Beispiel #1
0
        // for all vertices in loopV, constrain to target
        // for all edges in loopV, disable flips and constrain to target
        public static void ConstrainVtxLoopTo(MeshConstraints cons, NGonsCore.geometry3Sharp.mesh.DMesh3 mesh, int[] loopV, IProjectionTarget target, int setID = -1)
        {
            VertexConstraint vc = new VertexConstraint(target);

            for (int i = 0; i < loopV.Length; ++i)
            {
                cons.SetOrUpdateVertexConstraint(loopV[i], vc);
            }

            EdgeConstraint ec = new EdgeConstraint(EdgeRefineFlags.NoFlip, target);

            ec.TrackingSetID = setID;
            for (int i = 0; i < loopV.Length; ++i)
            {
                int v0 = loopV[i];
                int v1 = loopV[(i + 1) % loopV.Length];

                int eid = mesh.FindEdge(v0, v1);
                Debug.Assert(eid != NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID);
                if (eid != NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID)
                {
                    cons.SetOrUpdateEdgeConstraint(eid, ec);
                }
            }
        }
Beispiel #2
0
        // for all mesh boundary vertices, pin in current position, but allow collapses
        public static void FixAllBoundaryEdges_AllowCollapse(MeshConstraints cons, NGonsCore.geometry3Sharp.mesh.DMesh3 mesh, int setID)
        {
            EdgeConstraint   edgeCons = new EdgeConstraint(EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoSplit);
            VertexConstraint vertCons = new VertexConstraint(true, setID);

            int NE = mesh.MaxEdgeID;

            for (int ei = 0; ei < NE; ++ei)
            {
                if (mesh.IsEdge(ei) && mesh.IsBoundaryEdge(ei))
                {
                    cons.SetOrUpdateEdgeConstraint(ei, edgeCons);

                    Index2i ev = mesh.GetEdgeV(ei);
                    cons.SetOrUpdateVertexConstraint(ev.a, vertCons);
                    cons.SetOrUpdateVertexConstraint(ev.b, vertCons);
                }
            }
        }
Beispiel #3
0
        protected virtual ProcessResult ProcessEdge(int edgeID)
        {
            RuntimeDebugCheck(edgeID);

            EdgeConstraint constraint =
                (constraints == null) ? EdgeConstraint.Unconstrained : constraints.GetEdgeConstraint(edgeID);

            if (constraint.NoModifications)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }

            // look up verts and tris for this edge
            int a = 0, b = 0, t0 = 0, t1 = 0;

            if (mesh.GetEdge(edgeID, ref a, ref b, ref t0, ref t1) == false)
            {
                return(ProcessResult.Failed_NotAnEdge);
            }
            bool bIsBoundaryEdge = (t1 == NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index3i T0tv         = mesh.GetTriangle(t0);
            int     c            = IndexUtil.find_tri_other_vtx(a, b, T0tv);
            Index3i T1tv         = (bIsBoundaryEdge) ? NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidTriangle : mesh.GetTriangle(t1);
            int     d            = (bIsBoundaryEdge) ? NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID : IndexUtil.find_tri_other_vtx(a, b, T1tv);

            Vector3D vA           = mesh.GetVertex(a);
            Vector3D vB           = mesh.GetVertex(b);
            double   edge_len_sqr = (vA - vB).LengthSquared;

            begin_collapse();

            // check if we should collapse, and also find which vertex we should collapse to,
            // in cases where we have constraints/etc
            int  collapse_to  = -1;
            bool bCanCollapse = EnableCollapses &&
                                constraint.CanCollapse &&
                                edge_len_sqr < MinEdgeLength * MinEdgeLength &&
                                can_collapse_constraints(edgeID, a, b, c, d, t0, t1, out collapse_to);

            // optimization: if edge cd exists, we cannot collapse or flip. look that up here?
            //  funcs will do it internally...
            //  (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)

            // if edge length is too short, we want to collapse it
            bool bTriedCollapse = false;

            if (bCanCollapse)
            {
                int      iKeep = b, iCollapse = a;
                Vector3D vNewPos = (vA + vB) * 0.5;

                // if either vtx is fixed, collapse to that position
                if (collapse_to == b)
                {
                    vNewPos = vB;
                }
                else if (collapse_to == a)
                {
                    iKeep   = a; iCollapse = b;
                    vNewPos = vA;
                }
                else
                {
                    vNewPos = get_projected_collapse_position(iKeep, vNewPos);
                }

