Files
SingularityViewer/indra/libhacd/hacdMeshDecimator.cpp
2013-03-04 16:00:00 -05:00

685 lines
20 KiB
C++

#include <sstream>
#include <iostream>
#include <stdlib.h>
#include <algorithm>
#include <vector>
#include "hacdMeshDecimator.h"
namespace HACD
{
MeshDecimator::MeshDecimator(void)
{
m_triangles = 0;
m_points = 0;
m_nPoints = 0;
m_nInitialTriangles = 0;
m_nVertices = 0;
m_nTriangles = 0;
m_nEdges = 0;
m_trianglesTags = 0;
m_ecolManifoldConstraint = true;
m_callBack = 0;
}
MeshDecimator::~MeshDecimator(void)
{
ReleaseMemory();
}
void MeshDecimator::ReleaseMemory()
{
delete [] m_trianglesTags;
std::vector< MDVertex > emptyVertices(0);
m_vertices.swap(emptyVertices);
std::vector<MDEdge> emptyEdges(0);
m_edges.swap(emptyEdges);
m_pqueue = std::priority_queue<
MDEdgePriorityQueue,
std::vector<MDEdgePriorityQueue>,
std::less<MDEdgePriorityQueue> >();
m_triangles = 0;
m_points = 0;
m_nPoints = 0;
m_nInitialTriangles = 0;
m_nVertices = 0;
m_nTriangles = 0;
m_nEdges = 0;
m_trianglesTags = 0;
}
void MeshDecimator::Initialize(size_t nVertices, size_t nTriangles, Vec3<Float> * points, Vec3<long> * triangles)
{
m_nVertices = nVertices;
m_nTriangles = nTriangles;
m_nInitialTriangles = nTriangles;
m_points = points;
m_nPoints = nVertices;
m_triangles = triangles;
m_trianglesTags = new bool[m_nTriangles];
m_edges.reserve(3*m_nTriangles);
m_vertices.resize(m_nVertices);
for(size_t v = 0; v < m_nVertices; ++v)
{
m_vertices[v].m_tag = true;
}
long tri[3];
MDEdge edge;
edge.m_tag = true;
edge.m_onBoundary = true;
long nEdges = 0;
long idEdge;
long nTris = static_cast<long>(m_nTriangles);
for(long t = 0; t < nTris; ++t)
{
tri[0] = m_triangles[t].X();
tri[1] = m_triangles[t].Y();
tri[2] = m_triangles[t].Z();
m_trianglesTags[t] = true;
for(int k = 0; k < 3; ++k)
{
edge.m_v1 = tri[k];
edge.m_v2 = tri[(k+1)%3];
m_vertices[edge.m_v1].m_triangles.Insert(t);
idEdge = GetEdge(edge.m_v1, edge.m_v2);
if (idEdge == -1)
{
m_edges.push_back(edge);
m_vertices[edge.m_v1].m_edges.Insert(nEdges);
m_vertices[edge.m_v2].m_edges.Insert(nEdges);
++nEdges;
}
else
{
m_edges[idEdge].m_onBoundary = false;
}
}
}
m_nEdges = static_cast<size_t>(nEdges);
for(size_t v = 0; v < m_nVertices; ++v)
{
m_vertices[v].m_onBoundary = false;
for(size_t itE = 0; itE < m_vertices[v].m_edges.Size(); ++itE)
{
idEdge = m_vertices[v].m_edges[itE];
if (m_edges[idEdge].m_onBoundary)
{
m_vertices[v].m_onBoundary = true;
break;
}
}
}
}
long MeshDecimator::GetTriangle(long v1, long v2, long v3) const
{
long i, j, k;
long idTriangle;
for(size_t it = 0; it < m_vertices[v1].m_triangles.Size(); ++it)
{
idTriangle = m_vertices[v1].m_triangles[it];
i = m_triangles[idTriangle].X();
j = m_triangles[idTriangle].Y();
k = m_triangles[idTriangle].Z();
if ( (i==v1 && j==v2 && k==v3) || (i==v1 && j==v3 && k==v2) ||
(i==v2 && j==v1 && k==v3) || (i==v2 && j==v3 && k==v1) ||
(i==v3 && j==v2 && k==v1) || (i==v3 && j==v1 && k==v2) )
{
return idTriangle;
}
}
return -1;
}
