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433 lines
16 KiB
C++
433 lines
16 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkDecimatePro.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkDecimatePro
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* @brief reduce the number of triangles in a mesh
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*
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* vtkDecimatePro is a filter to reduce the number of triangles in a triangle
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* mesh, forming a good approximation to the original geometry. The input to
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* vtkDecimatePro is a vtkPolyData object, and only triangles are treated. If
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* you desire to decimate polygonal meshes, first triangulate the polygons
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* with vtkTriangleFilter object.
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*
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* The implementation of vtkDecimatePro is similar to the algorithm
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* originally described in "Decimation of Triangle Meshes", Proc Siggraph
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* `92, with three major differences. First, this algorithm does not
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* necessarily preserve the topology of the mesh. Second, it is guaranteed to
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* give the a mesh reduction factor specified by the user (as long as certain
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* constraints are not set - see Caveats). Third, it is set up generate
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* progressive meshes, that is a stream of operations that can be easily
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* transmitted and incrementally updated (see Hugues Hoppe's Siggraph '96
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* paper on progressive meshes).
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*
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* The algorithm proceeds as follows. Each vertex in the mesh is classified
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* and inserted into a priority queue. The priority is based on the error to
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* delete the vertex and retriangulate the hole. Vertices that cannot be
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* deleted or triangulated (at this point in the algorithm) are
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* skipped. Then, each vertex in the priority queue is processed (i.e.,
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* deleted followed by hole triangulation using edge collapse). This
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* continues until the priority queue is empty. Next, all remaining vertices
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* are processed, and the mesh is split into separate pieces along sharp
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* edges or at non-manifold attachment points and reinserted into the
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* priority queue. Again, the priority queue is processed until empty. If
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* the desired reduction is still not achieved, the remaining vertices are
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* split as necessary (in a recursive fashion) so that it is possible to
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* eliminate every triangle as necessary.
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*
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* To use this object, at a minimum you need to specify the ivar
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* TargetReduction. The algorithm is guaranteed to generate a reduced mesh
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* at this level as long as the following four conditions are met: 1)
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* topology modification is allowed (i.e., the ivar PreserveTopology is off);
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* 2) mesh splitting is enabled (i.e., the ivar Splitting is on); 3) the
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* algorithm is allowed to modify the boundary of the mesh (i.e., the ivar
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* BoundaryVertexDeletion is on); and 4) the maximum allowable error (i.e.,
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* the ivar MaximumError) is set to VTK_DOUBLE_MAX. Other important
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* parameters to adjust include the FeatureAngle and SplitAngle ivars, since
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* these can impact the quality of the final mesh. Also, you can set the
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* ivar AccumulateError to force incremental error update and distribution
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* to surrounding vertices as each vertex is deleted. The accumulated error
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* is a conservative global error bounds and decimation error, but requires
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* additional memory and time to compute.
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*
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* @warning
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* To guarantee a given level of reduction, the ivar PreserveTopology must
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* be off; the ivar Splitting is on; the ivar BoundaryVertexDeletion is on;
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* and the ivar MaximumError is set to VTK_DOUBLE_MAX.
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*
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* @warning
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* If PreserveTopology is off, and SplitEdges is off; the mesh topology may
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* be modified by closing holes.
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*
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* @warning
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* Once mesh splitting begins, the feature angle is set to the split angle.
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*
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* @sa
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* vtkDecimate vtkQuadricClustering vtkQuadricDecimation
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*/
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#ifndef vtkDecimatePro_h
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#define vtkDecimatePro_h
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#include "vtkFiltersCoreModule.h" // For export macro
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#include "vtkPolyDataAlgorithm.h"
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#include "vtkCell.h" // Needed for VTK_CELL_SIZE
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class vtkDoubleArray;
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class vtkPriorityQueue;
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class VTKFILTERSCORE_EXPORT vtkDecimatePro : public vtkPolyDataAlgorithm
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{
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public:
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vtkTypeMacro(vtkDecimatePro, vtkPolyDataAlgorithm);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Create object with specified reduction of 90% and feature angle of
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* 15 degrees. Edge splitting is on, defer splitting is on, and the
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* split angle is 75 degrees. Topology preservation is off, delete
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* boundary vertices is on, and the maximum error is set to
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* VTK_DOUBLE_MAX. The inflection point ratio is 10 and the vertex
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* degree is 25. Error accumulation is turned off.
