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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2015 Alec Jacobson <[email protected]>
- //
- // 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 "collapse_edge.h"
- #include "circulation.h"
- #include "edge_collapse_is_valid.h"
- #include "decimate_trivial_callbacks.h"
- #include <vector>
- IGL_INLINE bool igl::collapse_edge(
- const int e,
- const Eigen::RowVectorXd & p,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI,
- int & e1,
- int & e2,
- int & f1,
- int & f2)
- {
- std::vector<int> /*Nse,*/Nsf,Nsv;
- circulation(e, true,F,EMAP,EF,EI,/*Nse,*/Nsv,Nsf);
- std::vector<int> /*Nde,*/Ndf,Ndv;
- circulation(e, false,F,EMAP,EF,EI,/*Nde,*/Ndv,Ndf);
- return collapse_edge(
- e,p,Nsv,Nsf,Ndv,Ndf,V,F,E,EMAP,EF,EI,e1,e2,f1,f2);
- }
- IGL_INLINE bool igl::collapse_edge(
- const int e,
- const Eigen::RowVectorXd & p,
- /*const*/ std::vector<int> & Nsv,
- const std::vector<int> & Nsf,
- /*const*/ std::vector<int> & Ndv,
- const std::vector<int> & Ndf,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI,
- int & a_e1,
- int & a_e2,
- int & a_f1,
- int & a_f2)
- {
- // Assign this to 0 rather than, say, -1 so that deleted elements will get
- // draw as degenerate elements at vertex 0 (which should always exist and
- // never get collapsed to anything else since it is the smallest index)
- using namespace Eigen;
- using namespace std;
- const int eflip = E(e,0)>E(e,1);
- // source and destination
- const int s = eflip?E(e,1):E(e,0);
- const int d = eflip?E(e,0):E(e,1);
- if(!edge_collapse_is_valid(Nsv,Ndv))
- {
- return false;
- }
- // OVERLOAD: caller may have just computed this
- //
- // Important to grab neighbors of d before monkeying with edges
- const std::vector<int> & nV2Fd = (!eflip ? Nsf : Ndf);
- // The following implementation strongly relies on s<d
- assert(s<d && "s should be less than d");
- // move source and destination to placement
- V.row(s) = p;
- V.row(d) = p;
- // Helper function to replace edge and associate information with NULL
- const auto & kill_edge = [&E,&EI,&EF](const int e)
- {
- E(e,0) = IGL_COLLAPSE_EDGE_NULL;
- E(e,1) = IGL_COLLAPSE_EDGE_NULL;
- EF(e,0) = IGL_COLLAPSE_EDGE_NULL;
- EF(e,1) = IGL_COLLAPSE_EDGE_NULL;
- EI(e,0) = IGL_COLLAPSE_EDGE_NULL;
- EI(e,1) = IGL_COLLAPSE_EDGE_NULL;
- };
- // update edge info
- // for each flap
- const int m = F.rows();
- for(int side = 0;side<2;side++)
- {
- const int f = EF(e,side);
- const int v = EI(e,side);
- const int sign = (eflip==0?1:-1)*(1-2*side);
- // next edge emanating from d
- const int e1 = EMAP(f+m*((v+sign*1+3)%3));
- // prev edge pointing to s
- const int e2 = EMAP(f+m*((v+sign*2+3)%3));
- assert(E(e1,0) == d || E(e1,1) == d);
- assert(E(e2,0) == s || E(e2,1) == s);
- // face adjacent to f on e1, also incident on d
- const bool flip1 = EF(e1,1)==f;
- const int f1 = flip1 ? EF(e1,0) : EF(e1,1);
- assert(f1!=f);
- assert(F(f1,0)==d || F(f1,1)==d || F(f1,2) == d);
- // across from which vertex of f1 does e1 appear?
