PrusaSlicer-NonPlainar/src/libslic3r/ShortEdgeCollapse.cpp
PavelMikus c09781d61d optimize embedding computation
fix seed of random generators
set high angle importance for nearest mode
2022-06-07 11:12:48 +02:00

184 lines
8.1 KiB
C++

#include "ShortEdgeCollapse.hpp"
#include "libslic3r/NormalUtils.hpp"
#include <unordered_map>
#include <unordered_set>
#include <random>
#include <algorithm>
namespace Slic3r {
void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_count) {
// whenever vertex is removed, its mapping is update to the index of vertex with wich it merged
std::vector<size_t> vertices_index_mapping(mesh.vertices.size());
for (size_t idx = 0; idx < vertices_index_mapping.size(); ++idx) {
vertices_index_mapping[idx] = idx;
}
// Algorithm uses get_final_index query to get the actual vertex index. The query also updates all mappings on the way, essentially flattening the mapping
std::vector<size_t> flatten_queue;
auto get_final_index = [&vertices_index_mapping, &flatten_queue](const size_t &orig_index) {
flatten_queue.clear();
size_t idx = orig_index;
while (vertices_index_mapping[idx] != idx) {
flatten_queue.push_back(idx);
idx = vertices_index_mapping[idx];
}
for (size_t i : flatten_queue) {
vertices_index_mapping[i] = idx;
}
return idx;
};
// if face is removed, mark it here
std::vector<bool> face_removal_flags(mesh.indices.size(), false);
std::vector<Vec3i> triangles_neighbors = its_face_neighbors_par(mesh);
// now compute vertices dot product - this is used during edge collapse,
// to determine which vertex to remove and which to keep; We try to keep the one with larger angle, because it defines the shape "more".
// The min vertex dot product is lowest dot product of its normal with the normals of faces around it.
// the lower the dot product, the more we want to keep the vertex
// NOTE: This score is not updated, even though the decimation does change the mesh. It saves computation time, and there are no strong reasons to update.
std::vector<float> min_vertex_dot_product(mesh.vertices.size(), 1);
{
std::vector<Vec3f> face_normals = its_face_normals(mesh);
std::vector<Vec3f> vertex_normals = NormalUtils::create_normals(mesh);
for (size_t face_idx = 0; face_idx < mesh.indices.size(); ++face_idx) {
Vec3i t = mesh.indices[face_idx];
Vec3f n = face_normals[face_idx];
min_vertex_dot_product[t[0]] = std::min(min_vertex_dot_product[t[0]], n.dot(vertex_normals[t[0]]));
min_vertex_dot_product[t[1]] = std::min(min_vertex_dot_product[t[1]], n.dot(vertex_normals[t[1]]));
min_vertex_dot_product[t[2]] = std::min(min_vertex_dot_product[t[2]], n.dot(vertex_normals[t[2]]));
}
}
// lambda to remove face. It flags the face as removed, and updates neighbourhood info
auto remove_face = [&triangles_neighbors, &face_removal_flags](int face_idx, int other_face_idx) {
if (face_idx < 0) {
return;
}
face_removal_flags[face_idx] = true;
Vec3i neighbors = triangles_neighbors[face_idx];
int n_a = neighbors[0] != other_face_idx ? neighbors[0] : neighbors[1];
int n_b = neighbors[2] != other_face_idx ? neighbors[2] : neighbors[1];
if (n_a > 0)
for (int &n : triangles_neighbors[n_a]) {
if (n == face_idx) {
n = n_b;
break;
}
}
if (n_b > 0)
for (int &n : triangles_neighbors[n_b]) {
if (n == face_idx) {
n = n_a;
break;
}
}
};
std::mt19937_64 generator { 27644437 };// default constant seed! so that results are deterministic
std::vector<size_t> face_indices(mesh.indices.size());
for (size_t idx = 0; idx < face_indices.size(); ++idx) {
face_indices[idx] = idx;
