Beispiel #1
0
 // convert edge selection to vertex selection.
 public MeshVertexSelection(DMesh3 mesh, MeshEdgeSelection convertE) : this(mesh)
 {
     foreach (int eid in convertE)
     {
         Index2i ev = mesh.GetEdgeV(eid);
         add(ev.a); add(ev.b);
     }
 }
Beispiel #2
0
 public MeshEdgeSelection(MeshEdgeSelection copy)
 {
     Mesh     = copy.Mesh;
     Selected = new HashSet <int>(copy.Selected);
     temp     = new List <int>();
 }
        /// <summary>
        /// Apply LaplacianMeshSmoother to subset of mesh triangles.
        /// border of subset always has soft constraint with borderWeight,
        /// but is then snapped back to original vtx pos after solve.
        /// nConstrainLoops inner loops are also soft-constrained, with weight falloff via square roots (defines continuity)
        /// interiorWeight is soft constraint added to all vertices
        /// </summary>
        public static void RegionSmooth(DMesh3 mesh, IEnumerable <int> triangles,
                                        int nConstrainLoops,
                                        int nIncludeExteriorRings,
                                        bool bPreserveExteriorRings,
                                        double borderWeight = 10.0, double interiorWeight = 0.0)
        {
            HashSet <int> fixedVerts = new HashSet <int>();

            if (nIncludeExteriorRings > 0)
            {
                MeshFaceSelection expandTris = new MeshFaceSelection(mesh);
                expandTris.Select(triangles);
                if (bPreserveExteriorRings)
                {
                    MeshEdgeSelection bdryEdges = new MeshEdgeSelection(mesh);
                    bdryEdges.SelectBoundaryTriEdges(expandTris);
                    expandTris.ExpandToOneRingNeighbours(nIncludeExteriorRings);
                    MeshVertexSelection startVerts = new MeshVertexSelection(mesh);
                    startVerts.SelectTriangleVertices(triangles);
                    startVerts.DeselectEdges(bdryEdges);
                    MeshVertexSelection expandVerts = new MeshVertexSelection(mesh, expandTris);
                    foreach (int vid in expandVerts)
                    {
                        if (startVerts.IsSelected(vid) == false)
                        {
                            fixedVerts.Add(vid);
                        }
                    }
                }
                else
                {
                    expandTris.ExpandToOneRingNeighbours(nIncludeExteriorRings);
                }
                triangles = expandTris;
            }

            RegionOperator        region     = new RegionOperator(mesh, triangles);
            DSubmesh3             submesh    = region.Region;
            DMesh3                smoothMesh = submesh.SubMesh;
            LaplacianMeshSmoother smoother   = new LaplacianMeshSmoother(smoothMesh);

            // map fixed verts to submesh
            HashSet <int> subFixedVerts = new HashSet <int>();

            foreach (int base_vid in fixedVerts)
            {
                subFixedVerts.Add(submesh.MapVertexToSubmesh(base_vid));
            }

            // constrain borders
            double w = borderWeight;

            HashSet <int> constrained = (submesh.BaseBorderV.Count > 0) ? new HashSet <int>() : null;

            foreach (int base_vid in submesh.BaseBorderV)
            {
                int sub_vid = submesh.BaseToSubV[base_vid];
                smoother.SetConstraint(sub_vid, smoothMesh.GetVertex(sub_vid), w, true);
                if (constrained != null)
                {
                    constrained.Add(sub_vid);
                }
            }

            if (constrained.Count > 0)
            {
                w = Math.Sqrt(w);
                for (int k = 0; k < nConstrainLoops; ++k)
                {
                    HashSet <int> next_layer = new HashSet <int>();

                    foreach (int sub_vid in constrained)
                    {
                        foreach (int nbr_vid in smoothMesh.VtxVerticesItr(sub_vid))
                        {
                            if (constrained.Contains(nbr_vid) == false)
                            {
                                if (smoother.IsConstrained(nbr_vid) == false)
                                {
                                    smoother.SetConstraint(nbr_vid, smoothMesh.GetVertex(nbr_vid), w, subFixedVerts.Contains(nbr_vid));
                                }
                                next_layer.Add(nbr_vid);
                            }
                        }
                    }

                    constrained.UnionWith(next_layer);
                    w = Math.Sqrt(w);
                }
            }

            // soft constraint on all interior vertices, if requested
            if (interiorWeight > 0)
            {
                foreach (int vid in smoothMesh.VertexIndices())
                {
                    if (smoother.IsConstrained(vid) == false)
                    {
                        smoother.SetConstraint(vid, smoothMesh.GetVertex(vid), interiorWeight, subFixedVerts.Contains(vid));
                    }
                }
            }
            else if (subFixedVerts.Count > 0)
            {
                foreach (int vid in subFixedVerts)
                {
                    if (smoother.IsConstrained(vid) == false)
                    {
                        smoother.SetConstraint(vid, smoothMesh.GetVertex(vid), 0, true);
                    }
                }
            }

            smoother.SolveAndUpdateMesh();
            region.BackPropropagateVertices(true);
        }
Beispiel #4
0
        public virtual bool Cut()
        {
            double invalidDist = double.MinValue;

