BMesh Decimate: use doubles to calculate optimized position
This allows the error threshold for calculating the optimized location to be much lower. Resolves visible artifacts w/ 1m-tri happy-buddha example.
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@@ -39,8 +39,7 @@ typedef struct Quadric {
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/* conversion */
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void BLI_quadric_from_plane(Quadric *q, const double v[4]);
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void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3]);
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void BLI_quadric_to_vector_v3(const Quadric *q, float v[3]);
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void BLI_quadric_to_vector_v3(const Quadric *q, double v[3]);
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void BLI_quadric_clear(Quadric *q);
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@@ -50,7 +49,7 @@ void BLI_quadric_add_qu_ququ(Quadric *r, const Quadric *a, const Quadric *b);
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void BLI_quadric_mul(Quadric *a, const double scalar);
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/* solve */
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double BLI_quadric_evaluate(const Quadric *q, const float v_fl[3]);
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bool BLI_quadric_optimize(const Quadric *q, float v[3], const float epsilon);
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double BLI_quadric_evaluate(const Quadric *q, const double v[3]);
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bool BLI_quadric_optimize(const Quadric *q, double v[3], const double epsilon);
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#endif /* __BLI_QUADRIC_H__ */
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@@ -63,26 +63,68 @@ void BLI_quadric_from_plane(Quadric *q, const double v[4])
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q->d2 = v[3] * v[3];
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}
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void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3])
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#if 0 /* UNUSED */
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static void quadric_to_tensor_m3(const Quadric *q, double m[3][3])
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{
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m[0][0] = (float)q->a2;
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m[0][1] = (float)q->ab;
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m[0][2] = (float)q->ac;
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m[0][0] = q->a2;
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m[0][1] = q->ab;
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m[0][2] = q->ac;
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m[1][0] = (float)q->ab;
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m[1][1] = (float)q->b2;
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m[1][2] = (float)q->bc;
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m[1][0] = q->ab;
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m[1][1] = q->b2;
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m[1][2] = q->bc;
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m[2][0] = (float)q->ac;
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m[2][1] = (float)q->bc;
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m[2][2] = (float)q->c2;
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m[2][0] = q->ac;
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m[2][1] = q->bc;
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m[2][2] = q->c2;
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}
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void BLI_quadric_to_vector_v3(const Quadric *q, float v[3])
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#endif
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/**
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* Inline inverse matrix creation.
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* Equivalent of:
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*
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* \code{.c}
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* quadric_to_tensor_m3(q, m);
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* invert_m3_db(m, eps);
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* \endcode
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*/
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static bool quadric_to_tensor_m3_inverse(const Quadric *q, double m[3][3], double epsilon)
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{
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v[0] = (float)q->ad;
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v[1] = (float)q->bd;
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v[2] = (float)q->cd;
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const double det =
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(q->a2 * (q->b2 * q->c2 - q->bc * q->bc) -
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q->ab * (q->ab * q->c2 - q->ac * q->bc) +
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q->ac * (q->ab * q->bc - q->ac * q->b2));
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if (fabs(det) > epsilon) {
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const double invdet = 1.0 / det;
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m[0][0] = (q->b2 * q->c2 - q->bc * q->bc) * invdet;
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m[1][0] = (q->bc * q->ac - q->ab * q->c2) * invdet;
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m[2][0] = (q->ab * q->bc - q->b2 * q->ac) * invdet;
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m[0][1] = (q->ac * q->bc - q->ab * q->c2) * invdet;
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m[1][1] = (q->a2 * q->c2 - q->ac * q->ac) * invdet;
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m[2][1] = (q->ab * q->ac - q->a2 * q->bc) * invdet;
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m[0][2] = (q->ab * q->bc - q->ac * q->b2) * invdet;
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m[1][2] = (q->ac * q->ab - q->a2 * q->bc) * invdet;
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m[2][2] = (q->a2 * q->b2 - q->ab * q->ab) * invdet;
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return true;
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}
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else {
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return false;
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}
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}
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void BLI_quadric_to_vector_v3(const Quadric *q, double v[3])
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{
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v[0] = q->ad;
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v[1] = q->bd;
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v[2] = q->cd;
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}
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void BLI_quadric_clear(Quadric *q)
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@@ -105,26 +147,22 @@ void BLI_quadric_mul(Quadric *a, const double scalar)
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mul_vn_db((double *)a, QUADRIC_FLT_TOT, scalar);
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}
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double BLI_quadric_evaluate(const Quadric *q, const float v_fl[3])
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double BLI_quadric_evaluate(const Quadric *q, const double v[3])
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{
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const double v[3] = {UNPACK3(v_fl)};
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return ((q->a2 * v[0] * v[0]) + (q->ab * 2 * v[0] * v[1]) + (q->ac * 2 * v[0] * v[2]) + (q->ad * 2 * v[0]) +
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(q->b2 * v[1] * v[1]) + (q->bc * 2 * v[1] * v[2]) + (q->bd * 2 * v[1]) +
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(q->c2 * v[2] * v[2]) + (q->cd * 2 * v[2]) +
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(q->d2));
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}
