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)
This commit is contained in:
PavelMikus 2022-09-09 12:50:10 +02:00 committed by Lane.Wei
parent 731035b8b6
commit a15700e5de
3 changed files with 11 additions and 5 deletions

View file

@ -97,7 +97,8 @@ void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_
//shuffle the faces and traverse in random order, this MASSIVELY improves the quality of the result
std::shuffle(face_indices.begin(), face_indices.end(), generator);
int allowed_face_removals = int(face_indices.size()) - int(target_triangle_count);
for (const size_t &face_idx : face_indices) {
if (face_removal_flags[face_idx]) {
// if face already removed from previous collapses, skip (each collapse removes two triangles [at least] )
@ -130,10 +131,13 @@ void its_short_edge_collpase(indexed_triangle_set &mesh, size_t target_triangle_
// remove faces
remove_face(face_idx, neighbor_to_remove_face_idx);
remove_face(neighbor_to_remove_face_idx, face_idx);
allowed_face_removals-=2;
// break. this triangle is done
break;
}
if (allowed_face_removals <= 0) { break; }
}
// filter face_indices, remove those that have been collapsed