File: vtkDecimatePro.cxx

package info (click to toggle)
vtk 5.8.0-13
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 130,524 kB
  • sloc: cpp: 1,129,256; ansic: 708,203; tcl: 48,526; python: 20,875; xml: 6,779; yacc: 4,208; perl: 3,121; java: 2,788; lex: 931; sh: 660; asm: 471; makefile: 299
file content (1733 lines) | stat: -rw-r--r-- 51,865 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkDecimatePro.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkDecimatePro.h"

#include "vtkDoubleArray.h"
#include "vtkLine.h"
#include "vtkMath.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkObjectFactory.h"
#include "vtkPlane.h"
#include "vtkPolyData.h"
#include "vtkPriorityQueue.h"
#include "vtkTriangle.h"
#include "vtkCellArray.h"
#include "vtkPointData.h"
#include "vtkCellData.h"

vtkStandardNewMacro(vtkDecimatePro);

#define VTK_TOLERANCE 1.0e-05
#define VTK_MAX_TRIS_PER_VERTEX VTK_CELL_SIZE
#define VTK_RECYCLE_VERTEX VTK_DOUBLE_MAX

#define VTK_SIMPLE_VERTEX 1
#define VTK_BOUNDARY_VERTEX 2
#define VTK_INTERIOR_EDGE_VERTEX 3
#define VTK_CORNER_VERTEX 4
#define VTK_CRACK_TIP_VERTEX 5
#define VTK_EDGE_END_VERTEX 6
#define VTK_NON_MANIFOLD_VERTEX 7
#define VTK_DEGENERATE_VERTEX 8
#define VTK_HIGH_DEGREE_VERTEX 9

#define VTK_STATE_UNSPLIT 0
#define VTK_STATE_SPLIT 1
#define VTK_STATE_SPLIT_ALL 2

// Helper functions
static double ComputeSimpleError(double x[3], double normal[3], double point[3]);
static double ComputeEdgeError(double x[3], double x1[3], double x2[3]);
static double ComputeSingleTriangleError(double x[3], double x1[3], double x2[3]);


//----------------------------------------------------------------------------
// Create object with specified reduction of 90% and feature angle of
// 15 degrees. Edge splitting is on, defer splitting is on, and the
// split angle is 75 degrees. Topology preservation is off, delete
// boundary vertices is on, and the maximum error is set to
// VTK_DOUBLE_MAX. The inflection point ratio is 10 and the vertex
// degree is 25. Error accumulation is turned off.
vtkDecimatePro::vtkDecimatePro()
{
  this->Neighbors = vtkIdList::New();
  this->Neighbors->Allocate(VTK_MAX_TRIS_PER_VERTEX);
  this->V = new vtkDecimatePro::VertexArray(VTK_MAX_TRIS_PER_VERTEX+1);
  this->T = new vtkDecimatePro::TriArray(VTK_MAX_TRIS_PER_VERTEX+1);
  this->EdgeLengths = vtkPriorityQueue::New();
  this->EdgeLengths->Allocate(VTK_MAX_TRIS_PER_VERTEX);
  
  this->InflectionPoints = vtkDoubleArray::New();
  this->TargetReduction = 0.90;
  this->FeatureAngle = 15.0;
  this->PreserveTopology = 0;
  this->MaximumError = VTK_DOUBLE_MAX;
  this->AbsoluteError = VTK_DOUBLE_MAX;
  this->ErrorIsAbsolute = 0;
  this->AccumulateError = 0;
  this->SplitAngle = 75.0;
  this->Splitting = 1;
  this->PreSplitMesh = 0;
  this->Degree = 25;
  this->BoundaryVertexDeletion = 1;
  this->InflectionPointRatio = 10.0;

  this->Queue = NULL;
  this->VertexError = NULL;

  this->Mesh = NULL;
}

//----------------------------------------------------------------------------
vtkDecimatePro::~vtkDecimatePro()
{
  this->InflectionPoints->Delete();
  if ( this->Queue )
    {
    this->Queue->Delete();
    }
  if ( this->VertexError )
    {
    this->VertexError->Delete();
    }
  this->Neighbors->Delete();
  this->EdgeLengths->Delete();
  delete this->V;
  delete this->T;
}

//----------------------------------------------------------------------------
//
//  Reduce triangles in mesh by specified reduction factor.
//
int vtkDecimatePro::RequestData(
  vtkInformation *vtkNotUsed(request),
  vtkInformationVector **inputVector,
  vtkInformationVector *outputVector)
{
  // get the info objects
  vtkInformation *inInfo = inputVector[0]->GetInformationObject(0);
  vtkInformation *outInfo = outputVector->GetInformationObject(0);

  // get the input and output
  vtkPolyData *input = vtkPolyData::SafeDownCast(
    inInfo->Get(vtkDataObject::DATA_OBJECT()));
  vtkPolyData *output = vtkPolyData::SafeDownCast(
    outInfo->Get(vtkDataObject::DATA_OBJECT()));

  vtkIdType i, ptId, numPts, numTris, collapseId;
  vtkPoints *inPts;
  vtkPoints *newPts;
  vtkCellArray *inPolys;
  vtkCellArray *newPolys;
  double error, previousError=0.0, reduction;
  int type;
  vtkIdType *pts, npts, totalEliminated, numRecycles, numPops;
  unsigned short int ncells;
  vtkIdType pt1, pt2, cellId, fedges[2];
  vtkIdType *cells;
  vtkIdList *CollapseTris;
  double max, *bounds;
  if (!input)
    {
    vtkErrorMacro(<<"No input!");
    return 1;
    }
  vtkPointData *outputPD=output->GetPointData();
  vtkPointData *inPD=input->GetPointData();
  vtkPointData *meshPD=0;
  vtkIdType *map, numNewPts, totalPts;
  vtkIdType newCellPts[3];
  int abortExecute=0;

  vtkDebugMacro(<<"Executing progressive decimation...");

  // Check input
  this->NumberOfRemainingTris = numTris = input->GetNumberOfPolys();
  if ( ((numPts=input->GetNumberOfPoints()) < 1 || numTris < 1) &&
       (this->TargetReduction > 0.0) )
    {
    vtkErrorMacro(<<"No data to decimate!");
    return 1;
    }
  
  // Initialize
  bounds = input->GetBounds();
  for (max=0.0, i=0; i<3; i++)
    {
    max = ((bounds[2*i+1]-bounds[2*i]) > max ? 
           (bounds[2*i+1]-bounds[2*i]) : max);
    }
  if (!this->ErrorIsAbsolute)
    {
    this->Error = (this->MaximumError >= VTK_DOUBLE_MAX ?
                   VTK_DOUBLE_MAX : this->MaximumError * max);
    }
  else
    {
    this->Error = (this->AbsoluteError >= VTK_DOUBLE_MAX ?
                   VTK_DOUBLE_MAX : this->AbsoluteError);
    }
  this->Tolerance = VTK_TOLERANCE * input->GetLength();
  this->CosAngle = cos( vtkMath::RadiansFromDegrees( this->FeatureAngle) );
  this->Split = ( this->Splitting && !this->PreserveTopology );
  this->VertexDegree = this->Degree;
  this->TheSplitAngle = this->SplitAngle;
  this->SplitState = VTK_STATE_UNSPLIT;