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*/
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static vtkDecimatePro* New();
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//@{
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/**
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* Specify the desired reduction in the total number of polygons (e.g., if
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* TargetReduction is set to 0.9, this filter will try to reduce the data set
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* to 10% of its original size). Because of various constraints, this level of
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* reduction may not be realized. If you want to guarantee a particular
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* reduction, you must turn off PreserveTopology, turn on SplitEdges and
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* BoundaryVertexDeletion, and set the MaximumError to VTK_DOUBLE_MAX (these
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* ivars are initialized this way when the object is instantiated).
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*/
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vtkSetClampMacro(TargetReduction, double, 0.0, 1.0);
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vtkGetMacro(TargetReduction, double);
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//@}
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//@{
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/**
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* Turn on/off whether to preserve the topology of the original mesh. If
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* on, mesh splitting and hole elimination will not occur. This may limit
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* the maximum reduction that may be achieved.
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*/
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vtkSetMacro(PreserveTopology, vtkTypeBool);
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vtkGetMacro(PreserveTopology, vtkTypeBool);
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vtkBooleanMacro(PreserveTopology, vtkTypeBool);
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//@}
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//@{
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/**
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* Specify the mesh feature angle. This angle is used to define what
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* an edge is (i.e., if the surface normal between two adjacent triangles
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* is >= FeatureAngle, an edge exists).
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*/
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vtkSetClampMacro(FeatureAngle, double, 0.0, 180.0);
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vtkGetMacro(FeatureAngle, double);
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//@}
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//@{
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/**
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* Turn on/off the splitting of the mesh at corners, along edges, at
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* non-manifold points, or anywhere else a split is required. Turning
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* splitting off will better preserve the original topology of the
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* mesh, but you may not obtain the requested reduction.
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*/
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vtkSetMacro(Splitting, vtkTypeBool);
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vtkGetMacro(Splitting, vtkTypeBool);
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vtkBooleanMacro(Splitting, vtkTypeBool);
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//@}
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//@{
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/**
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* Specify the mesh split angle. This angle is used to control the splitting
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* of the mesh. A split line exists when the surface normals between
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* two edge connected triangles are >= SplitAngle.
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*/
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vtkSetClampMacro(SplitAngle, double, 0.0, 180.0);
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vtkGetMacro(SplitAngle, double);
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//@}
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//@{
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/**
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* In some cases you may wish to split the mesh prior to algorithm
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* execution. This separates the mesh into semi-planar patches, which are
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* disconnected from each other. This can give superior results in some
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* cases. If the ivar PreSplitMesh ivar is enabled, the mesh is split with
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* the specified SplitAngle. Otherwise mesh splitting is deferred as long
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* as possible.
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*/
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vtkSetMacro(PreSplitMesh, vtkTypeBool);
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vtkGetMacro(PreSplitMesh, vtkTypeBool);
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vtkBooleanMacro(PreSplitMesh, vtkTypeBool);
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//@}
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//@{
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/**
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* Set the largest decimation error that is allowed during the decimation
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* process. This may limit the maximum reduction that may be achieved. The
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* maximum error is specified as a fraction of the maximum length of
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* the input data bounding box.
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*/
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vtkSetClampMacro(MaximumError, double, 0.0, VTK_DOUBLE_MAX);
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vtkGetMacro(MaximumError, double);
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//@}
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//@{
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/**
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* The computed error can either be computed directly from the mesh
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* or the error may be accumulated as the mesh is modified. If the error
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* is accumulated, then it represents a global error bounds, and the ivar
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* MaximumError becomes a global bounds on mesh error. Accumulating the
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* error requires extra memory proportional to the number of vertices in
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* the mesh. If AccumulateError is off, then the error is not accumulated.
