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archived-stlTexturizer/js/decimation.js
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/**
* QEM (Quadric Error Metric) mesh decimation.
*
* Algorithm: Garland & Heckbert 1997, with the three safety guards from
* PrusaSlicer's QuadricEdgeCollapse.cpp that eliminate holes, spikes and
* non-manifold edges:
*
* Guard 1 Boundary edge protection
* Never collapse an edge shared by < 2 active faces.
* The primary cause of holes in open STL meshes.
*
* Guard 2 Link-condition (non-manifold / pinch prevention)
* Common neighbours of v1/v2 must equal exactly the apex vertices of
* their shared triangles. Extra common neighbours mean collapsing would
* fuse disconnected surface regions → non-manifold edge.
*
* Guard 3 Normal-flip rejection
* Recompute every affected face normal after the hypothetical collapse.
* dot(original, new) < 0.2 (~78°) → reject. Eliminates spikes / pits.
*
* Crease preservation (Garland & Heckbert §3.2):
* Edges where adjacent face normals diverge by more than CREASE_COS receive
* high-weight penalty planes added to both endpoint quadrics. This raises
* the QEM cost of any collapse that would move a vertex off a sharp feature,
* ensuring smooth regions are decimated first while creases are kept intact.
*
* @param {THREE.BufferGeometry} geometry non-indexed input
* @param {number} targetTriangles desired output face count
* @param {function} [onProgress] callback(01)
* @returns {THREE.BufferGeometry}
*/
import * as THREE from 'three';
const QUANT = 1e4;
const FLIP_DOT = 0.2; // cos ~78° — reject collapse if new normal deviates more
const CREASE_COS = 0.5; // cos 60° — edges sharper than this are treated as creases
const CREASE_WEIGHT = 1e4; // quadric penalty weight for crease edges
// ── Public API ───────────────────────────────────────────────────────────────
export function decimate(geometry, targetTriangles, onProgress) {
const { positions, faces, vertCount, faceCount } = buildIndexed(geometry);
if (faceCount <= targetTriangles) return buildOutput(positions, faces, faceCount);
// Per-vertex error quadrics (10 doubles = upper triangle of symmetric 4×4)
const quadrics = new Float64Array(vertCount * 10);
initQuadrics(quadrics, positions, faces, faceCount);
addCreaseQuadrics(quadrics, positions, faces, faceCount);
// Vertex → set of incident face indices
const vertFaces = buildAdjacency(faces, faceCount, vertCount);
const active = new Uint8Array(vertCount).fill(1);
// Per-vertex version counter: incremented whenever a vertex's quadric or
// position changes. Heap entries carry the versions at push time; any
// entry whose versions no longer match is stale and is skipped. This
// prevents old low-cost entries (computed before a crease-quadric merge)
// from firing after the vertex has been updated to a higher-cost state.
const version = new Uint32Array(vertCount);
let activeFaces = faceCount;
// Seed min-heap with one entry per unique edge
const heap = new MinHeap();
const seedSeen = new Set();
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let e = 0; e < 3; e++) {
const v1 = faces[f * 3 + e];
const v2 = faces[f * 3 + ((e + 1) % 3)];
const ek = v1 < v2 ? `${v1}:${v2}` : `${v2}:${v1}`;
if (!seedSeen.has(ek)) { seedSeen.add(ek); pushEdge(heap, quadrics, positions, version, v1, v2); }
}
}
seedSeen.clear();
const initFaces = activeFaces;
let lastProg = 0;
while (activeFaces > targetTriangles && heap.size() > 0) {
const { v1, v2, ver1, ver2, px, py, pz } = heap.pop();
// Stale-entry checks (lazy deletion)
if (!active[v1] || !active[v2]) continue;
// Version check: reject if either vertex's quadric/position has changed
// since this entry was pushed (catches outdated pre-merge low-cost entries)
if (version[v1] !== ver1 || version[v2] !== ver2) continue;
