PrusaSlicer-NonPlainar/tests/libslic3r/test_quadric_edge_collapse.cpp
Filip Sykala d91d13c769 Fix of backslash ending line in comment
../tests/libslic3r/test_quadric_edge_collapse.cpp:162:5: warning: multi-line comment [-Wcomment]
../tests/libslic3r/test_quadric_edge_collapse.cpp:165:5: warning: multi-line comment [-Wcomment]
2022-04-05 16:28:34 +02:00

305 lines
11 KiB
C++

#include <catch2/catch.hpp>
#include <test_utils.hpp>
#include <libslic3r/QuadricEdgeCollapse.hpp>
#include <libslic3r/TriangleMesh.hpp> // its - indexed_triangle_set
#include "libslic3r/AABBTreeIndirect.hpp" // is similar
using namespace Slic3r;
namespace Private {
struct Similarity
{
float max_distance = 0.f;
float average_distance = 0.f;
Similarity() = default;
Similarity(float max_distance, float average_distance)
: max_distance(max_distance), average_distance(average_distance)
{}
};
// border for our algorithm with frog_leg model and decimation to 5%
Similarity frog_leg_5(0.32f, 0.043f);
Similarity get_similarity(const indexed_triangle_set &from,
const indexed_triangle_set &to)
{
// create ABBTree
auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
from.vertices, from.indices);
float sum_distance = 0.f;
float max_distance = 0.f;
auto collect_distances = [&](const Vec3f &surface_point) {
size_t hit_idx;
Vec3f hit_point;
float distance2 =
AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
from.vertices, from.indices, tree, surface_point, hit_idx,
hit_point);
float distance = sqrt(distance2);
if (max_distance < distance) max_distance = distance;
sum_distance += distance;
};
for (const Vec3f &vertex : to.vertices) { collect_distances(vertex); }
for (const Vec3i &t : to.indices) {
Vec3f center(0, 0, 0);
for (size_t i = 0; i < 3; ++i) { center += to.vertices[t[i]] / 3; }
collect_distances(center);
}
size_t count = to.vertices.size() + to.indices.size();
float average_distance = sum_distance / count;
std::cout << "max_distance = " << max_distance << ", average_distance = " << average_distance << std::endl;
return Similarity(max_distance, average_distance);
}
void is_better_similarity(const indexed_triangle_set &its_first,
const indexed_triangle_set &its_second,
const Similarity & compare)
{
Similarity s1 = get_similarity(its_first, its_second);
Similarity s2 = get_similarity(its_second, its_first);
CHECK(s1.average_distance < compare.average_distance);
CHECK(s1.max_distance < compare.max_distance);
CHECK(s2.average_distance < compare.average_distance);
CHECK(s2.max_distance < compare.max_distance);
}
void is_worse_similarity(const indexed_triangle_set &its_first,
const indexed_triangle_set &its_second,
const Similarity & compare)
{
Similarity s1 = get_similarity(its_first, its_second);
Similarity s2 = get_similarity(its_second, its_first);
if (s1.max_distance < compare.max_distance &&
s2.max_distance < compare.max_distance)
CHECK(false);
}
bool exist_triangle_with_twice_vertices(const std::vector<stl_triangle_vertex_indices> &indices)
{
for (const auto &face : indices)
if (face[0] == face[1] || face[0] == face[2] || face[1] == face[2])
return true;
return false;
}
} // namespace Private
TEST_CASE("Reduce one edge by Quadric Edge Collapse", "[its]")
{
indexed_triangle_set its;