long MeshDecimator::GetEdge(long v1, long v2) const
{
long idEdge;
for(size_t it = 0; it < m_vertices[v1].m_edges.Size(); ++it)
{
idEdge = m_vertices[v1].m_edges[it];
if ( (m_edges[idEdge].m_v1==v1 && m_edges[idEdge].m_v2==v2) ||
(m_edges[idEdge].m_v1==v2 && m_edges[idEdge].m_v2==v1) )
{
return idEdge;
}
}
return -1;
}
void MeshDecimator::EdgeCollapse(long v1, long v2)
{
long u, w;
int shift;
long idTriangle;
for(size_t itT = 0; itT < m_vertices[v2].m_triangles.Size(); ++itT)
{
idTriangle = m_vertices[v2].m_triangles[itT];
if (m_triangles[idTriangle].X() == v2)
{
shift = 0;
u = m_triangles[idTriangle].Y();
w = m_triangles[idTriangle].Z();
}
else if (m_triangles[idTriangle].Y() == v2)
{
shift = 1;
u = m_triangles[idTriangle].X();
w = m_triangles[idTriangle].Z();
}
else
{
shift = 2;
u = m_triangles[idTriangle].X();
w = m_triangles[idTriangle].Y();
}
if ((u == v1) || (w == v1))
{
m_trianglesTags[idTriangle] = false;
m_vertices[u].m_triangles.Erase(idTriangle);
m_vertices[w].m_triangles.Erase(idTriangle);
m_nTriangles--;
}
else if (GetTriangle(v1, u, w) == -1)
{
m_vertices[v1].m_triangles.Insert(idTriangle);
m_triangles[idTriangle][shift] = v1;
}
else
{
m_trianglesTags[idTriangle] = false;
m_vertices[u].m_triangles.Erase(idTriangle);
m_vertices[w].m_triangles.Erase(idTriangle);
m_nTriangles--;
}
}
long idEdge = 0;
for(size_t itE = 0; itE < m_vertices[v2].m_edges.Size(); ++itE)
{
idEdge = m_vertices[v2].m_edges[itE];
w = (m_edges[idEdge].m_v1 == v2)? m_edges[idEdge].m_v2 : m_edges[idEdge].m_v1;
if (w==v1)
{
m_edges[idEdge].m_tag = false;
m_vertices[w].m_edges.Erase(idEdge);
m_nEdges--;
}
else if ( GetEdge(v1, w) == -1)
{
if (m_edges[idEdge].m_v1 == v2) m_edges[idEdge].m_v1 = v1;
else m_edges[idEdge].m_v2 = v1;
m_vertices[v1].m_edges.Insert(idEdge);
}
else
{
m_edges[idEdge].m_tag = false;
m_vertices[w].m_edges.Erase(idEdge);
m_nEdges--;
}
}
m_vertices[v2].m_tag = false;
m_nVertices--;
// update boundary edges
SArray<long, 64> incidentVertices;
incidentVertices.PushBack(v1);
for(size_t itE = 0; itE < m_vertices[v1].m_edges.Size(); ++itE)
{
incidentVertices.PushBack((m_edges[idEdge].m_v1!= v1)?m_edges[idEdge].m_v1:m_edges[idEdge].m_v2);
idEdge = m_vertices[v1].m_edges[itE];
m_edges[idEdge].m_onBoundary = (IsBoundaryEdge(m_edges[idEdge].m_v1, m_edges[idEdge].m_v2) != -1);
}
// update boundary vertices
long idVertex;
for(size_t itV = 0; itV < incidentVertices.Size(); ++itV)
{
idVertex = incidentVertices[itV];
m_vertices[idVertex].m_onBoundary = false;
for(size_t itE = 0; itE < m_vertices[idVertex].m_edges.Size(); ++itE)
{
idEdge = m_vertices[idVertex].m_edges[itE];
if (m_edges[idEdge].m_onBoundary)
{
m_vertices[idVertex].m_onBoundary = true;
break;
}
}
}
}
long MeshDecimator::IsBoundaryEdge(long v1, long v2) const
{
long commonTri = -1;
long itTriangle1, itTriangle2;
for(size_t itT1 = 0; itT1 < m_vertices[v1].m_triangles.Size(); ++itT1)
{
itTriangle1 = m_vertices[v1].m_triangles[itT1];
