Files
test2/source/blender/bmesh/operators/bmo_join_triangles.cc
luz paz afbdf50b85 Cleanup: Fix typos in bmo_join_triangles.cc
Fix spelling "mergable" -> "mergeable"
Found via codespell

Signed-off-by: luz paz <luzpaz@proton.me>
Pull Request: https://projects.blender.org/blender/blender/pulls/145812
2025-09-09 08:50:29 +02:00

1135 lines
42 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bmesh
*
* Convert triangle to quads.
*
* TODO
* - convert triangles to any sided faces, not just quads.
*/
#include <algorithm>
#include "MEM_guardedalloc.h"
#include "BLI_heap.h"
#include "BLI_math_base.h"
#include "BLI_math_geom.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BKE_customdata.hh"
#include "bmesh.hh"
#include "intern/bmesh_operators_private.hh" /* own include */
/**
* Used to keep track of our math for the error values and ensure it's not getting out of control.
*/
#define ASSERT_VALID_ERROR_METRIC(val) BLI_assert(isfinite(val) && (val) >= 0 && (val) <= 2 * M_PI)
#if 0
/**
* This define allows a developer to interrupt the operator midway through
* to visualize and debug the actions being taken by the merge algorithm.
*
* This define could be enabled for all debug builds, even when the `merge_limit` or
* `neighbor_debug` parameters might not be being passed. For example, if the API interface
* is turned off in `editmesh_tools.cc`, or if join_triangles is called from other operators
* such as convex_hull that don't expose the testing API, the testing code still behaves.
* When merge_limit and `neighbor_debug` are left unset, the default values pick the
* normal processing path.
*
* Usage
* =====
*
* `merge_limit` selects how many merges are performed before stopping in the middle to
* visualize intermediate results.
* In the UI, this has a range of `-1...n`, but in the operator parameters, this is actually
* passed as `0...n+1`. This allows the default '0' in the parameter to be a sensible default.
*
* `neighbor_debug` allows each step in the neighbor improvement process to be visualized.
* When nonzero, the quad that was merged and the two triangles being considered for adjustment
* are left selected for visualization. Additionally, the neighbor quads are adjusted to their
* "flattened" position to be in-plane with the quad, to allow visualization of that.
* The numerical values related to the improvements are printed to the text console.
*
* `merge_limit = -1` allows the algorithm to run fully.
* `merge_limit = 0` stops before the first merge.
* `neighbor_debug` can be stepped to diagnose every neighbor improvement
* that occurs as a result of the pre-existing quads in the mesh (valid
* range for `neighbor_debug = 0...8*(number of selected pre-existing quads)`
* `merge_limit = 1, 2, 3...` stops after the specified number of merges.
* `neighbor_debug` shows the neighbor improvements for the last quad that merged.
* (Valid range 0...8)
*
* Testing
* =======
*
* To turn on interactive testing, the developer needs to:
* - enable #USE_JOIN_TRIANGLE_INTERACTIVE_TESTING here.
* - enable #USE_JOIN_TRIANGLE_INTERACTIVE_TESTING in `bmesh_opdefines.cc`.
* - enable #USE_JOIN_TRIANGLE_TESTING_API in `editmesh_tools.cc`.
*/
# define USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
#endif
#define FACE_OUT (1 << 0)
#define FACE_INPUT (1 << 2)
/**
* Improvement ranges from 0..1. Never improve fully, limit at 99% improvement.
*
* If you allow 100% improvement around an existing quad,
* then all the quad's neighbors end up improved to the with the exact same value.
* When this occurs, the relative quality of the edges is lost.
* Keeping 1% of the original error is enough to maintain relative sorting.
*/
constexpr float maximum_improvement = 0.99f;
/* -------------------------------------------------------------------- */
/** \name Join Edges state
* pass a struct to ensure we don't have to pass these four variables everywhere.
* \{ */
struct JoinEdgesState {
/** A priority queue of `BMEdge *` to be merged, in order of preference. */
Heap *edge_queue;
/**
* An edge aligned array for looking up the node from the edge index.
* Only needed when `use_topo_influence` is true, so edges can be re-prioritized.
*/
HeapNode **edge_queue_nodes;
/** True when topo_influnce is not equal to zero. Allows skipping expensive processing. */
bool use_topo_influence;
/** An operator property indicating the influence for topology. Ranges from 0-2.0. */
float topo_influnce;
/** An operator property indicating to select all merged quads, or just un-merged triangles. */
bool select_tris_only;
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/** Needed for flagging faces. */
BMesh *debug_bm;
/**
* This is a count of the number of merges to allow before stopping.
* This is a UI parameter set by the user when debugging.
*/
int debug_merge_limit;
/** This is a count of how many merges have been processed so far. */
int debug_merge_count;
/**
* This is the index of the neighbor edge improvement to be visualized, or 0, if none.
* This is a UI parameter set by the user when debugging.
* valid range `0...8*n` on step 0 (processing the n existing quads in initial selection)
* valid range `0...8` on each edge merge.
* The visualization algorithm behaves, if you set it too high, just doesn't do anything.
*/
int debug_neighbor;
/**
* This is a count of how many neighbors have been processed so far
* This is used to count neighbor merges during step 0 (processing existing quads).
*/
int debug_neighbor_global_count;
/**
* This is a flag which indicates if this is the algorithm step the user has chosen for
* interactive debug. When set, prints values, modifies the selection logic, halts processing
* partway through, etc.
