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structurePreserve.cpp
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structurePreserve.cpp
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#include "structurePreserve.h"
#include <iostream>
#include <fstream>
#include <sstream>
#define MAX_ITERATION 600000
#define SHAPE_PRESERVE_MAX_ITERATION 100000
#define uParameter 0.0f
// Decimation flags
int shapePreserveDecimationFlag = 0;
int shapePreserveFlag = 0;
int decimationFlag = 0;
int modifyCost = 0;
/**
* Calculate planar proxies equation
*/
void CalculatePlanarProxyEquations()
{
//proxyEq.clear();
for (auto f: faceList)
{
if (f->displayFlag == 1)
{
return;
}
int prox = f->proxy;
if(proxyEq.find(prox) == proxyEq.end())
{
matrix4 *Eq = new matrix4(0.0);
*(Eq) = *(Eq) + *(f->quadMat);
proxyEq[prox] = Eq;
}
}
}
/**
* Update quadric of face
*/
void updateQuadricOfFace(face *f, float a, float b, float c, float d)
{
if (isnan(a))
{
a = 0; b = 0; c = 0; d = 0;
}
if (f->quadMat != nullptr)
delete(f->quadMat);
f->quadMat = new matrix4( a * a, a * b, a * c, a * d, a * b, b * b, b * c, b * d, a * c, b * c, c * c, c * d, a * d, b * d, c * d, d * d);
}
/**
* Get vertices of given face
*
* @param face* : face of mesh
* @result : vector of vertices
*
*/
vector<vector3> getFaceCoordinates(face* f)
{
vector<vector3> coords;
h_edge *edg = f->edge;
if (edg->left != f)
{
edg = edg->right_next->left_prev;
}
coords.push_back(vector3(edg->start->x, edg->start->y, edg->start->z));
coords.push_back(vector3(edg->end->x, edg->end->y, edg->end->z));
coords.push_back(vector3(edg->left_next->end->x, edg->left_next->end->y, edg->left_next->end->z));
return coords;
}
/**
* Given a face, it will update its quadric value based on all its three vertices
*/
void computeQuadricForFace(face *f)
{
vector<vector3> coords;
if (f->displayFlag == 1)
return;
coords = getFaceCoordinates(f);
vector3 crossProduct = glm::normalize(glm::cross(coords[2] - coords[0], coords[1] - coords[0]));
updateQuadricOfFace(f, crossProduct.x, crossProduct.y, crossProduct.z, -(coords[0].x * crossProduct.x + coords[0].y * crossProduct.y + coords[0].z * crossProduct.z));
}
/*
* It will populate quadric of all faces.
*/
void computeQuadricForAllFaces()
{
for (auto f: faceList)
{
if (f->displayFlag == 1)
return;
computeQuadricForFace(f);
}
}
/**
* For vertex quadric
*/
void computeQuadricForVertex(Vertex *ver)
{
if (ver->displayFlag == 1)
{
return;
}
if (ver->edge == nullptr)
{
return;
}
if (ver->quadMat != nullptr)
{
delete(ver->quadMat);
}
if (!ver->proxies.empty())
{
ver->proxies.clear();
}
ver->quadMat = new matrix4(0.0);
h_edge *edg0 = ver->edge;
h_edge *edg1 = edgeList[make_pair(indexMap[ver->edge->end] + 1,
indexMap[ver->edge->start] + 1)];
h_edge *edg = edg0;
do {
if (edg->end == ver)
{
if(modifyCost == 0)
{
*(ver->quadMat) = *(ver->quadMat) + *(edg->left->quadMat);
}
else
{
*(ver->quadMat) = *(ver->quadMat) + ((*(edg->left->quadMat)) * (1.0f - uParameter)) + ((*(proxyEq[edg->left->proxy])) * uParameter);
}
if(std::find(ver->proxies.begin(), ver->proxies.end(), edg->left->proxy) != ver->proxies.end())
{
// do nothing
}
else
{
ver->proxies.push_back(edg->left->proxy);
}
edg = edg->right_prev;
}
else
{
if(modifyCost == 0)
{
*(ver->quadMat) = *(ver->quadMat) + *(edg->right->quadMat);
}
else
{
