25a4887075
Quadric is calculated with double precission of normal Fix calculation of normal for changed triangles
250 lines
8.3 KiB
C++
250 lines
8.3 KiB
C++
#include <iostream>
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#include <fstream>
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#include <catch2/catch.hpp>
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#include "libslic3r/TriangleMesh.hpp"
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using namespace Slic3r;
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TEST_CASE("Split empty mesh", "[its_split][its]") {
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using namespace Slic3r;
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indexed_triangle_set its;
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std::vector<indexed_triangle_set> res = its_split(its);
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REQUIRE(res.empty());
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}
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TEST_CASE("Split simple mesh consisting of one part", "[its_split][its]") {
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using namespace Slic3r;
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auto cube = its_make_cube(10., 10., 10.);
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std::vector<indexed_triangle_set> res = its_split(cube);
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REQUIRE(res.size() == 1);
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REQUIRE(res.front().indices.size() == cube.indices.size());
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REQUIRE(res.front().vertices.size() == cube.vertices.size());
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}
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void debug_write_obj(const std::vector<indexed_triangle_set> &res, const std::string &name)
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{
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#ifndef NDEBUG
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size_t part_idx = 0;
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for (auto &part_its : res) {
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its_write_obj(part_its, (name + std::to_string(part_idx++) + ".obj").c_str());
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}
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#endif
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}
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TEST_CASE("Split two non-watertight mesh", "[its_split][its]") {
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using namespace Slic3r;
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auto cube1 = its_make_cube(10., 10., 10.);
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cube1.indices.pop_back();
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auto cube2 = cube1;
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its_transform(cube1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
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its_transform(cube2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
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its_merge(cube1, cube2);
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std::vector<indexed_triangle_set> res = its_split(cube1);
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REQUIRE(res.size() == 2);
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REQUIRE(res[0].indices.size() == res[1].indices.size());
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REQUIRE(res[0].indices.size() == cube2.indices.size());
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REQUIRE(res[0].vertices.size() == res[1].vertices.size());
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REQUIRE(res[0].vertices.size() == cube2.vertices.size());
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debug_write_obj(res, "parts_non_watertight");
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}
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TEST_CASE("Split non-manifold mesh", "[its_split][its]") {
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using namespace Slic3r;
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auto cube = its_make_cube(10., 10., 10.), cube_low = cube;
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its_transform(cube_low, identity3f().translate(Vec3f{10.f, 10.f, 10.f}));
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its_merge(cube, cube_low);
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its_merge_vertices(cube);
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std::vector<indexed_triangle_set> res = its_split(cube);
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REQUIRE(res.size() == 2);
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REQUIRE(res[0].indices.size() == res[1].indices.size());
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REQUIRE(res[0].indices.size() == cube_low.indices.size());
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REQUIRE(res[0].vertices.size() == res[1].vertices.size());
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REQUIRE(res[0].vertices.size() == cube_low.vertices.size());
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debug_write_obj(res, "cubes_non_manifold");
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}
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TEST_CASE("Split two watertight meshes", "[its_split][its]") {
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using namespace Slic3r;
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auto sphere1 = its_make_sphere(10., 2 * PI / 200.), sphere2 = sphere1;
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its_transform(sphere1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
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its_transform(sphere2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
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its_merge(sphere1, sphere2);
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std::vector<indexed_triangle_set> res = its_split(sphere1);
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REQUIRE(res.size() == 2);
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REQUIRE(res[0].indices.size() == res[1].indices.size());
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REQUIRE(res[0].indices.size() == sphere2.indices.size());
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REQUIRE(res[0].vertices.size() == res[1].vertices.size());
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REQUIRE(res[0].vertices.size() == sphere2.vertices.size());
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debug_write_obj(res, "parts_watertight");
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}
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#include <libslic3r/QuadricEdgeCollapse.hpp>
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static float triangle_area(const Vec3f &v0, const Vec3f &v1, const Vec3f &v2)
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{
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Vec3f ab = v1 - v0;
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Vec3f ac = v2 - v0;
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return ab.cross(ac).norm() / 2.f;
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}
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static float triangle_area(const Vec3crd &triangle_inices, const std::vector<Vec3f> &vertices)
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{
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return triangle_area(vertices[triangle_inices[0]],
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vertices[triangle_inices[1]],
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vertices[triangle_inices[2]]);
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}
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static std::mt19937 create_random_generator() {
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std::random_device rd;
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std::mt19937 gen(rd());
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return gen;
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}
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std::vector<Vec3f> its_sample_surface(const indexed_triangle_set &its,
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double sample_per_mm2,
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std::mt19937 random_generator = create_random_generator())
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{
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std::vector<Vec3f> samples;
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std::uniform_real_distribution<float> rand01(0.f, 1.f);
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for (const auto &triangle_indices : its.indices) {
