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2025-05-18 13:04:45 +08:00

735 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NormalFlowRemesher.h"
#include "Async/ParallelFor.h"
#include "DynamicMesh/InfoTypes.h"
#include "Async/ParallelTransformReduce.h"
using namespace UE::Geometry;
void FNormalFlowRemesher::RemeshWithFaceProjection()
{
if (Mesh->TriangleCount() == 0)
{
return;
}
ModifiedEdgesLastPass = 0;
ResetQueue();
// First we do fast splits to hit edge length target
for (int k = 0; k < MaxFastSplitIterations; ++k)
{
if (Cancelled())
{
return;
}
int nSplits = FastSplitIteration();
if ((double)nSplits / (double)Mesh->EdgeCount() < 0.01)
{
// Call it converged
break;
}
}
ResetQueue();
// Now do queued remesh iterations. As we proceed we slowly step
// down the smoothing factor, this helps us get triangles closer
// to where they will ultimately want to go
const double OriginalSmoothSpeed = SmoothSpeedT;
int Iterations = 0;
const double ProjectionDistanceThreshold = 0.1 * MinEdgeLength;
bool bContinue = true;
while (bContinue)
{
if (Cancelled())
{
break;
}
// currently disabling converge check
RemeshIteration( []() {return false; } );
if (Iterations > MaxRemeshIterations / 2)
{
SmoothSpeedT *= 0.9;
}
double MaxProjectionDistance = 0.0;
constexpr bool bIsTuningIteration = false;
if (bEnableParallelProjection)
{
TrackedFaceProjectionPass(MaxProjectionDistance, bIsTuningIteration);
}
else
{
TrackedFaceProjectionPass_Serial(MaxProjectionDistance, bIsTuningIteration);
}
// Stop if we've hit max iterations, hit triangle limit, or both:
// - queue is empty and
// - projection isn't moving anything
bContinue =
(Iterations++ < MaxRemeshIterations)
&& ((ModifiedEdges->Num() > 0) || (MaxProjectionDistance > ProjectionDistanceThreshold))
&& ((MaxTriangleCount == 0) || (Mesh->TriangleCount() < MaxTriangleCount));
}
SmoothSpeedT = OriginalSmoothSpeed;
// Now just face projections and edge flips
if (ProjTarget != nullptr)
{
for (int k = 0; k < NumExtraProjectionIterations; ++k)
{
if (Cancelled())
{
break;
}
double MaxProjectionDistance = 0.0;
constexpr bool bIsTuningIteration = true;
if (bEnableParallelProjection)
{
TrackedFaceProjectionPass(MaxProjectionDistance, bIsTuningIteration);
}
else
{
TrackedFaceProjectionPass_Serial(MaxProjectionDistance, bIsTuningIteration);
}
if (MaxProjectionDistance == 0.0)
{
break;
}
// See if we can flip edges to improve normal fit
TrackedEdgeFlipPass();
}
}
}
void FNormalFlowRemesher::TrackedFaceProjectionPass(double& MaxDistanceMoved, bool bIsTuningIteration)
{
ensure(ProjTarget != nullptr);
IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
ensure(NormalProjTarget != nullptr);
{
// Make sure the temp buffers are an adequate size
int NumTriangleVertices = 3 * Mesh->MaxTriangleID();
if (ProjectionVertexBuffer.Num() < NumTriangleVertices)
{
ProjectionVertexBuffer.SetNumUninitialized(2 * NumTriangleVertices);
}
if (ProjectionWeightBuffer.Num() < NumTriangleVertices)
{
ProjectionWeightBuffer.SetNumUninitialized(2 * NumTriangleVertices);
}
int MaxVertexID = Mesh->MaxVertexID();
if (TempWeightBuffer.Num() < MaxVertexID)
{
TempWeightBuffer.SetNumUninitialized(2 * MaxVertexID);
}
if (TempPosBuffer.Num() < MaxVertexID)
{
TempPosBuffer.SetNum(2 * MaxVertexID);
}
if (TempFlagBuffer.Num() < MaxVertexID)
{
TempFlagBuffer.SetNumUninitialized(2 * MaxVertexID);
}
int MaxEdgeIDs = Mesh->MaxEdgeID();
if (EdgeShouldBeQueuedBuffer.Num() < MaxEdgeIDs)
{
EdgeShouldBeQueuedBuffer.SetNumUninitialized(2 * MaxEdgeIDs);
}
}
const double MaxStepDistance = (bIsTuningIteration) ? (0.25 * MaxEdgeLength) : (0.5 * MaxEdgeLength); // kind of arbitrary...