*(ver->quadMat) = *(ver->quadMat) + ((*(edg->right->quadMat)) * (1.0f - uParameter)) + ((*(proxyEq[edg->right->proxy])) * uParameter);
}
if(std::find(ver->proxies.begin(), ver->proxies.end(), edg->right->proxy) != ver->proxies.end())
{
// do nothing
}
else
{
ver->proxies.push_back(edg->right->proxy);
}
edg = edg->left_prev;
}
} while (edg != edg0 && edg != edg1);
}
/**
* Populate quadrics of all vertices
*/
void computeQuadricForAllVertices(void)
{
int counter = 0;
for (auto ver : vertexList)
{
if (ver->displayFlag == 1)
return;
computeQuadricForVertex(ver);
counter++;
}
//cout << counter << endl;
}
/**
* Area computation of given face, which will be used in
*/
float computeFaceArea(face *f)
{
vector<vector3> coords;
coords = getFaceCoordinates(f);
vector3 crossProduct = glm::cross(coords[2] - coords[0], coords[1] - coords[0]);
float a = crossProduct.x;
float b = crossProduct.y;
float c = crossProduct.z;
if (isnan(a))
{
a = 0; b = 0; c = 0;
}
float area = sqrt(a*a + b*b + c*c)/2.0;
return area;
}
matrix4 *FindQuadricForOrthogonalPlane(face *f, h_edge *pair)
{
vector<vector3> coords;
coords = getFaceCoordinates(f);
vector3 cross1 = glm::normalize(glm::cross(coords[2] - coords[0], coords[1] - coords[0]));
//first we calculated cross1 which is normal of the face, then we use this cross1 and the pair edge to find normal to orthogonal plane
vector3 ver1 = vector3(pair->start->x, pair->start->y, pair->start->z);
vector3 ver2 = vector3(pair->end->x, pair->end->y, pair->end->z);
vector3 cross = glm::normalize(glm::cross(cross1 - ver1, ver2 - ver1));
float a = cross.x;
float b = cross.y;
float c = cross.z;
float d = -(ver1.x * a + ver1.y * b + ver1.z * c);
if (isnan(a))
{
a = 0; b = 0; c = 0; d = 0;
}
matrix4 *QOrtho = new matrix4(
a * a, a * b, a * c, a * d, a * b, b * b, b * c, b * d, a * c, b * c, c * c, c * d, a * d, b * d, c * d, d * d
);
return QOrtho;
}
// Q for boundary edge
matrix4 *computeQuadricForBoundary(h_edge *pair)
{
matrix4 *QBdry = new matrix4(0.0);
if(pair->right->proxy != pair->left->proxy)
{
float area1 = computeFaceArea(pair->left);
float area2 = computeFaceArea(pair->right);
matrix4 *QOrtho1 = FindQuadricForOrthogonalPlane(pair->left, pair);
matrix4 *QOrtho2 = FindQuadricForOrthogonalPlane(pair->right, pair);
*(QBdry) = ((*QOrtho1) * area1) + ((*QOrtho2) * area2);
}
return QBdry;
}
/**
* If matrix is not invertible, then use midpoint.
* Utility method for computeVertexLocation
*/
vector4 computeIntermediateVertex(h_edge *pair)
{
matrix4 Q = *(pair->start->quadMat) + *(pair->end->quadMat);
vector4 v1 = vector4(pair->start->x, pair->start->y, pair->start->z, 1.0);
vector4 v2 = vector4(pair->end->x, pair->end->y, pair->end->z, 1.0);
vector4 vm = vector4((v1.x + v2.x) / 2, (v1.y + v2.y) / 2, (v1.z + v2.z) / 2, 1.0);
if(pair->start->proxies.size() > pair->end->proxies.size())
return v1;
else if(pair->start->proxies.size() < pair->end->proxies.size())
return v2;
vector4 costv1 = v1 * Q * v1;
vector4 costv2 = v2 * Q * v2;
vector4 costvm = vm * Q * vm;
float cost1 = costv1.x + costv1.y + costv1.z + costv1.w;
float cost2 = costv2.x + costv2.y + costv2.z + costv2.w;
float costm = costvm.x + costvm.y + costvm.z + costvm.w;
if (cost1 <= cost2 && cost1 <= costm)
return v1;
if (cost2 <= cost1 && cost2 <= costm)
return v2;
return vm;
}
/**
* This will compute final vertex location after edge decimation.
