Files
igl/tutorial/908_IntersectionBlockingDecimation/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

169 lines
5.0 KiB
C++

#include <igl/opengl/glfw/Viewer.h>
#include <igl/read_triangle_mesh.h>
#include <igl/placeholders.h>
#include <igl/predicates/find_self_intersections.h>
#include <igl/unique.h>
#include <igl/remove_unreferenced.h>
#include <igl/get_seconds.h>
#include <igl/AABB.h>
#include <igl/writePLY.h>
#include <igl/intersection_blocking_collapse_edge_callbacks.h>
#include <igl/qslim_optimal_collapse_edge_callbacks.h>
#include <igl/per_vertex_point_to_plane_quadrics.h>
#include <igl/STR.h>
#include <igl/connect_boundary_to_infinity.h>
#include <igl/decimate.h>
#include <igl/max_faces_stopping_condition.h>
#include <igl/point_simplex_squared_distance.h>
#include <igl/edge_flaps.h>
#include <igl/decimate_callback_types.h>
#include <igl/find.h>
int main(int argc, char *argv[])
{
IGL_TICTOC_LAMBDA;
Eigen::MatrixXd V,V0;
Eigen::MatrixXi F,F0;
igl::read_triangle_mesh(
argc<=1 ? TUTORIAL_SHARED_PATH "/octopus-low.mesh" :
argv[1],V,F);
V0 = V;F0 = F;
///////////////////////////////////////////////////////////
/// Before collapsing starts
///////////////////////////////////////////////////////////
tictoc();
igl::AABB<Eigen::MatrixXd, 3> * tree = new igl::AABB<Eigen::MatrixXd, 3>();
tree->init(V,F);
printf("tree->init: %g\n",tictoc());
tree->validate();
const int target_m = F.rows() * 0.1 + 1;
Eigen::MatrixXd dV[2];
Eigen::MatrixXd dC[2];
Eigen::MatrixXi dF[2];
Eigen::RowVector3d gray(0.9,0.9,0.9);
for(auto pass : {0,1})
{
// Overly complicated so that we can visualize each collapse.
Eigen::MatrixXd VO;
Eigen::MatrixXi FO;
igl::connect_boundary_to_infinity(V,F,VO,FO);
Eigen::VectorXi EMAP;
Eigen::MatrixXi E,EF,EI;
igl::edge_flaps(FO,E,EMAP,EF,EI);
igl::decimate_cost_and_placement_callback cost_and_placement;
igl::decimate_pre_collapse_callback pre_collapse;
igl::decimate_post_collapse_callback post_collapse;
// Quadrics per vertex
typedef std::tuple<Eigen::MatrixXd,Eigen::RowVectorXd,double> Quadric;
std::vector<Quadric> quadrics;
igl::per_vertex_point_to_plane_quadrics(VO,FO,EMAP,EF,EI,quadrics);
// State variables keeping track of edge we just collapsed
int v1 = -1;
int v2 = -1;
// Callbacks for computing and updating metric
igl::qslim_optimal_collapse_edge_callbacks(
E,quadrics,v1,v2, cost_and_placement, pre_collapse,post_collapse);
if(pass == 1)
{
igl::intersection_blocking_collapse_edge_callbacks(
pre_collapse, post_collapse, // These will get copied as needed
tree,
pre_collapse, post_collapse);
}
int m = F.rows();
const int orig_m = m;
Eigen::MatrixXd U;
Eigen::MatrixXi G;
Eigen::VectorXi J,I;
tictoc();
const bool ret = igl::decimate(
VO, FO,
cost_and_placement,
igl::max_faces_stopping_condition(m,orig_m,target_m),
pre_collapse,
post_collapse,
U, G, J, I);
G = G(igl::find((J.array()<orig_m).eval()), igl::placeholders::all).eval();
{
Eigen::VectorXi _;
igl::remove_unreferenced(Eigen::MatrixXd(U),Eigen::MatrixXi(G),U,G,_);
}
printf("qslim-%22s in %g secs\n",pass?"-intersection-blocking":"",tictoc());
igl::writePLY(STR("out-"<<pass<<".ply"),U,G);
dV[pass] = U;
dF[pass] = G;
{
Eigen::VectorXi BI;
{
Eigen::MatrixXi IF;
Eigen::Array<bool,Eigen::Dynamic,1> CP;
igl::predicates::find_self_intersections(dV[pass],dF[pass],false,IF,CP);
igl::unique(IF,BI);
}
printf(" # self-intersections: %d\n",(int)BI.size());
dC[pass] = gray.replicate(dF[pass].rows(),1);
dC[pass](BI,igl::placeholders::all) =
Eigen::RowVector3d(0.95,0.15,0.15).replicate(BI.size(),1);
}
}
tree->validate();
assert(tree == tree->root());
tree = tree->root();
igl::opengl::glfw::Viewer vr;
vr.callback_key_pressed = [&](decltype(vr) &,unsigned int key, int mod)
{
switch(key)
{
case ',':
case '.':
vr.data_list[vr.selected_data_index].is_visible = false;
vr.selected_data_index += (key==','?-1:1) + vr.data_list.size();
vr.selected_data_index %= vr.data_list.size();
vr.data_list[vr.selected_data_index].is_visible = true;
switch(vr.selected_data_index)
{
case 0:
printf("Original mesh\n");
break;
case 1:
printf("Qslim mesh\n");
break;
case 2:
printf("Qslim mesh with intersection blocking\n");
break;
}
return true;
default:
return false;
}
};
vr.data().set_mesh(V0,F0);
vr.data().show_lines = false;
vr.data().set_face_based(true);
vr.data().is_visible = false;
vr.data().set_colors(gray);
vr.append_mesh();
vr.data().set_mesh(dV[0],dF[0]);
vr.data().show_lines = true;
vr.data().set_face_based(true);
vr.data().is_visible = false;
vr.data().set_colors(dC[0]);
vr.append_mesh();
vr.data().set_mesh(dV[1],dF[1]);
vr.data().show_lines = true;
vr.data().set_face_based(true);
vr.data().set_colors(dC[1]);
vr.launch();
}