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/*
Mesh Simplification
(C) by Sven Forstmann in 2014
derived from: https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification
and: https://github.com/timknip/mesh-decimate/blob/master/src/simplify.js
License : MIT
http://opensource.org/licenses/MIT
Converted to java / jmonkeyengine by James Khan a.k.a jayfella
*/
package com.jayfella.jme.meshutils;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.List;
import java.util.Vector;
/**
* @author James Khan / jayfella
*/
public class SimplifyMesh {
class SymetricMatrix {
private final double m[] = new double[10];
SymetricMatrix(double c) {
for (int i = 0; i < 10; i++) {
m[i] = c;
}
}
SymetricMatrix(double m11, double m12, double m13, double m14,
double m22, double m23, double m24,
double m33, double m34,
double m44) {
m[0] = m11;
m[1] = m12;
m[2] = m13;
m[3] = m14;
m[4] = m22;
m[5] = m23;
m[6] = m24;
m[7] = m33;
m[8] = m34;
m[9] = m44;
}
// Make plane
SymetricMatrix(double a, double b, double c, double d) {
m[0] = a * a;
m[1] = a * b;
m[2] = a * c;
m[3] = a * d;
m[4] = b * b;
m[5] = b * c;
m[6] = b * d;
m[7] = c * c;
m[8] = c * d;
m[9] = d * d;
}
void set(SymetricMatrix s) {
System.arraycopy(s.m, 0, m, 0, m.length);
}
final double getValue(int c) {
return m[c];
}
// Determinant
final double det(int a11, int a12, int a13,
int a21, int a22, int a23,
int a31, int a32, int a33) {
return m[a11] * m[a22] * m[a33] + m[a13] * m[a21] * m[a32] + m[a12] * m[a23] * m[a31]
- m[a13] * m[a22] * m[a31] - m[a11] * m[a23] * m[a32] - m[a12] * m[a21] * m[a33];
}
final SymetricMatrix add(final SymetricMatrix n) {
return new SymetricMatrix(
m[0] + n.getValue(0),
m[1] + n.getValue(1),
m[2] + n.getValue(2),
m[3] + n.getValue(3),
m[4] + n.getValue(4),
m[5] + n.getValue(5),
m[6] + n.getValue(6),
m[7] + n.getValue(7),
m[8] + n.getValue(8),
m[9] + n.getValue(9));
}
void addLocal(final SymetricMatrix n) {
m[0] += n.getValue(0);
m[1] += n.getValue(1);
m[2] += n.getValue(2);
m[3] += n.getValue(3);
m[4] += n.getValue(4);
m[5] += n.getValue(5);
m[6] += n.getValue(6);
m[7] += n.getValue(7);
m[8] += n.getValue(8);
m[9] += n.getValue(9);
}
}
class Vertex {
private final Vector3f p = new Vector3f();
private int tstart;
private int tcount;
private final SymetricMatrix q = new SymetricMatrix(0);
private boolean border;
Vertex(Vector3f p) {
this.p.set(p);
}
}
class Triangle {
private final int v[] = new int[3];
private final double[] err = new double[4];
private boolean deleted = false;
private boolean dirty = false;
private final Vector3f n = new Vector3f();
Triangle(int a, int b, int c) {
this.v[0] = a;
this.v[1] = b;
this.v[2] = c;
}
}
class Ref {
private int tid;
private int tvertex;
Ref(int tid, int tvertex) {
this.tid = tid;
this.tvertex = tvertex;
}
}
private Vector<Triangle> triangles = new Vector<>();
private Vector<Vertex> vertices = new Vector<>();
private Vector<Ref> refs = new Vector<>();
private final Mesh inMesh;
// used all over the place.