- const int v1 = flip1 ? EI(e1,0) : EI(e1,1);
- // Kill e1
- kill_edge(e1);
- // Kill f
- F(f,0) = IGL_COLLAPSE_EDGE_NULL;
- F(f,1) = IGL_COLLAPSE_EDGE_NULL;
- F(f,2) = IGL_COLLAPSE_EDGE_NULL;
- // map f1's edge on e1 to e2
- assert(EMAP(f1+m*v1) == e1);
- EMAP(f1+m*v1) = e2;
- // side opposite f2, the face adjacent to f on e2, also incident on s
- const int opp2 = (EF(e2,0)==f?0:1);
- assert(EF(e2,opp2) == f);
- EF(e2,opp2) = f1;
- EI(e2,opp2) = v1;
- // remap e2 from d to s
- E(e2,0) = E(e2,0)==d ? s : E(e2,0);
- E(e2,1) = E(e2,1)==d ? s : E(e2,1);
- if(side==0)
- {
- a_e1 = e1;
- a_f1 = f;
- }else
- {
- a_e2 = e1;
- a_f2 = f;
- }
- }
- // finally, reindex faces and edges incident on d. Do this last so asserts
- // make sense.
- //
- // Could actually skip first and last, since those are always the two
- // collpased faces. Nah, this is handled by (F(f,v) == d)
- //
- // Don't attempt to use Nde,Nse here because EMAP has changed
- {
- int p1 = -1;
- for(auto f : nV2Fd)
- {
- for(int v = 0;v<3;v++)
- {
- if(F(f,v) == d)
- {
- const int e1 = EMAP(f+m*((v+1)%3));
- const int flip1 = (EF(e1,0)==f)?1:0;
- assert( E(e1,flip1) == d || E(e1,flip1) == s);
- E(e1,flip1) = s;
- const int e2 = EMAP(f+m*((v+2)%3));
- // Skip if we just handled this edge (claim: this will be all except
- // for the first non-trivial face)
- if(e2 != p1)
- {
- const int flip2 = (EF(e2,0)==f)?0:1;
- assert( E(e2,flip2) == d || E(e2,flip2) == s);
- E(e2,flip2) = s;
- }
- F(f,v) = s;
- p1 = e1;
- break;
- }
- }
- }
- }
- // Finally, "remove" this edge and its information
- kill_edge(e);
- return true;
- }
- IGL_INLINE bool igl::collapse_edge(
- const int e,
- const Eigen::RowVectorXd & p,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI)
- {
- int e1,e2,f1,f2;
- return collapse_edge(e,p,V,F,E,EMAP,EF,EI,e1,e2,f1,f2);
- }
- IGL_INLINE bool igl::collapse_edge(
- const decimate_cost_and_placement_callback & cost_and_placement,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI,
- igl::min_heap< std::tuple<double,int,int> > & Q,
- Eigen::VectorXi & EQ,
- Eigen::MatrixXd & C)
- {
- int e,e1,e2,f1,f2;
- decimate_pre_collapse_callback always_try;
- decimate_post_collapse_callback never_care;
- decimate_trivial_callbacks(always_try,never_care);
- return
- collapse_edge(
- cost_and_placement,always_try,never_care,
- V,F,E,EMAP,EF,EI,Q,EQ,C,e,e1,e2,f1,f2);
- }
- IGL_INLINE bool igl::collapse_edge(
- const decimate_cost_and_placement_callback & cost_and_placement,
- const decimate_pre_collapse_callback & pre_collapse,
- const decimate_post_collapse_callback & post_collapse,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI,
- igl::min_heap< std::tuple<double,int,int> > & Q,
- Eigen::VectorXi & EQ,
- Eigen::MatrixXd & C)
- {
- int e,e1,e2,f1,f2;
- return
- collapse_edge(
- cost_and_placement,pre_collapse,post_collapse,
- V,F,E,EMAP,EF,EI,Q,EQ,C,e,e1,e2,f1,f2);
- }
- IGL_INLINE bool igl::collapse_edge(
- const decimate_cost_and_placement_callback & cost_and_placement,
- const decimate_pre_collapse_callback & pre_collapse,
- const decimate_post_collapse_callback & post_collapse,
- Eigen::MatrixXd & V,
- Eigen::MatrixXi & F,
- Eigen::MatrixXi & E,
- Eigen::VectorXi & EMAP,
- Eigen::MatrixXi & EF,
- Eigen::MatrixXi & EI,
- igl::min_heap< std::tuple<double,int,int> > & Q,
- Eigen::VectorXi & EQ,
- Eigen::MatrixXd & C,
- int & e,
- int & e1,
- int & e2,
- int & f1,
- int & f2)
- {
- using namespace Eigen;
- using namespace igl;
- std::tuple<double,int,int> p;
- while(true)
- {
- // Check if Q is empty
- if(Q.empty())
- {
- // no edges to collapse
- e = -1;
- return false;
- }
- // pop from Q
- p = Q.top();
- if(std::get<0>(p) == std::numeric_limits<double>::infinity())
- {
- e = -1;
- // min cost edge is infinite cost
- return false;
- }
- Q.pop();
- e = std::get<1>(p);
- // Check if matches timestamp
- if(std::get<2>(p) == EQ(e))
- {
- break;
- }
- // must be stale or dead.
