static void smooth(DenseGrid3f grid, DenseGrid3f tmp, float alpha, int iters, int min_j = 1)
        {
            if (tmp == null)
            {
                tmp = new DenseGrid3f(grid);
            }

            int ni = grid.ni, nj = grid.nj, nk = grid.nk;

            for (int iter = 0; iter < iters; ++iter)
            {
                for (int j = min_j; j < nj - 1; ++j)
                {
                    for (int k = 1; k < nk - 1; ++k)
                    {
                        for (int i = 1; i < ni - 1; ++i)
                        {
                            float avg = 0;
                            foreach (Vector3i o in gIndices.GridOffsets26)
                            {
                                int   xi = i + o.x, yi = j + o.y, zi = k + o.z;
                                float f = grid[xi, yi, zi];
                                avg += f;
                            }
                            avg         /= 26.0f;
                            tmp[i, j, k] = (1 - alpha) * grid[i, j, k] + (alpha) * avg;
                        }
                    }
                }

                grid.swap(tmp);
            }
        }
        void make_grid_dense(Vector3f origin, float dx,
                             int ni, int nj, int nk,
                             DenseGrid3f scalars)
        {
            scalars.resize(ni, nj, nk);

            bool abort = false; int count = 0;

            gParallel.ForEach(scalars.Indices(), (ijk) =>
            {
                Interlocked.Increment(ref count);
                if (count % 100 == 0)
                {
                    abort = CancelF();
                }

                if (abort)
                {
                    return;
                }

                var gx       = new Vector3d((float)ijk.x * dx + origin[0], (float)ijk.y * dx + origin[1], (float)ijk.z * dx + origin[2]);
                scalars[ijk] = (float)ScalarF(gx);
            });
        }           // end make_level_set_3
        }           // end make_level_set_3

        void fill_spans(int ni, int nj, int nk, DenseGrid3f scalars)
        {
            gParallel.ForEach(gIndices.Grid3IndicesYZ(nj, nk), (idx) =>
            {
                int j      = idx.y, k = idx.z;
                float last = scalars[0, j, k];
                if (last == float.MaxValue)
                {
                    last = 0;
                }

                for (int i = 0; i < ni; ++i)
                {
                    if (scalars[i, j, k] == float.MaxValue)
                    {
                        scalars[i, j, k] = last;
                    }
                    else
                    {
                        last = scalars[i, j, k];
                        if (last < IsoValue)                           // propagate zeros on outside
                        {
                            last = 0;
                        }
                    }
                }
            });
        }
Example #4
0
        void make_grid_dense(Vector3f origin, float dx,
                             int ni, int nj, int nk,
                             DenseGrid3f winding)
        {
            winding.resize(ni, nj, nk);

            MeshSpatial.WindingNumber(Vector3d.Zero);
            bool abort = false; int count = 0;

            gParallel.ForEach(winding.Indices(), (ijk) =>
            {
                Interlocked.Increment(ref count);
                if (count % 100 == 0)
                {
                    abort = CancelF();
                }

                if (abort)
                {
                    return;
                }

                var gx       = new Vector3d((float)ijk.x * dx + origin[0], (float)ijk.y * dx + origin[1], (float)ijk.z * dx + origin[2]);
                winding[ijk] = (float)MeshSpatial.WindingNumber(gx);
            });
        }           // end make_level_set_3
        public void Generate()
        {
            // figure out origin & dimensions
            AxisAlignedBox3d bounds = Mesh.CachedBounds;

            if (ForceMinY != float.MaxValue)
            {
                bounds.Min.y = ForceMinY;
            }

            // expand grid so we have some border space in x and z
            float    fBufferWidth = 2 * (float)CellSize;
            Vector3f b            = new Vector3f(fBufferWidth, 0, fBufferWidth);

            grid_origin = (Vector3f)bounds.Min - b;

            // need zero isovalue to be at y=0. right now we set yi=0 voxels to be -1,
            // so if we nudge up half a cell, then interpolation with boundary outside
            // value should be 0 right at cell border (seems to be working?)
            grid_origin.y += (float)CellSize * 0.5f;

            Vector3f max = (Vector3f)bounds.Max + b;
            int      ni  = (int)((max.x - grid_origin.x) / (float)CellSize) + 1;
            int      nj  = (int)((max.y - grid_origin.y) / (float)CellSize) + 1;
            int      nk  = (int)((max.z - grid_origin.z) / (float)CellSize) + 1;

            volume_grid = new DenseGrid3f();
            generate_support(grid_origin, (float)CellSize, ni, nj, nk, volume_grid);
        }
        static DenseGrid3i binarize(DenseGrid3f grid, float thresh = 0)
        {
            DenseGrid3i result = new DenseGrid3i();

            result.resize(grid.ni, grid.nj, grid.nk);
            int size = result.size;

            for (int k = 0; k < size; ++k)
            {
                result[k] = (grid[k] < thresh) ? 1 : 0;
            }
            return(result);
        }
        void generate_mesh(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            DenseGridTrilinearImplicit volume = new DenseGridTrilinearImplicit(
                supportGrid, GridOrigin, CellSize);
            BoundedImplicitFunction3d inputF = volume;

            if (SubtractMesh)
            {
                BoundedImplicitFunction3d sub = distanceField;
                if (SubtractMeshOffset > 0)
                {
                    sub = new ImplicitOffset3d()
                    {
                        A = distanceField, Offset = SubtractMeshOffset
                    }
                }
                ;
                ImplicitDifference3d subtract = new ImplicitDifference3d()
                {
                    A = volume, B = sub
                };
                inputF = subtract;
            }

