// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2016 Alec Jacobson // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #include "decimate.h" #include "collapse_edge.h" #include "edge_flaps.h" #include "always_try_never_care.h" #include "is_edge_manifold.h" #include "remove_unreferenced.h" #include "slice_mask.h" #include "slice.h" #include "connect_boundary_to_infinity.h" #include "parallel_for.h" #include "max_faces_stopping_condition.h" #include "shortest_edge_and_midpoint.h" IGL_INLINE bool igl::decimate( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const size_t max_m, Eigen::MatrixXd & U, Eigen::MatrixXi & G, Eigen::VectorXi & J, Eigen::VectorXi & I) { // Original number of faces const int orig_m = F.rows(); // Tracking number of faces int m = F.rows(); typedef Eigen::MatrixXd DerivedV; typedef Eigen::MatrixXi DerivedF; DerivedV VO; DerivedF FO; igl::connect_boundary_to_infinity(V,F,VO,FO); Eigen::VectorXi EMAP; Eigen::MatrixXi E,EF,EI; edge_flaps(FO,E,EMAP,EF,EI); // decimate will not work correctly on non-edge-manifold meshes. By extension // this includes meshes with non-manifold vertices on the boundary since these // will create a non-manifold edge when connected to infinity. { Eigen::Array BF; Eigen::Array BE; if(!is_edge_manifold(FO,E.rows(),EMAP,BF,BE)) { return false; } } decimate_pre_collapse_func always_try; decimate_post_collapse_func never_care; always_try_never_care(always_try,never_care); bool ret = decimate( VO, FO, shortest_edge_and_midpoint, max_faces_stopping_condition(m,orig_m,max_m), always_try, never_care, E, EMAP, EF, EI, U, G, J, I); const Eigen::Array keep = (J.array() BF; Eigen::Array BE; if(!is_edge_manifold(F,E.rows(),EMAP,BF,BE)) { return false; } } igl::min_heap > Q; // Could reserve with https://stackoverflow.com/a/29236236/148668 Eigen::VectorXi EQ = Eigen::VectorXi::Zero(E.rows()); // If an edge were collapsed, we'd collapse it to these points: MatrixXd C(E.rows(),V.cols()); // Pushing into a vector then using constructor was slower. Maybe using // std::move + make_heap would squeeze out something? // Separating the cost/placement evaluation from the Q filling is a // performance hit for serial but faster if we can parallelize the // cost/placement. { Eigen::VectorXd costs(E.rows()); igl::parallel_for(E.rows(),[&](const int e) { double cost = e; RowVectorXd p(1,3); cost_and_placement(e,V,F,E,EMAP,EF,EI,cost,p); C.row(e) = p; costs(e) = cost; },10000); for(int e = 0;e(Q.top()) == std::numeric_limits::infinity()) { // min cost edge is infinite cost break; } int e,e1,e2,f1,f2; if(collapse_edge( cost_and_placement, pre_collapse, post_collapse, V,F,E,EMAP,EF,EI,Q,EQ,C,e,e1,e2,f1,f2)) { if(stopping_condition(V,F,E,EMAP,EF,EI,Q,EQ,C,e,e1,e2,f1,f2)) { clean_finish = true; break; } }else { if(prev_e == e) { assert(false && "Edge collapse no progress... bad stopping condition?"); break; } // Edge was not collapsed... must have been invalid. collapse_edge should // have updated its cost to inf... continue } prev_e = e; } // remove all IGL_COLLAPSE_EDGE_NULL faces MatrixXi F2(F.rows(),3); J.resize(F.rows()); int m = 0; for(int f = 0;f