*
* @param *edg : Edge to decimate
* @return vertex
*/
vector4 computeCandidateVertex(h_edge *edg)
{
matrix4 Q = *(edg->start->quadMat) + *(edg->end->quadMat);
//This algo didn't provide good results
/*matrix4 Q1 = ((*(pair->left->K)) * 0.5f) + ((*(proxyEq[pair->left->proxy])) * 0.5f);
matrix4 Q2 = ((*(pair->right->K)) * 0.5f) + ((*(proxyEq[pair->right->proxy])) * 0.5f);
float area1 = computeFaceArea(pair->left);
float area2 = computeFaceArea(pair->right);
matrix4 Q = ((Q1 * area1 + Q2 * area2) * 1.0f) + ((*computeQuadricForBoundary(pair)) * 0.8f);*/
if(edg->start->proxies.size() >=3 && edg->end->proxies.size() < 3)
{
return vector4(edg->start->x, edg->start->y, edg->start->z, 1.0);
}
else if(edg->end->proxies.size() >=3 && edg->start->proxies.size() < 3)
{
return vector4(edg->end->x, edg->end->y, edg->end->z, 1.0);;
}
matrix4 tmp = Q;
tmp[3] = vector4(0.0f, 0.0f, 0.0f, 1.0f);
matrix4 inverseQ = glm::inverse(tmp);
if (isnan(inverseQ[0][0]))
{
//std::cout << "using intermediate vertex" << std::endl;
return computeIntermediateVertex(edg);
}
else
{
//cout << "Wrong inverse\n";
vector4 newV = vector4(0.0f, 0.0f, 0.0f, 1.0f) * inverseQ;
if(isnan(newV.x) || isnan(newV.y) || isnan(newV.z) || abs(newV.x) > 10.0*(abs(edg->start->x)) || abs(newV.y) > 10.0*(abs(edg->start->y)) || abs(newV.z) > 10.0*(abs(edg->start->z)))
{
//cout << newV.x << " " << newV.y << " " << newV.z << endl;
return computeIntermediateVertex(edg);
}
return newV;
}
}
/**
* Given an edge, it will compute its decimation cost and set to appropriate
*/
void computePairCost(h_edge *edg)
{
matrix4 Q = *(edg->start->quadMat) + *(edg->end->quadMat);
//@todo This algorithm didn't provide good results
/*matrix4 Q1 = ((*(pair->left->K)) * 0.5f) + ((*(proxyEq[pair->left->proxy])) * 0.5f);
matrix4 Q2 = ((*(pair->right->K)) * 0.5f) + ((*(proxyEq[pair->right->proxy])) * 0.5f);
matrix4 Q = ((Q1 * area1 + Q2 * area2) * 1.0f) + ((*computeQuadricForBoundary(pair)) * 0.8f);*/
vector4 v = computeCandidateVertex(edg);
vector4 costv = v * Q * v;
edg->decimationCost = (costv.x + costv.y + costv.z + costv.w);
if(isnan(edg->decimationCost))
edg->decimationCost = 0;
if(shapePreserveFlag == 1)
{
if(edg->right->proxy != edg->left->proxy)
{
float area1 = computeFaceArea(edg->left);
float area2 = computeFaceArea(edg->right);
edg->decimationCost += (area1 + area2);
}
}
// @todo
/*int mismatch = 0;
if(pair->start->proxies.size() >= pair->end->proxies.size()) {
for (auto i: pair->start->proxies) {
if(std::find(pair->end->proxies.begin(), pair->end->proxies.end(), i) == pair->end->proxies.end())
mismatch++;
}
//pair->cost += 10*mismatch;
}
else {
for (auto i: pair->end->proxies) {
if(std::find(pair->start->proxies.begin(), pair->start->proxies.end(), i) == pair->start->proxies.end())
mismatch++;
}
//pair->cost += 10*mismatch;
}*/
//Graph connectivity
if(shapePreserveFlag == 1)
{
int mismatchStart = 0; int mismatchEnd = 0;
for (auto i: edg->start->proxies)
{
if(std::find(edg->end->proxies.begin(), edg->end->proxies.end(), i) == edg->end->proxies.end())
mismatchStart++;
}
