Fix: prevent degeneration of model during simplification
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@ -77,7 +77,8 @@ namespace QuadricEdgeCollapse {
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uint32_t ti, const EdgeInfos& e_infos, const Indices& indices);
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bool is_flipped(const Vec3f &new_vertex, uint32_t ti0, uint32_t ti1, const VertexInfo& v_info,
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const TriangleInfos &t_infos, const EdgeInfos &e_infos, const indexed_triangle_set &its);
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bool degenerate(uint32_t vi, uint32_t ti0, uint32_t ti1, const VertexInfo &v_info,
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const EdgeInfos &e_infos, const Indices &indices);
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// find edge with smallest error in triangle
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Vec3d calculate_3errors(const Triangle &t, const Vertices &vertices, const VertexInfos &v_infos);
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Error calculate_error(uint32_t ti, const Triangle& t,const Vertices &vertices, const VertexInfos& v_infos, unsigned char& min_index);
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@ -179,6 +180,8 @@ void Slic3r::its_quadric_edge_collapse(
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find_triangle_index1(vi1, v_info0, ti0, e_infos, its.indices) :
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find_triangle_index1(vi0, v_info1, ti0, e_infos, its.indices) ;
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if (!ti1_opt.has_value() || // edge has only one triangle
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degenerate(vi0, ti0, *ti1_opt, v_info1, e_infos, its.indices) ||
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degenerate(vi1, ti0, *ti1_opt, v_info0, e_infos, its.indices) ||
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is_flipped(new_vertex0, ti0, *ti1_opt, v_info0, t_infos, e_infos, its) ||
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is_flipped(new_vertex0, ti0, *ti1_opt, v_info1, t_infos, e_infos, its)) {
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// try other triangle's edge
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@ -487,6 +490,28 @@ bool QuadricEdgeCollapse::is_flipped(const Vec3f & new_vertex,
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return false;
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}
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bool QuadricEdgeCollapse::degenerate(uint32_t vi,
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uint32_t ti0,
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uint32_t ti1,
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const VertexInfo &v_info,
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const EdgeInfos & e_infos,
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const Indices & indices)
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{
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// check surround triangle do not contain vertex index
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// protect from creation of triangle with two same vertices inside
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size_t v_info_end = v_info.start + v_info.count;
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for (size_t ei = v_info.start; ei < v_info_end; ++ei) {
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assert(ei < e_infos.size());
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const EdgeInfo &e_info = e_infos[ei];
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if (e_info.t_index == ti0) continue; // ti0 will be deleted
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if (e_info.t_index == ti1) continue; // ti1 will be deleted
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const Triangle &t = indices[e_info.t_index];
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for (size_t i = 0; i < 3; ++i)
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if (t[i] == vi) return true;
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}
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return false;
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}
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Vec3d QuadricEdgeCollapse::calculate_3errors(const Triangle & t,
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const Vertices & vertices,
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const VertexInfos &v_infos)
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46
tests/data/simplification.obj
Normal file
46
tests/data/simplification.obj
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@ -0,0 +1,46 @@
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v 39.349007 -54.069000 -199.819000
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v 39.489006 -54.029007 -199.815002
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v 39.419006 -53.993011 -199.769012
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v 39.629005 -53.975006 -199.815002
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v 39.639008 -53.947006 -199.805023
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v 39.651001 -53.919006 -199.795013
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v 39.807007 -53.863007 -199.796997
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v 39.729004 -53.891006 -199.796997
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v 39.727005 -53.935013 -199.813019
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v 39.767006 -53.899002 -199.805023
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v 39.871002 -53.835007 -199.801025
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v 39.443001 -53.829010 -199.878998
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v 39.523003 -53.965012 -199.827026
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v 39.807007 -53.863007 -199.796997
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v 39.833008 -53.723007 -199.723022
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v 39.759003 -53.822998 -199.822998
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v 39.867004 -53.845001 -199.805023
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v 39.937004 -53.805008 -199.805023
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f 1 2 3
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f 4 5 2
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f 2 6 3
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f 7 8 4
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f 9 10 4
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f 10 9 11
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f 12 2 1
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f 13 6 4
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f 13 4 2
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f 8 7 9
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f 6 9 4
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f 6 14 15
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f 16 14 6
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f 17 18 9
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f 3 6 15
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f 12 16 6
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f 12 6 13
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f 12 13 2
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f 5 4 8
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f 6 8 9
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f 5 6 2
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f 6 5 8
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f 17 9 7
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f 7 11 17
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f 18 11 9
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f 11 18 17
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f 10 7 4
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f 7 10 11
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@ -247,3 +247,13 @@ TEST_CASE("Simplify mesh by Quadric edge collapse to 5%", "[its]")
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float avg_distance = compare(mesh.its, its, 10);
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CHECK(avg_distance < 0.022f); // 0.02022 | 0.0199614074
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}
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TEST_CASE("Simplify trouble case", "[its]")
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{
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TriangleMesh tm = load_model("simplification.obj");
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REQUIRE_FALSE(tm.empty());
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float max_error = std::numeric_limits<float>::max();
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uint32_t wanted_count = 8;
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its_quadric_edge_collapse(tm.its, wanted_count, &max_error);
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CHECK(tm.its.indices.size() <= 8);
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}
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