const double SmoothAreaDistance = FillAreaDistanceMultiplier * MaxEdgeLength;
const TFunction<FVector3d(const FDynamicMesh3&, int, double)> UseSmoothFunc = GetSmoothFunction();
// For each triangle, rotate it such that it aligns with closest normal on the target surface.
// Each vertex is then assigned a weighted combination of its corresponding triangle corner positions. The weighting
// is chosen to favor triangles that don't rotate much (i.e. are already aligned with the target surface.)
// First compute all rotated triangles and store their corner positions and weights
ParallelFor(Mesh->MaxTriangleID(), [this, NormalProjTarget, bIsTuningIteration, SmoothAreaDistance, UseSmoothFunc, MaxStepDistance](int32 TriangleIndex)
{
if (!Mesh->IsTriangle(TriangleIndex))
{
return;
}
FVector3d TriangleNormal, Centroid;
double Area;
Mesh->GetTriInfo(TriangleIndex, TriangleNormal, Area, Centroid);
FVector3d ProjectedNormal{ 1e30, 1e30, 1e30 };
FVector3d ProjectedPosition = NormalProjTarget->Project(Centroid, ProjectedNormal);
if (TriangleNormal.Length() < 0.9 || ProjectedNormal.Length() < 0.9)
{
return; // skip this triangle
}
if (!ensure(ProjectedNormal[0] != 1e30))
{
return;
}
if (!ensure(ProjectedNormal.Length() > 1e-6))
{
return;
}
FIndex3i TriangleVertices = Mesh->GetTriangle(TriangleIndex);
// if we are tuning and we are not within distance band from the target mesh, then this
// is likely an area that cannot project, ie a "fill" area. In those areas we just want to
// smooth because the projection+remesh will have created very ugly geometry
// Note: it seems like this ought to be done per-vertex, not triangle based. However this
// so far has not produced as good of results - not entirely clear why, but it seems that
// around the boundaries, the triangles that sill have a good projection extert some pull
// back on the boundary vertices, which keeps them more stable, otherwise they shrink too
// much and this causes artifacts around the border (perhaps because the normals are never converging).