  // Lets check to make sure there are only triangles in the input.
  vtkIdType *pPolys;
  pPolys = input->GetPolys()->GetPointer();
  for (i = 0; i < numTris; ++i)
    {
    if (*pPolys != 3)
      {
      vtkErrorMacro("DecimatePro does not accept polygons that are not triangles.");
      output->CopyStructure(input);
      output->GetPointData()->PassData(input->GetPointData());
      output->GetCellData()->PassData(input->GetCellData());
      return 1;
      }
    pPolys += 4;
    }

  // Build cell data structure. Need to copy triangle connectivity data
  // so we can modify it.
  if ( this->TargetReduction > 0.0 )
    {
    inPts = input->GetPoints();
    inPolys = input->GetPolys();

    // this static should be eliminated
    if (this->Mesh != NULL) {this->Mesh->Delete(); this->Mesh = NULL;}
    this->Mesh = vtkPolyData::New();
    
    newPts = vtkPoints::New(); newPts->SetNumberOfPoints(numPts);
    newPts->DeepCopy(inPts);
    this->Mesh->SetPoints(newPts);
    newPts->Delete(); //registered by Mesh and preserved
    
    newPolys = vtkCellArray::New();
    newPolys->DeepCopy(inPolys);
    this->Mesh->SetPolys(newPolys);
    newPolys->Delete(); //registered by Mesh and preserved
    
    meshPD = this->Mesh->GetPointData();
    meshPD->DeepCopy(inPD);
    meshPD->CopyAllocate(meshPD, input->GetNumberOfPoints());
    
    this->Mesh->BuildLinks();
    }
  else
    {
    output->CopyStructure(input);
    output->GetPointData()->PassData(input->GetPointData());
    output->GetCellData()->PassData(input->GetCellData());
    //vtkWarningMacro(<<"Reduction == 0: passing data through unchanged");
    return 1;
    }
  
  // Initialize data structures: priority queue and errors.
  this->InitializeQueue(numPts);
  
  if ( this->AccumulateError )
    {
    this->VertexError = vtkDoubleArray::New();
    this->VertexError->Allocate(numPts,static_cast<vtkIdType>(0.25*numPts));
    for (i=0; i<numPts; i++)
      {
      this->VertexError->SetValue(i, 0.0);
      }
    }
  
  // If not deferring splitting and splitting on, we'll start off by 
  // splitting the mesh. This has side effect of inserting vertices.
  this->NumCollapses = this->NumMerges = 0;
  if ( this->Split && this->PreSplitMesh )
    {
    vtkDebugMacro(<<"Pre-splitting mesh");
    this->SplitState = VTK_STATE_SPLIT;
    this->SplitMesh();
    }
  
  // Start by traversing all vertices. For each vertex, evaluate the
  // local topology/geometry. (Some vertex splitting may be
  // necessary to resolve non-manifold geometry or to split edges.) 
  // Then evaluate the local error for the vertex. The vertex is then
  // inserted into the priority queue.
  npts = this->Mesh->GetNumberOfPoints();
  for ( ptId=0; ptId < npts && !abortExecute ; ptId++ )
    {
    if ( ! (ptId % 10000) ) 
      {
      vtkDebugMacro(<<"Inserting vertex #" << ptId);
      this->UpdateProgress (0.25*ptId/npts);//25% spent inserting
      abortExecute = this->GetAbortExecute();
      }
    this->Insert(ptId);
    }
  this->UpdateProgress (0.25);//25% spent inserting
  
  CollapseTris = vtkIdList::New();
  CollapseTris->Allocate(100,100);
  
  // While the priority queue is not empty, retrieve the top vertex from the
  // queue and attempt to delete it by performing an edge collapse. This 
  // in turn will cause modification to the surrounding vertices. For each
  // surrounding vertex, evaluate the error and re-insert into the queue. 
  // (While this is happening we keep track of operations on the data - 
  // this forms the core of the progressive mesh representation.)
  for ( totalEliminated=0, reduction=0.0, numRecycles=0, numPops=0;
        reduction < this->TargetReduction && (ptId = this->Pop(error)) >= 0 && !abortExecute; 
        numPops++)
    {
    if ( numPops && !(numPops % 5000) )
      {
      vtkDebugMacro(<<"Deleting vertex #" << numPops);
      this->UpdateProgress (0.25 + 0.75*(reduction/this->TargetReduction));
      abortExecute = this->GetAbortExecute();
      }
    
    this->Mesh->GetPoint(ptId,this->X);
    this->Mesh->GetPointCells(ptId,ncells,cells);
    
    if ( ncells > 0 )
      {
      type = this->EvaluateVertex(ptId, ncells, cells, fedges);
      
      // FindSplit finds the edge to collapse - and if it fails, we
      // split the vertex.
      collapseId = this->FindSplit (type, fedges, pt1, pt2, CollapseTris);
      
      if ( collapseId >= 0 )
        {
        if ( this->AccumulateError )
          {
          this->DistributeError(error);
          }
        
        totalEliminated += this->CollapseEdge(type, ptId, collapseId, pt1, pt2,
                                              CollapseTris);
        
        reduction = static_cast<double>(totalEliminated) / numTris;
        this->NumberOfRemainingTris = numTris - totalEliminated;
        
        //see whether we've found inflection
        if ( numPops == 0 || (previousError == 0.0 && error != 0.0) ||
             (previousError != 0.0 && 
              fabs(error/previousError) > this->InflectionPointRatio) )
          {
          this->InflectionPoints->InsertNextValue(numPops);
          }
        previousError = error;
        }
      
      else //Couldn't delete the vertex, so we'll re-insert it for splitting
        { 
        numRecycles++;
        this->Insert(ptId,VTK_RECYCLE_VERTEX);
        }
      
      }//if cells attached
    }//while queue not empty and reduction not satisfied
  
  CollapseTris->Delete();
  
  totalPts = this->Mesh->GetNumberOfPoints();
  vtkDebugMacro(<<"\n\tReduction " << reduction << " (" << numTris << " to " 
                << numTris - totalEliminated << " triangles)"
                <<"\n\tPerformed " << numPops << " vertex pops"
                <<"\n\tFound " << this->GetNumberOfInflectionPoints() 
                <<" inflection points"
                <<"\n\tPerformed " << totalPts - numPts << " vertex splits"
                <<"\n\tPerformed " << this->NumCollapses << " edge collapses"
                <<"\n\tPerformed " << this->NumMerges << " vertex merges"
                <<"\n\tRecycled " << numRecycles << " points"
                <<"\n\tAdded " << totalPts - numPts << " points (" 
                << numPts << " to " << totalPts << " points)");

  //
  // Create output and release memory
  //
  vtkDebugMacro (<<"Creating output...");
  this->DeleteQueue();

  // Grab the points that are left; copy point data. Remember that splitting 
  // data may have added new points.
  map = new vtkIdType[totalPts];
  for (i=0; i < totalPts; i++)
    {
    map[i] = -1;
    }
  numNewPts = 0;
  for (ptId=0; ptId < totalPts; ptId++)
    {
    this->Mesh->GetPointCells(ptId,ncells,cells);
    if ( ncells > 0 )
      {
      map[ptId] = numNewPts++;
      }
    }
  
  outputPD->CopyAllocate(meshPD,numNewPts);