            MeshEdgeSelection   CutEdgeSet   = null;
            MeshVertexSelection CutVertexSet = null;

            if (CutFaceSet != null)
            {
                CutEdgeSet   = new MeshEdgeSelection(Mesh, CutFaceSet);
                CutVertexSet = new MeshVertexSelection(Mesh, CutEdgeSet);
            }

            // compute signs
            int MaxVID = Mesh.MaxVertexID;

            double[] signs = new double[MaxVID];
            gParallel.ForEach(Interval1i.Range(MaxVID), (vid) => {
                if (Mesh.IsVertex(vid))
                {
                    Vector3d v = Mesh.GetVertex(vid);
                    signs[vid] = (v - PlaneOrigin).Dot(PlaneNormal);
                }
                else
                {
                    signs[vid] = invalidDist;
                }
            });

            HashSet <int> ZeroEdges    = new HashSet <int>();
            HashSet <int> ZeroVertices = new HashSet <int>();
            HashSet <int> OnCutEdges   = new HashSet <int>();

            // have to skip processing of new edges. If edge id
            // is > max at start, is new. Otherwise if in NewEdges list, also new.
            int           MaxEID   = Mesh.MaxEdgeID;
            HashSet <int> NewEdges = new HashSet <int>();

            IEnumerable <int> edgeItr = Interval1i.Range(MaxEID);

            if (CutEdgeSet != null)
            {
                edgeItr = CutEdgeSet;
            }

            // cut existing edges with plane, using edge split
            foreach (int eid in edgeItr)
            {
                if (Mesh.IsEdge(eid) == false)
                {
                    continue;
                }
                if (eid >= MaxEID || NewEdges.Contains(eid))
                {
                    continue;
                }

                Index2i ev = Mesh.GetEdgeV(eid);
                double  f0 = signs[ev.a];
                double  f1 = signs[ev.b];

                // If both signs are 0, this edge is on-contour
                // If one sign is 0, that vertex is on-contour
                int n0 = (Math.Abs(f0) < MathUtil.Epsilon) ? 1 : 0;
                int n1 = (Math.Abs(f1) < MathUtil.Epsilon) ? 1 : 0;
                if (n0 + n1 > 0)
                {
                    if (n0 + n1 == 2)
                    {
                        ZeroEdges.Add(eid);
                    }
                    else
                    {
                        ZeroVertices.Add((n0 == 1) ? ev[0] : ev[1]);
                    }
                    continue;
                }

                // no crossing
                if (f0 * f1 > 0)
                {
                    continue;
                }

                DMesh3.EdgeSplitInfo splitInfo;
                MeshResult           result = Mesh.SplitEdge(eid, out splitInfo);
                if (result != MeshResult.Ok)
                {
                    throw new Exception("MeshPlaneCut.Cut: failed in SplitEdge");
                    //return false;
                }

                // SplitEdge just bisects edge - use plane intersection instead
                double   t      = f0 / (f0 - f1);
                Vector3d newPos = (1 - t) * Mesh.GetVertex(ev.a) + (t) * Mesh.GetVertex(ev.b);
                Mesh.SetVertex(splitInfo.vNew, newPos);

                NewEdges.Add(splitInfo.eNewBN);
                NewEdges.Add(splitInfo.eNewCN);  OnCutEdges.Add(splitInfo.eNewCN);
                if (splitInfo.eNewDN != DMesh3.InvalidID)
                {
                    NewEdges.Add(splitInfo.eNewDN);
                    OnCutEdges.Add(splitInfo.eNewDN);
                }
            }

            // remove one-rings of all positive-side vertices.
            IEnumerable <int> vertexSet = Interval1i.Range(MaxVID);

            if (CutVertexSet != null)
            {
                vertexSet = CutVertexSet;
            }
            foreach (int vid in vertexSet)
            {
                if (signs[vid] > 0 && Mesh.IsVertex(vid))
                {
                    Mesh.RemoveVertex(vid, true, false);
                }
            }

            // ok now we extract boundary loops, but restricted
            // to either the zero-edges we found, or the edges we created! bang!!
            Func <int, bool> CutEdgeFilterF = (eid) => {
                if (OnCutEdges.Contains(eid) || ZeroEdges.Contains(eid))
                {
                    return(true);
                }
                return(false);
            };

            try {
                MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh, false);
                loops.EdgeFilterF = CutEdgeFilterF;
                loops.Compute();

                CutLoops       = loops.Loops;
                CutSpans       = loops.Spans;
                CutLoopsFailed = false;
                FoundOpenSpans = CutSpans.Count > 0;
            } catch {
                CutLoops       = new List <EdgeLoop>();
                CutLoopsFailed = true;
            }

            return(true);
        }         // Cut()