            ImplicitHalfSpace3d cutPlane = new ImplicitHalfSpace3d()
            {
                Origin = Vector3d.Zero, Normal = Vector3d.AxisY
            };
            ImplicitDifference3d cut = new ImplicitDifference3d()
            {
                A = inputF, B = cutPlane
            };

            MarchingCubes mc = new MarchingCubes()
            {
                Implicit = cut, Bounds = grid_bounds, CubeSize = CellSize
            };

            mc.Bounds.Min.y  = -2 * mc.CubeSize;
            mc.Bounds.Min.x -= 2 * mc.CubeSize; mc.Bounds.Min.z -= 2 * mc.CubeSize;
            mc.Bounds.Max.x += 2 * mc.CubeSize; mc.Bounds.Max.z += 2 * mc.CubeSize;
            mc.Generate();

            SupportMesh = mc.Mesh;
        }
    }
        public void GenerateContinuation(IEnumerable <Vector3d> seeds)
        {
            Mesh = new DMesh3();

            int nx = (int)(Bounds.Width / CubeSize) + 1;
            int ny = (int)(Bounds.Height / CubeSize) + 1;
            int nz = (int)(Bounds.Depth / CubeSize) + 1;

            CellDimensions = new Vector3i(nx, ny, nz);
            GridBounds     = new AxisAlignedBox3i(Vector3i.Zero, CellDimensions);

            if (LastGridBounds != GridBounds)
            {
                corner_values_grid = new DenseGrid3f(nx + 1, ny + 1, nz + 1, float.MaxValue);
                edge_vertices      = new Dictionary <long, int>();
                corner_values      = new Dictionary <long, double>();
                if (ParallelCompute)
                {
                    done_cells = new DenseGrid3i(CellDimensions.x, CellDimensions.y, CellDimensions.z, 0);
                }
            }
            else
            {
                edge_vertices.Clear();
                corner_values.Clear();
                corner_values_grid.assign(float.MaxValue);
                if (ParallelCompute)
                {
                    done_cells.assign(0);
                }
            }

            if (ParallelCompute)
            {
                generate_continuation_parallel(seeds);
            }
            else
            {
                generate_continuation(seeds);
            }

            LastGridBounds = GridBounds;
        }
        IEnumerable <int> down_neighbours(Vector3i idx, DenseGrid3f grid)
        {
            yield return(grid.to_linear(idx.x, idx.y - 1, idx.z));

            yield return(grid.to_linear(idx.x - 1, idx.y - 1, idx.z));

            yield return(grid.to_linear(idx.x + 1, idx.y - 1, idx.z));

            yield return(grid.to_linear(idx.x, idx.y - 1, idx.z - 1));

            yield return(grid.to_linear(idx.x, idx.y - 1, idx.z + 1));

            yield return(grid.to_linear(idx.x - 1, idx.y - 1, idx.z - 1));

            yield return(grid.to_linear(idx.x + 1, idx.y - 1, idx.z - 1));

            yield return(grid.to_linear(idx.x - 1, idx.y - 1, idx.z + 1));

            yield return(grid.to_linear(idx.x + 1, idx.y - 1, idx.z + 1));
        }
Example #10
0
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            Point3d pt = Point3d.Origin;

            int    ni       = 0;
            int    nj       = 0;
            int    nk       = 0;
            double cellSize = 0;

            DA.GetData(0, ref pt);
            DA.GetData(1, ref ni);
            DA.GetData(2, ref nj);
            DA.GetData(3, ref nk);
            DA.GetData(4, ref cellSize);

            DenseGrid3f grid = new DenseGrid3f(ni, nj, nk, 0);
            DenseGridTrilinearImplicit grd = new DenseGridTrilinearImplicit(grid, pt.ToVec3d(), cellSize);

            DA.SetData(0, grd);
        }
        void fill_vertical_spans(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            int      ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk;
            float    dx     = (float)CellSize;
            Vector3f origin = this.GridOrigin;

            // sweep values down, column by column
            for (int k = 0; k < nk; ++k)
            {
                for (int i = 0; i < ni; ++i)
                {
                    bool in_support = false;
                    for (int j = nj - 1; j >= 0; j--)
                    {
                        float fcur = supportGrid[i, j, k];
                        if (fcur >= 0)
                        {
                            Vector3d cell_center = get_cell_center(i, j, k);
                            if (in_support)
                            {
                                bool is_inside = distanceField.Value(ref cell_center) < 0;
                                if (is_inside)
                                {
                                    supportGrid[i, j, k] = -3;
                                    in_support           = false;
                                }
                                else
                                {
                                    supportGrid[i, j, k] = -1;
                                }
                            }
                        }
                        else
                        {
                            in_support = true;
                        }
                    }
                }
            }
        }
        public void Compute()
        {
            // figure out origin & dimensions
            AxisAlignedBox3d bounds = Mesh.CachedBounds;

            float fBufferWidth = 2 * BufferCells * (float)CellSize;

            grid_origin = (Vector3f)bounds.Min - fBufferWidth * Vector3f.One;
            Vector3f max = (Vector3f)bounds.Max + fBufferWidth * Vector3f.One;
            int      ni  = (int)((max.x - grid_origin.x) / (float)CellSize) + 1;
            int      nj  = (int)((max.y - grid_origin.y) / (float)CellSize) + 1;
            int      nk  = (int)((max.z - grid_origin.z) / (float)CellSize) + 1;

            scalar_grid = new DenseGrid3f();
            if (ComputeMode == ComputeModes.FullGrid)
            {
                make_grid_dense(grid_origin, (float)CellSize, ni, nj, nk, scalar_grid);
            }
            else
            {
                make_grid(grid_origin, (float)CellSize, ni, nj, nk, scalar_grid);
            }
        }
        /// <summary>
        /// Run MC algorithm and generate Output mesh
        /// </summary>
        public void Generate()
        {
            Mesh = new DMesh3();

            int nx = (int)(Bounds.Width / CubeSize) + 1;
            int ny = (int)(Bounds.Height / CubeSize) + 1;
            int nz = (int)(Bounds.Depth / CubeSize) + 1;