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*/
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vtkSetMacro(AccumulateError, vtkTypeBool);
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vtkGetMacro(AccumulateError, vtkTypeBool);
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vtkBooleanMacro(AccumulateError, vtkTypeBool);
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//@}
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//@{
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/**
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* The MaximumError is normally defined as a fraction of the dataset bounding
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* diagonal. By setting ErrorIsAbsolute to 1, the error is instead defined
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* as that specified by AbsoluteError. By default ErrorIsAbsolute=0.
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*/
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vtkSetMacro(ErrorIsAbsolute, int);
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vtkGetMacro(ErrorIsAbsolute, int);
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//@}
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//@{
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/**
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* Same as MaximumError, but to be used when ErrorIsAbsolute is 1
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*/
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vtkSetClampMacro(AbsoluteError, double, 0.0, VTK_DOUBLE_MAX);
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vtkGetMacro(AbsoluteError, double);
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//@}
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//@{
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/**
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* Turn on/off the deletion of vertices on the boundary of a mesh. This
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* may limit the maximum reduction that may be achieved.
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*/
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vtkSetMacro(BoundaryVertexDeletion, vtkTypeBool);
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vtkGetMacro(BoundaryVertexDeletion, vtkTypeBool);
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vtkBooleanMacro(BoundaryVertexDeletion, vtkTypeBool);
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//@}
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//@{
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/**
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* If the number of triangles connected to a vertex exceeds "Degree", then
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* the vertex will be split. (NOTE: the complexity of the triangulation
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* algorithm is proportional to Degree^2. Setting degree small can improve
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* the performance of the algorithm.)
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*/
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vtkSetClampMacro(Degree, int, 25, VTK_CELL_SIZE);
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vtkGetMacro(Degree, int);
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//@}
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//@{
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/**
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* Specify the inflection point ratio. An inflection point occurs
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* when the ratio of reduction error between two iterations is greater
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* than or equal to the InflectionPointRatio.
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*/
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vtkSetClampMacro(InflectionPointRatio, double, 1.001, VTK_DOUBLE_MAX);
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vtkGetMacro(InflectionPointRatio, double);
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//@}
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/**
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* Get the number of inflection points. Only returns a valid value after
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* the filter has executed. The values in the list are mesh reduction
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* values at each inflection point. Note: the first inflection point always
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* occurs right before non-planar triangles are decimated (i.e., as the
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* error becomes non-zero).
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*/
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vtkIdType GetNumberOfInflectionPoints();
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/**
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* Get a list of inflection points. These are double values 0 < r <= 1.0
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* corresponding to reduction level, and there are a total of
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* NumberOfInflectionPoints() values. You must provide an array (of
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* the correct size) into which the inflection points are written.
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*/
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void GetInflectionPoints(double* inflectionPoints);
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/**
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* Get a list of inflection points. These are double values 0 < r <= 1.0
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* corresponding to reduction level, and there are a total of
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* NumberOfInflectionPoints() values. You must provide an array (of
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* the correct size) into which the inflection points are written.
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* This method returns a pointer to a list of inflection points.
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*/
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double* GetInflectionPoints();
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//@{
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/**
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* Set/get the desired precision for the output types. See the documentation
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* for the vtkAlgorithm::DesiredOutputPrecision enum for an explanation of
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* the available precision settings.