}
//tmp face indices used only for swapping
std::vector<size_t> tmp_face_indices(mesh.indices.size());
float decimation_ratio = 1.0f; // decimation ratio updated in each iteration. it is number of removed triangles / number of all
float edge_len = 0.2f; // Allowed collapsible edge size. Starts low, but is gradually increased
while (face_indices.size() > target_triangle_count) {
// simpple func to increase the edge len - if decimation ratio is low, it increases the len up to twice, if decimation ratio is high, increments are low
edge_len = edge_len * (1.0f + 1.0 - decimation_ratio);
float max_edge_len_squared = edge_len * edge_len;
//shuffle the faces and traverse in random order, this MASSIVELY improves the quality of the result
std::shuffle(face_indices.begin(), face_indices.end(), generator);
for (const size_t &face_idx : face_indices) {
if (face_removal_flags[face_idx]) {
// if face already removed from previous collapses, skip (each collapse removes two triangles [at least] )
continue;
}
// look at each edge if it is good candidate for collapse
for (size_t edge_idx = 0; edge_idx < 3; ++edge_idx) {
size_t vertex_index_keep = get_final_index(mesh.indices[face_idx][edge_idx]);
size_t vertex_index_remove = get_final_index(mesh.indices[face_idx][(edge_idx + 1) % 3]);
//check distance, skip long edges
if ((mesh.vertices[vertex_index_keep] - mesh.vertices[vertex_index_remove]).squaredNorm()
> max_edge_len_squared) {
continue;
}
// swap indexes if vertex_index_keep has higher dot product (we want to keep low dot product vertices)
if (min_vertex_dot_product[vertex_index_remove] < min_vertex_dot_product[vertex_index_keep]) {
size_t tmp = vertex_index_keep;
vertex_index_keep = vertex_index_remove;
vertex_index_remove = tmp;
}
//remove vertex
{
// map its index to the index of the kept vertex
vertices_index_mapping[vertex_index_remove] = vertices_index_mapping[vertex_index_keep];
}
int neighbor_to_remove_face_idx = triangles_neighbors[face_idx][edge_idx];
// remove faces
remove_face(face_idx, neighbor_to_remove_face_idx);
remove_face(neighbor_to_remove_face_idx, face_idx);
// break. this triangle is done
break;
}
}
// filter face_indices, remove those that have been collapsed
size_t prev_size = face_indices.size();
tmp_face_indices.clear();
for (size_t face_idx : face_indices) {
if (!face_removal_flags[face_idx]){
tmp_face_indices.push_back(face_idx);
}
}
face_indices.swap(tmp_face_indices);
decimation_ratio = float(prev_size - face_indices.size()) / float(prev_size);
//std::cout << " DECIMATION RATIO: " << decimation_ratio << std::endl;
}
//Extract the result mesh
std::unordered_map<size_t, size_t> final_vertices_mapping;
std::vector<Vec3f> final_vertices;
std::vector<Vec3i> final_indices;
final_indices.reserve(face_indices.size());
for (size_t idx : face_indices) {
Vec3i final_face;
for (size_t i = 0; i < 3; ++i) {
final_face[i] = get_final_index(mesh.indices[idx][i]);
}
if (final_face[0] == final_face[1] || final_face[1] == final_face[2] || final_face[2] == final_face[0]) {
continue; // discard degenerate triangles
}
for (size_t i = 0; i < 3; ++i) {
if (final_vertices_mapping.find(final_face[i]) == final_vertices_mapping.end()) {
final_vertices_mapping[final_face[i]] = final_vertices.size();
final_vertices.push_back(mesh.vertices[final_face[i]]);
}
final_face[i] = final_vertices_mapping[final_face[i]];
}
final_indices.push_back(final_face);
}
mesh.vertices = final_vertices;
mesh.indices = final_indices;
}
} //namespace Slic3r