            CellDimensions = new Vector3i(nx, ny, nz);
            GridBounds     = new AxisAlignedBox3i(Vector3i.Zero, CellDimensions);

            corner_values_grid = new DenseGrid3f(nx + 1, ny + 1, nz + 1, float.MaxValue);
            edge_vertices      = new Dictionary <long, int>();
            corner_values      = new Dictionary <long, double>();

            if (ParallelCompute)
            {
                generate_parallel();
            }
            else
            {
                generate_basic();
            }
        }
        void make_grid(Vector3f origin, float dx,
                       int ni, int nj, int nk,
                       DenseGrid3f scalars)
        {
            scalars.resize(ni, nj, nk);
            scalars.assign(float.MaxValue);             // sentinel

            if (DebugPrint)
            {
                System.Console.WriteLine("start");
            }

            // Ok, because the whole idea is that the surface might have holes, we are going to
            // compute values along known triangles and then propagate the computed region outwards
            // until any iso-sign-change is surrounded.
            // To seed propagation, we compute unsigned SDF and then compute values for any voxels
            // containing surface (ie w/ distance smaller than cellsize)

            // compute unsigned SDF
            var sdf = new MeshSignedDistanceGrid(Mesh, CellSize)
            {
                ComputeSigns = false
            };

            sdf.CancelF = this.CancelF;
            sdf.Compute();
            if (CancelF())
            {
                return;
            }

            DenseGrid3f distances = sdf.Grid;

            if (WantMeshSDFGrid)
            {
                mesh_sdf = sdf;
            }

            if (DebugPrint)
            {
                System.Console.WriteLine("done initial sdf");
            }

            // compute values at surface voxels
            double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2];

            gParallel.ForEach(gIndices.Grid3IndicesYZ(nj, nk), (jk) =>
            {
                if (CancelF())
                {
                    return;
                }

                for (int i = 0; i < ni; ++i)
                {
                    var ijk    = new Vector3i(i, jk.y, jk.z);
                    float dist = distances[ijk];
                    // this could be tighter? but I don't think it matters...
                    if (dist < CellSize)
                    {
                        var gx       = new Vector3d((float)ijk.x * dx + origin[0], (float)ijk.y * dx + origin[1], (float)ijk.z * dx + origin[2]);
                        scalars[ijk] = (float)ScalarF(gx);
                    }
                }
            });
            if (CancelF())
            {
                return;
            }

            if (DebugPrint)
            {
                System.Console.WriteLine("done narrow-band");
            }

            // Now propagate outwards from computed voxels.
            // Current procedure is to check 26-neighbours around each 'front' voxel,
            // and if there are any sign changes, that neighbour is added to front.
            // Front is initialized w/ all voxels we computed above

            AxisAlignedBox3i bounds = scalars.Bounds;

            bounds.Max -= Vector3i.One;

            // since we will be computing new values as necessary, we cannot use
            // grid to track whether a voxel is 'new' or not.
            // So, using 3D bitmap intead - is updated at end of each pass.
            var bits                = new Bitmap3(new Vector3i(ni, nj, nk));
            var cur_front           = new List <Vector3i>();

            foreach (Vector3i ijk in scalars.Indices())
            {
                if (scalars[ijk] != float.MaxValue)
                {
                    cur_front.Add(ijk);
                    bits[ijk] = true;
                }
            }
            if (CancelF())
            {
                return;
            }

            // Unique set of 'new' voxels to compute in next iteration.
            var queue      = new HashSet <Vector3i>();
            var queue_lock = new SpinLock();

            while (true)
            {
                if (CancelF())
                {
                    return;
                }

                // can process front voxels in parallel
                bool abort = false; int iter_count = 0;
                gParallel.ForEach(cur_front, (ijk) =>
                {
                    Interlocked.Increment(ref iter_count);
                    if (iter_count % 100 == 0)
                    {
                        abort = CancelF();
                    }

                    if (abort)
                    {
                        return;
                    }

                    float val = scalars[ijk];

                    // check 26-neighbours to see if we have a crossing in any direction
                    for (int k = 0; k < 26; ++k)
                    {
                        Vector3i nijk = ijk + gIndices.GridOffsets26[k];
                        if (bounds.Contains(nijk) == false)
                        {
                            continue;
                        }

                        float val2 = scalars[nijk];
                        if (val2 == float.MaxValue)
                        {
                            var gx        = new Vector3d((float)nijk.x * dx + origin[0], (float)nijk.y * dx + origin[1], (float)nijk.z * dx + origin[2]);
                            val2          = (float)ScalarF(gx);
                            scalars[nijk] = val2;
                        }
                        if (bits[nijk] == false)
                        {
                            // this is a 'new' voxel this round.
                            // If we have an iso-crossing, add it to the front next round
                            bool crossing = (val <IsoValue && val2> IsoValue) ||
                                            (val > IsoValue && val2 < IsoValue);
                            if (crossing)
                            {
                                bool taken = false;
                                queue_lock.Enter(ref taken);
                                queue.Add(nijk);
                                queue_lock.Exit();
                            }
                        }
                    }
                });
                if (DebugPrint)
                {
                    System.Console.WriteLine("front has {0} voxels", queue.Count);
                }

                if (queue.Count == 0)
                {
                    break;
                }