  // Copy points in place
  for (ptId=0; ptId < totalPts; ptId++)
    {
    if ( map[ptId] > -1 )
      {
      newPts->SetPoint(map[ptId],newPts->GetPoint(ptId));
      outputPD->CopyData(meshPD,ptId,map[ptId]);
      }
    }

  newPts->SetNumberOfPoints(numNewPts);
  newPts->Squeeze();

  // Now renumber connectivity
  newPolys = vtkCellArray::New();
  newPolys->Allocate(newPolys->EstimateSize(3,numTris-totalEliminated));

  for (cellId=0; cellId < numTris; cellId++)
    {
    if ( this->Mesh->GetCellType(cellId) == VTK_TRIANGLE ) // non-null element
      {
      this->Mesh->GetCellPoints(cellId, npts, pts);
      for (i=0; i < 3; i++)
        {
        newCellPts[i] = map[pts[i]];
        }
      newPolys->InsertNextCell(npts,newCellPts);
      }
    }

  delete [] map;
  output->SetPoints(newPts);
  output->SetPolys(newPolys);
  if (this->Mesh != NULL) {this->Mesh->Delete(); this->Mesh = NULL;}
  newPolys->Delete();

  return 1;
}

//----------------------------------------------------------------------------
// Computes error to edge (distance squared)
//
static double ComputeEdgeError(double x[3], double x1[3], double x2[3])
{
  double projDist = vtkLine::DistanceToLine(x, x1, x2);
  double edgeLength = vtkMath::Distance2BetweenPoints(x1,x2);

  return (projDist < edgeLength ? projDist : edgeLength);
}

//----------------------------------------------------------------------------
// Computes triangle area
//
static double ComputeSingleTriangleError(double x[3], double x1[3], double x2[3])
{
  return vtkTriangle::TriangleArea(x, x1, x2);
}

//----------------------------------------------------------------------------
// Computes error to a cycle of triangles...the average plane (normal and
// point) have been already computed. (Returns distance squared.)
//
static double ComputeSimpleError(double x[3], double normal[3], double point[3])
{
  double dist = vtkPlane::DistanceToPlane(x, normal, point);
  return dist * dist;
}

//----------------------------------------------------------------------------
// Split the mesh along sharp edges - separates the mesh into pieces.
//
void vtkDecimatePro::SplitMesh()
{
  vtkIdType ptId, fedges[2];
  int type;
  vtkIdType *cells;
  unsigned short int ncells;

  this->CosAngle = cos( vtkMath::RadiansFromDegrees(  this->SplitAngle) );
  for ( ptId=0; ptId < this->Mesh->GetNumberOfPoints(); ptId++ )
    {
    this->Mesh->GetPoint(ptId,this->X);
    this->Mesh->GetPointCells(ptId,ncells,cells);

    if ( ncells > 0 && 
         ((type=this->EvaluateVertex(ptId,ncells,cells,fedges)) == VTK_CORNER_VERTEX ||
          type == VTK_INTERIOR_EDGE_VERTEX ||
          type == VTK_NON_MANIFOLD_VERTEX) )
      {
      this->SplitVertex(ptId, type, ncells, cells, 0);
      }
    }
}

#define VTK_FEATURE_ANGLE(tri1,tri2) \
                      vtkMath::Dot(this->T->Array[tri1].n, this->T->Array[tri2].n)
//----------------------------------------------------------------------------
// Evalute the local topology/geometry of a vertex. This is a two-pass
// process: first topology is examined, and then the geometry.
//
int vtkDecimatePro::EvaluateVertex(vtkIdType ptId, unsigned short int numTris,
                                   vtkIdType *tris, vtkIdType fedges[2])
{
  vtkIdType numNei, numFEdges;
  vtkIdType numVerts;
  vtkDecimatePro::LocalTri t;
  vtkDecimatePro::LocalVertex sn;
  vtkIdType startVertex, nextVertex, numNormals;
  int i, j, vtype;
  vtkIdType *verts;
  double *x1, *x2, *normal;
  double v1[3], v2[3], center[3];
  //
  //  The first step is to evaluate topology.
  //

  // Check cases with high vertex degree
  //
  if ( numTris >= this->VertexDegree ) 
    {
    return VTK_HIGH_DEGREE_VERTEX;
    }

  //  From the adjacency structure we can find the triangles that use the
  //  vertex. Traverse this structure, gathering all the surrounding vertices
  //  into an ordered list.
  //
  this->V->Reset();
  this->T->Reset();

  sn.FAngle = 0.0;

  t.area = 0.0;
  t.n[0] = t.n[1] = t.n[2] = 0.0;
  t.verts[0] = -1; // Marks the fact that this poly hasn't been replaced 
  t.verts[1] = -1;
  t.verts[2] = -1;
  //
  //  Find the starting edge.  Do it very carefully do make sure
  //  ordering is consistent
  // (e.g., polygons ordering/normals remains consistent)
  //
  this->Mesh->GetCellPoints(*tris,numVerts,verts); // get starting point
  for (i=0; i<3; i++)
    {
    if (verts[i] == ptId)
      {
      break;
      }
    }
  sn.id = startVertex = verts[(i+1)%3];
  this->Mesh->GetPoint(sn.id, sn.x); //grab coordinates here to save GetPoint() calls

  this->V->InsertNextVertex(sn);

  nextVertex = -1; // initialize
  this->Neighbors->Reset();
  this->Neighbors->InsertId(0,*tris);
  numNei = 1;
  //
  //  Traverse the edge neighbors and see whether a cycle can be
  //  completed.  Also have to keep track of orientation of faces for
  //  computing normals.
  //
  while ( this->T->MaxId < numTris && numNei == 1 && nextVertex != startVertex) 
    {
    t.id = this->Neighbors->GetId(0);
    this->T->InsertNextTriangle(t);

    this->Mesh->GetCellPoints(t.id,numVerts,verts);
        
    for (j=0; j<3; j++) 
      {
      if (verts[j] != sn.id && verts[j] != ptId) 
        {
        nextVertex = verts[j];
        break;
        }
      }
    sn.id = nextVertex;
    this->Mesh->GetPoint(sn.id, sn.x);
    this->V->InsertNextVertex(sn);

    this->Mesh->GetCellEdgeNeighbors(t.id, ptId, nextVertex, this->Neighbors);
    numNei = this->Neighbors->GetNumberOfIds();
    } 
  //
  //  See whether we've run around the loop, hit a boundary, or hit a
  //  complex spot.
  //
  if ( nextVertex == startVertex && numNei == 1 ) 
    {
    if ( this->T->GetNumberOfTriangles() != numTris ) //touching non-manifold
      {
      vtype = VTK_NON_MANIFOLD_VERTEX;
      } 
    else  //remove last vertex addition
      {
      this->V->MaxId -= 1;
      vtype = VTK_SIMPLE_VERTEX;
      }
    }
  //
  //  Check for non-manifold cases
  //
  else if ( numNei > 1 || this->T->GetNumberOfTriangles() > numTris ) 
    {
    vtype = VTK_NON_MANIFOLD_VERTEX;
    }
  //
  //  Boundary loop - but (luckily) completed semi-cycle
  //
  else if ( numNei == 0 && this->T->GetNumberOfTriangles() == numTris ) 
    {
    this->V->Array[0].FAngle = -1.0; // using cosine of -180 degrees
    this->V->Array[this->V->MaxId].FAngle = -1.0;
    vtype = VTK_BOUNDARY_VERTEX;
    }
  //
  //  Hit a boundary but didn't complete semi-cycle.  Gotta go back
  //  around the other way.  Just reset the starting point and go 
  //  back the other way.
  //
  else 
    {
    t = this->T->GetTriangle(this->T->MaxId);