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*/
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vtkSetMacro(OutputPointsPrecision, int);
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vtkGetMacro(OutputPointsPrecision, int);
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//@}
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protected:
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vtkDecimatePro();
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~vtkDecimatePro() override;
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int RequestData(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
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double TargetReduction;
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double FeatureAngle;
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double MaximumError;
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double AbsoluteError;
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int ErrorIsAbsolute;
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vtkTypeBool AccumulateError;
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double SplitAngle;
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vtkTypeBool Splitting;
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vtkTypeBool PreSplitMesh;
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vtkTypeBool BoundaryVertexDeletion;
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vtkTypeBool PreserveTopology;
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int Degree;
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double InflectionPointRatio;
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vtkDoubleArray* InflectionPoints;
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int OutputPointsPrecision;
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// to replace a static object
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vtkIdList* Neighbors;
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vtkPriorityQueue* EdgeLengths;
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void SplitMesh();
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int EvaluateVertex(vtkIdType ptId, vtkIdType numTris, vtkIdType* tris, vtkIdType fedges[2]);
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vtkIdType FindSplit(
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int type, vtkIdType fedges[2], vtkIdType& pt1, vtkIdType& pt2, vtkIdList* CollapseTris);
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int IsValidSplit(int index);
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void SplitLoop(vtkIdType fedges[2], vtkIdType& n1, vtkIdType* l1, vtkIdType& n2, vtkIdType* l2);
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void SplitVertex(vtkIdType ptId, int type, vtkIdType numTris, vtkIdType* tris, int insert);
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int CollapseEdge(int type, vtkIdType ptId, vtkIdType collapseId, vtkIdType pt1, vtkIdType pt2,
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vtkIdList* CollapseTris);
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void DistributeError(double error);
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//
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// Special classes for manipulating data
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//
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// Special structures for building loops
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class LocalVertex
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{
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public:
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vtkIdType id;
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double x[3];
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double FAngle;
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};
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typedef LocalVertex* LocalVertexPtr;
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class LocalTri
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{
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public:
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vtkIdType id;
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double area;
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double n[3];
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vtkIdType verts[3];
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};
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typedef LocalTri* LocalTriPtr;
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class VertexArray;
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friend class VertexArray;
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class VertexArray
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{ //;prevent man page generation
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public:
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VertexArray(const vtkIdType sz)
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{
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this->MaxId = -1;
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this->Array = new LocalVertex[sz];
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}
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~VertexArray() { delete[] this->Array; }
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vtkIdType GetNumberOfVertices() { return this->MaxId + 1; }
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void InsertNextVertex(LocalVertex& v)
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{
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this->MaxId++;
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this->Array[this->MaxId] = v;
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}
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LocalVertex& GetVertex(vtkIdType i) { return this->Array[i]; }
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void Reset() { this->MaxId = -1; }
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LocalVertex* Array; // pointer to data
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vtkIdType MaxId; // maximum index inserted thus far
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};
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class TriArray;
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friend class TriArray;
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class TriArray
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{ //;prevent man page generation
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public:
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TriArray(const vtkIdType sz)
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{
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this->MaxId = -1;
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this->Array = new LocalTri[sz];
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}
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~TriArray() { delete[] this->Array; }
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vtkIdType GetNumberOfTriangles() { return this->MaxId + 1; }
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void InsertNextTriangle(LocalTri& t)
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{
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this->MaxId++;
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this->Array[this->MaxId] = t;
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}
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LocalTri& GetTriangle(vtkIdType i) { return this->Array[i]; }
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void Reset() { this->MaxId = -1; }
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LocalTri* Array; // pointer to data
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vtkIdType MaxId; // maximum index inserted thus far
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};
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private:
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void InitializeQueue(vtkIdType numPts);
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void DeleteQueue();
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void Insert(vtkIdType id, double error = -1.0);
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int Pop(double& error);
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double DeleteId(vtkIdType id);
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void Reset();
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vtkPriorityQueue* Queue;
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vtkDoubleArray* VertexError;
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VertexArray* V;
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TriArray* T;
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// Use to be static variables used by object
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vtkPolyData* Mesh; // operate on this data structure
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double Pt[3]; // least squares plane point
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double Normal[3]; // least squares plane normal
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double LoopArea; // the total area of all triangles in a loop
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double CosAngle; // Cosine of dihedral angle
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double Tolerance; // Intersection tolerance
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double X[3]; // coordinates of current point
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int NumCollapses; // Number of times edge collapses occur
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int NumMerges; // Number of times vertex merges occur
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int Split; // Controls whether and when vertex splitting occurs
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int VertexDegree; // Maximum number of triangles that can use a vertex
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vtkIdType NumberOfRemainingTris; // Number of triangles left in the mesh
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double TheSplitAngle; // Split angle
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int SplitState; // State of the splitting process
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double Error; // Maximum allowable surface error
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private:
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vtkDecimatePro(const vtkDecimatePro&) = delete;
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void operator=(const vtkDecimatePro&) = delete;
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};
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#endif
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