                // update known-voxels list and create front for next iteration
                foreach (Vector3i idx in queue)
                {
                    bits[idx] = true;
                }

                cur_front.Clear();
                cur_front.AddRange(queue);
                queue.Clear();
            }
            if (DebugPrint)
            {
                System.Console.WriteLine("done front-prop");
            }

            if (DebugPrint)
            {
                int filled = 0;
                foreach (Vector3i ijk in scalars.Indices())
                {
                    if (scalars[ijk] != float.MaxValue)
                    {
                        filled++;
                    }
                }
                System.Console.WriteLine("filled: {0} / {1}  -  {2}%", filled, ni * nj * nk,
                                         (double)filled / (double)(ni * nj * nk) * 100.0);
            }

            if (CancelF())
            {
                return;
            }

            // fill in the rest of the grid by propagating know values
            fill_spans(ni, nj, nk, scalars);

            if (DebugPrint)
            {
                System.Console.WriteLine("done sweep");
            }
        }
        void process_version1(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            int      ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk;
            float    dx     = (float)CellSize;
            Vector3f origin = this.GridOrigin;

            // sweep values down, column by column
            for (int k = 0; k < nk; ++k)
            {
                for (int i = 0; i < ni; ++i)
                {
                    bool in_support = false;
                    for (int j = nj - 1; j >= 0; j--)
                    {
                        float fcur = supportGrid[i, j, k];
                        if (fcur >= 0)
                        {
                            Vector3d cell_center = new Vector3f(i * dx, j * dx, k * dx) + origin;
                            if (in_support)
                            {
                                bool is_inside = distanceField.Value(ref cell_center) < 0;
                                if (is_inside)
                                {
                                    supportGrid[i, j, k] = -3;
                                    in_support           = false;
                                }
                                else
                                {
                                    supportGrid[i, j, k] = -1;
                                }
                            }
                        }
                        else
                        {
                            in_support = true;
                        }
                    }
                }
            }


            // skeletonize each layer
            // todo: would be nice to skeletonize the 3D volume.. ?
            DenseGrid3i binary = new DenseGrid3i(ni, nj, nk, 0);

            foreach (Vector3i idx in binary.Indices())
            {
                binary[idx] = (supportGrid[idx] < 0) ? 1 : 0;
            }
            for (int j = 0; j < nj; ++j)
            {
                skeletonize_layer(binary, j);
            }


            // debug thing
            //VoxelSurfaceGenerator voxgen = new VoxelSurfaceGenerator() {
            //    Voxels = binary.get_bitmap()
            //};
            //voxgen.Generate();
            //Util.WriteDebugMesh(voxgen.makemesh(), "c:\\scratch\\binary.obj");


            // for skeleton voxels, we add some power
            for (int j = 0; j < nj; ++j)
            {
                for (int k = 1; k < nk - 1; ++k)
                {
                    for (int i = 1; i < ni - 1; ++i)
                    {
                        if (binary[i, j, k] > 0)
                        {
                            supportGrid[i, j, k] = -3;
                        }
                        //else
                        //    supportGrid[i, j, k] = 1;   // clear non-skeleton voxels
                    }
                }
            }


            // power up the ground-plane voxels
            for (int k = 0; k < nk; ++k)
            {
                for (int i = 0; i < ni; ++i)
                {
                    if (supportGrid[i, 0, k] < 0)
                    {
                        supportGrid[i, 0, k] = -5;
                    }
                }
            }


#if true
            DenseGrid3f smoothed   = new DenseGrid3f(supportGrid);
            float       nbr_weight = 0.5f;
            for (int iter = 0; iter < 15; ++iter)
            {
                // add some mass to skeleton voxels
                for (int j = 0; j < nj; ++j)
                {
                    for (int k = 1; k < nk - 1; ++k)
                    {
                        for (int i = 1; i < ni - 1; ++i)
                        {
                            if (binary[i, j, k] > 0)
                            {
                                supportGrid[i, j, k] = supportGrid[i, j, k] - nbr_weight / 25.0f;
                            }
                        }
                    }
                }

                for (int j = 0; j < nj; ++j)
                {
                    for (int k = 1; k < nk - 1; ++k)
                    {
                        for (int i = 1; i < ni - 1; ++i)
                        {
                            int   neg = 0;
                            float avg = 0, w = 0;
                            for (int n = 0; n < 8; ++n)
                            {
                                int   xi = i + gIndices.GridOffsets8[n].x;
                                int   zi = k + gIndices.GridOffsets8[n].y;
                                float f  = supportGrid[xi, j, zi];
                                if (f < 0)
                                {
                                    neg++;
                                }
                                avg += nbr_weight * f;
                                w   += nbr_weight;
                            }
                            if (neg > -1)
                            {
                                avg += supportGrid[i, j, k];
                                w   += 1.0f;
                                smoothed[i, j, k] = avg / w;
                            }
                            else
                            {
                                smoothed[i, j, k] = supportGrid[i, j, k];
                            }
                        }
                    }
                }
                supportGrid.swap(smoothed);
            }
#endif


            // hard-enforce that skeleton voxels stay inside
            //for (int j = 0; j < nj; ++j) {
            //    for (int k = 1; k < nk - 1; ++k) {
            //        for (int i = 1; i < ni - 1; ++i) {
            //            if (binary[i, j, k] > 0)
            //                supportGrid[i, j, k] = Math.Min(supportGrid[i, j, k], - 1);
            //        }
            //    }
            //}
        }
        void process_version2(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            int      ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk;
            float    dx     = (float)CellSize;
            Vector3f origin = this.GridOrigin;

