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* Fix calls to depreciated wxPen constructor * Fix use of wxTimerEvent * Fix unrecognized character escape sequence * Fix signed/unsigned mismatch At least as much as possible without significantly altering parts of the application * Clean unreferenced variables * fix mistyped namespace selector * Update deprecated calls * Fix preprocessor statement * Remove empty switch statements * Change int vector used as bool to bool vector * Remove empty control statements and related unused code * Change multi character constant to string constant * Fix discarded return value json::parse was being called on the object, rather than statically like it should be. Also, the value was not being captured. * Rename ICON_SIZE def used by MultiMachine By having the definition in the header, it causes issues when other files define ICON_SIZE. By renaming it to MM_ICON_SIZE, this lessens the issue. It would probably be ideal to have the definitions in the respective .cpp that use them, but it would make it less convenient to update the values if needed in the future. * Remove unused includes * Fix linux/macOS compilation * Hide unused-function errors on non-Windows systems * Disable signed/unsigned comparison mismatch error * Remove/Disable more unused variables Still TODO: check double for loop in Print.cpp * Remove unused variable that was missed * Remove unused variables in libraries in the src folder * Apply temporary fix for subobject linkage error * Remove/Disable last set of unused variables reported by GCC * remove redundant for loop * fix misspelled ifdef check * Update message on dialog * Fix hard-coded platform specific modifier keys * Remove duplicate for loop * Disable -Wmisleading-indentation warning * disable -Wswitch warning * Remove unused local typedefs * Fix -Wunused-value * Fix pragma error on Windows from subobject linkage fix * Fix -Waddress * Fix null conversions (-Wconversion-null) --------- Co-authored-by: SoftFever <softfeverever@gmail.com>
187 lines
8.2 KiB
C++
187 lines
8.2 KiB
C++
#include "ShortEdgeCollapse.hpp"
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#include "libslic3r/NormalUtils.hpp"
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#include <unordered_map>
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#include <random>
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#include <algorithm>
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namespace Slic3r {
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void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_count) {
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// whenever vertex is removed, its mapping is update to the index of vertex with wich it merged
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std::vector<size_t> vertices_index_mapping(mesh.vertices.size());
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for (size_t idx = 0; idx < vertices_index_mapping.size(); ++idx) {
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vertices_index_mapping[idx] = idx;
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}
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// 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
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std::vector<size_t> flatten_queue;
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auto get_final_index = [&vertices_index_mapping, &flatten_queue](const size_t &orig_index) {
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flatten_queue.clear();
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size_t idx = orig_index;
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while (vertices_index_mapping[idx] != idx) {
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flatten_queue.push_back(idx);
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idx = vertices_index_mapping[idx];
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}
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for (size_t i : flatten_queue) {
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vertices_index_mapping[i] = idx;
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}
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return idx;
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};
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// if face is removed, mark it here
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std::vector<bool> face_removal_flags(mesh.indices.size(), false);
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std::vector<Vec3i32> triangles_neighbors = its_face_neighbors_par(mesh);
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// now compute vertices dot product - this is used during edge collapse,
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// 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".
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// The min vertex dot product is lowest dot product of its normal with the normals of faces around it.
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// the lower the dot product, the more we want to keep the vertex
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// 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.
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std::vector<float> min_vertex_dot_product(mesh.vertices.size(), 1);
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{
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std::vector<Vec3f> face_normals = its_face_normals(mesh);
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std::vector<Vec3f> vertex_normals = NormalUtils::create_normals(mesh);
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for (size_t face_idx = 0; face_idx < mesh.indices.size(); ++face_idx) {
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Vec3i32 t = mesh.indices[face_idx];
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Vec3f n = face_normals[face_idx];
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min_vertex_dot_product[t[0]] = std::min(min_vertex_dot_product[t[0]], n.dot(vertex_normals[t[0]]));
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min_vertex_dot_product[t[1]] = std::min(min_vertex_dot_product[t[1]], n.dot(vertex_normals[t[1]]));
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min_vertex_dot_product[t[2]] = std::min(min_vertex_dot_product[t[2]], n.dot(vertex_normals[t[2]]));
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}
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}
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// lambda to remove face. It flags the face as removed, and updates neighbourhood info
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auto remove_face = [&triangles_neighbors, &face_removal_flags](int face_idx, int other_face_idx) {
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if (face_idx < 0) {
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return;
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}
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face_removal_flags[face_idx] = true;
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Vec3i32 neighbors = triangles_neighbors[face_idx];
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int n_a = neighbors[0] != other_face_idx ? neighbors[0] : neighbors[1];
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int n_b = neighbors[2] != other_face_idx ? neighbors[2] : neighbors[1];
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if (n_a > 0)
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for (int &n : triangles_neighbors[n_a]) {
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if (n == face_idx) {
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n = n_b;
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break;
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}
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}
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if (n_b > 0)
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for (int &n : triangles_neighbors[n_b]) {
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if (n == face_idx) {
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n = n_a;
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break;
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}
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}
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};