    this->V->Reset();
    this->T->Reset();

    startVertex = sn.id = nextVertex;
    this->Mesh->GetPoint(sn.id, sn.x);
    this->V->InsertNextVertex(sn);

    nextVertex = -1;
    this->Neighbors->Reset();
    this->Neighbors->InsertId(0,t.id);
    numNei = 1;
    //
    //  Now move from boundary edge around the other way.
    //
    while ( this->T->MaxId < numTris && numNei == 1 && nextVertex != startVertex) 
      {
      t.id = this->Neighbors->GetId(0);
      this->T->InsertNextTriangle(t);

      this->Mesh->GetCellPoints(t.id,numVerts,verts);
  
      for (j=0; j<3; j++) 
        {
        if (verts[j] != sn.id && verts[j] != ptId) 
          {
          nextVertex = verts[j];
          break;
          }
        }

      sn.id = nextVertex;
      this->Mesh->GetPoint(sn.id, sn.x);
      this->V->InsertNextVertex(sn);

      this->Mesh->GetCellEdgeNeighbors(t.id, ptId, nextVertex, this->Neighbors);
      numNei = this->Neighbors->GetNumberOfIds();
      }
    //
    //  Make sure that there are only two boundaries (i.e., not non-manifold)
    //
    if ( this->T->GetNumberOfTriangles() == numTris ) 
      {
      //
      //  Because we've reversed order of loop, need to rearrange the order
      //  of the vertices and polygons to preserve consistent polygons
      //  ordering / normal orientation.
      //
      numVerts = this->V->GetNumberOfVertices();
      for (i=0; i<(numVerts/2); i++) 
        {
        sn.id = this->V->Array[i].id;
        this->V->Array[i].id = this->V->Array[numVerts-i-1].id;
        this->V->Array[numVerts-i-1].id = sn.id;
        for (j=0; j<3; j++)
          {
          sn.x[j] = this->V->Array[i].x[j];
          this->V->Array[i].x[j] = this->V->Array[numVerts-i-1].x[j];
          this->V->Array[numVerts-i-1].x[j] = sn.x[j];
          }
        }

      numTris = this->T->GetNumberOfTriangles();
      for (i=0; i<(numTris/2); i++) 
        {
        t.id = this->T->Array[i].id;
        this->T->Array[i].id = this->T->Array[numTris-i-1].id;
        this->T->Array[numTris-i-1].id = t.id;
        }

      this->V->Array[0].FAngle = -1.0;
      this->V->Array[this->V->MaxId].FAngle = -1.0;
      vtype = VTK_BOUNDARY_VERTEX;
      } 
    else // non-manifold
      {
      vtype = VTK_NON_MANIFOLD_VERTEX;
      }
    }
  //
  // If at this point, the vertex is either simple or boundary. Here we do
  // a geometric evaluation to find feature edges, if any, and then a
  // final classification.
  //
  
  //
  //  Traverse all polygons and generate normals and areas
  //
  x2 =  this->V->Array[0].x;
  for (i=0; i<3; i++)
    {
    v2[i] = x2[i] - this->X[i];
    }

  this->LoopArea=0.0;
  this->Normal[0] = this->Normal[1] = this->Normal[2] = 0.0;
  this->Pt[0] = this->Pt[1] = this->Pt[2] = 0.0;
  numNormals=0;

  for (i=0; i < this->T->GetNumberOfTriangles(); i++) 
    {
    normal = this->T->Array[i].n;
    x1 = x2;
    x2 = this->V->Array[i+1].x;

    for (j=0; j<3; j++) 
      {
      v1[j] = v2[j];
      v2[j] = x2[j] - this->X[j];
      }

    this->T->Array[i].area = vtkTriangle::TriangleArea (this->X, x1, x2);
    vtkTriangle::TriangleCenter (this->X, x1, x2, center);
    this->LoopArea += this->T->Array[i].area;

    vtkMath::Cross (v1, v2, normal);
    //
    //  Get normals.  If null, then normal make no contribution to loop.
    //  The center of the loop is the center of gravity.
    //
    if ( vtkMath::Normalize(normal) != 0.0 ) 
      {
      numNormals++;
      for (j=0; j<3; j++) 
        {
        this->Normal[j] += this->T->Array[i].area * normal[j];
        this->Pt[j] += this->T->Array[i].area * center[j];
        }
      }
    }
  //
  //  Compute "average" plane normal and plane center.  Use an area
  //  averaged normal calulation
  //
  if ( !numNormals || this->LoopArea == 0.0 ) 
    {
    return VTK_DEGENERATE_VERTEX;
    }

  for (j=0; j<3; j++) 
    {
    this->Normal[j] /= this->LoopArea;
    this->Pt[j] /= this->LoopArea;
    }
  if ( vtkMath::Normalize(this->Normal) == 0.0 )
    {
    return VTK_DEGENERATE_VERTEX;
    }
  //
  //  Now run through polygons again generating feature angles.  (Note
  //  that if an edge is on the boundary its feature angle has already
  //  been set to 180.)  Also need to keep track whether any feature
  //  angles exceed the current value.
  //
  if ( vtype == VTK_BOUNDARY_VERTEX ) 
    {
    numFEdges = 2;
    fedges[0] = 0;
    fedges[1] = this->V->MaxId;
    } 
  else
    {
    numFEdges = 0;
    }
  //
  //  Compare to cosine of feature angle to avoid cosine extraction
  //
  if ( vtype == VTK_SIMPLE_VERTEX ) // first edge 
    {
    if ( (this->V->Array[0].FAngle = VTK_FEATURE_ANGLE(0,this->T->MaxId)) <= this->CosAngle )
      {
      fedges[numFEdges++] = 0;
      }
    }

  for (i=0; i < this->T->MaxId; i++) 
    {
    if ( (this->V->Array[i+1].FAngle = VTK_FEATURE_ANGLE(i,i+1)) <= this->CosAngle ) 
      {
      if ( numFEdges >= 2 ) 
        {
        numFEdges++;
        }
      else 
        {
        fedges[numFEdges++] = i + 1;
        }
      }
    }
  //
  //  Final classification
  //
  if ( vtype == VTK_SIMPLE_VERTEX && numFEdges > 0 )
    {
    if ( numFEdges == 1 )
      {
      vtype = VTK_EDGE_END_VERTEX;
      }
    else if ( numFEdges == 2 )
      {
      vtype = VTK_INTERIOR_EDGE_VERTEX;
      }
    else
      {
      vtype = VTK_CORNER_VERTEX;
      }
    }
  else if ( vtype == VTK_BOUNDARY_VERTEX )
    {
    if ( numFEdges != 2 )
      {
      vtype = VTK_CORNER_VERTEX;
      }
    else
      {//see whether this is the tip of a crack
      if ( this->V->Array[fedges[0]].x[0] == this->V->Array[fedges[1]].x[0] &&
      this->V->Array[fedges[0]].x[1] == this->V->Array[fedges[1]].x[1] && 
      this->V->Array[fedges[0]].x[2] == this->V->Array[fedges[1]].x[2])
        {
        vtype = VTK_CRACK_TIP_VERTEX;
        }
      }
    }

  return vtype;
}

//----------------------------------------------------------------------------
// Split the vertex by modifying topological connections.
//
void vtkDecimatePro::SplitVertex(vtkIdType ptId, int type,
                                 unsigned short int numTris, vtkIdType *tris,
                                 int insert)
{
  vtkIdType id, fedge1, fedge2, i, j;
  vtkIdType tri, veryFirst;
  int numSplitTris;
  vtkIdType *verts, nverts;
  double error;
  vtkIdType startTri, p[2];
  int maxGroupSize;
  vtkPointData* meshPD = this->Mesh->GetPointData();