if (!shareActiveFace(faces, vertFaces, v1, v2)) continue;
// ── Three safety guards ───────────────────────────────────────────────────
if (isBoundaryEdge(faces, vertFaces, v1, v2)) continue; // Guard 1
if (hasLinkViolation(faces, vertFaces, v1, v2)) continue; // Guard 2
const np = [px, py, pz];
if (checkFlipped(positions, vertFaces, faces, v1, v2, np)) continue; // Guard 3 v1-side
if (checkFlipped(positions, vertFaces, faces, v2, v1, np)) continue; // Guard 3 v2-side
// ── Collapse: keep v1 at new position, remove v2 ─────────────────────────
positions[v1 * 3] = px;
positions[v1 * 3 + 1] = py;
positions[v1 * 3 + 2] = pz;
mergeQuadric(quadrics, v1, v2);
version[v1]++; // v1's quadric and position changed — invalidate old heap entries
for (const f of vertFaces[v2]) {
if (faces[f * 3] < 0) continue;
for (let k = 0; k < 3; k++) {
if (faces[f * 3 + k] === v2) faces[f * 3 + k] = v1;
}
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === fb || fb === fc || fa === fc) {
vertFaces[fa]?.delete(f);
vertFaces[fb]?.delete(f);
vertFaces[fc]?.delete(f);
faces[f * 3] = faces[f * 3 + 1] = faces[f * 3 + 2] = -1;
activeFaces--;
} else {
vertFaces[v1].add(f);
}
}
vertFaces[v2].clear();
active[v2] = 0;
// Re-push edges for v1's updated neighbourhood
const neighbors = new Set();
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
for (let k = 0; k < 3; k++) {
const nb = faces[f * 3 + k];
if (nb !== v1) neighbors.add(nb);
}
}
for (const nb of neighbors) {
if (active[nb]) pushEdge(heap, quadrics, positions, version, v1, nb);
}
if (onProgress) {
const p = Math.min(1, (initFaces - activeFaces) / (initFaces - targetTriangles));
if (p - lastProg > 0.02) { onProgress(p); lastProg = p; }
}
}
if (onProgress) onProgress(1);
return buildOutput(positions, faces, faceCount);
}
// ── Guard 1: Boundary edge protection ───────────────────────────────────────
// An edge is a boundary if fewer than 2 active faces share it.
// Collapsing boundary edges is the primary cause of holes in open meshes.
function isBoundaryEdge(faces, vertFaces, v1, v2) {
let shared = 0;
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) { shared++; if (shared >= 2) return false; }
}
return shared < 2;
}
// ── Guard 2: Duplicate-face / pinch prevention ───────────────────────────────
// After collapsing v2 into v1, every face of v2 that survives (i.e. does not
// share v1) gets v2 replaced by v1. If any such remapped face is identical to
// a face already incident to v1, the collapse would create a duplicate → reject.
// This is the actual harm the link condition guards against, without the
// false-positives that the strict set-equality test produces on interior edges.
function hasLinkViolation(faces, vertFaces, v1, v2) {
// Build a set of face "signatures" already incident to v1 (excluding shared faces).
// A signature is the sorted triple of vertex indices, encoded as a string.
const v1Sigs = new Set();
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) continue; // shared face, will be deleted
const arr = [fa, fb, fc].sort((a, b) => a - b);
v1Sigs.add(`${arr[0]},${arr[1]},${arr[2]}`);
}
// Check every surviving face of v2 (after remapping v2→v1) for duplicates.
for (const f of vertFaces[v2]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v1 || fb === v1 || fc === v1) continue; // shared face, will be deleted
// Remap v2 → v1
const ra = fa === v2 ? v1 : fa;
const rb = fb === v2 ? v1 : fb;
const rc = fc === v2 ? v1 : fc;
const arr = [ra, rb, rc].sort((a, b) => a - b);
if (v1Sigs.has(`${arr[0]},${arr[1]},${arr[2]}`)) return true;
}
return false;
}
// ── Guard 3: Normal-flip rejection ──────────────────────────────────────────
// After hypothetical collapse of v_collapse → newPos, recompute normals of
// all affected faces. If any flip by more than ~78° (dot < FLIP_DOT) reject.