private final Vector3f p = new Vector3f();
public SimplifyMesh(Mesh mesh) {
this.inMesh = mesh;
}
private Vector3f[] meshInVerts;
private Vector3f[] meshInNorms;
private int inMeshContainsVert(Vector3f vert) {
for (int i = 0; i < meshInVerts.length; i++) {
if (meshInVerts[i].equals(vert)) {
return i;
}
}
return -1;
}
private void readJmeMesh() {
triangles.clear();
vertices.clear();
refs.clear();
Vector3f[] meshVerts = BufferUtils.getVector3Array(this.inMesh.getFloatBuffer(VertexBuffer.Type.Position));
meshInVerts = meshVerts;
meshInNorms = BufferUtils.getVector3Array(this.inMesh.getFloatBuffer(VertexBuffer.Type.Normal));
IndexBuffer ib = this.inMesh.getIndexBuffer();
int[] meshIndices = new int[ib.size()];
for (int i = 0; i < meshIndices.length; i++) {
meshIndices[i] = ib.get();
}
for (Vector3f meshVert : meshVerts) {
final Vertex v = new Vertex(meshVert);
vertices.add(v);
}
int index = 0;
int triIndex = 0;
for (int i = 0; i < meshIndices.length; i += 3) {
final Triangle t = new Triangle(
meshIndices[index++],
meshIndices[index++],
meshIndices[index++]
);
triangles.add(t);
Ref ref1 = new Ref(triIndex, t.v[0]);
Ref ref2 = new Ref(triIndex, t.v[1]);
Ref ref3 = new Ref(triIndex, t.v[2]);
refs.add(ref1);
refs.add(ref2);
refs.add(ref3);
triIndex++;
}
}
/**
* Begins the simplification process.
* @param target_percent the amount in percent to attempt to achieve. For example: 0.25f would result in creating
* a mesh with 25% of triangles contained in the original.
* @param agressiveness sharpness to increase the threshold. 5..8 are good numbers. more iterations yield higher
* quality. Minimum 4 and maximum 20 are recommended.
* @param complexNormals Whether or not to generate computationally expensive normals, or just use the face normal.
*/
public Mesh simplify(float target_percent, double agressiveness, boolean complexNormals) {
int target_count = (int) (inMesh.getTriangleCount() * target_percent);
return simplify(target_count, agressiveness, complexNormals);
}
/**
* Begins the simplification process.
* @param target_count the amount of triangles to attempt to achieve.
* @param agressiveness sharpness to increase the threshold. 5..8 are good numbers. more iterations yield higher
* quality. Minimum 4 and maximum 20 are recommended.
* @param complexNormals Whether or not to generate computationally expensive normals, or just use the face normal.
*/
public Mesh simplify(int target_count, double agressiveness, boolean complexNormals) {
// init
// re-read the mesh every time we simplify to start with the original data.
readJmeMesh();
/*
System.out.println(String.format("Simplify Target: %d of %d (%d%%)",
target_count,
triangles.size(),
target_count * 100 / triangles.size()));
final long timeStart = System.currentTimeMillis();
*/
triangles.forEach(t -> t.deleted = false);
// main iteration loop
int deleted_triangles = 0;
final Vector<Boolean> deleted0 = new Vector<>();
final Vector<Boolean> deleted1 = new Vector<>();
final int triangle_count = triangles.size();
// final Vector3f p = new Vector3f();
p.set(0, 0, 0);
for (int iteration = 0; iteration < 1000; iteration++) {
/*
System.out.println(String.format(
"Iteration %02d -> triangles [ deleted: %d : count: %d | removed: %d%% ]",
iteration,
deleted_triangles,
triangle_count - deleted_triangles,
(deleted_triangles * 100 / triangle_count)
));
*/
// target number of triangles reached ? Then break
if (triangle_count - deleted_triangles <= target_count) {
break;
}
// update mesh once in a while
if (iteration % 5 == 0) {
update_mesh(iteration);
}
// clear dirty flag
triangles.forEach(t -> t.dirty = false);
//
// All triangles with edges below the threshold will be removed
//
// The following numbers works well for most models.