for (auto l: edg->end->proxies)
{
if(std::find(edg->start->proxies.begin(), edg->start->proxies.end(), l) == edg->start->proxies.end())
mismatchEnd++;
}
if(mismatchStart > 0 && mismatchEnd > 0)
{
int min = (mismatchStart > mismatchEnd ? mismatchEnd : mismatchStart);
edg->decimationCost += 10*min;
}
}
//cout << "cost: " << pair->cost << endl;
}
/**
*
*/
bool validateEdgeforCollapse(h_edge *edg)
{
std::set<Vertex *> vertex_set;
Vertex *start = edg->start;
Vertex *end = edg->end;
Vertex *up = edg->left_prev->start;
Vertex *down = edg->right_next->end;
h_edge *e0 = start->edge;
h_edge *e1 = edgeList[make_pair(indexMap[start->edge->end] + 1, indexMap[start->edge->start] + 1)];
h_edge *edge = e0;
do {
if (edge->end == start)
{
if (edge->start != end && edge->start != up && edge->start != down)
vertex_set.insert(edge->start);
edge = edge->right_prev;
}
else
{
if (edge->end != end && edge->end != up && edge->end != down)
vertex_set.insert(edge->end);
edge = edge->left_prev;
}
} while (edge != e0 && edge != e1);
if(vertex_set.size() == 0)
{
return false;
}
e0 = end->edge;
e1 = edgeList[make_pair(indexMap[end->edge->end] + 1, indexMap[end->edge->start] + 1)];
edge = e0;
do {
if (edge->end == end) {
if (vertex_set.find(edge->start) != vertex_set.end())
return false;
edge = edge->right_prev;
} else {
if (vertex_set.find(edge->end) != vertex_set.end())
return false;
edge = edge->left_prev;
}
} while (edge != e0 && edge != e1);
if(shapePreserveFlag == 1)
{
if(proxyCount[edg->left->proxy] <= 2 || proxyCount[edg->right->proxy] <= 2)
{
int counting = 0;
for(auto c : proxyCount)
{
if(c.second > 2)
counting++;
if(counting >1)
return false;
}
}
}
if(shapePreserveDecimationFlag == 1)
{
if(start->proxies.size() != end->proxies.size())
return false;
for (auto i: start->proxies)
{
if(std::find(end->proxies.begin(), end->proxies.end(), i) != end->proxies.end())
{
// do nothing
}
else
{
return false;
}
}
}
return true;
}
/**
* @param k = number of edges choice
*
* @return h_edge
* Edge to decimate with least cost.
*/
h_edge *getKEdges(int k)
{
srand((unsigned int)time(0));
if (k > (int)edgeList.size())
k = (int)edgeList.size();
vector<h_edge *> choosenPairs;
h_edge *edge;
for (int i = 0; i < k; i++)
{
int v1, v2;
int iterations = 0;
do {
iterations++;
if (iterations >= MAX_ITERATION)
{
decimationFlag = 1;
break;
}
v1 = rand() % vertexList.size() + 1;
v2 = rand() % vertexList.size() + 1;
if (v1 == v2)
{
iterations--;
continue;
}
if (edgeList.find(make_pair(v1, v2)) != edgeList.end())
{
edge = edgeList[make_pair(v1, v2)];
if (!validateEdgeforCollapse(edge))
{
continue;
}
break;
}
} while (true);
if (decimationFlag != 1)
{
computePairCost(edge);
choosenPairs.push_back(edge);
}
else
{
break;
}
}
h_edge *least_cost_pair;
if (choosenPairs.empty())
return nullptr;
least_cost_pair = choosenPairs[0];
for (int i = 1; i < (int)choosenPairs.size(); i++)
{
if (choosenPairs[i]->decimationCost < least_cost_pair->decimationCost)
{
least_cost_pair = choosenPairs[i];
}
}
// Return least cost pair
return least_cost_pair;
}
/**
* Rearrange nearby faces of decimating edge.