function checkFlipped(positions, vertFaces, faces, v_collapse, v_other, newPos) {
for (const f of vertFaces[v_collapse]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
// Skip faces shared with v_other; they will be deleted on collapse
if (fa === v_other || fb === v_other || fc === v_other) continue;
// Original normal
const [onx, ony, onz] = faceNormal(
positions[fa*3], positions[fa*3+1], positions[fa*3+2],
positions[fb*3], positions[fb*3+1], positions[fb*3+2],
positions[fc*3], positions[fc*3+1], positions[fc*3+2]
);
// New normal with v_collapse replaced by newPos
const ax = fa === v_collapse ? newPos[0] : positions[fa*3];
const ay = fa === v_collapse ? newPos[1] : positions[fa*3+1];
const az = fa === v_collapse ? newPos[2] : positions[fa*3+2];
const bx = fb === v_collapse ? newPos[0] : positions[fb*3];
const by = fb === v_collapse ? newPos[1] : positions[fb*3+1];
const bz = fb === v_collapse ? newPos[2] : positions[fb*3+2];
const cx = fc === v_collapse ? newPos[0] : positions[fc*3];
const cy = fc === v_collapse ? newPos[1] : positions[fc*3+1];
const cz = fc === v_collapse ? newPos[2] : positions[fc*3+2];
const [nnx, nny, nnz] = faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz);
const dot = onx * nnx + ony * nny + onz * nnz;
if (dot < FLIP_DOT) return true;
}
return false;
}
function faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz) {
const ux = bx - ax, uy = by - ay, uz = bz - az;
const vx = cx - ax, vy = cy - ay, vz = cz - az;
const nx = uy * vz - uz * vy;
const ny = uz * vx - ux * vz;
const nz = ux * vy - uy * vx;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz) || 1;
return [nx / len, ny / len, nz / len];
}
// ── Quadric helpers ──────────────────────────────────────────────────────────
// Symmetric 4×4 quadric stored as 10 upper-triangle values per vertex.
// ── Crease-edge quadric preservation (Garland & Heckbert §3.2) ─────────────
// For each interior edge whose two adjacent faces form a dihedral angle sharper
// than CREASE_COS, inject two penalty planes into both endpoint vertices.
// Each penalty plane is perpendicular to one adjacent face and passes through
// the crease edge, constraining the vertex to stay on the crease line.
// The high CREASE_WEIGHT ensures these edges have far higher QEM cost than
// smooth-surface edges and are therefore collapsed last (or not at all).
function addCreaseQuadrics(quadrics, positions, faces, faceCount) {
// Build edge → [face, face] map
const edgeToFaces = new Map();
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let e = 0; e < 3; e++) {
const va = faces[f * 3 + e];
const vb = faces[f * 3 + ((e + 1) % 3)];
const key = va < vb ? `${va}:${vb}` : `${vb}:${va}`;
let arr = edgeToFaces.get(key);
if (!arr) { arr = []; edgeToFaces.set(key, arr); }
arr.push(f);
}
}
const sqrtW = Math.sqrt(CREASE_WEIGHT);
for (const [key, flist] of edgeToFaces) {
if (flist.length !== 2) continue; // open boundary or non-manifold — skip
const f0 = flist[0], f1 = flist[1];
const v0a = faces[f0*3], v0b = faces[f0*3+1], v0c = faces[f0*3+2];
const v1a = faces[f1*3], v1b = faces[f1*3+1], v1c = faces[f1*3+2];
const [n0x, n0y, n0z] = faceNormal(
positions[v0a*3], positions[v0a*3+1], positions[v0a*3+2],
positions[v0b*3], positions[v0b*3+1], positions[v0b*3+2],
positions[v0c*3], positions[v0c*3+1], positions[v0c*3+2]
);
const [n1x, n1y, n1z] = faceNormal(
positions[v1a*3], positions[v1a*3+1], positions[v1a*3+2],
positions[v1b*3], positions[v1b*3+1], positions[v1b*3+2],
positions[v1c*3], positions[v1c*3+1], positions[v1c*3+2]
);
if (n0x*n1x + n0y*n1y + n0z*n1z >= CREASE_COS) continue; // smooth — skip
// Resolve the two vertex indices from the key string
const colon = key.indexOf(':');
const va = parseInt(key.slice(0, colon));
const vb = parseInt(key.slice(colon + 1));
// Normalised edge direction
const ex = positions[vb*3] - positions[va*3];
const ey = positions[vb*3+1] - positions[va*3+1];
const ez = positions[vb*3+2] - positions[va*3+2];
const elen = Math.sqrt(ex*ex + ey*ey + ez*ez) || 1;
const edx = ex / elen, edy = ey / elen, edz = ez / elen;
// Add one penalty plane per adjacent face-normal
for (const [nx, ny, nz] of [[n0x, n0y, n0z], [n1x, n1y, n1z]]) {
// Penalty plane normal = normalize(face_normal × edge_dir)
// This plane contains the edge and is perpendicular to the face,
// so it constrains the vertex to lie on the crease line.