*/
bool debug_this_step;
#endif
};
/** \} */
/* -------------------------------------------------------------------- */
/**
* Computes error of a proposed merge quad. Quads with the lowest error are merged first.
*
* A quad that is a flat plane has lower error.
*
* A quad with four corners that are all right angles has lower error.
* Note parallelograms are higher error than squares or rectangles.
*
* A quad that is concave has higher error.
*
* \param v1,v2,v3,v4: The four corner coordinates of the quad.
* \return The computed error associated with the quad.
*/
static float quad_calc_error(const float v1[3],
const float v2[3],
const float v3[3],
const float v4[3])
{
float error = 0.0f;
/* Normal difference: a perfectly flat planar face adds a difference of zero. */
{
float n1[3], n2[3];
float angle_a, angle_b;
float diff;
normal_tri_v3(n1, v1, v2, v3);
normal_tri_v3(n2, v1, v3, v4);
angle_a = compare_v3v3(n1, n2, FLT_EPSILON) ? 0.0f : angle_normalized_v3v3(n1, n2);
normal_tri_v3(n1, v2, v3, v4);
normal_tri_v3(n2, v4, v1, v2);
angle_b = compare_v3v3(n1, n2, FLT_EPSILON) ? 0.0f : angle_normalized_v3v3(n1, n2);
diff = (angle_a + angle_b) / float(M_PI * 2);
ASSERT_VALID_ERROR_METRIC(diff);
error += diff;
}
/* Co-linearity: a face with four right angle corners adds a difference of zero. */
{
float edge_vecs[4][3];
float diff;
sub_v3_v3v3(edge_vecs[0], v1, v2);
sub_v3_v3v3(edge_vecs[1], v2, v3);
sub_v3_v3v3(edge_vecs[2], v3, v4);
sub_v3_v3v3(edge_vecs[3], v4, v1);
normalize_v3(edge_vecs[0]);
normalize_v3(edge_vecs[1]);
normalize_v3(edge_vecs[2]);
normalize_v3(edge_vecs[3]);
/* A completely skinny face is 'pi' after halving. */
diff = (fabsf(angle_normalized_v3v3(edge_vecs[0], edge_vecs[1]) - float(M_PI_2)) +
fabsf(angle_normalized_v3v3(edge_vecs[1], edge_vecs[2]) - float(M_PI_2)) +
fabsf(angle_normalized_v3v3(edge_vecs[2], edge_vecs[3]) - float(M_PI_2)) +
fabsf(angle_normalized_v3v3(edge_vecs[3], edge_vecs[0]) - float(M_PI_2))) /
float(M_PI * 2);
ASSERT_VALID_ERROR_METRIC(diff);
error += diff;
}
/* Concavity: a face with no concavity adds an error of 0. */
{
float area_min, area_max, area_a, area_b;
float diff;
area_a = area_tri_v3(v1, v2, v3) + area_tri_v3(v1, v3, v4);
area_b = area_tri_v3(v2, v3, v4) + area_tri_v3(v4, v1, v2);
area_min = min_ff(area_a, area_b);
area_max = max_ff(area_a, area_b);
/* Note use of ternary operator to guard against divide by zero. */
diff = area_max ? (1.0f - (area_min / area_max)) : 1.0f;
ASSERT_VALID_ERROR_METRIC(diff);
error += diff;
}
ASSERT_VALID_ERROR_METRIC(error);
return error;
}
/**
* Get the corners of the quad that would result after an edge merge.
*
* \param e: An edge to be merged. It must be manifold and have triangles on either side.
* \param r_v_quad: An array of vertices to return the corners.
*/
static void bm_edge_to_quad_verts(const BMEdge *e, const BMVert *r_v_quad[4])
{
BLI_assert(BM_edge_is_manifold(e));
BLI_assert(e->l->f->len == 3 && e->l->radial_next->f->len == 3);
r_v_quad[0] = e->l->v;
r_v_quad[1] = e->l->radial_next->prev->v;
r_v_quad[2] = e->l->next->v;
r_v_quad[3] = e->l->prev->v;
}
/* -------------------------------------------------------------------- */
/** \name Delimit processing
* \{ */
/** Cache custom-data delimiters. */
namespace {
struct DelimitData_CD {
int cd_type;
int cd_size;
int cd_offset;
int cd_offset_end;
};
struct DelimitData {
uint do_seam : 1;
uint do_sharp : 1;
uint do_mat : 1;
uint do_angle_face : 1;
uint do_angle_shape : 1;
float angle_face;
float angle_face__cos;
float angle_shape;
DelimitData_CD cdata[4];
int cdata_len;
};
} // namespace
/** Determines if the loop custom-data is contiguous. */
static bool bm_edge_is_contiguous_loop_cd_all(const BMEdge *e, const DelimitData_CD *delimit_data)
{
int cd_offset;
for (cd_offset = delimit_data->cd_offset; cd_offset < delimit_data->cd_offset_end;
cd_offset += delimit_data->cd_size)
{
if (BM_edge_is_contiguous_loop_cd(e, delimit_data->cd_type, cd_offset) == false) {
return false;
}
}
return true;
}
/** Looks up delimit data from custom data. Used to delimit by color or UV. */
static bool bm_edge_delimit_cdata(CustomData *ldata,
eCustomDataType type,
DelimitData_CD *r_delim_cd)
{
const int layer_len = CustomData_number_of_layers(ldata, type);
r_delim_cd->cd_type = type;
r_delim_cd->cd_size = CustomData_sizeof(eCustomDataType(r_delim_cd->cd_type));
r_delim_cd->cd_offset = CustomData_get_n_offset(ldata, type, 0);
r_delim_cd->cd_offset_end = r_delim_cd->cd_offset + (r_delim_cd->cd_size * layer_len);
return (r_delim_cd->cd_offset != -1);
}
/**
* Setup the delimit data from the parameters provided to the operator.