  //
  // On an interior edge split along the edge
  //
  if ( type == VTK_INTERIOR_EDGE_VERTEX ) //when edge splitting is on
    {
    // Half of loop is left connected to current vertex. Second half is
    // split away.
    for ( i=0; i < numTris; i++ ) // find first feature edge
      {
      if ( this->V->Array[i].FAngle <= this->CosAngle )
        {
        break;
        }
      }
    fedge1 = i;
    for ( i++, numSplitTris=1; this->V->Array[i].FAngle > this->CosAngle; i++ )
      {
      numSplitTris++;
      }

    fedge2 = i;

    // Now split region
    id = this->Mesh->InsertNextLinkedPoint(this->X,numSplitTris);
    meshPD->CopyData(meshPD, ptId, id);
    for ( i=fedge1; i < fedge2; i++ )
      { //disconnect from existing vertex
      tri = this->T->Array[i].id;
      this->Mesh->RemoveReferenceToCell(ptId, tri);
      this->Mesh->AddReferenceToCell(id, tri);
      this->Mesh->ReplaceCellPoint(tri, ptId, id);
      }

    // Compute error and insert the two vertices (old + split)
    error = ComputeEdgeError(this->X, this->V->Array[fedge1].x, this->V->Array[fedge2].x);
    if ( this->AccumulateError ) 
      {
      this->VertexError->InsertValue(id, this->VertexError->GetValue(ptId));
      }

    if ( insert )
      {
      this->Insert(ptId,error);
      this->Insert(id,error);
      }
    }

  //
  // Break corners into separate pieces (along feature edges)
  //
  else if ( type == VTK_CORNER_VERTEX ) 
    {
    // The first piece is left connected to vertex. Just find first 
    // feature/boundary edge. If on boundary, skip boundary piece.
    for ( i=0; i <= this->V->MaxId; i++ ) // find first feature edge
      {
      if ( this->V->Array[i].FAngle <= this->CosAngle && this->V->Array[i].FAngle != -1.0 ) 
        {
        break;
        }
      }
    for ( veryFirst = fedge1 = i; fedge1 < this->V->MaxId; i = fedge1 = fedge2 )
      {
      for (i++, numSplitTris=1; 
      i <= this->V->MaxId && this->V->Array[i].FAngle > this->CosAngle; i++)
        {
        numSplitTris++;
        }

      if ( (fedge2 = i) > this->V->MaxId )
        {
        continue; //must be part of first region
        }

      // Now split region
      id = this->Mesh->InsertNextLinkedPoint(this->X,numSplitTris);
      meshPD->CopyData(meshPD, ptId, id);

      for ( j=fedge1; j < fedge2; j++ )
        { //disconnect from existing vertex
        tri = this->T->Array[j].id;
        this->Mesh->RemoveReferenceToCell(ptId, tri);
        this->Mesh->AddReferenceToCell(id, tri);
        this->Mesh->ReplaceCellPoint(tri, ptId, id);
        }

      // Compute error for the vertex and insert
      error = ComputeEdgeError(this->X, this->V->Array[fedge1].x, this->V->Array[fedge2].x);
      if ( this->AccumulateError ) 
        {
        this->VertexError->InsertValue(id, this->VertexError->GetValue(ptId));
        }

      if ( insert )
        {
        this->Insert(id,error);    
        }
      }

    // don't forget to compute error for old vertex, and insert into queue
    if ( this->V->Array[0].FAngle == -1.0 )
      {
      error = ComputeEdgeError(this->X, this->V->Array[0].x, this->V->Array[veryFirst].x);
      }
    else
      {
      error = ComputeEdgeError(this->X, this->V->Array[veryFirst].x, this->V->Array[fedge1].x);
      }

    if ( insert )
      {
      this->Insert(ptId,error);    
      }
    }

  // Default case just splits off triangle(s) that form manifold groups. 
  // Note: this code also handles high-degree vertices.
  else
    {
    vtkIdList *triangles = vtkIdList::New();
    vtkIdList *cellIds = vtkIdList::New();
    vtkIdList *group = vtkIdList::New();

    triangles->Allocate(VTK_MAX_TRIS_PER_VERTEX);
    cellIds->Allocate(5,10);
    group->Allocate(VTK_MAX_TRIS_PER_VERTEX);

     //changes in group size control how to split loop
    if ( numTris <= 1 )
      {
      triangles->Delete();
      cellIds->Delete();
      group->Delete();
      return; //prevents infinite recursion
      }
    maxGroupSize = ( numTris < this->VertexDegree ? numTris : (this->VertexDegree - 1));

    if ( type == VTK_NON_MANIFOLD_VERTEX || type == VTK_HIGH_DEGREE_VERTEX )
      {
      ; //use maxGroupSize
      }
    else
      {
      maxGroupSize /= 2; //prevents infinite recursion
      }

    for ( i=0; i < numTris; i++ )
      {
      triangles->InsertId(i,tris[i]);
      }

    // now group into manifold pieces
    for ( i=0; triangles->GetNumberOfIds() > 0; i++ )
      {
      group->Reset();
      startTri = triangles->GetId(0);
      group->InsertId(0,startTri);
      triangles->DeleteId(startTri);
      this->Mesh->GetCellPoints(startTri,nverts,verts);
      p[0] = ( verts[0] != ptId ? verts[0] : verts[1] );
      p[1] = ( verts[1] != ptId && verts[1] != p[0] ? verts[1] : verts[2] );

      //grab manifold group - j index is the forward/backward direction around vertex
      for ( j=0; j < 2; j++ )
        {
        for ( tri=startTri; p[j] >= 0; )
          {
          this->Mesh->GetCellEdgeNeighbors(tri, ptId, p[j], cellIds);
          if ( cellIds->GetNumberOfIds() == 1 && 
               triangles->IsId((tri=cellIds->GetId(0))) > -1 && 
               group->GetNumberOfIds() < maxGroupSize )
            {
            group->InsertNextId(tri);
            triangles->DeleteId(tri);
            this->Mesh->GetCellPoints(tri,nverts,verts);
            if ( verts[0] != ptId && verts[0] != p[j] )
              {
              p[j] = verts[0];
              }
            else if ( verts[1] != ptId && verts[1] != p[j] )
              {
              p[j] = verts[1];
              }
            else
              {
              p[j] = verts[2];
              }
            }
          else
            {
            p[j] = -1;
            }
          }
        }//for both directions