for(size_t itT2 = 0; itT2 < m_vertices[v2].m_triangles.Size(); ++itT2)
{
itTriangle2 = m_vertices[v2].m_triangles[itT2];
if (itTriangle1 == itTriangle2)
{
if (commonTri == -1)
{
commonTri = itTriangle1;
}
else
{
return -1;
}
}
}
}
return commonTri;
}
bool MeshDecimator::IsBoundaryVertex(long v) const
{
long idEdge;
for(size_t itE = 0; itE < m_vertices[v].m_edges.Size(); ++itE)
{
idEdge = m_vertices[v].m_edges[itE];
if ( IsBoundaryEdge(m_edges[idEdge].m_v1, m_edges[idEdge].m_v2) != -1) return true;
}
return false;
}
void MeshDecimator::GetMeshData(Vec3<Float> * points, Vec3<long> * triangles) const
{
long * map = new long [m_nPoints];
long counter = 0;
for (size_t v = 0; v < m_nPoints; ++v)
{
if ( m_vertices[v].m_tag )
{
points[counter] = m_points[v];
map[v] = counter++;
}
}
counter = 0;
for (size_t t = 0; t < m_nInitialTriangles; ++t)
{
if ( m_trianglesTags[t] )
{
triangles[counter].X() = map[m_triangles[t].X()];
triangles[counter].Y() = map[m_triangles[t].Y()];
triangles[counter].Z() = map[m_triangles[t].Z()];
counter++;
}
}
delete [] map;
}
void MeshDecimator::InitializeQEM()
{
Vec3<Float> coordMin = m_points[0];
Vec3<Float> coordMax = m_points[0];
Vec3<Float> coord;
for (size_t p = 1; p < m_nPoints ; ++p)
{
coord = m_points[p];
if (coordMin.X() > coord.X()) coordMin.X() = coord.X();
if (coordMin.Y() > coord.Y()) coordMin.Y() = coord.Y();
if (coordMin.Z() > coord.Z()) coordMin.Z() = coord.Z();
if (coordMax.X() < coord.X()) coordMax.X() = coord.X();
if (coordMax.Y() < coord.Y()) coordMax.Y() = coord.Y();
if (coordMax.Z() < coord.Z()) coordMax.Z() = coord.Z();
}
coordMax -= coordMin;
m_diagBB = coordMax.GetNorm();
long i, j, k;
Vec3<Float> n;
Float d = 0;
Float area = 0;
for(size_t v = 0; v < m_nPoints; ++v)
{
memset(m_vertices[v].m_Q, 0, 10 * sizeof(Float));
long idTriangle;
for(size_t itT = 0; itT < m_vertices[v].m_triangles.Size(); ++itT)
{
idTriangle = m_vertices[v].m_triangles[itT];
i = m_triangles[idTriangle].X();
j = m_triangles[idTriangle].Y();
k = m_triangles[idTriangle].Z();
n = (m_points[j] - m_points[i])^(m_points[k] - m_points[i]);
area = n.GetNorm();
n.Normalize();
d = - (m_points[v] * n);
m_vertices[v].m_Q[0] += area * (n.X() * n.X());
m_vertices[v].m_Q[1] += area * (n.X() * n.Y());
m_vertices[v].m_Q[2] += area * (n.X() * n.Z());
m_vertices[v].m_Q[3] += area * (n.X() * d);
m_vertices[v].m_Q[4] += area * (n.Y() * n.Y());
m_vertices[v].m_Q[5] += area * (n.Y() * n.Z());
m_vertices[v].m_Q[6] += area * (n.Y() * d);
m_vertices[v].m_Q[7] += area * (n.Z() * n.Z());
m_vertices[v].m_Q[8] += area * (n.Z() * d);
m_vertices[v].m_Q[9] += area * (d * d);
}
}
Vec3<Float> u1, u2;
const Float w = static_cast<Float>(1000);
long t, v1, v2, v3;
for(size_t e = 0; e < m_edges.size(); ++e)
{
v1 = m_edges[e].m_v1;
v2 = m_edges[e].m_v2;
t = IsBoundaryEdge(v1, v2);
if (t != -1)
{
if (m_triangles[t].X() != v1 && m_triangles[t].X() != v2) v3 = m_triangles[t].X();
else if (m_triangles[t].Y() != v1 && m_triangles[t].Y() != v2) v3 = m_triangles[t].Y();