*
* \param bm: The mesh to provide UV or color data.
* \param op: The operator to provide the parameters.
*/
static DelimitData bm_edge_delmimit_data_from_op(BMesh *bm, BMOperator *op)
{
DelimitData delimit_data = {0};
delimit_data.do_seam = BMO_slot_bool_get(op->slots_in, "cmp_seam");
delimit_data.do_sharp = BMO_slot_bool_get(op->slots_in, "cmp_sharp");
delimit_data.do_mat = BMO_slot_bool_get(op->slots_in, "cmp_materials");
/* Determine if angle face processing occurs and its parameters. */
float angle_face = BMO_slot_float_get(op->slots_in, "angle_face_threshold");
if (angle_face < DEG2RADF(180.0f)) {
delimit_data.angle_face = angle_face;
delimit_data.angle_face__cos = cosf(angle_face);
delimit_data.do_angle_face = true;
}
else {
delimit_data.do_angle_face = false;
}
/* Determine if angle shape processing occurs and its parameters. */
float angle_shape = BMO_slot_float_get(op->slots_in, "angle_shape_threshold");
if (angle_shape < DEG2RADF(180.0f)) {
delimit_data.angle_shape = angle_shape;
delimit_data.do_angle_shape = true;
}
else {
delimit_data.do_angle_shape = false;
}
if (BMO_slot_bool_get(op->slots_in, "cmp_uvs") &&
bm_edge_delimit_cdata(
&bm->ldata, CD_PROP_FLOAT2, &delimit_data.cdata[delimit_data.cdata_len]))
{
delimit_data.cdata_len += 1;
}
delimit_data.cdata[delimit_data.cdata_len].cd_offset = -1;
if (BMO_slot_bool_get(op->slots_in, "cmp_vcols") &&
bm_edge_delimit_cdata(
&bm->ldata, CD_PROP_BYTE_COLOR, &delimit_data.cdata[delimit_data.cdata_len]))
{
delimit_data.cdata_len += 1;
}
return delimit_data;
}
/**
* Computes if an edge is a delimit edge, therefore should not be considered for merging.
*
* \param e: the edge to check
* \param delimit_data: the delimit configuration
* \return true, if the edge is a delimit edge.
*/
static bool bm_edge_is_delimit(const BMEdge *e, const DelimitData *delimit_data)
{
BMFace *f_a = e->l->f, *f_b = e->l->radial_next->f;
#if 0
const bool is_contig = BM_edge_is_contiguous(e);
float angle;
#endif
if (delimit_data->do_seam && BM_elem_flag_test(e, BM_ELEM_SEAM)) {
return true;
}
if (delimit_data->do_sharp && (BM_elem_flag_test(e, BM_ELEM_SMOOTH) == 0)) {
return true;
}
if (delimit_data->do_mat && (f_a->mat_nr != f_b->mat_nr)) {
return true;
}
if (delimit_data->do_angle_face) {
if (dot_v3v3(f_a->no, f_b->no) < delimit_data->angle_face__cos) {
return true;
}
}
if (delimit_data->do_angle_shape) {
const BMVert *verts[4];
bm_edge_to_quad_verts(e, verts);
/* if we're checking the shape at all, a flipped face is out of the question */
if (is_quad_flip_v3(verts[0]->co, verts[1]->co, verts[2]->co, verts[3]->co)) {
return true;
}
float edge_vecs[4][3];
sub_v3_v3v3(edge_vecs[0], verts[0]->co, verts[1]->co);
sub_v3_v3v3(edge_vecs[1], verts[1]->co, verts[2]->co);
sub_v3_v3v3(edge_vecs[2], verts[2]->co, verts[3]->co);
sub_v3_v3v3(edge_vecs[3], verts[3]->co, verts[0]->co);
normalize_v3(edge_vecs[0]);
normalize_v3(edge_vecs[1]);
normalize_v3(edge_vecs[2]);
normalize_v3(edge_vecs[3]);
if ((fabsf(angle_normalized_v3v3(edge_vecs[0], edge_vecs[1]) - float(M_PI_2)) >
delimit_data->angle_shape) ||
(fabsf(angle_normalized_v3v3(edge_vecs[1], edge_vecs[2]) - float(M_PI_2)) >
delimit_data->angle_shape) ||
(fabsf(angle_normalized_v3v3(edge_vecs[2], edge_vecs[3]) - float(M_PI_2)) >
delimit_data->angle_shape) ||
(fabsf(angle_normalized_v3v3(edge_vecs[3], edge_vecs[0]) - float(M_PI_2)) >
delimit_data->angle_shape))
{
return true;
}
}
if (delimit_data->cdata_len) {
int i;
for (i = 0; i < delimit_data->cdata_len; i++) {
if (!bm_edge_is_contiguous_loop_cd_all(e, &delimit_data->cdata[i])) {
return true;
}
}
}
return false;
}
/** \} */
struct JoinEdgesNeighborItem {
BMEdge *e;
BMLoop *l;
};
struct JoinEdgesNeighborInfo {
/** Logically there can only ever be 8 items in this array.