      // reconnect group into manifold chunk (first group is left attached)
      if ( i != 0 ) 
        {
        id = this->Mesh->InsertNextLinkedPoint(this->X,group->GetNumberOfIds());
        meshPD->CopyData(meshPD, ptId, id);

        for ( j=0; j < group->GetNumberOfIds(); j++ )
          {
          tri = group->GetId(j);
          this->Mesh->RemoveReferenceToCell(ptId, tri);
          this->Mesh->AddReferenceToCell(id, tri);
          this->Mesh->ReplaceCellPoint(tri, ptId, id);
          }
        if ( this->AccumulateError ) 
          {
          this->VertexError->InsertValue(id, this->VertexError->GetValue(ptId));
          }
        if ( insert )
          {
          this->Insert(id);
          }
        }//if not first group
      }//for all groups
    //Don't forget to reinsert original vertex
    if ( insert )
      {
      this->Insert(ptId);
      }

    triangles->Delete();
    cellIds->Delete();
    group->Delete();
    }

  return;
}


//----------------------------------------------------------------------------
// Find a way to split this loop. If -1 is returned, then we have a real
// bad situation and we'll split the vertex.
//
vtkIdType vtkDecimatePro::FindSplit (int type, vtkIdType fedges[2],
                                     vtkIdType& pt1, vtkIdType& pt2,
                                     vtkIdList *CollapseTris)
{
  vtkIdType i, maxI;
  double dist2, e2dist2;
  vtkIdType numVerts=this->V->MaxId+1;

  pt2 = -1;
  CollapseTris->SetNumberOfIds(2);
  this->EdgeLengths->Reset();

  switch (type)
    {
    case VTK_SIMPLE_VERTEX:
    case VTK_EDGE_END_VERTEX:
    case VTK_INTERIOR_EDGE_VERTEX:
      if ( type == VTK_INTERIOR_EDGE_VERTEX )
        {
        dist2 = vtkMath::Distance2BetweenPoints(this->X,
                                                this->V->Array[fedges[0]].x);
        this->EdgeLengths->Insert(dist2,fedges[0]);

        dist2 = vtkMath::Distance2BetweenPoints(this->X,
                                                this->V->Array[fedges[1]].x);
        this->EdgeLengths->Insert(dist2,fedges[1]);
        }
      else // Compute the edge lengths
        {
        for ( i=0; i < numVerts; i++ )
          {
          dist2 = vtkMath::Distance2BetweenPoints(this->X,
                                                  this->V->Array[i].x);
          this->EdgeLengths->Insert(dist2,i);
          }
        }

      // See whether the collapse is okay
      while ( (maxI = this->EdgeLengths->Pop(0, dist2)) >= 0 )
        {
        if ( this->IsValidSplit(maxI) )
          {
          break;
          }
        }

      if ( maxI >= 0 )
        {
        CollapseTris->SetId(0,this->T->Array[maxI].id);
        if ( maxI == 0 )
          {
          pt1 = this->V->Array[1].id;
          pt2 = this->V->Array[this->V->MaxId].id;
          CollapseTris->SetId(1,this->T->Array[this->T->MaxId].id);
          }
        else
          {
          pt1 = this->V->Array[(maxI+1)%numVerts].id;
          pt2 = this->V->Array[maxI-1].id;
          CollapseTris->SetId(1,this->T->Array[maxI-1].id);
          }

        return this->V->Array[maxI].id;
        }
      break;

    case VTK_BOUNDARY_VERTEX: //--------------------------------------------
      CollapseTris->SetNumberOfIds(1);
      // Compute the edge lengths
      dist2 = vtkMath::Distance2BetweenPoints(this->X, this->V->Array[0].x);
      e2dist2 = vtkMath::Distance2BetweenPoints(this->X,this->V->Array[this->V->MaxId].x);

      maxI = -1;
      if ( dist2 <= e2dist2 )
        {
        if ( this->IsValidSplit(0) )
          {
          maxI = 0;
          }
        else if ( this->IsValidSplit(this->V->MaxId) )
          {
          maxI = this->V->MaxId;
          }
        }
      else
        {
        if ( this->IsValidSplit(this->V->MaxId) )
          {
          maxI = this->V->MaxId;
          }
        else if ( this->IsValidSplit(0) )
          {
          maxI = 0;
          }
        }

      if ( maxI >= 0 )
        {
        if ( maxI == 0 )
          {
          CollapseTris->SetId(0,this->T->Array[0].id);
          pt1 = this->V->Array[1].id;
          return this->V->Array[0].id;
          }
        else
          {
          CollapseTris->SetId(0,this->T->Array[this->T->MaxId].id);
          pt1 = this->V->Array[this->V->MaxId-1].id;
          return this->V->Array[this->V->MaxId].id;
          }
        }
      break;

    case VTK_CRACK_TIP_VERTEX: //-------------------------------------------
      this->V->MaxId--;
      if ( this->IsValidSplit(0) )
        {
        CollapseTris->SetId(0,this->T->Array[0].id);
        pt1 = this->V->Array[1].id;
        pt2 = this->V->Array[this->V->MaxId].id;
        CollapseTris->SetId(1,this->T->Array[this->T->MaxId].id);
        return this->V->Array[0].id;
        }
      else
        {
        this->V->MaxId++;
        }
      break;

    case VTK_DEGENERATE_VERTEX: //-------------------------------------------
      // Collapse to the first edge
      CollapseTris->SetId(0,this->T->Array[0].id);
      pt1 = this->V->Array[1].id;
      if ( this->T->MaxId > 0 ) //more than one triangle
        {
        if ( this->T->MaxId == this->V->MaxId ) //a complete cycle
          {
          CollapseTris->SetId(1,this->T->Array[this->T->MaxId].id);
          pt2 = this->V->Array[this->V->MaxId].id;
          }
        else
          {
          CollapseTris->SetNumberOfIds(1);
          }
        }
      else
        {
        CollapseTris->SetNumberOfIds(1);
        }
      return this->V->Array[0].id;

    default:
      ;
    }

  return -1;
}

//----------------------------------------------------------------------------
//  Determine whether the loop can be split at the vertex indicated
//
int vtkDecimatePro::IsValidSplit(int index)
{
  vtkIdType fedges[2];
  int i, sign;
  vtkIdType nverts=this->V->MaxId+1, j;
  double *x, val, sPt[3], v21[3], sN[3];
  vtkIdType l1[VTK_MAX_TRIS_PER_VERTEX], l2[VTK_MAX_TRIS_PER_VERTEX];
  vtkIdType n1, n2;

  // For a edge collapse to be valid, all edges to that vertex must
  // divide the loop cleanly.
  fedges[0] = index;
  for ( j=0; j < (nverts-3); j++ )
    {
    fedges[1] = (index + 2 + j) % nverts;
    this->SplitLoop (fedges, n1, l1, n2, l2);