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std::mt19937_64 generator { 27644437 };// default constant seed! so that results are deterministic
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std::vector<size_t> face_indices(mesh.indices.size());
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for (size_t idx = 0; idx < face_indices.size(); ++idx) {
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face_indices[idx] = idx;
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}
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//tmp face indices used only for swapping
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std::vector<size_t> tmp_face_indices(mesh.indices.size());
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float decimation_ratio = 1.0f; // decimation ratio updated in each iteration. it is number of removed triangles / number of all
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float edge_len = 0.2f; // Allowed collapsible edge size. Starts low, but is gradually increased
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while (face_indices.size() > target_triangle_count) {
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// 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
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edge_len = edge_len * (1.0f + 1.0 - decimation_ratio);
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float max_edge_len_squared = edge_len * edge_len;
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//shuffle the faces and traverse in random order, this MASSIVELY improves the quality of the result
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std::shuffle(face_indices.begin(), face_indices.end(), generator);
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int allowed_face_removals = int(face_indices.size()) - int(target_triangle_count);
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for (const size_t &face_idx : face_indices) {
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if (face_removal_flags[face_idx]) {
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// if face already removed from previous collapses, skip (each collapse removes two triangles [at least] )
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continue;
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}
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// look at each edge if it is good candidate for collapse
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for (size_t edge_idx = 0; edge_idx < 3; ++edge_idx) {
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size_t vertex_index_keep = get_final_index(mesh.indices[face_idx][edge_idx]);
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size_t vertex_index_remove = get_final_index(mesh.indices[face_idx][(edge_idx + 1) % 3]);
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//check distance, skip long edges
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if ((mesh.vertices[vertex_index_keep] - mesh.vertices[vertex_index_remove]).squaredNorm()
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> max_edge_len_squared) {
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continue;
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}
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// swap indexes if vertex_index_keep has higher dot product (we want to keep low dot product vertices)
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if (min_vertex_dot_product[vertex_index_remove] < min_vertex_dot_product[vertex_index_keep]) {
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size_t tmp = vertex_index_keep;
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vertex_index_keep = vertex_index_remove;
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vertex_index_remove = tmp;
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}
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//remove vertex
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{
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// map its index to the index of the kept vertex
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vertices_index_mapping[vertex_index_remove] = vertices_index_mapping[vertex_index_keep];
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}
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int neighbor_to_remove_face_idx = triangles_neighbors[face_idx][edge_idx];
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// remove faces
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remove_face(face_idx, neighbor_to_remove_face_idx);
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remove_face(neighbor_to_remove_face_idx, face_idx);
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allowed_face_removals-=2;
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// break. this triangle is done
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break;
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}
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if (allowed_face_removals <= 0) { break; }
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}
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// filter face_indices, remove those that have been collapsed
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size_t prev_size = face_indices.size();
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tmp_face_indices.clear();
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for (size_t face_idx : face_indices) {
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if (!face_removal_flags[face_idx]){
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tmp_face_indices.push_back(face_idx);
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}
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}
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face_indices.swap(tmp_face_indices);
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decimation_ratio = float(prev_size - face_indices.size()) / float(prev_size);
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//std::cout << " DECIMATION RATIO: " << decimation_ratio << std::endl;
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}
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//Extract the result mesh
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std::unordered_map<size_t, size_t> final_vertices_mapping;
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std::vector<Vec3f> final_vertices;
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std::vector<Vec3i32> final_indices;
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final_indices.reserve(face_indices.size());
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for (size_t idx : face_indices) {
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Vec3i32 final_face;
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for (size_t i = 0; i < 3; ++i) {
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final_face[i] = get_final_index(mesh.indices[idx][i]);
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}
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if (final_face[0] == final_face[1] || final_face[1] == final_face[2] || final_face[2] == final_face[0]) {
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continue; // discard degenerate triangles
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}
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for (size_t i = 0; i < 3; ++i) {
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if (final_vertices_mapping.find(final_face[i]) == final_vertices_mapping.end()) {
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final_vertices_mapping[final_face[i]] = final_vertices.size();
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final_vertices.push_back(mesh.vertices[final_face[i]]);
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}
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final_face[i] = final_vertices_mapping[final_face[i]];
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}
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final_indices.push_back(final_face);
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}
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mesh.vertices = final_vertices;
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mesh.indices = final_indices;
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}
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} //namespace Slic3r
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