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* This file is part of IfcOpenShell. *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
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* You should have received a copy of the Lesser GNU General Public License *
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********************************************************************************/
#include "LodBuilder.h"
#include
#include
#include
#include
#include
#include
void buildLods(SidecarData& sd,
int min_triangles,
float target_ratio,
float target_error) {
if (sd.meshes.empty() || sd.vertices.empty() || sd.indices.empty()) return;
const size_t vtx_stride_bytes = INSTANCED_VERTEX_STRIDE_BYTES;
const size_t total_vertex_count = sd.vertices.size() / vtx_stride_bytes;
// Env var knobs so we can tune without rebuilding.
// IFC_LOD_LOCK_BORDER=1 re-enable LockBorder (off by default: BIM
// geometry is often non-manifold so locking
// borders prevents any collapse).
// IFC_LOD_ERROR= override target_error (default 0.05 → 0.2).
// IFC_LOD_RATIO= override target_ratio.
// IFC_LOD_MIN_SAVINGS=<0..1> minimum fraction of tris saved to accept
// (default 0.25).
// IFC_LOD_DEBUG=1 print per-mesh diagnostics for the first
// few meshes of each call.
// IFC_LOD_SLOPPY=0 disable sloppy (clustering) decimator.
// Default ON: BIM brep output is usually
// non-manifold, so edge-collapse simplify
// returns the input unchanged.
const char* env_lock = std::getenv("IFC_LOD_LOCK_BORDER");
const char* env_err = std::getenv("IFC_LOD_ERROR");
const char* env_ratio = std::getenv("IFC_LOD_RATIO");
const char* env_savings = std::getenv("IFC_LOD_MIN_SAVINGS");
const char* env_debug = std::getenv("IFC_LOD_DEBUG");
const char* env_sloppy = std::getenv("IFC_LOD_SLOPPY");
const bool lock_border = env_lock && env_lock[0] == '1';
const bool use_sloppy = !(env_sloppy && env_sloppy[0] == '0');
if (env_err) target_error = static_cast(std::atof(env_err));
if (env_ratio) target_ratio = static_cast(std::atof(env_ratio));
float min_savings = 0.25f;
if (env_savings) min_savings = static_cast(std::atof(env_savings));
const bool debug = env_debug && env_debug[0] == '1';
// Loosened defaults: BIM meshes are non-manifold; LockBorder ≈ zero
// collapses. A 0.2 error budget still looks fine at sub-4px.
if (target_error < 0.2f) target_error = 0.2f;
// Scratch buffers reused across meshes so we only allocate once.
std::vector simplified;
std::vector shadow;
std::vector dequant_pos; // 3 floats/vertex, dequantized
simplified.reserve(1024);
shadow.reserve(1024);
dequant_pos.reserve(1024 * 3);
int dbg_printed = 0;
int dbg_rejected_savings = 0;
int dbg_rejected_noreduce = 0;
int dbg_accepted = 0;
for (auto& mesh : sd.meshes) {
mesh.lod1_ebo_byte_offset = 0;
mesh.lod1_index_count = 0;
const uint32_t tri_count = mesh.index_count / 3;
if (static_cast(tri_count) < min_triangles) continue;
if (mesh.vertex_count == 0) continue;
// meshopt wants a pointer to the *first position* and a vertex_count
// equal to the number of referenced vertices (i.e. the absolute upper
// bound on indices we might see). Indices in `sd.indices` for this
// mesh are mesh-local (0..mesh.vertex_count). Pass the base-vertex
// as an offset into sd.vertices so meshopt reads positions at the
// right place.
const uint32_t base_vertex = mesh.vbo_byte_offset / vtx_stride_bytes;
if (base_vertex + mesh.vertex_count > total_vertex_count) continue;
const uint32_t first_index = mesh.ebo_byte_offset / sizeof(uint32_t);
if (first_index + mesh.index_count > sd.indices.size()) continue;
// Dequantize positions for this mesh into a temp float array.