else v3 = m_triangles[t].Z();
u1 = m_points[v2] - m_points[v1];
u2 = m_points[v3] - m_points[v1];
area = w * (u1^u2).GetNorm();
u1.Normalize();
n = u2 - (u2 * u1) * u1;
n.Normalize();
d = - (m_points[v1] * n);
m_vertices[v1].m_Q[0] += area * (n.X() * n.X());
m_vertices[v1].m_Q[1] += area * (n.X() * n.Y());
m_vertices[v1].m_Q[2] += area * (n.X() * n.Z());
m_vertices[v1].m_Q[3] += area * (n.X() * d);
m_vertices[v1].m_Q[4] += area * (n.Y() * n.Y());
m_vertices[v1].m_Q[5] += area * (n.Y() * n.Z());
m_vertices[v1].m_Q[6] += area * (n.Y() * d);
m_vertices[v1].m_Q[7] += area * (n.Z() * n.Z());
m_vertices[v1].m_Q[8] += area * (n.Z() * d);
m_vertices[v1].m_Q[9] += area * (d * d);
d = - (m_points[v2] * n);
m_vertices[v2].m_Q[0] += area * (n.X() * n.X());
m_vertices[v2].m_Q[1] += area * (n.X() * n.Y());
m_vertices[v2].m_Q[2] += area * (n.X() * n.Z());
m_vertices[v2].m_Q[3] += area * (n.X() * d);
m_vertices[v2].m_Q[4] += area * (n.Y() * n.Y());
m_vertices[v2].m_Q[5] += area * (n.Y() * n.Z());
m_vertices[v2].m_Q[6] += area * (n.Y() * d);
m_vertices[v2].m_Q[7] += area * (n.Z() * n.Z());
m_vertices[v2].m_Q[8] += area * (n.Z() * d);
m_vertices[v2].m_Q[9] += area * (d * d);
}
}
}
void MeshDecimator::InitializePriorityQueue()
{
double progressOld = -1.0;
double progress = 0.0;
char msg[1024];
double ptgStep = 1.0;
long v1, v2;
MDEdgePriorityQueue pqEdge;
size_t nE = m_edges.size();
for(size_t e = 0; e < nE; ++e)
{
progress = e * 100.0 / nE;
if (fabs(progress-progressOld) > ptgStep && m_callBack)
{
sprintf(msg, "%3.2f %% \t \t \r", progress);
(*m_callBack)(msg, progress, 0.0, m_nVertices);
progressOld = progress;
}
if (m_edges[e].m_tag)
{
v1 = m_edges[e].m_v1;
v2 = m_edges[e].m_v2;
if ( (!m_ecolManifoldConstraint) || (ManifoldConstraint(v1, v2)))
{
pqEdge.m_qem = m_edges[e].m_qem = ComputeEdgeCost(v1, v2, m_edges[e].m_pos);
pqEdge.m_name = static_cast<long>(e);
m_pqueue.push(pqEdge);
}
}
}
}
double MeshDecimator::ComputeEdgeCost(long v1, long v2, Vec3<Float> & newPos) const
{
double Q[10];
double M[12];
Vec3<double> pos;
for(int i = 0; i < 10; ++i) Q[i] = m_vertices[v1].m_Q[i] + m_vertices[v2].m_Q[i];
M[0] = Q[0]; // (0, 0)
M[1] = Q[1]; // (0, 1)
M[2] = Q[2]; // (0, 2)
M[3] = Q[3]; // (0, 3)
M[4] = Q[1]; // (1, 0)
M[5] = Q[4]; // (1, 1)
M[6] = Q[5]; // (1, 2)
M[7] = Q[6]; // (1, 3)
M[8] = Q[2]; // (2, 0)
M[9] = Q[5]; // (2, 1)
M[10] = Q[7]; // (2, 2);
M[11] = Q[8]; // (2, 3);
double det = M[0] * M[5] * M[10] + M[1] * M[6] * M[8] + M[2] * M[4] * M[9]
- M[0] * M[6] * M[9] - M[1] * M[4] * M[10]- M[2] * M[5] * M[8];
if (det != 0.0)
{
double d = 1.0 / det;
pos.X() = d * (M[1]*M[7]*M[10] + M[2]*M[5]*M[11] + M[3]*M[6]*M[9]
-M[1]*M[6]*M[11] - M[2]*M[7]*M[9] - M[3]*M[5]*M[10]);
pos.Y() = d * (M[0]*M[6]*M[11] + M[2]*M[7]*M[8] + M[3]*M[4]*M[10]
-M[0]*M[7]*M[10] - M[2]*M[4]*M[11] - M[3]*M[6]*M[8]);
pos.Z() = d * (M[0]*M[7]*M[9] + M[1]*M[4]*M[11] + M[3]*M[5]*M[8]
-M[0]*M[5]*M[11] - M[1]*M[7]*M[8] - M[3]*M[4]*M[9]);