// It *might* work better to do this as a fully separate step, after everything else has
// converged, and do some kind of weighted-identification of these hole areas
if (bIsTuningIteration && bSmoothInFillAreas && Distance(ProjectedPosition, Centroid) > SmoothAreaDistance && FillAreaSmoothMultiplier > 0)
{
for (int32 j = 0; j < 3; ++j)
{
bool bModified = false;
FVector3d SmoothPos = ComputeSmoothedVertexPos(TriangleVertices[j], UseSmoothFunc, bModified);
if (bModified)
{
double Weight = Area;
SmoothPos = Lerp(Centroid, SmoothPos, FillAreaSmoothMultiplier * SmoothSpeedT);
ProjectionVertexBuffer[3*TriangleIndex + j] = Weight * SmoothPos;
ProjectionWeightBuffer[3*TriangleIndex + j] = Weight;
}
}
return;
}
// apply damping to new position/normal
ProjectedPosition = Lerp(Centroid, ProjectedPosition, SurfaceProjectionSpeed);
ProjectedNormal = Normalized(Lerp(TriangleNormal, ProjectedNormal, NormalAlignmentSpeed));
if (ProjectedNormal.Length() < 0.1)
{
ProjectedNormal = TriangleNormal;
}
// clamp movement of target position, to prevent moving too far in a single step
FVector3d MoveDelta = (ProjectedPosition - Centroid);
double MoveLength = Normalize(MoveDelta);
MoveLength = FMathd::Min(MoveLength, MaxStepDistance);
ProjectedPosition = Centroid + MoveLength * MoveDelta;
FVector3d V0, V1, V2;
Mesh->GetTriVertices(TriangleIndex, V0, V1, V2);
FFrame3d TriF(Centroid, TriangleNormal);
V0 = TriF.ToFramePoint(V0);
V1 = TriF.ToFramePoint(V1);
V2 = TriF.ToFramePoint(V2);
TriF.AlignAxis(2, ProjectedNormal);
TriF.Origin = ProjectedPosition;
V0 = TriF.FromFramePoint(V0);
V1 = TriF.FromFramePoint(V1);
V2 = TriF.FromFramePoint(V2);
double Dot = TriangleNormal.Dot(ProjectedNormal);
Dot = FMath::Clamp(Dot, 0.0, 1.0);
const double Weight = Area * (Dot * Dot * Dot);
ProjectionVertexBuffer[3 * TriangleIndex] = Weight * V0;
ProjectionWeightBuffer[3 * TriangleIndex] = Weight;
ProjectionVertexBuffer[3 * TriangleIndex + 1] = Weight * V1;
ProjectionWeightBuffer[3 * TriangleIndex + 1] = Weight;
ProjectionVertexBuffer[3 * TriangleIndex + 2] = Weight * V2;
ProjectionWeightBuffer[3 * TriangleIndex + 2] = Weight;
});
// Next compute all the weighted average of triangle corners for each vertex
ParallelFor(Mesh->MaxVertexID(), [this, &MaxDistanceMoved, bIsTuningIteration, MaxStepDistance](int32 VertexIndex)
{
TempFlagBuffer[VertexIndex] = false;
if (!Mesh->IsVertex(VertexIndex))
{
return;
}
TempPosBuffer[VertexIndex] = Mesh->GetVertex(VertexIndex); // Don't modify the position of constrained vertex
if (IsVertexPositionConstrained(VertexIndex))
{
return;
}
if (VertexControlF != nullptr && ((int)VertexControlF(VertexIndex) & (int)EVertexControl::NoProject) != 0)
{
return;
}
TempWeightBuffer[VertexIndex] = 0.0;
TempPosBuffer[VertexIndex] = { 0.0, 0.0, 0.0 };
TArray<int> IncidentTriangles;
Mesh->GetVtxTriangles(VertexIndex, IncidentTriangles);
for (int TriID : IncidentTriangles)
{
const FIndex3i Tri = Mesh->GetTriangle(TriID);
// Find VertexIndex in Tri:
for (int IndexInTri = 0; IndexInTri < 3; ++IndexInTri)
{
if (Tri[IndexInTri] == VertexIndex)
{
int BufferIndex = 3 * TriID + IndexInTri;
TempWeightBuffer[VertexIndex] += ProjectionWeightBuffer[BufferIndex];
TempPosBuffer[VertexIndex] += ProjectionVertexBuffer[BufferIndex];
}
}
}
if (FMath::IsNearlyZero(TempWeightBuffer[VertexIndex]))
{
return;
}
FVector3d CurrentPosition = Mesh->GetVertex(VertexIndex);
FVector3d ProjectedPosition = TempPosBuffer[VertexIndex] / TempWeightBuffer[VertexIndex];
// clamp movement of target position, to prevent moving too far in a single step
