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/***************************************************************************
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* Copyright (c) 2013 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* This file is part of the FreeCAD CAx development system. *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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***************************************************************************/
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#include "PreCompiled.h"
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#include "Decimation.h"
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#include "MeshKernel.h"
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using namespace MeshCore;
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MeshSimplify::MeshSimplify(MeshKernel& mesh)
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void MeshSimplify::simplify(float tolerance, float reduction)
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const MeshPointArray& points = myKernel.GetPoints();
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for (std::size_t i = 0; i < points.size(); i++) {
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alg.vertices.push_back(v);
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const MeshFacetArray& facets = myKernel.GetFacets();
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for (std::size_t i = 0; i < facets.size(); i++) {
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for (double& j : t.err) {
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for (int j = 0; j < 3; j++) {
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t.v[j] = facets[i]._aulPoints[j];
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alg.triangles.push_back(t);
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int target_count = static_cast<int>(static_cast<float>(facets.size()) * (1.0f - reduction));
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// Simplification starts
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alg.simplify_mesh(target_count, tolerance);
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// Simplification done
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MeshPointArray new_points;
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new_points.reserve(alg.vertices.size());
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for (const auto& vertex : alg.vertices) {
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new_points.push_back(vertex.p);
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std::size_t numFacets = 0;
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for (const auto& triangle : alg.triangles) {
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if (!triangle.deleted) {
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MeshFacetArray new_facets;
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new_facets.reserve(numFacets);
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for (const auto& triangle : alg.triangles) {
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if (!triangle.deleted) {
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face._aulPoints[0] = triangle.v[0];
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face._aulPoints[1] = triangle.v[1];
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face._aulPoints[2] = triangle.v[2];
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new_facets.push_back(face);
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myKernel.Adopt(new_points, new_facets, true);
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void MeshSimplify::simplify(int targetSize)
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const MeshPointArray& points = myKernel.GetPoints();
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for (std::size_t i = 0; i < points.size(); i++) {
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alg.vertices.push_back(v);
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const MeshFacetArray& facets = myKernel.GetFacets();
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for (std::size_t i = 0; i < facets.size(); i++) {
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Simplify::Triangle t;
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for (double& j : t.err) {
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for (int j = 0; j < 3; j++) {
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t.v[j] = facets[i]._aulPoints[j];
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alg.triangles.push_back(t);
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// Simplification starts
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alg.simplify_mesh(targetSize, FLT_MAX);
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// Simplification done
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MeshPointArray new_points;
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new_points.reserve(alg.vertices.size());
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for (const auto& vertex : alg.vertices) {
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new_points.push_back(vertex.p);
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std::size_t numFacets = 0;
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for (const auto& triangle : alg.triangles) {
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if (!triangle.deleted) {
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MeshFacetArray new_facets;
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new_facets.reserve(numFacets);
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for (const auto& triangle : alg.triangles) {
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if (!triangle.deleted) {
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face._aulPoints[0] = triangle.v[0];
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face._aulPoints[1] = triangle.v[1];
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face._aulPoints[2] = triangle.v[2];
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new_facets.push_back(face);
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myKernel.Adopt(new_points, new_facets, true);