Files
igl/tutorial/703_Decimation/main.cpp
T
Alec Jacobson 7472691fe6 PlainObject -> MatrixBase (#2425)
* PlainObject -> MatrixBase

* template igl::Hit

* vector input intersect rays with multiple hits

* initialize

* initialize

* only write if hit

* fix templates

* template me baby

* templates

* my god. so many PlainObject -> Matrix; Derived -> PlainMatrix<Derived>

* Options doesn't exist for Maps/Refs

* templates; windows size_t shinanigans

* Derived->PlainMatrix

* windows template

* derived -> plainvector

* options

* fix templating

* std types

* fix windingnumbertree tempalting

* further fix windingnumbertree tempalting

* Xi->XI

* templating

* clean up and template some of the decimation code; eventually gave up on templating outer functions

* rm needless cast

* attempt to fix index templating in boolean code

* remove debugging casts

* more templatin hell

* debug kruft

* vector resize

* assert

* int -> template

* int -> template

* int -> template

* templating away more Xi

* templating away more 3i

* formatting

* vector

* plainmatrix

* plainmatrix

* bug

* templating MSH io

* remove use of Map

* zero default tags

* bug fix

* file debug flags

* __1::

* better typing

* knn tempalte

* note

* templating

* reorder scaf inputs

* fix build

* doc

* templates

* messier than I thought

* doc

* Xi -> XI

* use templated type

* 1x1 is always symmetric

* use index type

* split intrinsic

* templating

* template internal
2024-12-20 11:12:11 -05:00

143 lines
4.0 KiB
C++

#include <igl/circulation.h>
#include <igl/collapse_edge.h>
#include <igl/edge_flaps.h>
#include <igl/decimate.h>
#include <igl/shortest_edge_and_midpoint.h>
#include <igl/decimate_trivial_callbacks.h>
#include <igl/parallel_for.h>
#include <igl/read_triangle_mesh.h>
#include <igl/opengl/glfw/Viewer.h>
#include <Eigen/Core>
#include <iostream>
#include <set>
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
cout<<"Usage: ./703_Decimation_bin [filename.(off|obj|ply)]"<<endl;
cout<<" [space] toggle animation."<<endl;
cout<<" 'r' reset."<<endl;
// Load a closed manifold mesh
string filename(TUTORIAL_SHARED_PATH "/fertility.off");
if(argc>=2)
{
filename = argv[1];
}
MatrixXd V,OV;
MatrixXi F,OF;
read_triangle_mesh(filename,OV,OF);
igl::opengl::glfw::Viewer viewer;
// Prepare array-based edge data structures and priority queue
VectorXi EMAP;
MatrixXi E,EF,EI;
igl::min_heap< std::tuple<double,int,int> > Q;
Eigen::VectorXi EQ;
// If an edge were collapsed, we'd collapse it to these points:
MatrixXd C;
int num_collapsed;
// Function to reset original mesh and data structures
const auto & reset = [&]()
{
F = OF;
V = OV;
edge_flaps(F,E,EMAP,EF,EI);
C.resize(E.rows(),V.cols());
VectorXd costs(E.rows());
// https://stackoverflow.com/questions/2852140/priority-queue-clear-method
// Q.clear();
Q = {};
EQ = Eigen::VectorXi::Zero(E.rows());
{
Eigen::VectorXd costs(E.rows());
igl::parallel_for(E.rows(),[&](const int e)
{
double cost = e;
RowVectorXd p(1,3);
shortest_edge_and_midpoint(e,V,F,E,EMAP,EF,EI,cost,p);
C.row(e) = p;
costs(e) = cost;
},10000);
for(int e = 0;e<E.rows();e++)
{
Q.emplace(costs(e),e,0);
}
}
num_collapsed = 0;
viewer.data().clear();
viewer.data().set_mesh(V,F);
viewer.data().set_face_based(true);
};
const auto &pre_draw = [&](igl::opengl::glfw::Viewer & viewer)->bool
{
// If animating then collapse 10% of edges
if(viewer.core().is_animating && !Q.empty())
{
bool something_collapsed = false;
// collapse edge
const int max_iter = std::ceil(0.01*Q.size());
for(int j = 0;j<max_iter;j++)
{
igl::decimate_pre_collapse_callback always_try;
igl::decimate_post_collapse_callback never_care;
igl::decimate_trivial_callbacks(always_try,never_care);
// Explicit template instanciations expect std::function not raw pointer
// Only relevant if IGL_STATIC_LIBRARY is defined
const std::function<void (int, Eigen::Matrix<double, -1, -1, 0, -1, -1> const&, Eigen::Matrix<int, -1, -1, 0, -1, -1> const&, Eigen::Matrix<int, -1, -1, 0, -1, -1> const&, Eigen::Matrix<int, -1, 1, 0, -1, 1> const&, Eigen::Matrix<int, -1, -1, 0, -1, -1> const&, Eigen::Matrix<int, -1, -1, 0, -1, -1> const&, double&, Eigen::Matrix<double, 1, -1, 1, 1, -1>&)> cp = shortest_edge_and_midpoint;
int e,e1,e2,f1,f2;
if(!collapse_edge(
cp,always_try,never_care,
V,F,E,
EMAP,EF,EI,
Q,EQ,C,
e,e1,e2,f1,f2))
{
break;
}
something_collapsed = true;
num_collapsed++;
}
if(something_collapsed)
{
viewer.data().clear();
viewer.data().set_mesh(V,F);
viewer.data().set_face_based(true);
}
}
return false;
};
const auto &key_down =
[&](igl::opengl::glfw::Viewer &viewer,unsigned char key,int mod)->bool
{
switch(key)
{
case ' ':
viewer.core().is_animating ^= 1;
break;
case 'R':
case 'r':
reset();
break;
default:
return false;
}
return true;
};
reset();
viewer.core().background_color.setConstant(1);
viewer.core().is_animating = true;
viewer.callback_key_down = key_down;
viewer.callback_pre_draw = pre_draw;
return viewer.launch();
}