// If it does not, try to adjust the 3 parameters
//
final double threshold = 0.000000001d * Math.pow(iteration + 3d, agressiveness);
// remove vertices & mark deleted triangles
for (int i = triangles.size() - 1; i >= 0; i--) {
final Triangle t = triangles.get(i);
if (t.err[3] > threshold || t.deleted || t.dirty) continue;
for (int j = 0; j < 3; j++) {
if (t.err[j] >= threshold) {
continue;
}
final int i0 = t.v[j];
final int i1 = t.v[ ( j + 1 ) % 3];
final Vertex v0 = vertices.get(i0);
final Vertex v1 = vertices.get(i1);
// Border check
if (v0.border || v1.border) {
continue;
}
// Compute vertex to collapse to
// final Vector3f p = new Vector3f();
p.set(0, 0, 0);
calculate_error(i0, i1, p);
deleted0.setSize(v0.tcount); // normals temporarily
deleted1.setSize(v1.tcount); // normals temporarily
// deleted0.trimToSize();
// deleted1.trimToSize();
// don't remove if flipped
if (flipped(p, i1, v0, deleted0)) {
continue;
}
if (flipped(p, i0, v1, deleted1)) {
continue;
}
// not flipped, so remove edge
v0.p.set(p);
v0.q.addLocal(v1.q);
final int tstart = refs.size();
deleted_triangles += update_triangles(i0, v0, deleted0);
deleted_triangles += update_triangles(i0, v1, deleted1);
final int tcount = refs.size() - tstart;
v0.tstart = tstart;
v0.tcount = tcount;
break;
}
// done?
if (triangle_count - deleted_triangles <= target_count) {
break;
}
}
}
// clean up mesh
compact_mesh();
// ready
/*
long timeEnd = System.currentTimeMillis();
System.out.println(String.format("Simplify: %d/%d %d%% removed in %d ms",
triangle_count - deleted_triangles,
triangle_count,
deleted_triangles * 100 / triangle_count,
timeEnd-timeStart));
*/
return createSimplifiedMesh(complexNormals);
}
// Check if a triangle flips when this edge is removed
private boolean flipped(final Vector3f p, final int i1, final Vertex v0, final Vector<Boolean> deleted)
{
for (int k = 0; k < v0.tcount; k++)
{
Ref ref = refs.get(v0.tstart + k);
Triangle t = triangles.get(ref.tid);
if(t.deleted){
continue;
}
final int s = ref.tvertex;
final int id1 = t.v[(s + 1) % 3];
final int id2 = t.v[(s + 2) % 3];
if( id1 == i1 || id2 == i1) // delete ?
{
deleted.set(k, true);
continue;
}
final Vector3f d1 = vertices.get(id1).p.subtract(p).normalizeLocal();
final Vector3f d2 = vertices.get(id2).p.subtract(p).normalizeLocal();
if(Math.abs(d1.dot(d2)) > 0.9999d) {
return true;
}
final Vector3f n = new Vector3f(d1)
.crossLocal(d2)
.normalizeLocal();
deleted.set(k, false);
if(n.dot(t.n) < 0.2d) {
return true;
}
}
return false;
}
// Update triangle connections and edge error after a edge is collapsed
private int update_triangles(final int i0, final Vertex v, final Vector<Boolean> deleted)
{
int tris_deleted = 0;
// final Vector3f p = new Vector3f();
p.set(0, 0, 0);
for (int k = 0; k < v.tcount; k++) {
final Ref r = refs.get(v.tstart + k);
final Triangle t = triangles.get(r.tid);
if(t.deleted){
continue;
}
if(deleted.get(k)) {
t.deleted = true;
tris_deleted++;
continue;
}
t.v[r.tvertex] = i0;
t.dirty = true;
t.err[0] = calculate_error(t.v[0], t.v[1], p);
t.err[1] = calculate_error(t.v[1], t.v[2], p);
t.err[2] = calculate_error(t.v[2], t.v[0], p);
t.err[3] = Math.min(t.err[0], Math.min(t.err[1],t.err[2]));
refs.add(r);
}
return tris_deleted;
}
private void update_mesh(final int iteration) {
if(iteration > 0) { // compact triangles
int dst = 0;
for (int i = 0; i < triangles.size(); i++) {
if(!triangles.get(i).deleted) {
triangles.set(dst++, triangles.get(i));
