FIX: short edge collapse algortihm
so that it does not decimate all triangles on very high detailed models Relevant issue 8834 Access Error when slicing Github: #2283 Change-Id: I047361c88c561962ef4d3cf67bc0126402c41941 (cherry picked from commit f8aaa5c69d59c5fced4b7bb112376e4df94b5ddc)
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3 changed files with 11 additions and 5 deletions
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@ -590,9 +590,10 @@ void compute_global_occlusion(GlobalModelInfo &result, const PrintObject *po, st
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BOOST_LOG_TRIVIAL(debug) << "SeamPlacer: gather occlusion meshes: end";
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BOOST_LOG_TRIVIAL(debug) << "SeamPlacer: decimate: start";
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its_short_edge_collpase(triangle_set, 25000);
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its_short_edge_collpase(negative_volumes_set, 25000);
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer: decimate: start";
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its_short_edge_collpase(triangle_set, SeamPlacer::fast_decimation_triangle_count_target);
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its_short_edge_collpase(negative_volumes_set, SeamPlacer::fast_decimation_triangle_count_target);
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size_t negative_volumes_start_index = triangle_set.indices.size();
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its_merge(triangle_set, negative_volumes_set);
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@ -115,7 +115,8 @@ class SeamPlacer
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public:
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// Number of samples generated on the mesh. There are sqr_rays_per_sample_point*sqr_rays_per_sample_point rays casted from each samples
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static constexpr size_t raycasting_visibility_samples_count = 30000;
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// square of number of rays per sample point
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static constexpr size_t fast_decimation_triangle_count_target = 16000;
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//square of number of rays per sample point
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static constexpr size_t sqr_rays_per_sample_point = 5;
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// snapping angle - angles larger than this value will be snapped to during seam painting
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@ -97,7 +97,8 @@ void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_
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//shuffle the faces and traverse in random order, this MASSIVELY improves the quality of the result
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std::shuffle(face_indices.begin(), face_indices.end(), generator);
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int allowed_face_removals = int(face_indices.size()) - int(target_triangle_count);
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for (const size_t &face_idx : face_indices) {
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if (face_removal_flags[face_idx]) {
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// if face already removed from previous collapses, skip (each collapse removes two triangles [at least] )
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@ -130,10 +131,13 @@ void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_
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// remove faces
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remove_face(face_idx, neighbor_to_remove_face_idx);
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remove_face(neighbor_to_remove_face_idx, face_idx);
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allowed_face_removals-=2;
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// break. this triangle is done
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break;
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}
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if (allowed_face_removals <= 0) { break; }
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}
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// filter face_indices, remove those that have been collapsed
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