Mesh: add overloaded mesh decimation to set target number of triangles
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@@ -95,3 +95,52 @@ void MeshSimplify::simplify(float tolerance, float reduction)
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myKernel.Adopt(new_points, new_facets, true);
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}
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void MeshSimplify::simplify(int targetSize)
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{
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Simplify alg;
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const MeshPointArray& points = myKernel.GetPoints();
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for (std::size_t i = 0; i < points.size(); i++) {
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Simplify::Vertex v;
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v.p = points[i];
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alg.vertices.push_back(v);
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}
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const MeshFacetArray& facets = myKernel.GetFacets();
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for (std::size_t i = 0; i < facets.size(); i++) {
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Simplify::Triangle t;
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for (int j = 0; j < 3; j++)
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t.v[j] = facets[i]._aulPoints[j];
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alg.triangles.push_back(t);
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}
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// Simplification starts
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alg.simplify_mesh(targetSize, FLT_MAX);
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// Simplification done
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MeshPointArray new_points;
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new_points.reserve(alg.vertices.size());
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for (std::size_t i = 0; i < alg.vertices.size(); i++) {
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new_points.push_back(alg.vertices[i].p);
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}
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std::size_t numFacets = 0;
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for (std::size_t i = 0; i < alg.triangles.size(); i++) {
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if (!alg.triangles[i].deleted)
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numFacets++;
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}
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MeshFacetArray new_facets;
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new_facets.reserve(numFacets);
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for (std::size_t i = 0; i < alg.triangles.size(); i++) {
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if (!alg.triangles[i].deleted) {
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MeshFacet face;
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face._aulPoints[0] = alg.triangles[i].v[0];
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face._aulPoints[1] = alg.triangles[i].v[1];
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face._aulPoints[2] = alg.triangles[i].v[2];
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new_facets.push_back(face);
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}
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}
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myKernel.Adopt(new_points, new_facets, true);
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}
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