Beispiel #1
0
        /// <summary>
        /// Updates the cached edge lengths
        /// </summary>
        public void updateInfo()
        {
            float best = 999999999;

            for (int i = 0; i < 3; i++)
            {
                SimplificationVertex a = verts[i];
                SimplificationVertex b = verts[(i + 1) % verts.Length];
                float dx = a.pos[0] - b.pos[0];
                float dy = a.pos[1] - b.pos[1];
                float dz = a.pos[2] - b.pos[2];
                edgeLengths[i] = (dx * dx) + (dy * dy) + (dz * dz);
                if (edgeLengths[i] < best)
                {
                    best    = edgeLengths[i];
                    minEdge = i;
                }
            }
        }
Beispiel #2
0
    /// <summary>
    /// Simplifies the mesh provided, then places it back into the parameters.
    /// </summary>
    /// <remarks>
    /// Repeatedly remove the shortest edge in the mesh, reducing the triangle count by two each step.  This is repeated
    /// until the triangle count is low enough or more than 2000 tries have been made.
    /// </remarks>
    /// <param name="verts">The original and final verticies. (3 elements per vertex)</param>
    /// <param name="vertCount">The original and final vertex counts.</param>
    /// <param name="inds">The original and final index buffer.  (3 element per triangle, zero based)</param>
    /// <param name="trisCount">The original and final triangle counts.</param>
    private static void Simplify(ref float[] verts, ref uint vertCount, ref uint[] inds, ref uint trisCount)
    {
        // Setup edge relations, compute min edge lengths...
        List <SimplificationVertex> simplVerts = new List <SimplificationVertex>();

        for (int i = 0; i < vertCount; i++)
        {
            simplVerts.Add(new SimplificationVertex(verts[i * 3], verts[i * 3 + 1], verts[i * 3 + 2]));
        }
        List <SimplificationFace> simplFace = new List <SimplificationFace>();

        for (int i = 0; i < trisCount * 3; i += 3)
        {
            SimplificationFace face = new SimplificationFace();
            face.verts[0] = simplVerts[(int)inds[i]];
            face.verts[1] = simplVerts[(int)inds[i + 1]];
            face.verts[2] = simplVerts[(int)inds[i + 2]];
            foreach (SimplificationVertex v in face.verts)
            {
                v.faces.Add(face);  // Make sure all verticies know their neighbors
            }
            simplFace.Add(face);
        }
        foreach (SimplificationFace face in simplFace)
        {
            face.updateInfo();
        }

        simplFace.Sort();

        #region FANCY_SIMPLIFY_GRAPHICS
#if FANCY_SIMPLIFY_GRAPHICS
        double[] major, minor;
        GraphicsCoordinateSet majorCoordSet, minorCoordSet;

        major = new double[9 * simplFace.Count];
        for (int a = 0; a < simplFace.Count; a++)
        {
            int off = a * 9;
            simplFace[a].tmpHead = off;
            Array.Copy(simplFace[a].verts[0].pos, 0, major, off, 3);
            Array.Copy(simplFace[a].verts[1].pos, 0, major, off + 3, 3);
            Array.Copy(simplFace[a].verts[2].pos, 0, major, off + 6, 3);
        }
        minor = new double[9];
        AssemblyDocument part = ((AssemblyDocument)Exporter.INVENTOR_APPLICATION.ActiveDocument);
        GraphicsDataSets dataSets;
        try
        {
            dataSets = part.GraphicsDataSetsCollection.AddNonTransacting("convexHULL");
        }
        catch
        {
            dataSets = part.GraphicsDataSetsCollection["convexHULL"];
            dataSets.Delete();
            dataSets = part.GraphicsDataSetsCollection.AddNonTransacting("convexHULL");
        }
        ClientGraphics graphics;
        try
        {
            graphics = part.ComponentDefinition.ClientGraphicsCollection.AddNonTransacting("convexHULL");
        }
        catch
        {
            graphics = part.ComponentDefinition.ClientGraphicsCollection["convexHULL"];
            graphics.Delete();
            graphics = part.ComponentDefinition.ClientGraphicsCollection.AddNonTransacting("convexHULL");
        }
        {
            GraphicsNode node = graphics.AddNode(graphics.Count + 1);
            majorCoordSet =
                dataSets.CreateCoordinateSet(dataSets.Count + 1);
            majorCoordSet.PutCoordinates(major);
            LineGraphics primitive = node.AddLineGraphics();
            primitive.BurnThrough = false;
            //Create Coordinate Index Set
            GraphicsIndexSet indexSetCoords =
                dataSets.CreateIndexSet(dataSets.Count + 1);
            for (int i = 0; i < major.Length; i += 3)
            {
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 1);     //from point 1
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 2);     //connect to point 2
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 2);     //from point 2
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 3);     //connect to point 3
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 3);     //from point 3
                indexSetCoords.Add(indexSetCoords.Count + 1, i + 1);     //connect to point 1
            }
            primitive.CoordinateSet      = majorCoordSet;
            primitive.CoordinateIndexSet = indexSetCoords;
        }
        {
            GraphicsNode node = graphics.AddNode(graphics.Count + 1);
            minorCoordSet =
                dataSets.CreateCoordinateSet(dataSets.Count + 1);
            minorCoordSet.PutCoordinates(minor);
            TriangleGraphics primitive = node.AddTriangleGraphics();
            primitive.DepthPriority = 19999;
            //Create Coordinate Index Set
            GraphicsColorSet colorSet = dataSets.CreateColorSet(dataSets.Count + 1);
            for (int i = 0; i < minor.Length; i += 3)
            {
                colorSet.Add(colorSet.Count + 1, 255, 0, 0);
            }
            primitive.CoordinateSet = minorCoordSet;
            primitive.ColorSet      = colorSet;
            primitive.ColorBinding  = ColorBindingEnum.kPerItemColors;
            //primitive.CoordinateIndexSet = indexSetCoords;
        }
        Exporter.INVENTOR_APPLICATION.ActiveView.Update();
#endif
        #endregion