*/
void collapseEdge(h_edge *candidateEdge)
{
Vertex *v1 = candidateEdge->start;
Vertex *v2 = candidateEdge->end;
Vertex *v_up = candidateEdge->left_prev->start;
Vertex *v_down = candidateEdge->right_next->end;
int v1_index = indexMap[v1] + 1;
int v2_index = indexMap[v2] + 1;
int v_up_index = indexMap[v_up] + 1;
int v_down_index = indexMap[v_down] + 1;
vector4 v = computeCandidateVertex(candidateEdge);
h_edge *edgel0 = candidateEdge->left_prev->right_next->left_prev;
h_edge *edgel1 = candidateEdge->right_next->right_next->left_prev;
h_edge *edger0 = candidateEdge->left_next->right_next->left_prev;
h_edge *edger1 = candidateEdge->right_prev->right_next->left_prev;
v1->x = v.x;
v1->y = v.y;
v1->z = v.z;
v2->x = v.x;
v2->y = v.y;
v2->z = v.z;
//cout << v.x << " " << v.y << " " << v.z << endl;
v1->edge = edgel0;
v_up->edge = edger0;
v_down->edge = edgel1;
edgel0->right = edger0->left;
edgel1->right = edger1->left;
edger0->right = edgel0->left;
edger1->right = edgel1->left;
candidateEdge->left->displayFlag = 1;
candidateEdge->right->displayFlag = 1;
proxyCount[candidateEdge->left->proxy] -= 1;
proxyCount[candidateEdge->right->proxy] -= 1;
//cout << proxyCount[pair->left->proxy] << " and " << proxyCount[pair->right->proxy] << endl;
v2->displayFlag = 1;
h_edge *e0 = edgeList[make_pair(v2_index, v1_index)];
h_edge *e1 = candidateEdge;
h_edge *edge = e0;
do {
if (edge->end == v2)
{
h_edge *next_edge = edge->right_prev;
int start_index = indexMap[edge->start] + 1;
edge->end = v1;
edge->right_next->left_prev->start = v1;
if (start_index == v_down_index)
{
delete edgeList[make_pair(v1_index, v_down_index)];
edgeList[make_pair(v1_index, v_down_index)] = edge->right_next->left_prev;
delete edge;
}
else if (start_index == v_up_index)
{
delete edgeList[make_pair(v_up_index, v1_index)];
edgeList[make_pair(v_up_index, v1_index)] = edge;
delete edge->right_next->left_prev;
}
else
{
edgeList[make_pair(start_index, v1_index)] = edge;
edgeList[make_pair(v1_index, start_index)] = edge->right_next->left_prev;
}
edgeList.erase(make_pair(start_index, v2_index));
edgeList.erase(make_pair(v2_index, start_index));
edge = next_edge;
}
else
{
delete edgeList[make_pair(v1_index, v2_index)];
delete edgeList[make_pair(v2_index, v1_index)];
edgeList.erase(make_pair(v1_index, v2_index));
edgeList.erase(make_pair(v2_index, v1_index));
edge = edge->left_prev;
}
} while (edge != e0 && edge != e1);
edgel0->right_next = edger0->left_next;
edgel0->right_prev = edger0->left_prev;
edgel1->right_next = edger1->left_next;
edgel1->right_prev = edger1->left_prev;
edger0->right_next = edgel0->left_next;
edger0->right_prev = edgel0->left_prev;
edger1->right_next = edgel1->left_next;
edger1->right_prev = edgel1->left_prev;
edgel0->left->edge = edgel0;
edgel1->left->edge = edgel1;
edger0->left->edge = edger0;
edger1->left->edge = edger1;
// Update proxies of new vertex
for (auto prox: v2->proxies)
{
if(std::find(v1->proxies.begin(), v1->proxies.end(), prox) == v1->proxies.end())
v1->proxies.push_back(prox);
}
v1->quadMat = new matrix4(*(v1->quadMat) + *(v2->quadMat));
e0 = v1->edge;
e1 = edgeList[make_pair(indexMap[v1->edge->end] + 1, indexMap[v1->edge->start] + 1)];
edge = e0;
do {
if (edge->end == v1)
{
computeQuadricForFace(edge->left);
if(shapePreserveFlag == 1)
modifyCost = 1;
computeQuadricForVertex(edge->start);
modifyCost = 0;
edge = edge->right_prev;
}
else
{
computeQuadricForFace(edge->right);
if(shapePreserveFlag == 1)
modifyCost = 1;
computeQuadricForVertex(edge->end);
modifyCost = 0;
edge = edge->left_prev;
}
} while (edge != e0 && edge != e1);
}