*
* Since a quad has no more than 4 neighbor triangles, and each neighbor triangle has no more
* than two edges to consider, #reprioritize_face_neighbors can't possibly call this function
* more than 8 times so this can't happen. Still, it's good to safeguard against running off
* the end of the array.
*/
JoinEdgesNeighborItem items[8];
int items_num;
};
/**
* Adds edges and loops to an array of neighbors, but won't add duplicates a second time.
*
* This function is necessary because otherwise the 3rd edge attached to a 3-pole at the corner
* of a freshly merged quad might be seen as a neighbor of _both_ the quad edges it touches,
* (depending on the triangulation), and might get double the improvement it deserves.
*
* \param merge_edges: the array to add the merge edges to
* \param shared_loops: the array to add the shared loops to
* \param count: the number of items currently in each array.
* \param e: The new merge edge to add to the array, if it's not a duplicate.
* \param l: The new shared loop to add to the array, if the edge isn't a duplicate
*/
static void add_without_duplicates(JoinEdgesNeighborInfo &neighbor_info, BMEdge *e, BMLoop *l)
{
BLI_assert(neighbor_info.items_num < ARRAY_SIZE(neighbor_info.items));
/* Don't add null pointers. Another safeguard which cannot happen. */
BLI_assert(e != nullptr);
/* Don't add duplicates. */
for (uint index = 0; index < neighbor_info.items_num; index++) {
if (neighbor_info.items[neighbor_info.items_num].e == e) {
return;
}
}
/* Add the edge and increase the count by 1. */
JoinEdgesNeighborItem *item = &neighbor_info.items[neighbor_info.items_num++];
item->e = e;
item->l = l;
}
/**
* Add the neighboring edges of a given loop to the `merge_edges` and `shared_loops` arrays.
*
* \param merge_edges: the array of mergeable edges to add to.
* \param shared_loops: the array to shared loops to add to.
* \param count: the number of items currently in each array.
* \param l_in_quad: The loop to add the neighboring edges of, if they check out.
*/
static void add_neighbors(JoinEdgesNeighborInfo &neighbor_info, BMLoop *l_in_quad)
{
/* If the edge is not manifold, there is no neighboring face to process. */
if (!BM_edge_is_manifold(l_in_quad->e)) {
/* No new edges added. */
return;
}
BMLoop *l_in_neighbor = l_in_quad->radial_next;
/* If the neighboring face is not a triangle, don't process it. */
if (l_in_neighbor->f->len != 3) {
/* No new edges added. */
return;
}
#ifndef NDEBUG
const int items_num_prev = neighbor_info.items_num;
#endif
/* Get the other two loops of the neighboring triangle. */
BMLoop *l_other_arr[2] = {l_in_neighbor->prev, l_in_neighbor->next};
for (int i = 0; i < ARRAY_SIZE(l_other_arr); i++) {
BMLoop *l_other = l_other_arr[i];
/* If `l_other` is manifold, and the adjacent face is also a triangle,
* mark it for potential improvement. */
if (BM_edge_is_manifold(l_other->e) && l_other->radial_next->f->len == 3) {
add_without_duplicates(neighbor_info, l_other->e, l_in_neighbor);
}
}
/* Added either 0, 1, or 2 edges. */
#ifndef NDEBUG
BLI_assert(neighbor_info.items_num - items_num_prev < 3);
#endif
}
/**
* Compute the coordinates of a quad that would result from an edge join, if that quad was
* rotated into the same plane as the existing quad next to it.
*
* \param s: State information about the join_triangles process
* \param quad_verts: Four vertices of a quad, which has l_shared as one of its edges
* \param l_shared: the 'hinge' loop, shared with the neighbor, that lies in the plane.
* \param plane_normal: The normal vector of the plane to rotate the quad to lie aligned with
* \param r_quad_coordinates: An array of coordinates to return the four corrected vertex locations
*/
static void rotate_to_plane(const JoinEdgesState &s,
const BMVert *quad_verts[4],
const BMLoop *l_shared,
const float plane_normal[3],
float r_quad_coordinates[4][3])
{
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
if (s.debug_this_step) {
printf("angle");
}
#else
UNUSED_VARS(s);
#endif
float rotation_axis[3];
sub_v3_v3v3(rotation_axis, l_shared->v->co, l_shared->next->v->co);
normalize_v3(rotation_axis);
float quad_normal[3] = {0};
normal_quad_v3(
quad_normal, quad_verts[0]->co, quad_verts[1]->co, quad_verts[2]->co, quad_verts[3]->co);
float angle = angle_signed_on_axis_v3v3_v3(plane_normal, quad_normal, rotation_axis);
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
if (s.debug_this_step) {
printf(" %f, ", RAD2DEGF(angle));
}
#endif
for (int i = 0; i < 4; i++) {
if (ELEM(quad_verts[i], l_shared->v, l_shared->next->v)) {
/* Two coordinates of the quad match the vector that defines the axis of rotation, so they
* don't change. */
copy_v3_v3(r_quad_coordinates[i], quad_verts[i]->co);
}
else {
/* The other two coordinates get rotated around the axis, and so they change. */
float local_coordinate[3];
sub_v3_v3v3(local_coordinate, quad_verts[i]->co, l_shared->v->co);
rotate_normalized_v3_v3v3fl(r_quad_coordinates[i], local_coordinate, rotation_axis, angle);
add_v3_v3(r_quad_coordinates[i], l_shared->v->co);
}
}
}
/**
* Given a pair of quads, compute how well aligned they are.