let px = ny*edz - nz*edy;
let py = nz*edx - nx*edz;
let pz = nx*edy - ny*edx;
const plen = Math.sqrt(px*px + py*py + pz*pz);
if (plen < 1e-10) continue; // edge parallel to face normal — degenerate
px /= plen; py /= plen; pz /= plen;
const d = -(px*positions[va*3] + py*positions[va*3+1] + pz*positions[va*3+2]);
// Scale by sqrtW: addPlaneQ accumulates (a²,ab,…) so scaling inputs by √w yields w×(a²,ab,…)
addPlaneQ(quadrics, va, px*sqrtW, py*sqrtW, pz*sqrtW, d*sqrtW);
addPlaneQ(quadrics, vb, px*sqrtW, py*sqrtW, pz*sqrtW, d*sqrtW);
}
}
}
function initQuadrics(quadrics, positions, faces, faceCount) {
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
const [nx, ny, nz] = faceNormal(
positions[fa*3], positions[fa*3+1], positions[fa*3+2],
positions[fb*3], positions[fb*3+1], positions[fb*3+2],
positions[fc*3], positions[fc*3+1], positions[fc*3+2]
);
const d = -(nx * positions[fa*3] + ny * positions[fa*3+1] + nz * positions[fa*3+2]);
addPlaneQ(quadrics, fa, nx, ny, nz, d);
addPlaneQ(quadrics, fb, nx, ny, nz, d);
addPlaneQ(quadrics, fc, nx, ny, nz, d);
}
}
function addPlaneQ(q, v, a, b, c, d) {
const o = v * 10;
q[o] += a*a; q[o+1] += a*b; q[o+2] += a*c; q[o+3] += a*d;
q[o+4] += b*b; q[o+5] += b*c; q[o+6] += b*d;
q[o+7] += c*c; q[o+8] += c*d;
q[o+9] += d*d;
}
function mergeQuadric(q, v1, v2) {
const o1 = v1 * 10, o2 = v2 * 10;
for (let i = 0; i < 10; i++) q[o1 + i] += q[o2 + i];
}
function evalQ(q, v, x, y, z) {
const o = v * 10;
return q[o] * x*x + 2*q[o+1]*x*y + 2*q[o+2]*x*z + 2*q[o+3]*x
+ q[o+4] * y*y + 2*q[o+5]*y*z + 2*q[o+6]*y
+ q[o+7] * z*z + 2*q[o+8]*z
+ q[o+9];
}
function evalQSum(q, v1, v2, x, y, z) {
return evalQ(q, v1, x, y, z) + evalQ(q, v2, x, y, z);
}
const _s = new Float64Array(3);
function solveQ(q, v1, v2) {
const o1 = v1 * 10, o2 = v2 * 10;
const a00 = q[o1] + q[o2];
const a01 = q[o1+1] + q[o2+1];
const a02 = q[o1+2] + q[o2+2];
const a11 = q[o1+4] + q[o2+4];
const a12 = q[o1+5] + q[o2+5];
const a22 = q[o1+7] + q[o2+7];
const b0 = -(q[o1+3] + q[o2+3]);
const b1 = -(q[o1+6] + q[o2+6]);
const b2 = -(q[o1+8] + q[o2+8]);
const det = a00*(a11*a22 - a12*a12) - a01*(a01*a22 - a12*a02) + a02*(a01*a12 - a11*a02);
if (Math.abs(det) < 1e-10) return false;
const inv = 1 / det;
_s[0] = inv * (b0*(a11*a22 - a12*a12) - a01*(b1*a22 - a12*b2) + a02*(b1*a12 - a11*b2));
_s[1] = inv * (a00*(b1*a22 - a12*b2) - b0*(a01*a22 - a12*a02) + a02*(a01*b2 - b1*a02));
_s[2] = inv * (a00*(a11*b2 - b1*a12) - a01*(a01*b2 - b1*a02) + b0*(a01*a12 - a11*a02));
return true;
}
function pushEdge(heap, quadrics, positions, version, v1, v2) {
let px, py, pz;
if (solveQ(quadrics, v1, v2)) {
px = _s[0]; py = _s[1]; pz = _s[2];
} else {
const mx = (positions[v1*3] + positions[v2*3]) / 2;
const my = (positions[v1*3+1] + positions[v2*3+1]) / 2;
const mz = (positions[v1*3+2] + positions[v2*3+2]) / 2;
const e1 = evalQSum(quadrics, v1, v2, positions[v1*3], positions[v1*3+1], positions[v1*3+2]);
const e2 = evalQSum(quadrics, v1, v2, positions[v2*3], positions[v2*3+1], positions[v2*3+2]);
const em = evalQSum(quadrics, v1, v2, mx, my, mz);
if (e1 <= e2 && e1 <= em) { px = positions[v1*3]; py = positions[v1*3+1]; pz = positions[v1*3+2]; }
