Fix T44780: Decimate planar creates concave edges

Float precision was causing problems for decimate,
small faces that create a nearly flat surface were detected as having no 'cost' to collapse.
This commit is contained in:
Campbell Barton 2015-05-21 21:00:27 +10:00
parent 6ee653352b
commit e37c4e5819
Notes: blender-bot 2023-02-14 09:06:12 +01:00
Referenced by issue #44780, Decimate Planar generates concave edges
3 changed files with 43 additions and 41 deletions

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@ -31,14 +31,14 @@
*/
typedef struct Quadric {
float a2, ab, ac, ad,
b2, bc, bd,
c2, cd,
d2;
double a2, ab, ac, ad,
b2, bc, bd,
c2, cd,
d2;
} Quadric;
/* conversion */
void BLI_quadric_from_plane(Quadric *q, const float v[4]);
void BLI_quadric_from_plane(Quadric *q, const double v[4]);
void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3]);
void BLI_quadric_to_vector_v3(const Quadric *q, float v[3]);
@ -47,10 +47,10 @@ void BLI_quadric_clear(Quadric *q);
/* math */
void BLI_quadric_add_qu_qu(Quadric *a, const Quadric *b);
void BLI_quadric_add_qu_ququ(Quadric *r, const Quadric *a, const Quadric *b);
void BLI_quadric_mul(Quadric *a, const float scalar);
void BLI_quadric_mul(Quadric *a, const double scalar);
/* solve */
float BLI_quadric_evaluate(const Quadric *q, const float v[3]);
double BLI_quadric_evaluate(const Quadric *q, const float v_fl[3]);
bool BLI_quadric_optimize(const Quadric *q, float v[3], const float epsilon);
#endif /* __BLI_QUADRIC_H__ */

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@ -32,17 +32,15 @@
* \note try to follow BLI_math naming convention here.
*/
//#include <string.h>
#include "BLI_math.h"
#include "BLI_strict_flags.h"
#include "BLI_quadric.h" /* own include */
#define QUADRIC_FLT_TOT (sizeof(Quadric) / sizeof(float))
#define QUADRIC_FLT_TOT (sizeof(Quadric) / sizeof(double))
void BLI_quadric_from_plane(Quadric *q, const float v[4])
void BLI_quadric_from_plane(Quadric *q, const double v[4])
{
q->a2 = v[0] * v[0];
q->b2 = v[1] * v[1];
@ -61,24 +59,24 @@ void BLI_quadric_from_plane(Quadric *q, const float v[4])
void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3])
{
m[0][0] = q->a2;
m[0][1] = q->ab;
m[0][2] = q->ac;
m[0][0] = (float)q->a2;
m[0][1] = (float)q->ab;
m[0][2] = (float)q->ac;
m[1][0] = q->ab;
m[1][1] = q->b2;
m[1][2] = q->bc;
m[1][0] = (float)q->ab;
m[1][1] = (float)q->b2;
m[1][2] = (float)q->bc;
m[2][0] = q->ac;
m[2][1] = q->bc;
m[2][2] = q->c2;
m[2][0] = (float)q->ac;
m[2][1] = (float)q->bc;
m[2][2] = (float)q->c2;
}
void BLI_quadric_to_vector_v3(const Quadric *q, float v[3])
{
v[0] = q->ad;
v[1] = q->bd;
v[2] = q->cd;
v[0] = (float)q->ad;
v[1] = (float)q->bd;
v[2] = (float)q->cd;
}
void BLI_quadric_clear(Quadric *q)
@ -88,25 +86,26 @@ void BLI_quadric_clear(Quadric *q)
void BLI_quadric_add_qu_qu(Quadric *a, const Quadric *b)
{
add_vn_vn((float *)a, (float *)b, QUADRIC_FLT_TOT);
add_vn_vn_d((double *)a, (double *)b, QUADRIC_FLT_TOT);
}
void BLI_quadric_add_qu_ququ(Quadric *r, const Quadric *a, const Quadric *b)
{
add_vn_vnvn((float *)r, (const float *)a, (const float *)b, QUADRIC_FLT_TOT);
add_vn_vnvn_d((double *)r, (const double *)a, (const double *)b, QUADRIC_FLT_TOT);
}
void BLI_quadric_mul(Quadric *a, const float scalar)
void BLI_quadric_mul(Quadric *a, const double scalar)
{
mul_vn_fl((float *)a, QUADRIC_FLT_TOT, scalar);
mul_vn_db((double *)a, QUADRIC_FLT_TOT, scalar);
}
float BLI_quadric_evaluate(const Quadric *q, const float v[3])
double BLI_quadric_evaluate(const Quadric *q, const float v_fl[3])
{
return (v[0] * v[0] * q->a2 + 2.0f * v[0] * v[1] * q->ab + 2.0f * v[0] * v[2] * q->ac + 2.0f * v[0] * q->ad +
v[1] * v[1] * q->b2 + 2.0f * v[1] * v[2] * q->bc + 2.0f * v[1] * q->bd +
v[2] * v[2] * q->c2 + 2.0f * v[2] * q->cd +
q->d2);
const double v[3] = {UNPACK3(v_fl)};
return ((q->a2 * v[0] * v[0]) + (q->ab * 2 * v[0] * v[1]) + (q->ac * 2 * v[0] * v[2]) + (q->ad * 2 * v[0]) +
(q->b2 * v[1] * v[1]) + (q->bc * 2 * v[1] * v[2]) + (q->bd * 2 * v[1]) +
(q->c2 * v[2] * v[2]) + (q->cd * 2 * v[2]) +
(q->d2));
}
bool BLI_quadric_optimize(const Quadric *q, float v[3], const float epsilon)

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@ -84,14 +84,14 @@ static void bm_decim_build_quadrics(BMesh *bm, Quadric *vquadrics)
BMLoop *l_iter;
float center[3];
float plane[4];
double plane_db[4];
Quadric q;
BM_face_calc_center_mean(f, center);
copy_v3_v3(plane, f->no);
plane[3] = -dot_v3v3(plane, center);
copy_v3db_v3fl(plane_db, f->no);
plane_db[3] = -dot_v3db_v3fl(plane_db, center);
BLI_quadric_from_plane(&q, plane);
BLI_quadric_from_plane(&q, plane_db);
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
@ -103,19 +103,22 @@ static void bm_decim_build_quadrics(BMesh *bm, Quadric *vquadrics)
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
if (UNLIKELY(BM_edge_is_boundary(e))) {
float edge_vector[3];
float edge_plane[4];
float edge_plane[3];
double edge_plane_db[4];
sub_v3_v3v3(edge_vector, e->v2->co, e->v1->co);
f = e->l->f;
cross_v3_v3v3(edge_plane, edge_vector, f->no);
if (normalize_v3(edge_plane) > FLT_EPSILON) {
cross_v3_v3v3(edge_plane, edge_vector, f->no);
copy_v3db_v3fl(edge_plane_db, edge_plane);
if (normalize_v3_d(edge_plane_db) > FLT_EPSILON) {
Quadric q;
float center[3];
mid_v3_v3v3(center, e->v1->co, e->v2->co);
edge_plane[3] = -dot_v3v3(edge_plane, center);
BLI_quadric_from_plane(&q, edge_plane);
edge_plane_db[3] = -dot_v3db_v3fl(edge_plane_db, center);
BLI_quadric_from_plane(&q, edge_plane_db);
BLI_quadric_mul(&q, BOUNDARY_PRESERVE_WEIGHT);
BLI_quadric_add_qu_qu(&vquadrics[BM_elem_index_get(e->v1)], &q);