            // sweep values down layer by layer
            DenseGrid2f prev = supportGrid.get_slice(nj - 1, 1);
            DenseGrid2f tmp  = new DenseGrid2f(prev);

            Bitmap3 bmp = new Bitmap3(new Vector3i(ni, nj, nk));

            for (int j = nj - 2; j >= 0; j--)
            {
                // skeletonize prev layer
                DenseGrid2i prev_skel = binarize(prev, 0.0f);
                skeletonize(prev_skel, null, 2);
                //dilate_loners(prev_skel, null, 2);

                if (j == 0)
                {
                    dilate(prev_skel, null, true);
                    dilate(prev_skel, null, true);
                }

                for (int k = 1; k < nk - 1; ++k)
                {
                    for (int i = 1; i < ni - 1; ++i)
                    {
                        bmp[new Vector3i(i, j, k)] = (prev_skel[i, k] == 1) ? true : false;
                    }
                }

                smooth(prev, tmp, 0.5f, 5);

                DenseGrid2f cur = supportGrid.get_slice(j, 1);
                cur.set_min(prev);

                for (int k = 1; k < nk - 1; ++k)
                {
                    for (int i = 1; i < ni - 1; ++i)
                    {
                        float skelf = prev_skel[i, k] > 0 ? -1.0f : int.MaxValue;
                        cur[i, k] = Math.Min(cur[i, k], skelf);

                        if (cur[i, k] < 0)
                        {
                            Vector3d cell_center = new Vector3f(i * dx, j * dx, k * dx) + origin;
                            if (distanceField.Value(ref cell_center) < -CellSize)
                            {
                                cur[i, k] = 1;
                            }
                        }
                    }
                }

                for (int k = 1; k < nk - 1; ++k)
                {
                    for (int i = 1; i < ni - 1; ++i)
                    {
                        if (is_loner(prev_skel, i, k))
                        {
                            foreach (Vector2i d in gIndices.GridOffsets8)
                            {
                                float f = 1.0f / (float)Math.Sqrt(d.x * d.x + d.y * d.y);
                                cur[i + d.x, k + d.y] += -0.25f * f;
                            }
                        }
                    }
                }

                for (int k = 1; k < nk - 1; ++k)
                {
                    for (int i = 1; i < ni - 1; ++i)
                    {
                        supportGrid[i, j, k] = cur[i, k];
                    }
                }

                prev.swap(cur);
            }


            VoxelSurfaceGenerator gen = new VoxelSurfaceGenerator()
            {
                Voxels = bmp
            };

            gen.Generate();
            Util.WriteDebugMesh(gen.Meshes[0], "c:\\scratch\\binary.obj");
        }
        void generate_graph(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            int      ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk;
            float    dx     = (float)CellSize;
            Vector3f origin = this.GridOrigin;

            // parameters for initializing cost grid
            float MODEL_SPACE = 0.01f;      // needs small positive so that points on triangles count as inside (eg on ground plane)
            //float MODEL_SPACE = 2.0f*(float)CellSize;
            float CRAZY_DISTANCE   = 99999.0f;
            bool  UNIFORM_DISTANCE = true;
            float MAX_DIST         = 10 * (float)CellSize;


            // parameters for sorting seeds
            Vector3i center_idx = new Vector3i(ni / 2, 0, nk / 2);      // middle
            //Vector3i center_idx = new Vector3i(0, 0, 0);              // corner
            bool reverse_per_layer = true;


            DenseGrid3f costGrid = new DenseGrid3f(supportGrid);

            foreach (Vector3i ijk in costGrid.Indices())
            {
                Vector3d cell_center = new Vector3f(ijk.x * dx, ijk.y * dx, ijk.z * dx) + origin;
                float    f           = (float)distanceField.Value(ref cell_center);
                if (f <= MODEL_SPACE)
                {
                    f = CRAZY_DISTANCE;
                }
                else if (UNIFORM_DISTANCE)
                {
                    f = 1.0f;
                }
                else if (f > MAX_DIST)
                {
                    f = MAX_DIST;
                }
                costGrid[ijk] = f;
            }

            // Find seeds on each layer, sort, and add to accumulated bottom-up seeds list.
            // This sorting has an *enormous* effect on the support generation.

            List <Vector3i> seeds       = new List <Vector3i>();
            List <Vector3i> layer_seeds = new List <Vector3i>();

            for (int j = 0; j < nj; ++j)
            {
                layer_seeds.Clear();
                for (int k = 0; k < nk; ++k)
                {
                    for (int i = 0; i < ni; ++i)
                    {
                        if (supportGrid[i, j, k] == SUPPORT_TIP_BASE)
                        {
                            layer_seeds.Add(new Vector3i(i, j, k));
                        }
                    }
                }

                layer_seeds.Sort((a, b) => {
                    Vector3i pa = a; pa.y = 0;
                    Vector3i pb = b; pb.y = 0;
                    int sa      = (pa - center_idx).LengthSquared, sb = (pb - center_idx).LengthSquared;
                    return(sa.CompareTo(sb));
                });

                // reversing sort order is intresting?
                if (reverse_per_layer)
                {
                    layer_seeds.Reverse();
                }

                seeds.AddRange(layer_seeds);
            }
            HashSet <Vector3i> seed_indices = new HashSet <Vector3i>(seeds);

            // gives very different results...
            if (ProcessBottomUp == false)
            {
                seeds.Reverse();
            }