newPos.X() = static_cast<Float>(pos.X());
newPos.Y() = static_cast<Float>(pos.Y());
newPos.Z() = static_cast<Float>(pos.Z());
}
else
{
const Float w = static_cast<Float>(0.5f);
newPos = w * m_points[v1] + w * m_points[v2];
pos.X() = static_cast<double>(newPos.X());
pos.Y() = static_cast<double>(newPos.Y());
pos.Z() = static_cast<double>(newPos.Z());
}
double qem = pos.X() * (Q[0] * pos.X() + Q[1] * pos.Y() + Q[2] * pos.Z() + Q[3]) +
pos.Y() * (Q[1] * pos.X() + Q[4] * pos.Y() + Q[5] * pos.Z() + Q[6]) +
pos.Z() * (Q[2] * pos.X() + Q[5] * pos.Y() + Q[7] * pos.Z() + Q[8]) +
(Q[3] * pos.X() + Q[6] * pos.Y() + Q[8] * pos.Z() + Q[9]) ;
Vec3<Float> d1;
Vec3<Float> d2;
Vec3<Float> n1;
Vec3<Float> n2;
Vec3<Float> oldPosV1 = m_points[v1];
Vec3<Float> oldPosV2 = m_points[v2];
SArray<long, SARRAY_DEFAULT_MIN_SIZE> triangles = m_vertices[v1].m_triangles;
long idTriangle;
for(size_t itT = 0; itT < m_vertices[v2].m_triangles.Size(); ++itT)
{
idTriangle = m_vertices[v2].m_triangles[itT];
triangles.Insert(idTriangle);
}
long a[3];
for(size_t itT = 0; itT != triangles.Size(); ++itT)
{
idTriangle = triangles[itT];
a[0] = m_triangles[idTriangle].X();
a[1] = m_triangles[idTriangle].Y();
a[2] = m_triangles[idTriangle].Z();
d1 = m_points[a[1]] - m_points[a[0]];
d2 = m_points[a[2]] - m_points[a[0]];
n1 = d1^d2;
m_points[v1] = newPos;
m_points[v2] = newPos;
d1 = m_points[a[1]] - m_points[a[0]];
d2 = m_points[a[2]] - m_points[a[0]];
n2 = d1^d2;
m_points[v1] = oldPosV1;
m_points[v2] = oldPosV2;
n1.Normalize();
n2.Normalize();
if (n1*n2 < 0.0)
{
return std::numeric_limits<double>::max();
}
}
if ( m_ecolManifoldConstraint && !ManifoldConstraint(v1, v2))
{
return std::numeric_limits<double>::max();
}
return qem;
}
bool MeshDecimator::ManifoldConstraint(long v1, long v2) const
{
std::set<long> vertices;
long a, b;
long idEdge1;
long idEdge2;
long idEdgeV1V2 = 0;
for(size_t itE1 = 0; itE1 < m_vertices[v1].m_edges.Size(); ++itE1)
{
idEdge1 = m_vertices[v1].m_edges[itE1];
a = (m_edges[idEdge1].m_v1 == v1) ? m_edges[idEdge1].m_v2 : m_edges[idEdge1].m_v1;
vertices.insert(a);
if (a != v2)
{
for(size_t itE2 = 0; itE2 < m_vertices[v2].m_edges.Size(); ++itE2)
{
idEdge2 = m_vertices[v2].m_edges[itE2];
b = (m_edges[idEdge2].m_v1 == v2) ? m_edges[idEdge2].m_v2 : m_edges[idEdge2].m_v1;
vertices.insert(b);
if ( a==b )
{
if (GetTriangle(v1, v2, a) == -1)
{
return false;
}
}
}
}
else
{
idEdgeV1V2 = idEdge1;
}
}
if (vertices.size() <= 4 || ( m_vertices[v1].m_onBoundary && m_vertices[v2].m_onBoundary && !m_edges[idEdgeV1V2].m_onBoundary))
{
return false;
}
return true;
}
bool MeshDecimator::EdgeCollapse(double & qem)
{
MDEdgePriorityQueue currentEdge;
long v1, v2;
bool done = false;
do
{
done = false;
if (m_pqueue.size() == 0)
{
done = true;
break;
}
else
{
currentEdge = m_pqueue.top();
m_pqueue.pop();
}
}
while ( (!m_edges[currentEdge.m_name].m_tag) || (m_edges[currentEdge.m_name].m_qem != currentEdge.m_qem));
if (done) return false;