*
* Computes a float, indicating alignment.
* - regular grids of squares have pairs with alignments near 1.
* - regular grids of parallelograms also have pairs with alignments near 1.
* - mismatched combinations of squares, diamonds, parallelograms, trapezoids, etc
* have alignments near 0.
* - however, pairs of quads which lie in perpendicular or opposite-facing planes can
* still have good alignments. In other words, pairs of quads which share an edge that
* defines a sharp corner on a mesh can still have good alignment, if the quads flow
* over the corner in a natural way. The sharp corner *alone* is *not* a penalty.
*
* \param s: State information about the join_triangles process.
* \param quad_a_vecs: an array of four unit vectors.
* These are *not* the coordinates of
* the four vertices of quad_a. Instead, They are four unit vectors, aligned
* parallel to the respective edge loop of quad_a.
* \param quad_b_verts: an array of four vertices, giving the four corners of `quad_b`.
* \param l_shared: a loop known to be one of the common manifold loops that is
* shared between the two quads. This is used as a 'hinge' to flatten the two
* quads into the same plane as much as possible.
* \param plane_normal: The normal vector of quad_a.
*
* \return the computed alignment
*
* \note Since we test quad A against up to eight other quads, we precompute and pass in the
* quad_a_vecs, instead of starting with verts, and having to recompute the same numbers
* eight different times.
* That is why the quad_a_vecs and quad_b_verts have different type definitions.
*/
static float compute_alignment(const JoinEdgesState &s,
const float quad_a_vecs[4][3],
const BMVert *quad_b_verts[4],
const BMLoop *l_shared,
const float plane_normal[3])
{
/* Many meshes have lots of curvature or sharp edges. Pairs of quads shouldn't be penalized
* *worse* because they represent a curved surface or define an edge. So we rotate quad_b around
* its common edge with quad_a until both are, as much as possible, in the same plane.
* This ensures the best possible chance to align. */
float quad_b_coordinates[4][3];
rotate_to_plane(s, quad_b_verts, l_shared, plane_normal, quad_b_coordinates);
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
if (s.debug_this_step) {
/* For visualization purposes *only*, rotate the face being considered.
* The const_cast here is purposeful. We want to specify `const BMVert` deliberately
* to show that we're not *supposed* to be moving verts around.
* But only for debug visualization, we do. This alters the mesh to visualize the
* effect of rotating the face into the plane for alignment testing. */
copy_v3_v3(const_cast<BMVert *>(quad_b_verts[0])->co, quad_b_coordinates[0]);
copy_v3_v3(const_cast<BMVert *>(quad_b_verts[1])->co, quad_b_coordinates[1]);
copy_v3_v3(const_cast<BMVert *>(quad_b_verts[2])->co, quad_b_coordinates[2]);
copy_v3_v3(const_cast<BMVert *>(quad_b_verts[3])->co, quad_b_coordinates[3]);
}
#endif
/* compute the four unit vectors of the quad b edges. */
float quad_b_vecs[4][3];
sub_v3_v3v3(quad_b_vecs[0], quad_b_coordinates[0], quad_b_coordinates[1]);
sub_v3_v3v3(quad_b_vecs[1], quad_b_coordinates[1], quad_b_coordinates[2]);
sub_v3_v3v3(quad_b_vecs[2], quad_b_coordinates[2], quad_b_coordinates[3]);
sub_v3_v3v3(quad_b_vecs[3], quad_b_coordinates[3], quad_b_coordinates[0]);
normalize_v3(quad_b_vecs[0]);
normalize_v3(quad_b_vecs[1]);
normalize_v3(quad_b_vecs[2]);
normalize_v3(quad_b_vecs[3]);
/* Given that we're not certain of how the first loop of the quad and the first loop
* of the proposed merge quad relate to each other, there are four possible combinations
* to check, to test that the neighbor face and the merged face have good alignment.
*
* In theory, a very nuanced analysis involving l_shared, loop pointers, vertex pointers,
* etc, would allow determining which sets of vectors are the right matches sets to compare.
*
* Do not meddle in the affairs of algorithms, for they are subtle and quick to anger.
*
* Instead, this code does the math twice, then it just flips each component by 180 degrees to
* pick up the other two cases. Four extra angle tests aren't that much worse than optimal.
* Brute forcing the math and ending up with clear and understandable code is better. */
float error[4] = {0.0f};
for (int i = 0; i < ARRAY_SIZE(error); i++) {
const float angle_a = fabsf(angle_normalized_v3v3(quad_a_vecs[i], quad_b_vecs[i]));
const float angle_b = fabsf(angle_normalized_v3v3(quad_a_vecs[i], quad_b_vecs[(i + 1) % 4]));
/* Compute the case if the quads are aligned. */
error[0] += angle_a;
/* Compute the case if the quads are 90 degrees rotated. */
error[1] += angle_b;
/* Compute the case if the quads are 180 degrees rotated.
* This is `error[0]` except each error component is individually rotated 180 degrees. */
error[2] += M_PI - angle_a;
/* Compute the case if the quads are 270 degrees rotated.