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bool BLI_quadric_optimize(const Quadric *q, float v[3], const float epsilon)
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bool BLI_quadric_optimize(const Quadric *q, double v[3], const double epsilon)
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{
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float m[3][3];
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double m[3][3];
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BLI_quadric_to_tensor_m3(q, m);
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if (invert_m3_ex(m, epsilon)) {
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if (quadric_to_tensor_m3_inverse(q, m, epsilon)) {
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BLI_quadric_to_vector_v3(q, v);
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mul_m3_v3(m, v);
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negate_v3(v);
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mul_m3_v3_db(m, v);
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negate_v3_db(v);
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return true;
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}
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else {
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@@ -68,7 +68,9 @@
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#endif
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#define BOUNDARY_PRESERVE_WEIGHT 100.0f
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#define OPTIMIZE_EPS 0.01f /* FLT_EPSILON is too small, see [#33106] */
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/* Uses double precision, impacts behavior on near-flat surfaces,
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* cane give issues with very small faces. 1e-2 is too big, see: T48154. */
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#define OPTIMIZE_EPS 1e-8
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#define COST_INVALID FLT_MAX
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typedef enum CD_UseFlag {
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@@ -140,8 +142,8 @@ static void bm_decim_build_quadrics(BMesh *bm, Quadric *vquadrics)
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}
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static void bm_decim_calc_target_co(
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BMEdge *e, float optimize_co[3],
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static void bm_decim_calc_target_co_db(
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BMEdge *e, double optimize_co[3],
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const Quadric *vquadrics)
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{
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/* compute an edge contraction target for edge 'e'
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@@ -158,10 +160,22 @@ static void bm_decim_calc_target_co(
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return; /* all is good */
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}
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else {
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mid_v3_v3v3(optimize_co, e->v1->co, e->v2->co);
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optimize_co[0] = 0.5 * ((double)e->v1->co[0] + (double)e->v2->co[0]);
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optimize_co[1] = 0.5 * ((double)e->v1->co[1] + (double)e->v2->co[1]);
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optimize_co[2] = 0.5 * ((double)e->v1->co[2] + (double)e->v2->co[2]);
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}
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}
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static void bm_decim_calc_target_co_fl(
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BMEdge *e, float optimize_co[3],
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const Quadric *vquadrics)
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{
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double optimize_co_db[3];
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bm_decim_calc_target_co_db(e, optimize_co_db, vquadrics);
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copy_v3fl_v3db(optimize_co, optimize_co_db);
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}
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static bool bm_edge_collapse_is_degenerate_flip(BMEdge *e, const float optimize_co[3])
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{
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BMIter liter;
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@@ -240,8 +254,6 @@ static void bm_decim_build_edge_cost_single(
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const float *vweights, const float vweight_factor,
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Heap *eheap, HeapNode **eheap_table)
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{
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const Quadric *q1, *q2;
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float optimize_co[3];
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float cost;
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if (eheap_table[BM_elem_index_get(e)]) {
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@@ -279,15 +291,17 @@ static void bm_decim_build_edge_cost_single(
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}
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/* end sanity check */
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{
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double optimize_co[3];
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bm_decim_calc_target_co_db(e, optimize_co, vquadrics);
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bm_decim_calc_target_co(e, optimize_co, vquadrics);
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q1 = &vquadrics[BM_elem_index_get(e->v1)];
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q2 = &vquadrics[BM_elem_index_get(e->v2)];
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cost = (BLI_quadric_evaluate(q1, optimize_co) +
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BLI_quadric_evaluate(q2, optimize_co));
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const Quadric *q1, *q2;
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q1 = &vquadrics[BM_elem_index_get(e->v1)];
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q2 = &vquadrics[BM_elem_index_get(e->v2)];
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cost = (BLI_quadric_evaluate(q1, optimize_co) +
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BLI_quadric_evaluate(q2, optimize_co));
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}
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/* note, 'cost' shouldn't be negative but happens sometimes with small values.
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* this can cause faces that make up a flat surface to over-collapse, see [#37121] */
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@@ -1155,7 +1169,7 @@ static bool bm_decim_edge_collapse(
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return false;
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}
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bm_decim_calc_target_co(e, optimize_co, vquadrics);
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bm_decim_calc_target_co_fl(e, optimize_co, vquadrics);
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/* check if this would result in an overlapping face */
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if (UNLIKELY(bm_edge_collapse_is_degenerate_flip(e, optimize_co))) {
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@@ -1426,7 +1440,7 @@ void BM_mesh_decimate_collapse(
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goto invalidate;
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}
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bm_decim_calc_target_co(e, optimize_co, vquadrics);
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bm_decim_calc_target_co_fl(e, optimize_co, vquadrics);
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if (e_index_mirr == e_index) {
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optimize_co[symmetry_axis] = 0.0f;
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