v1 = m_edges[currentEdge.m_name].m_v1;
v2 = m_edges[currentEdge.m_name].m_v2;
qem = currentEdge.m_qem;
EdgeCollapse(v1, v2);
m_points[v1] = m_edges[currentEdge.m_name].m_pos ;
for(int k = 0; k < 10; k++) m_vertices[v1].m_Q[k] += m_vertices[v2].m_Q[k];
// Update priority queue
long idEdge;
long a, b;
SArray<long, SARRAY_DEFAULT_MIN_SIZE> incidentVertices;
for(size_t itE = 0; itE < m_vertices[v1].m_edges.Size(); ++itE)
{
idEdge = m_vertices[v1].m_edges[itE];
a = m_edges[idEdge].m_v1;
b = m_edges[idEdge].m_v2;
incidentVertices.PushBack((a != v1)?a:b);
MDEdgePriorityQueue pqEdge;
pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
pqEdge.m_name = idEdge;
m_pqueue.push(pqEdge);
}
long idVertex;
for(size_t itV = 0; itV< incidentVertices.Size(); ++itV)
{
idVertex = incidentVertices[itV];
for(size_t itE = 0; itE < m_vertices[idVertex].m_edges.Size(); ++itE)
{
idEdge = m_vertices[idVertex].m_edges[itE];
a = m_edges[idEdge].m_v1;
b = m_edges[idEdge].m_v2;
if ( a!=v1 && b!=v1)
{
MDEdgePriorityQueue pqEdge;
pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
pqEdge.m_name = idEdge;
m_pqueue.push(pqEdge);
}
}
}
return true;
}
bool MeshDecimator::Decimate(size_t targetNVertices, size_t targetNTriangles, double targetError)
{
double qem = 0.0;
double progressOld = -1.0;
double progress = 0.0;
char msg[1024];
double ptgStep = 1.0;
if (m_callBack)
{
std::ostringstream msg;
msg << "+ Mesh" << std::endl;
msg << "\t # vertices \t" << m_nPoints << std::endl;
msg << "\t # triangles \t" << m_nTriangles << std::endl;
msg << "+ Parameters" << std::endl;
msg << "\t target # of vertices \t" << targetNVertices << std::endl;
msg << "\t target # of triangles \t" << targetNTriangles << std::endl;
msg << "\t QEM \t" << targetError << std::endl;
(*m_callBack)(msg.str().c_str(), 0.0, 0.0, m_nPoints);
}
if (m_callBack) (*m_callBack)("+ Initialize QEM \n", 0.0, 0.0, m_nPoints);
InitializeQEM();
if (m_callBack) (*m_callBack)("+ Initialize priority queue \n", 0.0, 0.0, m_nPoints);
InitializePriorityQueue();
if (m_callBack) (*m_callBack)("+ Simplification \n", 0.0, 0.0, m_nPoints);
double invDiag2 = 1.0 / (m_diagBB * m_diagBB);
while((m_pqueue.size() > 0) &&
(m_nEdges > 0) &&
(m_nVertices > targetNVertices) &&
(m_nTriangles > targetNTriangles) &&
(qem < targetError))
{
progress = 100.0 - m_nVertices * 100.0 / m_nPoints;
if (fabs(progress-progressOld) > ptgStep && m_callBack)
{
sprintf(msg, "%3.2f %% V = %lu \t QEM = %f \t \t \r", progress, static_cast<unsigned long>(m_nVertices), sqrt(qem));
(*m_callBack)(msg, progress, qem, m_nVertices);
progressOld = progress;
}
if (!EdgeCollapse(qem)) break;
qem *= invDiag2;
}
if (m_callBack)
{
std::ostringstream msg;
msg << "+ Simplification output" << std::endl;
msg << "\t # vertices \t" << m_nVertices << std::endl;
msg << "\t # triangles \t" << m_nTriangles << std::endl;
msg << "\t QEM \t" << qem << std::endl;
(*m_callBack)(msg.str().c_str(), 100.0, qem, m_nVertices);
}
return true;
}
}