* This is `error[1]` except each error component is individually rotated 180 degrees. */
error[3] += M_PI - angle_b;
}
/* Pick the best option and average the four components. */
const float best_error = std::min({error[0], error[1], error[2], error[3]}) / 4.0f;
ASSERT_VALID_ERROR_METRIC(best_error);
/* Based on the best error, we scale how aligned we are to the range 0...1
* `M_PI / 4` is used here because the worst case is a quad with all four edges
* at 45 degree angles. */
float alignment = 1.0f - (best_error / (M_PI / 4.0f));
/* if alignment is *truly* awful, then do nothing. Don't make a join worse. */
alignment = std::max(alignment, 0.0f);
ASSERT_VALID_ERROR_METRIC(alignment);
return alignment;
}
/**
* Lowers the error of an edge because of its proximity to a known good quad.
*
* This function is the core of the entire topology_influence algorithm.
*
* This function allows an existing, good quad to influence the topology around it.
* This means a quad with a higher error can end up preferred - when it creates better topology -
* even though there might be an alternate quad with lower numerical error.
*
* This algorithm reduces the error of a given edge based on three factors:
* - The error of the neighboring quad. The better the neighbor quad, the more the impact.
* - The alignment of the proposed new quad the existing quad.
* Grids of rectangles or trapezoids improve well. Trapezoids and diamonds are left alone.
* - topology_influence. The higher the operator parameter is set, the more the impact.
* To help counteract the alignment penalty, topology_influence is permitted to exceed 100%.
*
* Because of the reduction due to misalignment, this will reduce the error of an edge, to be
* closer to the error of the known good quad, and increase its changes of being merged sooner.
* However, some of the edge's error always remains - it never is made *equal* to the lower error
* from the good face. This means the influence of an exceptionally good quad will fade away with
* each successive, neighbor, instead of affecting the *entire* mesh. This is desirable.
*
* \param s: State information about the join_triangles process
* \param e_merge: the edge to improve
* \param l_shared: the edge that is common between the two faces
* \param neighbor_quad_vecs: four unit vectors, aligned to the four loops around the good quad
* \param neighbor_quad_error: the error of the neighbor quad
* \param neighbor_quad_normal: the normal vector of the good quad
*/
static void reprioritize_join(JoinEdgesState &s,
BMEdge *e_merge,
BMLoop *l_shared,
float neighbor_quad_vecs[4][3],
const float neighbor_quad_error,
const float neighbor_quad_normal[3])
{
ASSERT_VALID_ERROR_METRIC(neighbor_quad_error);
/* If the edge wasn't found, (delimit, non-manifold, etc) then return.
* Nothing to do here. */
BLI_assert(BM_elem_index_get(e_merge) >= 0);
HeapNode *node = s.edge_queue_nodes[BM_elem_index_get(e_merge)];
if (node == nullptr) {
return;
}
float join_error_curr = BLI_heap_node_value(node);
ASSERT_VALID_ERROR_METRIC(join_error_curr);
/* Never make a join *worse* because of topology around it.
* Because we are sorted during the join phase of the algorithm, this should *only* happen when
* processing any pre-existing quads in the input mesh during setup. They might have high error.
* If they do, ignore them. */
if (neighbor_quad_error > join_error_curr) {
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/* This should only happen during setup.
* Indicates an error, if it happens once we've started merging. */
BLI_assert(s.debug_merge_count == 0);
#endif
return;
}
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
if (s.debug_this_step) {
printf("Edge improved from ");
}
#endif
/* Get the four corners of the quad that would result if we merged. */
const BMVert *quad_verts_merge[4];
bm_edge_to_quad_verts(e_merge, quad_verts_merge);
/* Now compute the alignment.
* Regular grids of rectangles or trapezoids have high alignment
* Mismatched combinations of rectangles diamonds and trapezoids have low alignment. */
const float alignment = compute_alignment(
s, neighbor_quad_vecs, quad_verts_merge, l_shared, neighbor_quad_normal);
/* Compute how much the neighbor is better than the candidate.
* Since the neighbor quad error is smaller, Improvement is always represented as negative. */
const float improvement = (neighbor_quad_error - join_error_curr);
ASSERT_VALID_ERROR_METRIC(-improvement);
/* Compute the scale factor for how much of that possible improvement we should apply to this
* edge. This combines... topology_influence, which is an operator setting... and alignment,
* which is computed. Faces which are diagonal have an alignment of 0% - perfect rectangular
* grids have an alignment of 100% Neither topology_influence nor alignment can be negative;
* therefore the multiplier *never* makes error worse. once combined, 0 means no improvement, 1
* means improve all the way to exactly match the quality of the contributing neighbor.
* topology_influece is allowed to exceed 1.0, which lets it cancel out some of the alignment
* penalty. */
float multiplier = s.topo_influnce * alignment;
/* However, the combined multiplier shouldn't ever be allowed to exceed 1.0 because permitting
* that would cause exponential growth when alignment is very good, and when that happens, the
* algorithm becomes crazy.
*
* Further, if we allow a multiplier of exactly 1.0, then all eight edges around the neighbor
* quad would end up with a quality that is *exactly* equal to the neighbor - and each other;
* losing valuable information about their relative sorting.
* In order to preserve that, the multiplier is capped at 99%.
* The last 1% that is left uncorrected is enough to preserve relative ordering.