            // for linear index a, is this a node we allow in graph? (ie graph bounds)
            Func <int, bool> node_filter_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                // why not y check??
                return(ai.x > 0 && ai.z > 0 && ai.x != ni - 1 && ai.y != nj - 1 && ai.z != nk - 1);
            };

            // distance from linear index a to linear index b
            // this defines the cost field we want to find shortest path through
            Func <int, int, float> node_dist_f = (a, b) => {
                Vector3i ai = costGrid.to_index(a), bi = costGrid.to_index(b);
                if (bi.y >= ai.y)               // b.y should always be a.y-1
                {
                    return(float.MaxValue);
                }
                float sg = supportGrid[bi];

                // don't connect to tips
                //if (sg == SUPPORT_TIP_BASE || sg == SUPPORT_TIP_TOP)
                //    return float.MaxValue;
                if (sg == SUPPORT_TIP_TOP)
                {
                    return(float.MaxValue);
                }

                if (sg < 0)
                {
                    return(-999999);    // if b is already used, we will terminate there, so this is a good choice
                }
                // otherwise cost is sqr-grid-distance + costGrid value  (which is basically distance to surface)
                float c = costGrid[b];
                float f = (float)(Math.Sqrt((bi - ai).LengthSquared) * CellSize);
                //float f = 0;
                return(c + f);
            };

            // which linear-index nbrs to consider for linear index a
            Func <int, IEnumerable <int> > neighbour_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                return(down_neighbours(ai, costGrid));
            };

            // when do we terminate
            Func <int, bool> terminate_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                // terminate if we hit existing support path
                if (seed_indices.Contains(ai) == false && supportGrid[ai] < 0)
                {
                    return(true);
                }
                // terminate if we hit ground plane
                if (ai.y == 0)
                {
                    return(true);
                }
                return(false);
            };

            DijkstraGraphDistance dijkstra = new DijkstraGraphDistance(ni * nj * nk, false,
                                                                       node_filter_f, node_dist_f, neighbour_f);

            dijkstra.TrackOrder = true;

            List <int> path = new List <int>();

            Graph = new DGraph3();
            Dictionary <Vector3i, int> CellToGraph = new Dictionary <Vector3i, int>();

            TipVertices     = new HashSet <int>();
            TipBaseVertices = new HashSet <int>();
            GroundVertices  = new HashSet <int>();

            // seeds are tip-base points
            for (int k = 0; k < seeds.Count; ++k)
            {
                // add seed point (which is a tip-base vertex) as seed for dijkstra prop
                int seed = costGrid.to_linear(seeds[k]);
                dijkstra.Reset();
                dijkstra.AddSeed(seed, 0);

                // compute to termination (ground, existing node, etc)
                int base_node = dijkstra.ComputeToNode(terminate_f);
                if (base_node < 0)
                {
                    base_node = dijkstra.GetOrder().Last();
                }

                // extract the path
                path.Clear();
                dijkstra.GetPathToSeed(base_node, path);
                int N = path.Count;

                // first point on path is termination point.
                // create vertex for it if we have not yet
                Vector3i basept_idx = supportGrid.to_index(path[0]);
                int      basept_vid;
                if (CellToGraph.TryGetValue(basept_idx, out basept_vid) == false)
                {
                    Vector3d curv = get_cell_center(basept_idx);
                    if (basept_idx.y == 0)
                    {
                        curv.y = 0;
                    }
                    basept_vid = Graph.AppendVertex(curv);
                    if (basept_idx.y == 0)
                    {
                        GroundVertices.Add(basept_vid);
                    }
                    CellToGraph[basept_idx] = basept_vid;
                }

                int cur_vid = basept_vid;

                // now walk up path and create vertices as necessary
                for (int i = 0; i < N; ++i)
                {
                    int idx = path[i];
                    if (supportGrid[idx] >= 0)
                    {
                        supportGrid[idx] = SUPPORT_GRID_USED;
                    }
                    if (i > 0)
                    {
                        Vector3i next_idx = supportGrid.to_index(path[i]);
                        int      next_vid;
                        if (CellToGraph.TryGetValue(next_idx, out next_vid) == false)
                        {
                            Vector3d nextv = get_cell_center(next_idx);
                            next_vid = Graph.AppendVertex(nextv);
                            CellToGraph[next_idx] = next_vid;
                        }
                        Graph.AppendEdge(cur_vid, next_vid);
                        cur_vid = next_vid;
                    }
                }

                // seed was tip-base so we should always get back there. Then we
                // explicitly add tip-top and edge to it.
                if (supportGrid[path[N - 1]] == SUPPORT_TIP_BASE)
                {
                    Vector3i vec_idx = supportGrid.to_index(path[N - 1]);
                    TipBaseVertices.Add(CellToGraph[vec_idx]);

                    Vector3i tip_idx = vec_idx + Vector3i.AxisY;
                    int      tip_vid;
                    if (CellToGraph.TryGetValue(tip_idx, out tip_vid) == false)
                    {
                        Vector3d tipv = get_cell_center(tip_idx);
                        tip_vid = Graph.AppendVertex(tipv);
                        CellToGraph[tip_idx] = tip_vid;
                        Graph.AppendEdge(cur_vid, tip_vid);
                        TipVertices.Add(tip_vid);
                    }
                }
            }



            /*
             * Snap tips to surface
             */

            gParallel.ForEach(TipVertices, (tip_vid) => {
                bool snapped = false;
                Vector3d v   = Graph.GetVertex(tip_vid);
                Frame3f hitF;
                // try shooting ray straight up. if that hits, and point is close, we use it
                if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, Vector3d.AxisY), out hitF))
                {
                    if (v.Distance(hitF.Origin) < 2 * CellSize)
                    {
                        v       = hitF.Origin;
                        snapped = true;
                    }
                }