// meshopt needs contiguous float3 positions with a known stride;
// quantized bytes aren't directly usable.
const uint8_t* quant_base =
sd.vertices.data() + base_vertex * vtx_stride_bytes;
dequant_pos.resize(static_cast(mesh.vertex_count) * 3);
const float extent[3] = {
mesh.local_aabb_max[0] - mesh.local_aabb_min[0],
mesh.local_aabb_max[1] - mesh.local_aabb_min[1],
mesh.local_aabb_max[2] - mesh.local_aabb_min[2],
};
for (uint32_t v = 0; v < mesh.vertex_count; ++v) {
const uint16_t* p = reinterpret_cast(
quant_base + v * vtx_stride_bytes);
for (int a = 0; a < 3; ++a) {
float t = p[a] / 65535.0f;
dequant_pos[v * 3 + a] = mesh.local_aabb_min[a] + t * extent[a];
}
}
const float* positions = dequant_pos.data();
const size_t local_pos_stride = sizeof(float) * 3;
const uint32_t* indices = sd.indices.data() + first_index;
const size_t target_index_count = std::max(
3, static_cast(mesh.index_count * target_ratio) / 3 * 3);
// The instanced VBO stores each triangle's vertices separately, so the
// mesh's index buffer is topologically disconnected — every edge is
// boundary, every vertex is unique, and meshopt_simplify can't collapse
// anything. Build a shadow index buffer that welds by position, so
// shared-position vertices share an ID; then simplify on that. Output
// indices are still valid mesh-local IDs (canonical representatives),
// usable directly as LOD1 indices against the same VBO.
shadow.resize(mesh.index_count);
meshopt_generateShadowIndexBuffer(
shadow.data(),
indices, mesh.index_count,
positions, mesh.vertex_count,
sizeof(float) * 3, // compare only xyz
local_pos_stride);
simplified.resize(mesh.index_count);
float result_error = 0.0f;
size_t new_index_count = 0;
if (use_sloppy) {
// Cluster-based decimator. Ignores topology entirely; great for
// BIM brep output which is usually non-manifold / has T-junctions.
// Operates directly on the original indices — welding isn't
// needed since it quantises positions into voxel cells.
new_index_count = meshopt_simplifySloppy(
simplified.data(),
indices, mesh.index_count,
positions, mesh.vertex_count, local_pos_stride,
target_index_count, target_error,
&result_error);
} else {
const unsigned int options =
lock_border ? static_cast(meshopt_SimplifyLockBorder) : 0u;
new_index_count = meshopt_simplify(
simplified.data(),
shadow.data(), mesh.index_count,
positions, mesh.vertex_count, local_pos_stride,
target_index_count, target_error,
options, &result_error);
}
if (debug && dbg_printed < 8) {
std::fprintf(stderr,
" [lod] mesh tris=%u target=%zu got=%zu err=%.4f\n",
tri_count, target_index_count / 3,
new_index_count / 3, result_error);
++dbg_printed;
}
// Accept only if we actually saved a meaningful chunk of tris.
if (new_index_count == 0 || new_index_count >= mesh.index_count) {
++dbg_rejected_noreduce;
continue;
}
const uint32_t saved = mesh.index_count - static_cast(new_index_count);
if (static_cast(saved) < min_savings * static_cast(mesh.index_count)) {
++dbg_rejected_savings;
continue;
}
++dbg_accepted;
// Append the surviving indices to sd.indices; record the offset.
const size_t append_offset_bytes = sd.indices.size() * sizeof(uint32_t);
sd.indices.insert(sd.indices.end(),
simplified.begin(),
simplified.begin() + new_index_count);
mesh.lod1_ebo_byte_offset = static_cast(append_offset_bytes);
mesh.lod1_index_count = static_cast(new_index_count);
}
if (debug) {
std::fprintf(stderr,
" [lod] summary: accepted=%d rejected_noreduce=%d rejected_savings=%d "
"(lock_border=%d target_error=%.3f target_ratio=%.3f min_savings=%.3f)\n",
dbg_accepted, dbg_rejected_noreduce, dbg_rejected_savings,
lock_border ? 1 : 0, target_error, target_ratio, min_savings);
}
}
LodStats summariseLods(const SidecarData& sd) {
LodStats s;
s.meshes_total = static_cast(sd.meshes.size());
for (const auto& m : sd.meshes) {
s.tris_lod0 += m.index_count / 3;
if (m.lod1_index_count > 0) {
++s.meshes_with_lod1;
s.tris_lod1 += m.lod1_index_count / 3;
s.tris_lod0_for_lod1 += m.index_count / 3;
}
}
return s;
}