}
}
triangles.setSize(dst);
}
//
// Init Quadrics by Plane & Edge Errors
//
// required at the beginning ( iteration == 0 )
// recomputing during the simplification is not required,
// but mostly improves the result for closed meshes
//
if( iteration == 0 )
{
vertices.forEach(v -> v.q.set(new SymetricMatrix(0.0d)));
// for (Triangle t : triangles) {
triangles.forEach(t -> {
Vector3f[] p = new Vector3f[] {
vertices.get(t.v[0]).p,
vertices.get(t.v[1]).p,
vertices.get(t.v[2]).p,
};
Vector3f n = p[1].subtract(p[0])
.crossLocal(p[2].subtract(p[0]))
.normalizeLocal();
t.n.set(n);
for (int j = 0; j < 3; j++) {
vertices.get(t.v[j]).q.set(
vertices.get(t.v[j]).q.add(new SymetricMatrix(n.x, n.y, n.z, -n.dot(p[0]))));
}
});
// final Vector3f p = new Vector3f();
p.set(0, 0, 0);
triangles.forEach(t -> {
for (int j = 0; j < 3; j++) {
t.err[j] = calculate_error(t.v[j], t.v[(j + 1) % 3], p);
}
t.err[3] = Math.min(t.err[0], Math.min(t.err[1], t.err[2]));
});
}
// Init Reference ID list
vertices.forEach(v -> { v.tstart = 0; v.tcount = 0; });
triangles.forEach(t -> {
vertices.get(t.v[0]).tcount++;
vertices.get(t.v[1]).tcount++;
vertices.get(t.v[2]).tcount++;
});
int tstart = 0;
for (Vertex v : vertices) {
v.tstart = tstart;
tstart += v.tcount;
v.tcount = 0;
}
// Write References
refs.setSize(triangles.size() * 3);
for (int i = 0; i < triangles.size(); i++) {
Triangle t = triangles.get(i);
for (int j = 0; j < 3; j++) {
Vertex v = vertices.get(t.v[j]);
refs.get(v.tstart + v.tcount).tid = i;
refs.get(v.tstart + v.tcount).tvertex = j;
v.tcount++;
}
}
// Identify boundary : vertices[].border=0,1
if( iteration == 0 )
{
final Vector<Integer> vcount = new Vector<>();
final Vector<Integer> vids = new Vector<>();
vertices.forEach(v -> v.border = false);
vertices.forEach(v -> {
vcount.clear();
vids.clear();
for (int j = 0; j < v.tcount; j++) {
int k = refs.get(v.tstart + j).tid;
Triangle t = triangles.get(k);
for (k = 0; k < 3; k++) {
int ofs = 0;
final int id = t.v[k];
while (ofs < vcount.size()) {
if (vids.get(ofs) == id) {
break;
}
ofs++;
}
if (ofs == vcount.size()) {
vcount.add(1);
vids.add(id);
} else {
vcount.set(ofs, vcount.get(ofs) + 1);
}
}
}
for (int j = 0; j < vcount.size(); j++) {
if (vcount.get(j) == 1) {
vertices.get(vids.get(j)).border = true;
}
}
});
}
}
// Finally compact mesh before exiting
private void compact_mesh()
{
int dst = 0;
vertices.forEach(v -> v.tcount = 0);
for (int i = 0; i < triangles.size(); i++) {
if(!triangles.get(i).deleted) {
Triangle t = triangles.get(i);
triangles.set(dst++, t);
for (int j = 0; j < 3; j++) {
vertices.get(t.v[j]).tcount = 1;
}
}
}
triangles.setSize(dst);
dst = 0;
for (Vertex vertice : vertices) {
if (vertice.tcount != 0) {
vertice.tstart = dst;
vertices.get(dst).p.set(vertice.p);
dst++;
}
}
for (Triangle t : triangles) {
for (int j = 0; j < 3; j++) {
t.v[j] = vertices.get(t.v[j]).tstart;
}
}
vertices.setSize(dst);
}
// Error between vertex and Quadric
private double vertex_error(final SymetricMatrix q, final double x, final double y, final double z) {
return q.getValue(0) * x * x + 2
* q.getValue(1)* x * y + 2
* q.getValue(2) * x * z + 2
* q.getValue(3) * x
+ q.getValue(4) * y * y + 2
* q.getValue(5) * y * z + 2
* q.getValue(6) * y
+ q.getValue(7) * z * z + 2
* q.getValue(8) * z
+ q.getValue(9);
}
// Error for one edge
private double calculate_error(final int id_v1, final int id_v2, final Vector3f p_result) {
// compute interpolated vertex