its.vertices = {Vec3f(-1.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f),
Vec3f(1.f, 0.f, 0.f), Vec3f(0.f, 0.f, 1.f),
// vertex to be removed
Vec3f(0.9f, .1f, -.1f)};
its.indices = {Vec3i(1, 0, 3), Vec3i(2, 1, 3), Vec3i(0, 2, 3),
Vec3i(0, 1, 4), Vec3i(1, 2, 4), Vec3i(2, 0, 4)};
// edge to remove is between vertices 2 and 4 on trinagles 4 and 5
indexed_triangle_set its_ = its; // copy
// its_write_obj(its, "tetrhedron_in.obj");
uint32_t wanted_count = its.indices.size() - 1;
its_quadric_edge_collapse(its, wanted_count);
// its_write_obj(its, "tetrhedron_out.obj");
CHECK(its.indices.size() == 4);
CHECK(its.vertices.size() == 4);
for (size_t i = 0; i < 3; i++) {
CHECK(its.indices[i] == its_.indices[i]);
}
for (size_t i = 0; i < 4; i++) {
if (i == 2) continue;
CHECK(its.vertices[i] == its_.vertices[i]);
}
const Vec3f &v = its.vertices[2]; // new vertex
const Vec3f &v2 = its_.vertices[2]; // moved vertex
const Vec3f &v4 = its_.vertices[4]; // removed vertex
for (size_t i = 0; i < 3; i++) {
bool is_between = (v[i] < v4[i] && v[i] > v2[i]) ||
(v[i] > v4[i] && v[i] < v2[i]);
CHECK(is_between);
}
Private::Similarity max_similarity(0.75f, 0.014f);
Private::is_better_similarity(its, its_, max_similarity);
}
static bool is_equal(const std::vector<stl_vertex> &v1,
const std::vector<stl_vertex> &v2,
float epsilon = std::numeric_limits<float>::epsilon())
{
// is same count?
if (v1.size() != v2.size()) return false;
// check all v1 vertices
for (const auto &v1_ : v1) {
auto is_equal = [&v1_, epsilon](const auto &v2_) {
for (size_t i = 0; i < 3; i++)
if (fabs(v1_[i] - v2_[i]) > epsilon)
return false;
return true;
};
// is v1 vertex in v2 vertices?
if(std::find_if(v2.begin(), v2.end(), is_equal) == v2.end()) return false;
}
return true;
}
TEST_CASE("Reduce to one triangle by Quadric Edge Collapse", "[its]")
{
// !!! Not work (no manifold - open edges{0-1, 1-2, 2-4, 4-5, 5-3, 3-0}):
/////////////image////
// * 5 //
// |\ //
// | \ //
// 3 *--* 4 //
// | /|\ //
// |/ | \ //
// 0 *--*--* 2 //
// 1 //
//////////////////////
// all triangles are on a plane therefore quadric is zero and
// when reduce edge between vertices 3 and 4 new vertex lay on vertex 3 not 4 !!!
indexed_triangle_set its;
its.vertices = {Vec3f(0.f, 0.f, 0.f), Vec3f(1.f, 0.f, 0.f),
Vec3f(2.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f),
Vec3f(1.f, 1.f, 0.f), Vec3f(0.f, 2.f, 0.f)};
its.indices = {Vec3i(0, 1, 4), Vec3i(1, 2, 4), Vec3i(0, 4, 3),
Vec3i(3, 4, 5)};
std::vector<stl_vertex> triangle_vertices = {its.vertices[0],
its.vertices[2],
its.vertices[5]};
uint32_t wanted_count = 1;
its_quadric_edge_collapse(its, wanted_count);
// result should be one triangle made of vertices 0, 2, 5
// NOT WORK
//CHECK(its.indices.size() == wanted_count);
//// check all triangle vertices
//CHECK(is_equal(its.vertices, triangle_vertices));
}
TEST_CASE("Reduce to one tetrahedron by Quadric Edge Collapse", "[its]")
{
// Extend previous test to tetrahedron to make it manifold
indexed_triangle_set its;
its.vertices = {
Vec3f(0.f, 0.f, 0.f), Vec3f(1.f, 0.f, 0.f), Vec3f(2.f, 0.f, 0.f),
Vec3f(0.f, 1.f, 0.f), Vec3f(1.f, 1.f, 0.f),
Vec3f(0.f, 2.f, 0.f)
// tetrahedron extetion
, Vec3f(0.f, 0.f, -2.f)
};