FVector3d MoveDelta = (ProjectedPosition - CurrentPosition);
double MoveLength = Normalize(MoveDelta);
MoveLength = FMathd::Min(MoveLength, MaxStepDistance);
ProjectedPosition = CurrentPosition + MoveLength * MoveDelta;
if (VectorUtil::EpsilonEqual(CurrentPosition, ProjectedPosition, FMathd::ZeroTolerance))
{
return;
}
TempFlagBuffer[VertexIndex] = true;
TempPosBuffer[VertexIndex] = ProjectedPosition;
});
// We queue any edges that moved far enough to fall under min/max edge length thresholds
ParallelFor(Mesh->MaxEdgeID(), [this](int32 EdgeID)
{
EdgeShouldBeQueuedBuffer[EdgeID] = false;
if (!Mesh->IsEdge(EdgeID))
{
return;
}
const FIndex2i& EdgeVertices = Mesh->GetEdgeV(EdgeID);
const double NewEdgeLength = Distance(TempPosBuffer[EdgeVertices[0]], TempPosBuffer[EdgeVertices[1]]);
if (NewEdgeLength < MinEdgeLength || NewEdgeLength > MaxEdgeLength)
{
EdgeShouldBeQueuedBuffer[EdgeID] = true;
}
});
for (int EdgeID : Mesh->EdgeIndicesItr())
{
if (EdgeShouldBeQueuedBuffer[EdgeID])
{
QueueEdge(EdgeID);
}
}
// Return the maximum distance moved by a vertex
MaxDistanceMoved = ParallelTransformReduce(Mesh->MaxVertexID(), 0.0, [&](int64 InVertexIndex) -> double
{
check(InVertexIndex < Mesh->MaxVertexID());
int VID = (int)InVertexIndex;
if (TempFlagBuffer[VID] && Mesh->IsVertex(VID))
{
const FVector3d& CurrentPosition = Mesh->GetVertex(VID);
return Distance(CurrentPosition, TempPosBuffer[VID]);
}
return 0.0;
},
[](double A, double B) -> double
{
return FMath::Max(A, B);
},
32);
// Update vertices
constexpr bool bUpdateParallel = true;
ApplyVertexBuffer(bUpdateParallel);
}
void FNormalFlowRemesher::TrackedFaceProjectionPass_Serial(double& MaxDistanceMoved, bool bIsTuningIteration)
{
ensure(ProjTarget != nullptr);
IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
ensure(NormalProjTarget != nullptr);
InitializeVertexBufferForFacePass();
double MaxStepDistance = (bIsTuningIteration) ? (0.25*MaxEdgeLength) : (0.5*MaxEdgeLength); // kind of arbitrary...
double SmoothAreaDistance = FillAreaDistanceMultiplier * MaxEdgeLength;
TFunction<FVector3d(const FDynamicMesh3&, int, double)> UseSmoothFunc = GetSmoothFunction();
// this function computes rotated position of triangle, such that it
// aligns with face normal on target surface. We accumulate weighted-average
// of vertex positions, which we will then use further down where possible.
for (int TriangleIndex : Mesh->TriangleIndicesItr())
{
FVector3d TriangleNormal, Centroid;
double Area;
Mesh->GetTriInfo(TriangleIndex, TriangleNormal, Area, Centroid);
FIndex3i TriangleVertices = Mesh->GetTriangle(TriangleIndex);
FVector3d ProjectedNormal{ 1e30, 1e30, 1e30 };
FVector3d ProjectedPosition = NormalProjTarget->Project(Centroid, ProjectedNormal);
if (TriangleNormal.Length() < 0.9 || ProjectedNormal.Length() < 0.9 )
{
continue; // skip this triangle
}
// if we are tuning and we are not within distance band from the target mesh, then this
// is likely an area that cannot project, ie a "fill" area. In those areas we just want to
// smooth because the projection+remesh will have created very ugly geometry
// Note: it seems like this ought to be done per-vertex, not triangle based. However this
// so far has not produced as good of results - not entirely clear why, but it seems that
// around the boundaries, the triangles that sill have a good projection extert some pull
// back on the boundary vertices, which keeps them more stable, otherwise they shrink too
// much and this causes artifacts around the border (perhaps because the normals are never converging).