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float area = triangle_area(triangle_indices, its.vertices);
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float countf;
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float fractional = std::modf(area * sample_per_mm2, &countf);
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int count = static_cast<int>(countf);
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float generate = rand01(random_generator);
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if (generate < fractional) ++count;
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if (count == 0) continue;
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const Vec3f &v0 = its.vertices[triangle_indices[0]];
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const Vec3f &v1 = its.vertices[triangle_indices[1]];
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const Vec3f &v2 = its.vertices[triangle_indices[2]];
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for (int c = 0; c < count; c++) {
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// barycentric coordinate
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Vec3f b;
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b[0] = rand01(random_generator);
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b[1] = rand01(random_generator);
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if ((b[0] + b[1]) > 1.f) {
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b[0] = 1.f - b[0];
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b[1] = 1.f - b[1];
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}
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b[2] = 1.f - b[0] - b[1];
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Vec3f pos;
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for (int i = 0; i < 3; i++) {
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pos[i] = b[0] * v0[i] + b[1] * v1[i] + b[2] * v2[i];
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}
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samples.push_back(pos);
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}
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}
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return samples;
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}
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#include "libslic3r/AABBTreeIndirect.hpp"
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// return Average abs distance to original
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float compare(const indexed_triangle_set &original,
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const indexed_triangle_set &simplified,
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double sample_per_mm2)
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{
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// create ABBTree
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auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
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original.vertices, original.indices);
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unsigned int init = 0;
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std::mt19937 rnd(init);
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auto samples = its_sample_surface(simplified, sample_per_mm2, rnd);
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float sumDistance = 0;
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for (const Vec3f &sample : samples) {
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size_t hit_idx;
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Vec3f hit_point;
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float distance2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
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original.vertices, original.indices, tree, sample, hit_idx,
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hit_point);
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sumDistance += sqrt(distance2);
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}
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return sumDistance / samples.size();
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}
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TEST_CASE("Reduce one edge by Quadric Edge Collapse", "[its]")
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{
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indexed_triangle_set its;
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its.vertices = {Vec3f(-1.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f),
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Vec3f(1.f, 0.f, 0.f), Vec3f(0.f, 0.f, 1.f),
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// vertex to be removed
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Vec3f(0.9f, .1f, -.1f)};
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its.indices = {Vec3i(1, 0, 3), Vec3i(2, 1, 3), Vec3i(0, 2, 3),
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Vec3i(0, 1, 4), Vec3i(1, 2, 4), Vec3i(2, 0, 4)};
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// edge to remove is between vertices 2 and 4 on trinagles 4 and 5
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indexed_triangle_set its_ = its; // copy
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// its_write_obj(its, "tetrhedron_in.obj");
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uint32_t wanted_count = its.indices.size() - 1;
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its_quadric_edge_collapse(its, wanted_count);
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// its_write_obj(its, "tetrhedron_out.obj");
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CHECK(its.indices.size() == 4);
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CHECK(its.vertices.size() == 4);
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for (size_t i = 0; i < 3; i++) {
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CHECK(its.indices[i] == its_.indices[i]);
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}
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for (size_t i = 0; i < 4; i++) {
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if (i == 2) continue;
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CHECK(its.vertices[i] == its_.vertices[i]);
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}
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const Vec3f &v = its.vertices[2]; // new vertex
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const Vec3f &v2 = its_.vertices[2]; // moved vertex
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const Vec3f &v4 = its_.vertices[4]; // removed vertex
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for (size_t i = 0; i < 3; i++) {
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bool is_between = (v[i] < v4[i] && v[i] > v2[i]) ||
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(v[i] > v4[i] && v[i] < v2[i]);
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CHECK(is_between);
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}
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float avg_distance = compare(its_, its, 10);
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CHECK(avg_distance < 8e-3f);
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}
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#include "test_utils.hpp"
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TEST_CASE("Simplify mesh by Quadric edge collapse to 5%", "[its]")
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{
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TriangleMesh mesh = load_model("frog_legs.obj");
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//TriangleMesh mesh; load_obj("C:/Users/filip/Documents/models/scarecrow_torso.obj", &mesh);
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double original_volume = its_volume(mesh.its);
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uint32_t wanted_count = mesh.its.indices.size() * 0.05;
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REQUIRE_FALSE(mesh.empty());
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indexed_triangle_set its = mesh.its; // copy
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float max_error = std::numeric_limits<float>::max();
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its_quadric_edge_collapse(its, wanted_count, &max_error);
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//its_write_obj(its, "frog_legs_qec.obj");
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CHECK(its.indices.size() <= wanted_count);
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double volume = its_volume(its);
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CHECK(fabs(original_volume - volume) < 33.);
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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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} |