else if (e2 <= em) { px = positions[v2*3]; py = positions[v2*3+1]; pz = positions[v2*3+2]; }
else { px = mx; py = my; pz = mz; }
}
const cost = evalQSum(quadrics, v1, v2, px, py, pz);
// Snapshot both vertices' versions so the pop-side check can detect staleness
heap.push({ cost, v1, v2, ver1: version[v1], ver2: version[v2], px, py, pz });
}
// ── Indexed <-> Non-indexed conversion ──────────────────────────────────────
function buildIndexed(geometry) {
const posAttr = geometry.attributes.position;
const n = posAttr.count;
const positions = [];
const vertMap = new Map();
const indexRemap = new Int32Array(n);
for (let i = 0; i < n; i++) {
const x = posAttr.getX(i), y = posAttr.getY(i), z = posAttr.getZ(i);
const key = `${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
let idx = vertMap.get(key);
if (idx === undefined) {
idx = positions.length / 3;
positions.push(x, y, z);
vertMap.set(key, idx);
}
indexRemap[i] = idx;
}
const faceCount = n / 3;
const faces = new Int32Array(faceCount * 3);
for (let f = 0; f < faceCount; f++) {
faces[f * 3] = indexRemap[f * 3];
faces[f * 3 + 1] = indexRemap[f * 3 + 1];
faces[f * 3 + 2] = indexRemap[f * 3 + 2];
}
return { positions: new Float64Array(positions), faces, vertCount: positions.length / 3, faceCount };
}
// ── Adjacency helpers ────────────────────────────────────────────────────────
function buildAdjacency(faces, faceCount, vertCount) {
const adj = new Array(vertCount);
for (let v = 0; v < vertCount; v++) adj[v] = new Set();
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
adj[faces[f * 3]].add(f);
adj[faces[f * 3 + 1]].add(f);
adj[faces[f * 3 + 2]].add(f);
}
return adj;
}
function shareActiveFace(faces, vertFaces, v1, v2) {
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) return true;
}
return false;
}
function buildOutput(positions, faces, faceCount) {
let activeFaces = 0;
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] >= 0) activeFaces++;
}
const posArray = new Float32Array(activeFaces * 9);
let out = 0;
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let v = 0; v < 3; v++) {
const vi = faces[f * 3 + v];
posArray[out++] = positions[vi * 3];
posArray[out++] = positions[vi * 3 + 1];
posArray[out++] = positions[vi * 3 + 2];
}
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
geo.computeVertexNormals();
return geo;
}
// ── Binary Min-Heap ──────────────────────────────────────────────────────────
class MinHeap {
constructor() { this._data = []; }
size() { return this._data.length; }
push(item) {
this._data.push(item);
this._bubbleUp(this._data.length - 1);
}
pop() {
const top = this._data[0];
const last = this._data.pop();
if (this._data.length > 0) { this._data[0] = last; this._sinkDown(0); }
return top;
}
_bubbleUp(i) {
const d = this._data;
while (i > 0) {
const p = (i - 1) >> 1;
if (d[p].cost <= d[i].cost) break;
[d[p], d[i]] = [d[i], d[p]];
i = p;
}
}
_sinkDown(i) {
const d = this._data;
const n = d.length;
for (;;) {
let s = i;
const l = 2 * i + 1, r = 2 * i + 2;
if (l < n && d[l].cost < d[s].cost) s = l;
if (r < n && d[r].cost < d[s].cost) s = r;
if (s === i) break;
[d[s], d[i]] = [d[i], d[s]];
i = s;
}
}
}