// It *might* work better to do this as a fully separate step, after everything else has
// converged, and do some kind of weighted-identification of these hole areas
if (bIsTuningIteration && bSmoothInFillAreas && Distance(ProjectedPosition, Centroid) > SmoothAreaDistance && FillAreaSmoothMultiplier > 0)
{
for (int32 j = 0; j < 3; ++j)
{
bool bModified = false;
FVector3d SmoothPos = ComputeSmoothedVertexPos(TriangleVertices[j], UseSmoothFunc, bModified);
if (bModified)
{
double Weight = Area;
SmoothPos = Lerp(Centroid, SmoothPos, FillAreaSmoothMultiplier*SmoothSpeedT);
TempPosBuffer[TriangleVertices[j]] += Weight * SmoothPos;
TempWeightBuffer[TriangleVertices[j]] += Weight;
}
}
continue;
}
// apply damping to new position/normal
ProjectedPosition = Lerp(Centroid, ProjectedPosition, SurfaceProjectionSpeed);
ProjectedNormal = Normalized(Lerp(TriangleNormal, ProjectedNormal, NormalAlignmentSpeed));
if (ProjectedNormal.Length() < 0.1)
{
ProjectedNormal = TriangleNormal;
}
// clamp movement of target position, to prevent moving too far in a single step
FVector3d MoveDelta = (ProjectedPosition - Centroid);
double MoveLength = Normalize(MoveDelta);
MoveLength = FMathd::Min(MoveLength, MaxStepDistance);
ProjectedPosition = Centroid + MoveLength * MoveDelta;
FVector3d V0, V1, V2;
Mesh->GetTriVertices(TriangleIndex, V0, V1, V2);
FFrame3d TriF(Centroid, TriangleNormal);
V0 = TriF.ToFramePoint(V0);
V1 = TriF.ToFramePoint(V1);
V2 = TriF.ToFramePoint(V2);
TriF.AlignAxis(2, ProjectedNormal);
TriF.Origin = ProjectedPosition;
V0 = TriF.FromFramePoint(V0);
V1 = TriF.FromFramePoint(V1);
V2 = TriF.FromFramePoint(V2);
double Dot = TriangleNormal.Dot(ProjectedNormal);
Dot = FMath::Clamp(Dot, 0.0, 1.0);
double Weight = Area * (Dot * Dot * Dot);
TempPosBuffer[TriangleVertices.A] += Weight * V0;
TempWeightBuffer[TriangleVertices.A] += Weight;
TempPosBuffer[TriangleVertices.B] += Weight * V1;
TempWeightBuffer[TriangleVertices.B] += Weight;
TempPosBuffer[TriangleVertices.C] += Weight * V2;
TempWeightBuffer[TriangleVertices.C] += Weight;
}
// ok now we filter out all the positions we can't change, as well as vertices that
// did not actually move. We also queue any edges that moved far enough to fall
// under min/max edge length thresholds
MaxDistanceMoved = 0.0;
for (int VertexID : Mesh->VertexIndicesItr())
{
TempFlagBuffer[VertexID] = false;
if (FMath::IsNearlyZero(TempWeightBuffer[VertexID]))
{
continue;
}
if (IsVertexPositionConstrained(VertexID))
{
continue;
}
if (VertexControlF != nullptr && ((int)VertexControlF(VertexID) & (int)EVertexControl::NoProject) != 0)
{
continue;
}
FVector3d CurrentPosition = Mesh->GetVertex(VertexID);
FVector3d ProjectedPosition = TempPosBuffer[VertexID] / TempWeightBuffer[VertexID];
