e_infos, its) ||
is_flipped(new_vertex0, ti0, *ti1_opt, v_info1, t_infos, e_infos, its)) { is_flipped(new_vertex0, ti0, *ti1_opt, v_info1, t_infos, e_infos, its)) {
// try other triangle's edge // try other triangle's edge
@ -487,6 +490,28 @@ bool QuadricEdgeCollapse::is_flipped(const Vec3f & new_vertex,
return false; return false;
} }
bool QuadricEdgeCollapse::degenerate(uint32_t vi,
uint32_t ti0,
uint32_t ti1,
const VertexInfo &v_info,
const EdgeInfos & e_infos,
const Indices & indices)
{
// check surround triangle do not contain vertex index
// protect from creation of triangle with two same vertices inside
size_t v_info_end = v_info.start + v_info.count;
for (size_t ei = v_info.start; ei < v_info_end; ++ei) {
assert(ei < e_infos.size());
const EdgeInfo &e_info = e_infos[ei];
if (e_info.t_index == ti0) continue; // ti0 will be deleted
if (e_info.t_index == ti1) continue; // ti1 will be deleted
const Triangle &t = indices[e_info.t_index];
for (size_t i = 0; i < 3; ++i)
if (t[i] == vi) return true;
}
return false;
}
Vec3d QuadricEdgeCollapse::calculate_3errors(const Triangle & t, Vec3d QuadricEdgeCollapse::calculate_3errors(const Triangle & t,
const Vertices & vertices, const Vertices & vertices,
const VertexInfos &v_infos) const VertexInfos &v_infos)

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@ -0,0 +1,46 @@
v 39.349007 -54.069000 -199.819000
v 39.489006 -54.029007 -199.815002
v 39.419006 -53.993011 -199.769012
v 39.629005 -53.975006 -199.815002
v 39.639008 -53.947006 -199.805023
v 39.651001 -53.919006 -199.795013
v 39.807007 -53.863007 -199.796997
v 39.729004 -53.891006 -199.796997
v 39.727005 -53.935013 -199.813019
v 39.767006 -53.899002 -199.805023
v 39.871002 -53.835007 -199.801025
v 39.443001 -53.829010 -199.878998
v 39.523003 -53.965012 -199.827026
v 39.807007 -53.863007 -199.796997
v 39.833008 -53.723007 -199.723022
v 39.759003 -53.822998 -199.822998
v 39.867004 -53.845001 -199.805023
v 39.937004 -53.805008 -199.805023
f 1 2 3
f 4 5 2
f 2 6 3
f 7 8 4
f 9 10 4
f 10 9 11
f 12 2 1
f 13 6 4
f 13 4 2
f 8 7 9
f 6 9 4
f 6 14 15
f 16 14 6
f 17 18 9
f 3 6 15
f 12 16 6
f 12 6 13
f 12 13 2
f 5 4 8
f 6 8 9
f 5 6 2
f 6 5 8
f 17 9 7
f 7 11 17
f 18 11 9
f 11 18 17
f 10 7 4
f 7 10 11

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@ -247,3 +247,13 @@ TEST_CASE("Simplify mesh by Quadric edge collapse to 5%", "[its]")
float avg_distance = compare(mesh.its, its, 10); float avg_distance = compare(mesh.its, its, 10);
CHECK(avg_distance < 0.022f); // 0.02022 | 0.0199614074 CHECK(avg_distance < 0.022f); // 0.02022 | 0.0199614074
} }
TEST_CASE("Simplify trouble case", "[its]")
{
TriangleMesh tm = load_model("simplification.obj");
REQUIRE_FALSE(tm.empty());
float max_error = std::numeric_limits<float>::max();
uint32_t wanted_count = 8;
its_quadric_edge_collapse(tm.its, wanted_count, &max_error);
CHECK(tm.its.indices.size() <= 8);
}