                // if that failed, try straight down
                if (!snapped)
                {
                    if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, -Vector3d.AxisY), out hitF))
                    {
                        if (v.Distance(hitF.Origin) < CellSize)
                        {
                            v       = hitF.Origin;
                            snapped = true;
                        }
                    }
                }

                // if it missed, or hit pt was too far, find nearest point and try that
                if (!snapped)
                {
                    hitF = MeshQueries.NearestPointFrame(Mesh, MeshSpatial, v);
                    if (v.Distance(hitF.Origin) < 2 * CellSize)
                    {
                        v       = hitF.Origin;
                        snapped = true;
                    }
                    // can this ever fail? tips should always be within 2 cells...
                }
                if (snapped)
                {
                    Graph.SetVertex(tip_vid, v);
                }
            });
        }
        public static void test_marching_cubes_topology()
        {
            AxisAlignedBox3d bounds = new AxisAlignedBox3d(1.0);
            int    numcells         = 64;
            double cellsize         = bounds.MaxDim / numcells;

            Random r = new Random(31337);

            for (int ii = 0; ii < 100; ++ii)
            {
                DenseGrid3f grid = new DenseGrid3f();
                grid.resize(numcells, numcells, numcells);
                grid.assign(1);
                for (int k = 2; k < numcells - 3; k++)
                {
                    for (int j = 2; j < numcells - 3; j++)
                    {
                        for (int i = 2; i < numcells - 3; i++)
                        {
                            double d = r.NextDouble();
                            if (d > 0.9)
                            {
                                grid[i, j, k] = 0.0f;
                            }
                            else if (d > 0.5)
                            {
                                grid[i, j, k] = 1.0f;
                            }
                            else
                            {
                                grid[i, j, k] = -1.0f;
                            }
                        }
                    }
                }

                var iso = new DenseGridTrilinearImplicit(grid, Vector3f.Zero, cellsize);

                MarchingCubes c = new MarchingCubes();
                c.Implicit = iso;
                c.Bounds   = bounds;
                //c.Bounds.Max += 3 * cellsize * Vector3d.One;
                //c.Bounds.Expand(2*cellsize);

                // this produces holes
                c.CubeSize = cellsize * 4.1;
                //c.CubeSize = cellsize * 2;

                //c.Bounds = new AxisAlignedBox3d(2.0);

                c.Generate();

                for (float f = 2.0f; f < 8.0f; f += 0.13107f)
                {
                    c.CubeSize = cellsize * 4.1;
                    c.Generate();
                    c.Mesh.CheckValidity(false);

                    MeshBoundaryLoops loops = new MeshBoundaryLoops(c.Mesh);
                    if (loops.Count > 0)
                    {
                        throw new Exception("found loops!");
                    }
                }
            }

            //c.Mesh.CheckValidity(false);


            //TestUtil.WriteTestOutputMesh(c.Mesh, "marching_cubes_topotest.obj");
        }
        void generate_support(Vector3f origin, float dx,
                              int ni, int nj, int nk,
                              DenseGrid3f supportGrid)
        {
            supportGrid.resize(ni, nj, nk);
            supportGrid.assign(1); // sentinel

            if (DebugPrint)
            {
                System.Console.WriteLine("start");
            }

            bool CHECKERBOARD = false;


            System.Console.WriteLine("Computing SDF");

            // compute unsigned SDF
            MeshSignedDistanceGrid sdf = new MeshSignedDistanceGrid(Mesh, CellSize)
            {
                ComputeSigns = true, ExactBandWidth = 3,
                /*,ComputeMode = MeshSignedDistanceGrid.ComputeModes.FullGrid*/ };

            sdf.CancelF = Cancelled;
            sdf.Compute();
            if (Cancelled())
            {
                return;
            }
            var distanceField = new DenseGridTrilinearImplicit(sdf.Grid, sdf.GridOrigin, sdf.CellSize);


            double angle      = MathUtil.Clamp(OverhangAngleDeg, 0.01, 89.99);
            double cos_thresh = Math.Cos(angle * MathUtil.Deg2Rad);


            System.Console.WriteLine("Marking overhangs");

            // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox,
            // and compute exact distances within that box. The intersection_count grid
            // is also filled in this computation
            double   ddx = (double)dx;
            double   ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2];
            Vector3d va = Vector3d.Zero, vb = Vector3d.Zero, vc = Vector3d.Zero;

            foreach (int tid in Mesh.TriangleIndices())
            {
                if (tid % 100 == 0 && Cancelled())
                {
                    break;
                }

                Mesh.GetTriVertices(tid, ref va, ref vb, ref vc);
                Vector3d normal = MathUtil.Normal(ref va, ref vb, ref vc);
                if (normal.Dot(-Vector3d.AxisY) < cos_thresh)
                {
                    continue;
                }

                // real ijk coordinates of va/vb/vc
                double fip = (va[0] - ox) / ddx, fjp = (va[1] - oy) / ddx, fkp = (va[2] - oz) / ddx;
                double fiq = (vb[0] - ox) / ddx, fjq = (vb[1] - oy) / ddx, fkq = (vb[2] - oz) / ddx;
                double fir = (vc[0] - ox) / ddx, fjr = (vc[1] - oy) / ddx, fkr = (vc[2] - oz) / ddx;

                // clamped integer bounding box of triangle plus exact-band
                int exact_band = 0;
                int i0         = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1);
                int i1         = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1);
                int j0         = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1);
                int j1         = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1);
                int k0         = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1);
                int k1         = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1);