*
* This especially helps in quads that touch 3-poles and 5-poles. Since those quads naturally
* have diamond shapes, their initial error values tend to be higher and they sort to the end of
* the priority queue. Limiting improvement at 99% ensures those quads tend to retain their bad
* sort, meaning they end up surrounded by quads that define a good grid,
* then they merge last, which tends to produce better results. */
multiplier = std::min(multiplier, maximum_improvement);
ASSERT_VALID_ERROR_METRIC(multiplier);
/* improvement is always represented as a negative number (that will reduce error)
* Based on that convention, `+` is correct here. */
float join_error_next = join_error_curr + (improvement * multiplier);
ASSERT_VALID_ERROR_METRIC(join_error_next);
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
if (s.debug_this_step) {
printf("%f to %f with alignment of %f.\n", join_error_curr, join_error_next, alignment);
BMO_face_flag_enable(s.debug_bm, e_merge->l->f, FACE_OUT);
BMO_face_flag_enable(s.debug_bm, e_merge->l->radial_next->f, FACE_OUT);
}
#endif
/* Now, update the node value in the heap, which may cause the node
* to be moved toward the head of the priority queue. */
BLI_heap_node_value_update(s.edge_queue, node, join_error_next);
}
/**
* Given a face, find merge_edges which are being considered for merge and improve them
*
* \param s: State information about the join_triangles process.
* \param f: A quad.
* \param f_error: The current error of the face.
*/
static void reprioritize_face_neighbors(JoinEdgesState &s, BMFace *f, float f_error)
{
BLI_assert(f->len == 4);
/* Identify any mergeable edges of any neighbor triangles that face us.
* - Some of our four edges... might not be manifold.
* - Some of our neighbor faces... might not be triangles.
* - Some of our neighbor triangles... might have other non-manifold (unmergeable) edges.
* - Some of our neighbor triangles' manifold edges... might have non-triangle neighbors.
* Therefore, there can be have up to eight mergeable edges, although there are often fewer. */
JoinEdgesNeighborInfo neighbor_info = {};
/* Get the four loops around the face. */
BMLoop *l_quad[4];
BM_face_as_array_loop_quad(f, l_quad);
/* Add the mergeable neighbors for each of those loops. */
for (int i = 0; i < ARRAY_SIZE(l_quad); i++) {
add_neighbors(neighbor_info, l_quad[i]);
}
/* Return if there is nothing to do. */
if (neighbor_info.items_num == 0) {
return;
}
/* Compute the four unit vectors around this quad. */
float quad_vecs[4][3];
for (int i_next = 0, i = ARRAY_SIZE(l_quad) - 1; i_next < ARRAY_SIZE(l_quad); i = i_next++) {
sub_v3_v3v3(quad_vecs[i], l_quad[i]->v->co, l_quad[i_next]->v->co);
normalize_v3(quad_vecs[i]);
}
/* Re-prioritize each neighbor. */
for (int i = 0; i < neighbor_info.items_num; i++) {
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
s.debug_this_step = (s.debug_merge_limit > 0 && s.debug_merge_count == s.debug_merge_limit &&
i + 1 == s.debug_neighbor) ||
(++s.debug_neighbor_global_count == s.debug_neighbor &&
s.debug_merge_limit == 0);
#endif
const JoinEdgesNeighborItem *item = &neighbor_info.items[i];
reprioritize_join(s, item->e, item->l, quad_vecs, f_error, f->no);
}
}
/**
* Given a manifold edge, join the triangles on either side to form a quad.
*
* \param s: State information about the join_triangles process
* \param e: the edge to merge. It must be manifold.
* \return the face that resulted, or nullptr if the merge was rejected.
*/
static BMFace *bm_faces_join_pair_by_edge(BMesh *bm,
BMEdge *e
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
,
JoinEdgesState &s
#endif
)
{
/* Non-manifold edges can't be merged. */
BLI_assert(BM_edge_is_manifold(e));
/* Identify the loops on either side of the edge which may be joined. */
BMLoop *l_a = e->l;
BMLoop *l_b = e->l->radial_next;
/* If previous face merges have created quads, which now make this edge unmergeable,
* then skip it and move on. This happens frequently and that's ok.
* It's much easier and more efficient to just skip these edges when we encounter them,
* than it is to try to search the heap for them and remove them preemptively. */
if ((l_a->f->len != 3) || (l_b->f->len != 3)) {
return nullptr;
}
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/* Stop doing merges in the middle of processing if we reached a user limit.