h_edge* searchEdge(int v1, int v2)
{
h_edge* edge;
if (edgeList.find(make_pair(v1, v2)) != edgeList.end())
{
edge = edgeList[make_pair(v1, v2)];
if (validateEdgeforCollapse(edge))
{
return edge;
}
}
else if(edgeList.find(make_pair(v2, v1)) != edgeList.end())
{
edge = edgeList[make_pair(v2, v1)];
if (validateEdgeforCollapse(edge))
{
return edge;
}
}
return NULL;
}
/**
* For testing and logging purpose
*/
void printCurrentInfo()
{
cout << "Current Edge count: " << edgeList.size()/2 << endl;
int faceCounter = 0;
for( auto f: faceList)
{
if(f->displayFlag != 1)
faceCounter++;
}
cout << "Current Face count: " << faceCounter << endl;
}
/**
* For given v1 and v2, find correspondence from mapping file
*
*/
// bool checkMappingEdgeForDecimation(int v1, int v2)
// {
// if(mapping.size() > 0)
// {
// if(mapping.find(v1) != mapping.end() && mapping.find(v2) != mapping.end())
// {
// int vpair1 = mapping[v1];
// int vpair2 = mapping[v2];
// w_edge *pair1 = searchEdge(vpair1,vpair2);
// if(pair1 != NULL)
// {
// collapseEdge(pair1);
// return true;
// }
// }
// else if(revMapping.find(v1) != revMapping.end() && revMapping.find(v2) != revMapping.end())
// {
// int vpair1 = revMapping[v1];
// int vpair2 = revMapping[v2];
// w_edge *pair1 = searchEdge(vpair1,vpair2);
// if(pair1 != NULL)
// {
// collapseEdge(pair1);
// return true;
// }
// }
// }
// return false;
// }
/**
* This is for testing and doing extreme simplification using GO button in our UI.
*/
void guaranteedShapePreserve(int k)
{
decimationFlag = 0;
shapePreserveDecimationFlag = 1;
shapePreserveFlag = 1;
computeQuadricForAllFaces();
CalculatePlanarProxyEquations();
computeQuadricForAllVertices();
while(true)
{
if (edgeList.size() / 2 <= 6)
{
break;
}
h_edge *pair = getKEdges(k);
if (pair == nullptr || decimationFlag == 1)
{
break;
}
collapseEdge(pair);
}
calculateFaceNormal();
calculateVertexNormal();
shapePreserveDecimationFlag = 0;
shapePreserveFlag = 1;
printCurrentInfo();
}
/**
* This method is implementation of multiple choice decimation scheme.
*
* @params k = random size input for MCS algorithm
* target = number of edge to be deleted
* @ return
*/
void multipleChoiceDecimation(int k, int target)
{
decimationFlag = 0;
shapePreserveFlag = 0;
shapePreserveDecimationFlag = 0;
computeQuadricForAllFaces();
CalculatePlanarProxyEquations();
computeQuadricForAllVertices();
for (int i = 0; i < target; i++)
{
if (edgeList.size() / 2 <= 6)
break;
h_edge *pair = getKEdges(k);
if (pair == nullptr || decimationFlag == 1)
break;
collapseEdge(pair);
}
calculateFaceNormal();
calculateVertexNormal();
printCurrentInfo();
}
/**
* Implementation of structure preservation decimation algorithm for
* maintaining corners and boundaries of given mesh.
*
* This algorithm will combine MCS approach (local quadric error) and proxy based quadric(global error)
* to choose candidate edge. Also, include some rules to preserve boundaries and corners.
*
* @params k = Given random size for MCS algorithm
* target = number of edge to be deleted
* @ return
*/
void shapePreserveDecimation(int k, int target)
{
int i=0;
int runCount=2;
computeQuadricForAllFaces();
CalculatePlanarProxyEquations();
computeQuadricForAllVertices();
decimationFlag = 0;
shapePreserveDecimationFlag = 1;
shapePreserveFlag =1;
while(runCount--)
{
for (i; i < target; i++)
{
if (edgeList.size() / 2 <= 6)
break;
h_edge *pair = getKEdges(k);
if (pair == nullptr || decimationFlag == 1)
break;
collapseEdge(pair);
}
shapePreserveDecimationFlag = 0;
decimationFlag = 0;
}
shapePreserveFlag = 0;
calculateFaceNormal();
calculateVertexNormal();
printCurrentInfo();
}