if (VectorUtil::EpsilonEqual(CurrentPosition, ProjectedPosition, FMathd::ZeroTolerance))
{
continue;
}
// clamp movement of target position, to prevent moving too far in a single step
FVector3d MoveDelta = (ProjectedPosition - CurrentPosition);
double MoveLength = Normalize(MoveDelta);
MoveLength = FMathd::Min(MoveLength, MaxStepDistance);
ProjectedPosition = CurrentPosition + MoveLength * MoveDelta;
MaxDistanceMoved = FMath::Max(MaxDistanceMoved, Distance(CurrentPosition, ProjectedPosition));
TempFlagBuffer[VertexID] = true;
TempPosBuffer[VertexID] = ProjectedPosition;
for (int EdgeID : Mesh->VtxEdgesItr(VertexID))
{
FIndex2i EdgeVertices = Mesh->GetEdgeV(EdgeID);
int OtherVertexID = (EdgeVertices.A == VertexID) ? EdgeVertices.B : EdgeVertices.A;
FVector3d OtherVertexPosition = Mesh->GetVertex(OtherVertexID);
double NewEdgeLength = Distance(ProjectedPosition, OtherVertexPosition);
if (NewEdgeLength < MinEdgeLength || NewEdgeLength > MaxEdgeLength)
{
QueueEdge(EdgeID);
}
}
}
// update vertices
constexpr bool bUpdateParallel = true;
ApplyVertexBuffer(bUpdateParallel);
}
namespace
{
double ComputeNormalError(const FDynamicMesh3* Mesh, IOrientedProjectionTarget* NormalProjTarget, FVector3d TriangleNormal, FVector3d Centroid)
{
FVector3d ProjectedNormal{ 1e30, 1e30, 1e30 };
FVector3d ProjectedPosition = NormalProjTarget->Project(Centroid, ProjectedNormal);
double Err = 0.5 * (1.0 - TriangleNormal.Dot(ProjectedNormal));
check(Err > -SMALL_NUMBER);
check(Err < 1.0 + SMALL_NUMBER);
return Err;
}
double ComputeNormalError(const FDynamicMesh3* Mesh, IOrientedProjectionTarget* NormalProjTarget, FIndex3i Triangle)
{
FVector3d v0 = Mesh->GetVertex(Triangle[0]);
FVector3d v1 = Mesh->GetVertex(Triangle[1]);
FVector3d v2 = Mesh->GetVertex(Triangle[2]);
FVector3d Centroid = (v0 + v1 + v2) * (1.0 / 3.0);
FVector3d Normal = VectorUtil::Normal(v0, v1, v2);
return ComputeNormalError(Mesh, NormalProjTarget, Normal, Centroid);
}
}
bool FNormalFlowRemesher::EdgeFlipWouldReduceNormalError(int EdgeID, double BadEdgeErrorThreshold, double ImprovementRatioThreshold) const
{
IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
if (NormalProjTarget == nullptr)
{
return false;
}
FDynamicMesh3::FEdge Edge = Mesh->GetEdge(EdgeID);
if (Edge.Tri[1] == FDynamicMesh3::InvalidID)
{
return false;
}
double CurrErr = 0.0;
CurrErr += ComputeNormalError(Mesh, NormalProjTarget, Mesh->GetTriangle(Edge.Tri[0]));
CurrErr += ComputeNormalError(Mesh, NormalProjTarget, Mesh->GetTriangle(Edge.Tri[1]));
if (CurrErr > BadEdgeErrorThreshold) // only consider edges having a certain error already
{
FIndex3i TriangleC = Mesh->GetTriangle(Edge.Tri[0]);
FIndex3i TriangleD = Mesh->GetTriangle(Edge.Tri[1]);
int VertexInTriangleC = IndexUtil::OrientTriEdgeAndFindOtherVtx(Edge.Vert[0], Edge.Vert[1], TriangleC);