                // TODO be smart about picking b (keep vtx).
                //    - swap if one is bdry vtx, for example?
                // lots of cases where we cannot collapse, but we should just let
                // mesh sort that out, right?
                COUNT_COLLAPSES++;
                NGonsCore.geometry3Sharp.mesh.DMesh3.EdgeCollapseInfo collapseInfo;
                MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);
                if (result == MeshResult.Ok)
                {
                    mesh.SetVertex(b, vNewPos);
                    if (constraints != null)
                    {
                        constraints.ClearEdgeConstraint(edgeID);
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                        if (collapseInfo.eRemoved1 != NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID)
                        {
                            constraints.ClearEdgeConstraint(collapseInfo.eRemoved1);
                        }
                        constraints.ClearVertexConstraint(iCollapse);
                    }
                    OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
                    DoDebugChecks();

                    return(ProcessResult.Ok_Collapsed);
                }
                else
                {
                    bTriedCollapse = true;
                }
            }

            end_collapse();
            begin_flip();

            // if this is not a boundary edge, maybe we want to flip
            bool bTriedFlip = false;

            if (EnableFlips && constraint.CanFlip && bIsBoundaryEdge == false)
            {
                // don't want to flip if it will invert triangle...tetrahedron sign??

                // can we do this more efficiently somehow?
                bool a_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.Vertex_is_boundary(a));
                bool b_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.Vertex_is_boundary(b));
                bool c_is_boundary_vtx = (MeshIsClosed) ? false : mesh.Vertex_is_boundary(c);
                bool d_is_boundary_vtx = (MeshIsClosed) ? false :  mesh.Vertex_is_boundary(d);
                int  valence_a = mesh.GetVtxEdgeValence(a), valence_b = mesh.GetVtxEdgeValence(b);
                int  valence_c = mesh.GetVtxEdgeValence(c), valence_d = mesh.GetVtxEdgeValence(d);
                int  valence_a_target = (a_is_boundary_vtx) ? valence_a : 6;
                int  valence_b_target = (b_is_boundary_vtx) ? valence_b : 6;
                int  valence_c_target = (c_is_boundary_vtx) ? valence_c : 6;
                int  valence_d_target = (d_is_boundary_vtx) ? valence_d : 6;


                // if total valence error improves by flip, we want to do it
                int curr_err = Math.Abs(valence_a - valence_a_target) + Math.Abs(valence_b - valence_b_target)
                               + Math.Abs(valence_c - valence_c_target) + Math.Abs(valence_d - valence_d_target);
                int flip_err = Math.Abs((valence_a - 1) - valence_a_target) + Math.Abs((valence_b - 1) - valence_b_target)
                               + Math.Abs((valence_c + 1) - valence_c_target) + Math.Abs((valence_d + 1) - valence_d_target);

                if (flip_err < curr_err)
                {
                    // try flip
                    NGonsCore.geometry3Sharp.mesh.DMesh3.EdgeFlipInfo flipInfo;
                    COUNT_FLIPS++;
                    MeshResult result = mesh.FlipEdge(edgeID, out flipInfo);
                    if (result == MeshResult.Ok)
                    {
                        DoDebugChecks();
                        return(ProcessResult.Ok_Flipped);
                    }
                    else
                    {
                        bTriedFlip = true;
                    }
                }
            }

            end_flip();
            begin_split();

            // if edge length is too long, we want to split it
            bool bTriedSplit = false;

            if (EnableSplits && constraint.CanSplit && edge_len_sqr > MaxEdgeLength * MaxEdgeLength)
            {
                NGonsCore.geometry3Sharp.mesh.DMesh3.EdgeSplitInfo splitInfo;
                COUNT_SPLITS++;
                MeshResult result = mesh.SplitEdge(edgeID, out splitInfo);
                if (result == MeshResult.Ok)
                {
                    update_after_split(edgeID, a, b, splitInfo);
                    OnEdgeSplit(edgeID, a, b, splitInfo);
                    DoDebugChecks();
                    return(ProcessResult.Ok_Split);
                }
                else
                {
                    bTriedSplit = true;
                }
            }

            end_split();


            if (bTriedFlip || bTriedSplit || bTriedCollapse)
            {
                return(ProcessResult.Failed_OpNotSuccessful);
            }
            else
            {
                return(ProcessResult.Ignored_EdgeIsFine);
            }
        }
Beispiel #4
0
 public void SetOrUpdateEdgeConstraint(int eid, EdgeConstraint ec)
 {
     Edges[eid] = ec;
 }