std::vector<stl_vertex> tetrahedron_vertices = {its.vertices[0],
its.vertices[2],
its.vertices[5],
// tetrahedron extetion
its.vertices[6]};
its.indices = {Vec3i(0, 1, 4), Vec3i(1, 2, 4), Vec3i(0, 4, 3), Vec3i(3, 4, 5),
// tetrahedron extetion
Vec3i(4, 2, 6), Vec3i(5, 4, 6), Vec3i(3, 5, 6), Vec3i(0, 3, 6), Vec3i(1, 0, 6), Vec3i(2, 1, 6)
};
uint32_t wanted_count = 4;
//its_write_obj(its, "tetrhedron_in.obj");
its_quadric_edge_collapse(its, wanted_count);
//its_write_obj(its, "tetrhedron_out.obj");
// result should be tetrahedron
CHECK(its.indices.size() == wanted_count);
// check all tetrahedron vertices
CHECK(is_equal(its.vertices, tetrahedron_vertices));
}
TEST_CASE("Simplify frog_legs.obj to 5% by Quadric edge collapse", "[its][quadric_edge_collapse]")
{
TriangleMesh mesh = load_model("frog_legs.obj");
double original_volume = its_volume(mesh.its);
uint32_t wanted_count = mesh.its.indices.size() * 0.05;
REQUIRE_FALSE(mesh.empty());
indexed_triangle_set its = mesh.its; // copy
float max_error = std::numeric_limits<float>::max();
its_quadric_edge_collapse(its, wanted_count, &max_error);
// its_write_obj(its, "frog_legs_qec.obj");
CHECK(its.indices.size() <= wanted_count);
double volume = its_volume(its);
CHECK(fabs(original_volume - volume) < 33.);
Private::is_better_similarity(mesh.its, its, Private::frog_leg_5);
}
#include <libigl/igl/qslim.h>
TEST_CASE("Simplify frog_legs.obj to 5% by IGL/qslim", "[]")
{
std::string obj_filename = "frog_legs.obj";
TriangleMesh mesh = load_model(obj_filename);
REQUIRE_FALSE(mesh.empty());
indexed_triangle_set &its = mesh.its;
//double original_volume = its_volume(its);
uint32_t wanted_count = its.indices.size() * 0.05;
Eigen::MatrixXd V(its.vertices.size(), 3);
Eigen::MatrixXi F(its.indices.size(), 3);
for (size_t j = 0; j < its.vertices.size(); ++j) {
Vec3d vd = its.vertices[j].cast<double>();
for (int i = 0; i < 3; ++i) V(j, i) = vd(i);
}
for (size_t j = 0; j < its.indices.size(); ++j) {
const auto &f = its.indices[j];
for (int i = 0; i < 3; ++i) F(j, i) = f(i);
}
size_t max_m = wanted_count;
Eigen::MatrixXd U;
Eigen::MatrixXi G;
Eigen::VectorXi J, I;
CHECK(igl::qslim(V, F, max_m, U, G, J, I));
// convert to its
indexed_triangle_set its_out;
its_out.vertices.reserve(U.size()/3);
its_out.indices.reserve(G.size()/3);
size_t U_size = U.size() / 3;
for (size_t i = 0; i < U_size; i++)
its_out.vertices.emplace_back(U(i, 0), U(i, 1), U(i, 2));
size_t G_size = G.size() / 3;
for (size_t i = 0; i < G_size; i++)
its_out.indices.emplace_back(G(i, 0), G(i, 1), G(i, 2));
// check if algorithm is still worse than our
Private::is_worse_similarity(its_out, its, Private::frog_leg_5);
// its_out, its --> avg_distance: 0.0351217, max_distance 0.364316
// its, its_out --> avg_distance: 0.0412358, max_distance 0.238913
}
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 = 0;
its_quadric_edge_collapse(tm.its, wanted_count, &max_error);
CHECK(!Private::exist_triangle_with_twice_vertices(tm.its.indices));
}
TEST_CASE("Simplified cube should not be empty.", "[its]")
{
auto its = its_make_cube(1, 2, 3);
float max_error = std::numeric_limits<float>::max();
uint32_t wanted_count = 0;
its_quadric_edge_collapse(its, wanted_count, &max_error);
CHECK(!its.indices.empty());
}