* This is allowed so a developer can check steps in the process of the algorithm. */
if (++s.debug_merge_count > s.debug_merge_limit && s.debug_merge_limit != -1) {
return nullptr;
}
#endif
BMFace *f_double;
/* Join the edge and identify the face. */
BMFace *f = BM_faces_join_pair(bm, l_a, l_b, true, &f_double);
/* See #BM_faces_join note on callers asserting when `r_double` is non-null. */
BLI_assert_msg(f_double == nullptr,
"Doubled face detected at " AT ". Resulting mesh may be corrupt.");
return f;
}
/** Given a mesh, convert triangles to quads. */
void bmo_join_triangles_exec(BMesh *bm, BMOperator *op)
{
BMIter iter;
BMOIter siter;
BMFace *f;
BMEdge *e;
DelimitData delimit_data = bm_edge_delmimit_data_from_op(bm, op);
/* Initial setup of state. */
JoinEdgesState s = {nullptr};
s.topo_influnce = BMO_slot_float_get(op->slots_in, "topology_influence");
s.use_topo_influence = (s.topo_influnce != 0.0f);
s.edge_queue = BLI_heap_new();
s.select_tris_only = BMO_slot_bool_get(op->slots_in, "deselect_joined");
if (s.use_topo_influence) {
s.edge_queue_nodes = MEM_malloc_arrayN<HeapNode *>(bm->totedge, __func__);
}
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
s.debug_bm = bm;
s.debug_merge_limit = BMO_slot_int_get(op->slots_in, "merge_limit") - 1;
s.debug_neighbor = BMO_slot_int_get(op->slots_in, "neighbor_debug");
s.debug_merge_count = 0;
s.debug_neighbor_global_count = 0;
#endif
/* Go through every face in the input slot. Mark triangles for processing. */
BMO_ITER (f, &siter, op->slots_in, "faces", BM_FACE) {
if (f->len == 3) {
BMO_face_flag_enable(bm, f, FACE_INPUT);
/* And setup the initial selection. */
if (s.select_tris_only) {
BMO_face_flag_enable(bm, f, FACE_OUT);
}
}
}
/* Go through every edge in the mesh, mark edges that can be merged. */
int i = 0;
BM_ITER_MESH_INDEX (e, &iter, bm, BM_EDGES_OF_MESH, i) {
BM_elem_index_set(e, i); /* set_inline */
/* If the edge is manifold, has a tagged input triangle on both sides,
* and is *not* delimited, then it's a candidate to merge. */
BMFace *f_a, *f_b;
if (BM_edge_face_pair(e, &f_a, &f_b) && BMO_face_flag_test(bm, f_a, FACE_INPUT) &&
BMO_face_flag_test(bm, f_b, FACE_INPUT) && !bm_edge_is_delimit(e, &delimit_data))
{
/* Compute the error that would result from a merge. */
const BMVert *e_verts[4];
bm_edge_to_quad_verts(e, e_verts);
const float merge_error = quad_calc_error(
e_verts[0]->co, e_verts[1]->co, e_verts[2]->co, e_verts[3]->co);
/* Record the candidate merge in both the heap, and the heap index. */
HeapNode *node = BLI_heap_insert(s.edge_queue, merge_error, e);
if (s.use_topo_influence) {
s.edge_queue_nodes[i] = node;
}
}
else {
if (s.use_topo_influence) {
s.edge_queue_nodes[i] = nullptr;
}
}
}
/* Go through all the faces of the input slot, this time to find quads.
* Improve the candidates around any preexisting quads in the mesh.
*
* NOTE: This unfortunately misses any quads which are not selected, but
* which neighbor the selection. The only alternate would be to iterate the
* whole mesh, which might be expensive for very large meshes with small selections. */
if (s.use_topo_influence && (BLI_heap_is_empty(s.edge_queue) == false)) {
BMO_ITER (f, &siter, op->slots_in, "faces", BM_FACE) {
if (f->len == 4) {
BMVert *f_verts[4];
BM_face_as_array_vert_quad(f, f_verts);
/* Flat quads with right angle corners and no concavity have lower error. */
float f_error = quad_calc_error(
f_verts[0]->co, f_verts[1]->co, f_verts[2]->co, f_verts[3]->co);
/* Apply the compensated error.
* Since we're early in the process we over-prioritize any already existing quads to
* allow them to have an especially strong influence on the resulting mesh.
* At a topology influence of 200%, they're considered to be *almost perfect* quads
* regardless of their actual error. Either way, the multiplier is never completely
* allowed to reach zero. Instead, 1% of the original error is preserved...
* which is enough to maintain the relative priority sorting between existing quads. */
f_error *= (2.0f - (s.topo_influnce * maximum_improvement));
reprioritize_face_neighbors(s, f, f_error);
}
}
}
/* Process all possible merges. */
while (!BLI_heap_is_empty(s.edge_queue)) {
/* Get the best merge from the priority queue.
* Remove it from the priority queue. */
const float f_error = BLI_heap_top_value(s.edge_queue);
BMEdge *e = reinterpret_cast<BMEdge *>(BLI_heap_pop_min(s.edge_queue));
/* Attempt the merge. */
BMFace *f_new = bm_faces_join_pair_by_edge(bm,
e
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
,
s
#endif
);
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/* If stopping partway through, clear the selection entirely, and instead
* highlight the faces being considered in the step the user is checking. */
if (s.debug_merge_limit != -1 && s.debug_merge_count == s.debug_merge_limit) {
BMEdge *f;
BMIter iter;
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
BMO_face_flag_disable(bm, f, FACE_OUT);
}
}
#endif
if (f_new) {
/* Tag the face so the selection can be extended to include the new face. */
if (s.select_tris_only == false) {
BMO_face_flag_enable(bm, f_new, FACE_OUT);
}
/* Improve the neighbors on success. */
if (s.use_topo_influence) {
reprioritize_face_neighbors(s, f_new, f_error);
}
}
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/* If we're supposed to stop partway though, do that.
* This allows a developer to inspect the mesh at intermediate stages of processing. */
if (s.debug_merge_limit != -1 && s.debug_merge_count >= s.debug_merge_limit) {
break;
}
#endif
}
#ifdef USE_JOIN_TRIANGLE_INTERACTIVE_TESTING
/* Expect a full processing to have occurred, *only* if we didn't stop partway through. */
if (!(s.debug_merge_limit != -1 && s.debug_merge_count >= s.debug_merge_limit))
#endif
{
/* Expect a full processing to have occurred. */
BLI_assert(BLI_heap_is_empty(s.edge_queue));
}
/* Clean up. */
BLI_heap_free(s.edge_queue, nullptr);
if (s.use_topo_influence) {
MEM_freeN(s.edge_queue_nodes);
}
/* Return the selection results. */
BMO_slot_buffer_from_enabled_flag(bm, op, op->slots_out, "faces.out", BM_FACE, FACE_OUT);
}