        // Time for shenanigans!  We are going to naively pick the shortest edge and then remove it.  Destroys two faces per loop typically.
        // Give it 2000 tries at most.
        for (int i = 0; i < 2000 && simplFace.Count > CONVEX_HULL_FACET_LIMIT; i++)
        {
            SimplificationFace bFace = simplFace[0];
            // This is the edge to remove
            SimplificationVertex[] remove = new SimplificationVertex[] {
                bFace.verts[bFace.minEdge], bFace.verts[(bFace.minEdge + 1) % bFace.verts.Length]
            };


            #region FANCY_SIMPLIFY_GRAPHICS
#if FANCY_SIMPLIFY_GRAPHICS
            // Highlight
            Array.Copy(bFace.verts[0].pos, 0, minor, 0, 3);
            Array.Copy(bFace.verts[1].pos, 0, minor, 3, 3);
            Array.Copy(bFace.verts[2].pos, 0, minor, 6, 3);
            minorCoordSet.PutCoordinates(minor);
            Exporter.INVENTOR_APPLICATION.ActiveView.Update();
#endif
            #endregion

            // Find the center point of the edge.  One edge -> one vertex
            float[] center = new float[3];
            foreach (SimplificationVertex vert in remove)
            {
                center[0] += vert.pos[0] / 2.0f;
                center[1] += vert.pos[1] / 2.0f;
                center[2] += vert.pos[2] / 2.0f;
                vert.faces.Clear(); // Really, never use vertex again.
            }
            SimplificationVertex newVertex = new SimplificationVertex(center[0], center[1], center[2]);

            // Ineffeciently check each face to see if it shares a vertex with the edge
            for (int k = simplFace.Count - 1; k >= 0; k--)
            {
                int matched             = 0;
                SimplificationFace face = simplFace[k];
                for (int j = 0; j < face.verts.Length; j++)
                {
                    if (face.verts[j] == remove[0] ||
                        face.verts[j] == remove[1])
                    {
                        face.verts[j] = newVertex;

                        #region FANCY_SIMPLIFY_GRAPHICS
#if FANCY_SIMPLIFY_GRAPHICS
                        Array.Copy(face.verts[j].pos, 0, major, face.tmpHead + (3 * j), 3);
                        int index = (face.tmpHead / 3) + j + 1;
                        majorCoordSet.Remove(index);
                        majorCoordSet.Add(index, Exporter.INVENTOR_APPLICATION.TransientGeometry.CreatePoint(face.verts[j].pos[0], face.verts[j].pos[1], face.verts[j].pos[2]));
#endif
                        #endregion

                        if (matched == 0)
                        {
                            newVertex.faces.Add(face);
                        }
                        matched++;
                    }
                }
                // If we share at least two verts with the edge we are dead, since the triangle ends up with two
                // of the same vertex
                if (matched >= 2)
                {
                    // Degenerate
                    simplFace.RemoveAt(k);
                    foreach (SimplificationVertex v in face.verts)
                    {
                        v.faces.Remove(face);
                    }
                }
                else if (matched == 1)
                {
                    // We changed, so update edge lengths
                    face.updateInfo();
                }
            }
            simplVerts.Add(newVertex);
            // Resort by edge length
            simplFace.Sort();
        }

        simplVerts.RemoveAll((vert) => vert.faces.Count <= 0);

        // Rebuild arrays
        vertCount = (uint)simplVerts.Count;
        verts     = new float[vertCount * 3];
        for (int i = 0; i < simplVerts.Count; i++)
        {
            int off = i * 3;
            simplVerts[i].finalIndex = (i);  // Our indices are zero based <3
            Array.Copy(simplVerts[i].pos, 0, verts, off, 3);
        }
        trisCount = (uint)simplFace.Count;
        inds      = new uint[trisCount * 3];
        for (int i = 0; i < simplFace.Count; i++)
        {
            int off = i * 3;
            inds[off]     = (uint)simplFace[i].verts[0].finalIndex;
            inds[off + 1] = (uint)simplFace[i].verts[1].finalIndex;
            inds[off + 2] = (uint)simplFace[i].verts[2].finalIndex;
        }
    }