    //  Create splitting plane.  Splitting plane is parallel to the loop
    //  plane normal and contains the splitting vertices fedges[0] and fedges[1].
    for (i=0; i<3; i++) 
      {
      sPt[i] = this->V->Array[fedges[0]].x[i];
      v21[i] = this->V->Array[fedges[1]].x[i] - sPt[i];
      }

    vtkMath::Cross (v21,this->Normal,sN);
    if ( vtkMath::Normalize(sN) == 0.0 )
      {
      return 0;
      }

    for (sign=0, i=0; i < n1; i++) // first loop 
      {
      if ( !(l1[i] == fedges[0] || l1[i] == fedges[1]) ) 
        {
        x = this->V->Array[l1[i]].x;
        val = vtkPlane::Evaluate(sN,sPt,x);
        if ( fabs(val) < this->Tolerance )
          {
          return 0;
          }
        
        if ( !sign )
          {
          sign = (val > this->Tolerance ? 1 : -1);
          }
        else if ( sign != (val > 0 ? 1 : -1) )
          {
          return 0;
          }
        }
      }

    sign *= -1;
    for (i=0; i < n2; i++) // second loop 
      {
      if ( !(l2[i] == fedges[0] || l2[i] == fedges[1]) ) 
        {
        x = this->V->Array[l2[i]].x;
        val = vtkPlane::Evaluate(sN,sPt,x);
        if ( fabs(val) < this->Tolerance )
          {
          return 0;
          }
        if ( !sign )
          {
          sign = (val > this->Tolerance ? 1 : -1);
          }
        else if ( sign != (val > 0 ? 1 : -1) )
          {
          return 0;
          }
        }
      }
    }// Check all splits
  return 1;
}

//----------------------------------------------------------------------------
//  Creates two loops from splitting plane provided
//
void vtkDecimatePro::SplitLoop(vtkIdType fedges[2], vtkIdType& n1,
                               vtkIdType *l1, vtkIdType& n2, vtkIdType *l2)
{
  vtkIdType i;
  vtkIdType *loop;
  vtkIdType *count;

  n1 = n2 = 0;
  loop = l1;
  count = &n1;

  for (i=0; i <= this->V->MaxId; i++) 
    {
    loop[(*count)++] = i;
    if ( i == fedges[0] || i == fedges[1] ) 
      {
      loop = (loop == l1 ? l2 : l1);
      count = (count == &n1 ? &n2 : &n1);
      loop[(*count)++] = i;
      }
    }
}

//----------------------------------------------------------------------------
// Collapse the point to the specified vertex. Distribute the error
// and update neighborhood vertices.
int vtkDecimatePro::CollapseEdge(int type, vtkIdType ptId,
                                 vtkIdType collapseId, vtkIdType pt1, 
                                 vtkIdType pt2, vtkIdList *CollapseTris)
{
  vtkIdType i, numDeleted=CollapseTris->GetNumberOfIds();
  vtkIdType ntris=this->T->MaxId+1;
  vtkIdType nverts=this->V->MaxId+1;
  vtkIdType tri[2];
  vtkIdType verts[VTK_MAX_TRIS_PER_VERTEX+1];

  this->NumCollapses++;
  for ( i=0; i < numDeleted; i++ ) 
    {
    tri[i] = CollapseTris->GetId(i);
    }

  // type == VTK_CRACK_TIP_VERTEX || type == VTK_SIMPLE_VERTEX
  if ( numDeleted == 2 ) 
    {
    if ( type == VTK_CRACK_TIP_VERTEX ) //got to seal the crack first
      {
      this->NumMerges++;
      this->Mesh->RemoveReferenceToCell(this->V->Array[this->V->MaxId+1].id, tri[1]);
      this->Mesh->ReplaceCellPoint(tri[1],this->V->Array[this->V->MaxId+1].id, collapseId);
      }

    // delete two triangles
    this->Mesh->RemoveReferenceToCell(pt1, tri[0]);
    this->Mesh->RemoveReferenceToCell(pt2, tri[1]);
    this->Mesh->RemoveReferenceToCell(collapseId, tri[0]);
    this->Mesh->RemoveReferenceToCell(collapseId, tri[1]);
    this->Mesh->DeletePoint(ptId);
    this->Mesh->DeleteCell(tri[0]); this->Mesh->DeleteCell(tri[1]);

    // update topology to reflect new attachments
    this->Mesh->ResizeCellList(collapseId, ntris-2);
    for ( i=0; i < ntris; i++ )
      {
      if ( this->T->Array[i].id != tri[0] && this->T->Array[i].id != tri[1] )
        {
        this->Mesh->AddReferenceToCell(collapseId, this->T->Array[i].id);
        this->Mesh->ReplaceCellPoint(this->T->Array[i].id,ptId,collapseId);
        }
      }
    }//if interior vertex

  else // if ( numDeleted == 1 ) e.g., VTK_BOUNDARY_VERTEX
    {
    // delete one triangle
    this->Mesh->RemoveReferenceToCell(pt1, tri[0]);
    this->Mesh->RemoveReferenceToCell(collapseId, tri[0]);
    this->Mesh->DeletePoint(ptId);
    this->Mesh->DeleteCell(tri[0]);

    // update topology to reflect new attachments
    if ( ntris > 1 )
      {
      this->Mesh->ResizeCellList(collapseId, ntris-1);
      for ( i=0; i < ntris; i++ )
        {
        if ( this->T->Array[i].id != tri[0] )
          {
          this->Mesh->AddReferenceToCell(collapseId, this->T->Array[i].id);
          this->Mesh->ReplaceCellPoint(this->T->Array[i].id,ptId,collapseId);
          }
        }
      }
    } //else boundary vertex

  // Update surrounding vertices. Need to copy verts first because the V/T
  // arrays might change as points are being reinserted.
  //
  for ( i=0; i < nverts; i++ )
    {
    verts[i] = this->V->Array[i].id;
    }
  for ( i=0; i < nverts; i++ )
    {
    this->DeleteId(verts[i]);
    this->Insert(verts[i]);
    }

  return numDeleted;
}

//----------------------------------------------------------------------------
// Get a list of inflection points. These are double values 0 < r <= 1.0 
// corresponding to reduction level, and there are a total of
// NumberOfInflectionPoints() values. You must provide an array (of
// the correct size) into which the inflection points are written.
void vtkDecimatePro::GetInflectionPoints(double *inflectionPoints)
{
  vtkIdType i;

  for (i=0; i < this->GetNumberOfInflectionPoints(); i++)
    {
    inflectionPoints[i] = this->InflectionPoints->GetValue(i);
    }
}

//----------------------------------------------------------------------------
// Get a list of inflection points. These are double values 0 < r <= 1.0 
// corresponding to reduction level, and there are a total of
// NumberOfInflectionPoints() values. You must provide an array (of
// the correct size) into which the inflection points are written.
// This method returns a pointer to a list of inflection points.
double *vtkDecimatePro::GetInflectionPoints()
{
  return this->InflectionPoints->GetPointer(0);
}

//----------------------------------------------------------------------------
// Get the number of inflection points. Only returns a valid value
// after the filter has executed.
vtkIdType vtkDecimatePro::GetNumberOfInflectionPoints()
{
  return this->InflectionPoints->GetMaxId()+1;
}

//----------------------------------------------------------------------------
// The following are private functions used to manage the priority
// queue of vertices.
//

//----------------------------------------------------------------------------
void vtkDecimatePro::InitializeQueue(vtkIdType numPts)
{
  if ( !this->PreserveTopology && this->Splitting ) 
    {
    numPts = static_cast<vtkIdType>(numPts*1.25);
    }

  this->Queue = vtkPriorityQueue::New();
  this->Queue->Allocate(numPts, static_cast<vtkIdType>(0.25*numPts));
}

//----------------------------------------------------------------------------
int vtkDecimatePro::Pop(double &error)
{
  vtkIdType ptId;