int VertexInTriangleD = IndexUtil::FindTriOtherVtx(Edge.Vert[0], Edge.Vert[1], TriangleD);
int OtherEdge = Mesh->FindEdge(VertexInTriangleC, VertexInTriangleD);
if (OtherEdge != FDynamicMesh3::InvalidID)
{
return false;
}
double OtherErr = 0.0;
OtherErr += ComputeNormalError(Mesh, NormalProjTarget, FIndex3i{ VertexInTriangleC, VertexInTriangleD, Edge.Vert[1] });
OtherErr += ComputeNormalError(Mesh, NormalProjTarget, FIndex3i{ VertexInTriangleD, VertexInTriangleC, Edge.Vert[0] });
return (OtherErr < ImprovementRatioThreshold * CurrErr); // return true if we improve error by enough
}
return false;
}
void FNormalFlowRemesher::TrackedEdgeFlipPass()
{
check(ModifiedEdges);
IOrientedProjectionTarget* NormalProjTarget = static_cast<IOrientedProjectionTarget*>(ProjTarget);
check(NormalProjTarget != nullptr);
if (bEnableParallelEdgeFlipPass)
{
if (EdgeShouldBeQueuedBuffer.Num() < Mesh->MaxEdgeID())
{
EdgeShouldBeQueuedBuffer.SetNum(2 * Mesh->MaxEdgeID());
}
EdgeShouldBeQueuedBuffer.Init(false, EdgeShouldBeQueuedBuffer.Num());
int NumEdges = Mesh->MaxEdgeID();
ParallelFor(NumEdges, [this](int EdgeID)
{
if (!Mesh->IsEdge(EdgeID))
{
return;
}
FEdgeConstraint Constraint =
(!Constraints) ? FEdgeConstraint::Unconstrained() : Constraints->GetEdgeConstraint(EdgeID);
if (!Constraint.CanFlip())
{
return;
}
if (EdgeFlipWouldReduceNormalError(EdgeID))
{
EdgeShouldBeQueuedBuffer[EdgeID] = true;
}
});
for (int32 EdgeID = 0; EdgeID < NumEdges; ++EdgeID)
{
if (!EdgeShouldBeQueuedBuffer[EdgeID])
{
continue;
}
if (!Mesh->IsEdge(EdgeID))
{
continue;
}
if (!EdgeFlipWouldReduceNormalError(EdgeID))
{
continue;
}
DynamicMeshInfo::FEdgeFlipInfo FlipInfo;
auto Result = Mesh->FlipEdge(EdgeID, FlipInfo);
if (Result == EMeshResult::Ok)
{
FIndex2i EdgeVertices = Mesh->GetEdgeV(EdgeID);
FIndex2i OpposingEdgeVertices = Mesh->GetEdgeOpposingV(EdgeID);
QueueOneRing(EdgeVertices.A);
QueueOneRing(EdgeVertices.B);
QueueOneRing(OpposingEdgeVertices.A);
QueueOneRing(OpposingEdgeVertices.B);
OnEdgeFlip(EdgeID, FlipInfo);
}
}
}
else
{
for (auto EdgeID : Mesh->EdgeIndicesItr())
{
check(Mesh->IsEdge(EdgeID));
FEdgeConstraint Constraint =
(!Constraints) ? FEdgeConstraint::Unconstrained() : Constraints->GetEdgeConstraint(EdgeID);
if (!Constraint.CanFlip())
{
continue;
}
if (EdgeFlipWouldReduceNormalError(EdgeID))
{
DynamicMeshInfo::FEdgeFlipInfo FlipInfo;
auto Result = Mesh->FlipEdge(EdgeID, FlipInfo);
if (Result == EMeshResult::Ok)
{
FIndex2i EdgeVertices = Mesh->GetEdgeV(EdgeID);
FIndex2i OpposingEdgeVertices = Mesh->GetEdgeOpposingV(EdgeID);
QueueOneRing(EdgeVertices.A);
QueueOneRing(EdgeVertices.B);
QueueOneRing(OpposingEdgeVertices.A);
QueueOneRing(OpposingEdgeVertices.B);
OnEdgeFlip(EdgeID, FlipInfo);
}
}
}
}
}