Ejemplo n.º 1
0
        // smooths embedded loop in mesh, by first smoothing edge loop and then
        // smoothing vertex neighbourhood
        // [TODO] geodesic nbrhoold instead of # of rings
        // [TODO] reprojection?
        public static void smooth_loop(DMesh3 mesh, EdgeLoop loop, int nRings)
        {
            MeshFaceSelection roi_t = new MeshFaceSelection(mesh);

            roi_t.SelectVertexOneRings(loop.Vertices);
            for (int i = 0; i < nRings; ++i)
            {
                roi_t.ExpandToOneRingNeighbours();
            }
            roi_t.LocalOptimize(true, true);

            MeshVertexSelection roi_v = new MeshVertexSelection(mesh);

            roi_v.SelectTriangleVertices(roi_t.ToArray());
            roi_v.Deselect(loop.Vertices);

            MeshLoopSmooth loop_smooth = new MeshLoopSmooth(mesh, loop);

            loop_smooth.Rounds = 1;

            MeshIterativeSmooth mesh_smooth = new MeshIterativeSmooth(mesh, roi_v.ToArray(), true);

            mesh_smooth.Rounds = 1;

            for (int i = 0; i < 10; ++i)
            {
                loop_smooth.Smooth();
                mesh_smooth.Smooth();
            }
        }
Ejemplo n.º 2
0
        // local mesh smooth applied to all vertices in N-rings around input list
        public static void smooth_region(DMesh3 mesh, IEnumerable <int> vertices, int nRings)
        {
            MeshFaceSelection roi_t = new MeshFaceSelection(mesh);

            roi_t.SelectVertexOneRings(vertices);
            for (int i = 0; i < nRings; ++i)
            {
                roi_t.ExpandToOneRingNeighbours();
            }
            roi_t.LocalOptimize(true, true);

            MeshVertexSelection roi_v = new MeshVertexSelection(mesh);

            roi_v.SelectTriangleVertices(roi_t.ToArray());

            MeshIterativeSmooth mesh_smooth = new MeshIterativeSmooth(mesh, roi_v.ToArray(), true);

            mesh_smooth.Alpha  = 0.2f;
            mesh_smooth.Rounds = 10;
            mesh_smooth.Smooth();
        }