  // Try returning what's in queue
  if ( (ptId = this->Queue->Pop(0, error)) >= 0 )
    {
    if ( error > this->Error )
      {
      this->Queue->Reset();
      }
    else
      {
      return ptId;
      }
    }

  // See whether anything's left and split/re-insert if allowed
  if ( this->NumberOfRemainingTris > 0 && this->Split &&
  this->SplitState == VTK_STATE_UNSPLIT )
    {
    vtkDebugMacro(<<"Splitting this->Mesh");

    this->SplitState = VTK_STATE_SPLIT;
    this->SplitMesh();
    this->CosAngle = cos( vtkMath::RadiansFromDegrees( this->SplitAngle ) );

    // Now that things are split, insert the vertices. (Have to do this
    // otherwise error calculation is incorrect.)
    for ( ptId=0; ptId < this->Mesh->GetNumberOfPoints(); ptId++ )
      {
      this->Insert(ptId);
      }

    if ( (ptId = this->Queue->Pop(0, error)) >= 0 )
      {
      if ( error > this->Error )
        {
        this->Queue->Reset();
        }
      else
        {
        return ptId;
        }
      }
    }

  // If here, then this->Mesh splitting hasn't helped or is exhausted. Run thru
  // vertices and split them as necessary no matter what.
  if ( this->NumberOfRemainingTris > 0 && this->Split && this->SplitState != VTK_STATE_SPLIT_ALL )
    {
    vtkDebugMacro(<<"Final splitting attempt");

    this->SplitState = VTK_STATE_SPLIT_ALL;
    for ( ptId=0; ptId < this->Mesh->GetNumberOfPoints(); ptId++ )
      {
      this->Insert(ptId);
      }

    if ( (ptId = this->Queue->Pop(0, error)) >= 0 )
      {
      if ( error > this->Error )
        {
        this->Queue->Reset();
        }
      else
        {
        return ptId;
        }
      }
    }

  //every possible point has been processed
  return -1; 
}

//----------------------------------------------------------------------------
// Computes error and inserts point into priority queue.
void vtkDecimatePro::Insert(vtkIdType ptId, double error)
{
  int type, simpleType;
  vtkIdType *cells;
  vtkIdType fedges[2];
  unsigned short int ncells;

  // on value of error, we need to compute it or just insert the point
  if ( error < -this->Tolerance )
    {
    this->Mesh->GetPoint(ptId,this->X);
    this->Mesh->GetPointCells(ptId,ncells,cells);

    if ( ncells > 0 )
      {
      simpleType = 0;
      type = this->EvaluateVertex(ptId, ncells, cells, fedges);

      // Compute error for simple types - split vertex handles others
      if ( type == VTK_SIMPLE_VERTEX || type == VTK_EDGE_END_VERTEX ||
      type == VTK_CRACK_TIP_VERTEX )
        {
        simpleType = 1;
        error = ComputeSimpleError(this->X,this->Normal,this->Pt);
        }

      else if ( (type == VTK_INTERIOR_EDGE_VERTEX) ||
      (type == VTK_BOUNDARY_VERTEX && this->BoundaryVertexDeletion) )
        {
        simpleType = 1;
        if ( ncells == 1 ) //compute better error for single triangle 
          {
          error = ComputeSingleTriangleError(this->X,this->V->Array[0].x, 
                                             this->V->Array[1].x);
          }
        else
          {
          error = ComputeEdgeError(this->X, this->V->Array[fedges[0]].x, 
                                   this->V->Array[fedges[1]].x);
          }
        }

      if ( simpleType )
        {
        if ( this->AccumulateError )
          {
            error += this->VertexError->GetValue(ptId);
          }
        this->Queue->Insert(error,ptId);
        }

      // Type is complex so we break it up (if splitting allowed). A 
      // side-effect of splitting a vertex is that it inserts it and any 
      // new vertices into queue.
      else if ( this->SplitState == VTK_STATE_SPLIT && type != VTK_DEGENERATE_VERTEX )
        {
        this->SplitVertex(ptId, type, ncells, cells, 1);
        } //not a simple type

      } //if cells attached to vertex
    } //need to compute the error

  // If point is being recycled, see whether we want to split it
  else if ( error >= VTK_RECYCLE_VERTEX )
    {
    //see whether to split it, otherwise it isn't inserted yet
    if ( this->SplitState == VTK_STATE_SPLIT_ALL )
      {
      this->Mesh->GetPoint(ptId,this->X);
      this->Mesh->GetPointCells(ptId,ncells,cells);
      if ( ncells > 0 ) 
        {
        type = this->EvaluateVertex(ptId, ncells, cells, fedges);
        this->SplitVertex(ptId, type, ncells, cells, 1);
        }
      }
    }

  // Sometimes the error is computed for us so we insert it appropriately
  else 
    {
    if ( this->AccumulateError )
      {
        error += this->VertexError->GetValue(ptId);
      }
    this->Queue->Insert(error,ptId);
    }
}

//----------------------------------------------------------------------------
// Compute the error of the point to the new triangulated surface
void vtkDecimatePro::DistributeError(double error)
{
  vtkIdType i;
  vtkIdType nverts=this->V->MaxId+1;
  double previousError;

  for (i=0; i < nverts; i++)
    {
    previousError = this->VertexError->GetValue(this->V->Array[i].id);
    this->VertexError->SetValue(this->V->Array[i].id, previousError+error);
    }
}

//----------------------------------------------------------------------------
void vtkDecimatePro::DeleteQueue()
{
  if (this->Queue)
    {
    this->Queue->Delete();
    }
  this->Queue=NULL;
}

//----------------------------------------------------------------------------
double vtkDecimatePro::DeleteId(vtkIdType id) 
{
  return this->Queue->DeleteId(id);
}

//----------------------------------------------------------------------------
void vtkDecimatePro::Reset() 
{
  this->Queue->Reset();
}

//----------------------------------------------------------------------------
void vtkDecimatePro::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);

  os << indent << "Target Reduction: " << this->TargetReduction << "\n";
  os << indent << "Feature Angle: " << this->FeatureAngle << "\n";

  os << indent << "Splitting: " << (this->Splitting ? "On\n" : "Off\n");
  os << indent << "Split Angle: " << this->SplitAngle << "\n";
  os << indent << "Pre-Split Mesh: "  
     << (this->PreSplitMesh ? "On\n" : "Off\n");

  os << indent << "Degree: " << this->Degree << "\n";

  os << indent << "Preserve Topology: " 
     << (this->PreserveTopology ? "On\n" : "Off\n");
  os << indent << "Maximum Error: "     << this->MaximumError << "\n";
  os << indent << "Accumulate Error: "  
     << (this->AccumulateError ? "On\n" : "Off\n");
  os << indent << "Error is Absolute: " 
     << (this->ErrorIsAbsolute ? "On\n" : "Off\n");
  os << indent << "Absolute Error: "    << this->AbsoluteError << "\n";

  os << indent << "Boundary Vertex Deletion: "  
     << (this->BoundaryVertexDeletion ? "On\n" : "Off\n");

  os << indent << "Inflection Point Ratio: " 
     << this->InflectionPointRatio << "\n";
  os << indent << "Number Of Inflection Points: "
     << this->GetNumberOfInflectionPoints() << "\n";
}