Beispiel #1
0
        /// <summary>
        /// Select set of boundary vertices connected to vSeed.
        /// </summary>
        public void SelectConnectedBoundaryV(int vSeed)
        {
            if (!Mesh.IsBoundaryVertex(vSeed))
            {
                throw new Exception("MeshConnectedComponents.FindConnectedBoundaryV: vSeed is not a boundary vertex");
            }

            HashSet <int> found = (Selected.Count == 0) ? Selected : new HashSet <int>();

            found.Add(vSeed);
            List <int> queue = temp; queue.Clear();

            queue.Add(vSeed);
            while (queue.Count > 0)
            {
                int vid = queue[queue.Count - 1];
                queue.RemoveAt(queue.Count - 1);
                foreach (int nbrid in Mesh.VtxVerticesItr(vid))
                {
                    if (Mesh.IsBoundaryVertex(nbrid) && found.Contains(nbrid) == false)
                    {
                        found.Add(nbrid);
                        queue.Add(nbrid);
                    }
                }
            }
            if (found != Selected)
            {
                foreach (int vid in found)
                {
                    add(vid);
                }
            }
            temp.Clear();
        }
Beispiel #2
0
        public static IEnumerable <int> InteriorVertices(DMesh3 mesh)
        {
            int N = mesh.MaxVertexID;

            for (int i = 0; i < N; ++i)
            {
                if (mesh.IsVertex(i))
                {
                    if (mesh.IsBoundaryVertex(i) == false)
                    {
                        yield return(i);
                    }
                }
            }
        }
        public static ValidationStatus IsBoundaryLoop(DMesh3 mesh, EdgeLoop loop)
        {
            int N = loop.Vertices.Length;

            for (int i = 0; i < N; ++i)
            {
                if (!mesh.IsBoundaryVertex(loop.Vertices[i]))
                {
                    return(ValidationStatus.NotBoundaryVertex);
                }
            }

            for (int i = 0; i < N; ++i)
            {
                int a = loop.Vertices[i];
                int b = loop.Vertices[(i + 1) % N];

                int eid = mesh.FindEdge(a, b);
                if (eid == DMesh3.InvalidID)
                {
                    return(ValidationStatus.VerticesNotConnectedByEdge);
                }

                if (mesh.IsBoundaryEdge(eid) == false)
                {
                    return(ValidationStatus.NotBoundaryEdge);
                }

                Index2i ev = mesh.GetOrientedBoundaryEdgeV(eid);
                if (!(ev.a == a && ev.b == b))
                {
                    return(ValidationStatus.IncorrectLoopOrientation);
                }
            }

            return(ValidationStatus.Ok);
        }
Beispiel #4
0
        // Assumption here is that Submesh has been modified, but boundary loop has
        // been preserved, and that old submesh has already been removed from this mesh.
        // So, we just have to append new vertices and then rewrite triangles
        // If new_tris or new_verts is non-null, we will return this info.
        // new_tris should be set to TriangleCount (ie it is not necessarily a map)
        // For new_verts, if we used an existing bdry vtx instead, we set the value to -(existing_index+1),
        // otherwise the value is new_index (+1 is to handle 0)
        //
        // Returns true if submesh successfully inserted, false if any triangles failed
        // (which happens if triangle would result in non-manifold mesh)
        public bool ReinsertSubmesh(DSubmesh3 sub, ref int[] new_tris, out IndexMap SubToNewV,
                                    DuplicateTriBehavior eDuplicateBehavior = DuplicateTriBehavior.AssertAbort)
        {
            if (sub.BaseBorderV == null)
            {
                throw new Exception("MeshEditor.ReinsertSubmesh: Submesh does not have required boundary info. Call ComputeBoundaryInfo()!");
            }

            DMesh3 submesh = sub.SubMesh;
            bool   bAllOK  = true;

            IndexFlagSet done_v = new IndexFlagSet(submesh.MaxVertexID, submesh.TriangleCount / 2);

            SubToNewV = new IndexMap(submesh.MaxVertexID, submesh.VertexCount);

            int nti = 0;
            int NT  = submesh.MaxTriangleID;

            for (int ti = 0; ti < NT; ++ti)
            {
                if (submesh.IsTriangle(ti) == false)
                {
                    continue;
                }

                Index3i sub_t = submesh.GetTriangle(ti);
                int     gid   = submesh.GetTriangleGroup(ti);