SymetricMatrix q = vertices.get(id_v1).q.add(vertices.get(id_v2).q);
boolean border = vertices.get(id_v1).border & vertices.get(id_v2).border;
double error;
double det = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
if ( det != 0 && !border )
{
// q_delta is invertible
p_result.x = (float) (-1 / det*(q.det(1, 2, 3, 4, 5, 6, 5, 7 , 8))); // vx = A41/det(q_delta)
p_result.y = (float) (1 / det*(q.det(0, 2, 3, 1, 5, 6, 2, 7 , 8))); // vy = A42/det(q_delta)
p_result.z = (float) (-1 / det*(q.det(0, 1, 3, 1, 4, 6, 2, 5, 8))); // vz = A43/det(q_delta)
error = vertex_error(q, p_result.x, p_result.y, p_result.z);
}
else
{
// det = 0 -> try to find best result
Vector3f p1 = vertices.get(id_v1).p;
Vector3f p2 = vertices.get(id_v2).p;
Vector3f p3 = p1.add(p2).divide(2.0f); // (p1+p2)/2;
double error1 = vertex_error(q, p1.x, p1.y, p1.z);
double error2 = vertex_error(q, p2.x, p2.y, p2.z);
double error3 = vertex_error(q, p3.x, p3.y, p3.z);
error = Math.min(error1, Math.min(error2, error3));
if (error1 == error) p_result.set(p1);
if (error2 == error) p_result.set(p2);
if (error3 == error) p_result.set(p3);
}
return error;
}
private Mesh createSimplifiedMesh(boolean complexNormals) {
Mesh mesh = new Mesh();
Vector3f[] vertArray = new Vector3f[vertices.size()];
for (int i = 0; i < vertArray.length; i++) {
Vertex v = vertices.get(i);
vertArray[i] = v.p;
}
List<Integer> indexList = new ArrayList<>();
Vector3f[] normArray = complexNormals
? normalizeMesh(triangles, vertices)
: new Vector3f[vertArray.length];
triangles.forEach(t -> {
indexList.add(t.v[0]);
indexList.add(t.v[1]);
indexList.add(t.v[2]);
if (!complexNormals) {
normArray[t.v[0]] = t.n.clone();
normArray[t.v[1]] = t.n.clone();
normArray[t.v[2]] = t.n.clone();
}
});
int[] indexArray = new int[indexList.size()];
for (int i = 0; i < indexList.size(); i++) {
indexArray[i] = indexList.get(i);
}
/*
System.out.println("Simplified mesh: ");
System.out.println("\tVerts: " + vertArray.length + " of " + inMesh.getVertexCount());
System.out.println("\tTris: " + (indexArray.length / 3) + " of " + inMesh.getTriangleCount());
*/
FloatBuffer pb = BufferUtils.createFloatBuffer(vertArray);
mesh.setBuffer(VertexBuffer.Type.Position, 3, pb);
FloatBuffer nb = BufferUtils.createFloatBuffer(normArray);
mesh.setBuffer(VertexBuffer.Type.Normal, 3, nb);
IntBuffer ib = BufferUtils.createIntBuffer(indexArray);
mesh.setBuffer(VertexBuffer.Type.Index, 3, ib);
mesh.updateBound();
return mesh;
}
private Vector3f[] normalizeMesh( Vector<Triangle> triangles, List<Vertex> verts )
{
Vector3f[] norms = new Vector3f[verts.size()];
for( int i=0; i < verts.size(); i++ ) {
norms[i] = new Vector3f();
}
for (Triangle face : triangles) {
final int ia = face.v[0];
final int ib = face.v[1];
final int ic = face.v[2];
final Vector3f e1 = verts.get(ia).p.subtract(verts.get(ib).p);
final Vector3f e2 = verts.get(ic).p.subtract(verts.get(ib).p);
final Vector3f no = e2.cross(e1); //cross( e1, e2 );
norms[ia].addLocal(no);
norms[ib].addLocal(no);
norms[ic].addLocal(no);
}
for (Vector3f norm : norms) {
norm.normalizeLocal();
}
for (int v = 0; v < verts.size(); v++) {
int index = inMeshContainsVert(verts.get(v).p);
if (index != -1) {
norms[v] = meshInNorms[index];
}
}
return norms;
}
/**
* The mesh that was given in the constructor.
* @return the original untouched mesh given in the constructor.
*/
public Mesh getOriginalMesh() {
return this.inMesh;
}
}
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