- assert(std::get<2>(p) < EQ(e) || EQ(e) == -1);
- // try again.
- }
- // Why is this computed up here?
- // If we just need original face neighbors of edge, could we gather that more
- // directly than gathering face neighbors of each vertex?
- std::vector<int> /*Nse,*/Nsf,Nsv;
- circulation(e, true,F,EMAP,EF,EI,/*Nse,*/Nsv,Nsf);
- std::vector<int> /*Nde,*/Ndf,Ndv;
- circulation(e, false,F,EMAP,EF,EI,/*Nde,*/Ndv,Ndf);
- bool collapsed = true;
- if(pre_collapse(V,F,E,EMAP,EF,EI,Q,EQ,C,e))
- {
- collapsed = collapse_edge(
- e,C.row(e),
- Nsv,Nsf,Ndv,Ndf,
- V,F,E,EMAP,EF,EI,e1,e2,f1,f2);
- }else
- {
- // Aborted by pre collapse callback
- collapsed = false;
- }
- post_collapse(V,F,E,EMAP,EF,EI,Q,EQ,C,e,e1,e2,f1,f2,collapsed);
- if(collapsed)
- {
- // Erase the two, other collapsed edges by marking their timestamps as -1
- EQ(e1) = -1;
- EQ(e2) = -1;
- // TODO: visits edges multiple times, ~150% more updates than should
- //
- // update local neighbors
- // loop over original face neighbors
- //
- // Can't use previous computed Nse and Nde because those refer to EMAP
- // before it was changed...
- std::vector<int> Nf;
- Nf.reserve( Nsf.size() + Ndf.size() ); // preallocate memory
- Nf.insert( Nf.end(), Nsf.begin(), Nsf.end() );
- Nf.insert( Nf.end(), Ndf.begin(), Ndf.end() );
- // https://stackoverflow.com/a/1041939/148668
- std::sort( Nf.begin(), Nf.end() );
- Nf.erase( std::unique( Nf.begin(), Nf.end() ), Nf.end() );
- // Collect all edges that must be updated
- std::vector<int> Ne;
- Ne.reserve(3*Nf.size());
- for(auto & n : Nf)
- {
- if(F(n,0) != IGL_COLLAPSE_EDGE_NULL ||
- F(n,1) != IGL_COLLAPSE_EDGE_NULL ||
- F(n,2) != IGL_COLLAPSE_EDGE_NULL)
- {
- for(int v = 0;v<3;v++)
- {
- // get edge id
- const int ei = EMAP(v*F.rows()+n);
- Ne.push_back(ei);
- }
- }
- }
- // Only process edge once
- std::sort( Ne.begin(), Ne.end() );
- Ne.erase( std::unique( Ne.begin(), Ne.end() ), Ne.end() );
- for(auto & ei : Ne)
- {
- // compute cost and potential placement
- double cost;
- RowVectorXd place;
- cost_and_placement(ei,V,F,E,EMAP,EF,EI,cost,place);
- // Increment timestamp
- EQ(ei)++;
- // Replace in queue
- Q.emplace(cost,ei,EQ(ei));
- C.row(ei) = place;
- }
- }else
- {
- // reinsert with infinite weight (the provided cost function must **not**
- // have given this un-collapsable edge inf cost already)
- // Increment timestamp
- EQ(e)++;
- // Replace in queue
- Q.emplace(std::numeric_limits<double>::infinity(),e,EQ(e));
- }
- return collapsed;
- }
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