                Index3i new_t = Index3i.Zero;
                for (int j = 0; j < 3; ++j)
                {
                    int sub_v = sub_t[j];
                    int new_v = -1;
                    if (done_v[sub_v] == false)
                    {
                        // first check if this is a boundary vtx on submesh and maps to a bdry vtx on base mesh
                        if (submesh.IsBoundaryVertex(sub_v))
                        {
                            int base_v = (sub_v < sub.SubToBaseV.size) ? sub.SubToBaseV[sub_v] : -1;
                            if (base_v >= 0 && Mesh.IsVertex(base_v) && sub.BaseBorderV[base_v] == true)
                            {
                                // [RMS] this should always be true, but assert in tests to find out
                                Debug.Assert(Mesh.IsBoundaryVertex(base_v));
                                if (Mesh.IsBoundaryVertex(base_v))
                                {
                                    new_v = base_v;
                                }
                            }
                        }

                        // if that didn't happen, append new vtx
                        if (new_v == -1)
                        {
                            new_v = Mesh.AppendVertex(submesh, sub_v);
                        }

                        SubToNewV[sub_v] = new_v;
                        done_v[sub_v]    = true;
                    }
                    else
                    {
                        new_v = SubToNewV[sub_v];
                    }

                    new_t[j] = new_v;
                }

                // try to handle duplicate-tri case
                if (eDuplicateBehavior == DuplicateTriBehavior.AssertContinue)
                {
                    Debug.Assert(Mesh.FindTriangle(new_t.a, new_t.b, new_t.c) == DMesh3.InvalidID);
                }
                else
                {
                    int existing_tid = Mesh.FindTriangle(new_t.a, new_t.b, new_t.c);
                    if (existing_tid != DMesh3.InvalidID)
                    {
                        if (eDuplicateBehavior == DuplicateTriBehavior.AssertAbort)
                        {
                            Debug.Assert(existing_tid == DMesh3.InvalidID);
                            return(false);
                        }
                        else if (eDuplicateBehavior == DuplicateTriBehavior.UseExisting)
                        {
                            if (new_tris != null)
                            {
                                new_tris[nti++] = existing_tid;
                            }
                            continue;
                        }
                        else if (eDuplicateBehavior == DuplicateTriBehavior.Replace)
                        {
                            Mesh.RemoveTriangle(existing_tid, false);
                        }
                    }
                }


                int new_tid = Mesh.AppendTriangle(new_t, gid);
                Debug.Assert(new_tid != DMesh3.InvalidID && new_tid != DMesh3.NonManifoldID);
                if (!Mesh.IsTriangle(new_tid))
                {
                    bAllOK = false;
                }

                if (new_tris != null)
                {
                    new_tris[nti++] = new_tid;
                }
            }

            return(bAllOK);
        }
Beispiel #5
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 == DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index2i ov = mesh.GetEdgeOpposingV(edgeID);
            int     c = ov.a, d = ov.b;

            Vector3d vA           = mesh.GetVertex(a);
            Vector3d vB           = mesh.GetVertex(b);
            double   edge_len_sqr = vA.DistanceSquared(vB);

            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++;
                DMesh3.EdgeCollapseInfo collapseInfo;
                MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);
                if (result == MeshResult.Ok)
                {
                    mesh.SetVertex(iKeep, vNewPos);
                    if (constraints != null)
                    {
                        constraints.ClearEdgeConstraint(edgeID);
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                        if (collapseInfo.eRemoved1 != 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.IsBoundaryVertex(a));
                bool b_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.IsBoundaryVertex(b));
                bool c_is_boundary_vtx = (MeshIsClosed) ? false : mesh.IsBoundaryVertex(c);
                bool d_is_boundary_vtx = (MeshIsClosed) ? false :  mesh.IsBoundaryVertex(d);
                int  valence_a = mesh.GetVtxEdgeCount(a), valence_b = mesh.GetVtxEdgeCount(b);
                int  valence_c = mesh.GetVtxEdgeCount(c), valence_d = mesh.GetVtxEdgeCount(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
                    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)
            {
                DMesh3.EdgeSplitInfo splitInfo;
                COUNT_SPLITS++;
                MeshResult result = mesh.SplitEdge(edgeID, out splitInfo);
                if (result == MeshResult.Ok)
                {
                    update_after_split(edgeID, a, b, ref 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);
            }
        }