                // don't put into y=0 plane
                if (j0 == 0)
                {
                    j0 = 1;
                }

                // compute distance for each tri inside this bounding box
                // note: this can be very conservative if the triangle is large and on diagonal to grid axes
                for (int k = k0; k <= k1; ++k)
                {
                    for (int j = j0; j <= j1; ++j)
                    {
                        for (int i = i0; i <= i1; ++i)
                        {
                            Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]);
                            float    d  = (float)MeshSignedDistanceGrid.point_triangle_distance(ref gx, ref va, ref vb, ref vc);

                            // vertical checkerboard pattern (eg 'tips')
                            if (CHECKERBOARD)
                            {
                                int zz = (k % 2 == 0) ? 1 : 0;
                                if (i % 2 == zz)
                                {
                                    continue;
                                }
                            }

                            if (d < dx / 2)
                            {
                                if (j > 1)
                                {
                                    supportGrid[i, j, k]     = SUPPORT_TIP_TOP;
                                    supportGrid[i, j - 1, k] = SUPPORT_TIP_BASE;
                                }
                                else
                                {
                                    supportGrid[i, j, k] = SUPPORT_TIP_BASE;
                                }
                            }
                        }
                    }
                }
            }
            if (Cancelled())
            {
                return;
            }


            //process_version1(supportGrid, distanceField);
            //process_version2(supportGrid, distanceField);

            generate_graph(supportGrid, distanceField);
            //Util.WriteDebugMesh(MakeDebugGraphMesh(), "c:\\scratch\\__LAST_GRAPH_INIT.obj");

            postprocess_graph();
            //Util.WriteDebugMesh(MakeDebugGraphMesh(), "c:\\scratch\\__LAST_GRAPH_OPT.obj");
        }
        void generate_support(Vector3f origin, float dx,
                              int ni, int nj, int nk,
                              DenseGrid3f supportGrid)
        {
            supportGrid.resize(ni, nj, nk);
            supportGrid.assign(1); // sentinel

            bool CHECKERBOARD = false;

            // compute unsigned SDF
            int exact_band = 1;

            if (SubtractMesh && SubtractMeshOffset > 0)
            {
                int offset_band = (int)(SubtractMeshOffset / CellSize) + 1;
                exact_band = Math.Max(exact_band, offset_band);
            }
            sdf = new MeshSignedDistanceGrid(Mesh, CellSize)
            {
                ComputeSigns = true, ExactBandWidth = exact_band
            };
            sdf.CancelF = this.CancelF;
            sdf.Compute();
            if (CancelF())
            {
                return;
            }
            var distanceField = new DenseGridTrilinearImplicit(sdf.Grid, sdf.GridOrigin, sdf.CellSize);


            double angle      = MathUtil.Clamp(OverhangAngleDeg, 0.01, 89.99);
            double cos_thresh = Math.Cos(angle * MathUtil.Deg2Rad);

            // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox,
            // and compute exact distances within that box. The intersection_count grid
            // is also filled in this computation
            double   ddx = (double)dx;
            double   ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2];
            Vector3d va = Vector3d.Zero, vb = Vector3d.Zero, vc = Vector3d.Zero;

            foreach (int tid in Mesh.TriangleIndices())
            {
                if (tid % 100 == 0 && CancelF())
                {
                    break;
                }

                Mesh.GetTriVertices(tid, ref va, ref vb, ref vc);
                Vector3d normal = MathUtil.Normal(ref va, ref vb, ref vc);
                if (normal.Dot(-Vector3d.AxisY) < cos_thresh)
                {
                    continue;
                }

                // real ijk coordinates of va/vb/vc
                double fip = (va[0] - ox) / ddx, fjp = (va[1] - oy) / ddx, fkp = (va[2] - oz) / ddx;
                double fiq = (vb[0] - ox) / ddx, fjq = (vb[1] - oy) / ddx, fkq = (vb[2] - oz) / ddx;
                double fir = (vc[0] - ox) / ddx, fjr = (vc[1] - oy) / ddx, fkr = (vc[2] - oz) / ddx;

                // clamped integer bounding box of triangle plus exact-band
                int extra_band = 0;
                int i0         = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - extra_band, 0, ni - 1);
                int i1         = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + extra_band + 1, 0, ni - 1);
                int j0         = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - extra_band, 0, nj - 1);
                int j1         = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + extra_band + 1, 0, nj - 1);
                int k0         = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - extra_band, 0, nk - 1);
                int k1         = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + extra_band + 1, 0, nk - 1);

                // don't put into y=0 plane
                //if (j0 == 0)
                //    j0 = 1;

                // compute distance for each tri inside this bounding box
                // note: this can be very conservative if the triangle is large and on diagonal to grid axes
                for (int k = k0; k <= k1; ++k)
                {
                    for (int j = j0; j <= j1; ++j)
                    {
                        for (int i = i0; i <= i1; ++i)
                        {
                            Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]);
                            float    d  = (float)MeshSignedDistanceGrid.point_triangle_distance(ref gx, ref va, ref vb, ref vc);

                            // vertical checkerboard pattern (eg 'tips')
                            if (CHECKERBOARD)
                            {
                                int zz = (k % 2 == 0) ? 1 : 0;
                                if (i % 2 == zz)
                                {
                                    continue;
                                }
                            }

                            if (d < dx / 2)
                            {
                                supportGrid[i, j, k] = SUPPORT_TIP_TOP;
                            }
                        }
                    }
                }
            }
            if (CancelF())
            {
                return;
            }

            fill_vertical_spans(supportGrid, distanceField);
            generate_mesh(supportGrid, distanceField);
        }