Example #1
0
        private void Remesh(ref Mesh mesh, int toRemove, IProgressListener progress = null)
        {
            if (!(toRemove > mesh.Triangles.Count && mesh.Triangles.Count > 10))
            {
                throw new ArgumentOutOfRangeException("toRemove", toRemove, "Invalid triangle count");
            }

            var vertices = mesh.Vertices;

            progress.OnStart("Started remeshing");

            int totalVertices = mesh.Vertices.Count;

            Debug.Assert(toRemove > 0);

            Random random = new Random();

            while (toRemove > 0)
            {
                //vertices.ran

                var element = vertices.ElementAt(random.Next(0, vertices.Count - 1));
                mesh.JoinToNearestByDistance(element);
                toRemove -= 2;

                progress.OnProgress(toRemove, totalVertices);
            }

            progress.OnComplete("Ended remeshing");
        }
        private void Remesh(ref Mesh mesh, int toRemove, IProgressListener progress = null)
        {
            if (!(toRemove > mesh.Triangles.Count && mesh.Triangles.Count > 10))
            {
                throw new ArgumentOutOfRangeException("toRemove", toRemove, "Invalid triangle count");
            }

            var vertices = mesh.Vertices;

            progress.OnStart("Started remeshing");

            int totalVertices = mesh.Vertices.Count;

            Debug.Assert(toRemove > 0);

            Random random = new Random();

            while (toRemove > 0)
            {
                //vertices.ran

                var element = vertices.ElementAt(random.Next(0, vertices.Count - 1));
                mesh.JoinToNearestByDistance(element);
                toRemove -= 2;

                progress.OnProgress(toRemove, totalVertices);
            }

            progress.OnComplete("Ended remeshing");
        }
Example #3
0
        /// <summary>
        /// Remeshes specified mesh.
        /// </summary>
        /// <param name="mesh">The mesh to remesh</param>
        /// <param name="toRemove">The number of triangles to remove.</param>
        /// <param name="progress">The progress listener.</param>
        private void Remesh(ref Mesh mesh, int toRemove, IProgressListener progress = null)
        {
            if (!(toRemove > mesh.Triangles.Count && mesh.Triangles.Count > 10))
            {
                throw new ArgumentOutOfRangeException("toRemove", toRemove, "Invalid triangle count");
            }

            progress.OnStart("Remeshing using AngleSum Error Metric");

            var triangles = mesh.Triangles;
            var vertices  = mesh.Vertices;

            if (triangles.Count <= toRemove)
            {
                progress.OnComplete("Failed. Too many triangles to remove");
            }

            //int toRemove = (int)((m_Removed) * triangles.Count);
            int triangleLimit = triangles.Count - toRemove;

            foreach (var v in vertices)
            {
                UpdateVertexCost(v);
            }

#if false   // Adding mesh border penalty.
            foreach (var v in vertices)
            {
                // Border vertices has no more that 5 neighbors
                if (v.Neighbors.Count <= 4)
                {
                    v.Cost += 1.0;
                }
            }
#endif

            int index = 0;

            while (triangles.Count > triangleLimit)
            {
                var min = mesh.Vertices.Min();
                if (mesh.JoinToNearestByCost(min, Mesh.JoinPositionType.Source))
                {
                    UpdateVertexCost(min);
                    UpdateVertexNeighborsCost(min);

                    progress.OnProgress(vertices.Count, triangles.Count);
                    index += 2;
                }
            }

            progress.OnComplete("End of remeshing using AngleSum Error Metric");
        }
        /// <summary>
        /// Remeshes specified mesh.
        /// </summary>
        /// <param name="mesh">The mesh to remesh</param>
        /// <param name="toRemove">The number of triangles to remove.</param>
        /// <param name="progress">The progress listener.</param>
        private void Remesh(ref Mesh mesh, int toRemove, IProgressListener progress = null)
        {
            if (!(toRemove > mesh.Triangles.Count && mesh.Triangles.Count > 10))
            {
                throw new ArgumentOutOfRangeException("toRemove", toRemove, "Invalid triangle count");
            }

            progress.OnStart("Remeshing using AngleSum Error Metric");

            var triangles = mesh.Triangles;
            var vertices = mesh.Vertices;

            if (triangles.Count <= toRemove)
            {
                progress.OnComplete("Failed. Too many triangles to remove");
            }

            //int toRemove = (int)((m_Removed) * triangles.Count);
            int triangleLimit = triangles.Count - toRemove;

            foreach (var v in vertices)
            {
                UpdateVertexCost(v);
            }

#if false   // Adding mesh border penalty.
            foreach (var v in vertices)
            {
                // Border vertices has no more that 5 neighbors
                if (v.Neighbors.Count <= 4)
                {
                    v.Cost += 1.0;
                }
            }
#endif

            int index = 0;

            while (triangles.Count > triangleLimit)
            {
                var min = mesh.Vertices.Min();
                if (mesh.JoinToNearestByCost(min, Mesh.JoinPositionType.Source))
                {
                    UpdateVertexCost(min);
                    UpdateVertexNeighborsCost(min);

                    progress.OnProgress(vertices.Count, triangles.Count);
                    index += 2;
                }
            }

            progress.OnComplete("End of remeshing using AngleSum Error Metric");
        }
Example #5
0
        /// <summary>
        /// Reads raw mesh.
        /// </summary>
        /// <param name="vertices">The list of the vertices.</param>
        /// <param name="indices">The list of the indices.</param>
        /// <param name="progress">The optional progress listener.</param>
        public void ReadMesh(out List <Vertex> vertices, out List <int> indices, IProgressListener progress = null)
        {
            vertices = new List <Vertex>();
            indices  = new List <int>();

            Regex           r                    = new Regex(@" |//");
            NumberStyles    numberStyle          = NumberStyles.Float;
            IFormatProvider numberFormatProvider = CultureInfo.InvariantCulture;

            progress.OnStart("Loading mesh started...");

            while (inputReader.Peek() >= 0)
            {
                string line = inputReader.ReadLine();

                String[] elements = r.Split(line);

                // List<Vertex> normals;
                switch (elements[0])
                {
                case "v":
                {
                    float x, y, z;
                    if (
                        float.TryParse(elements[1], numberStyle, numberFormatProvider, out x) &&
                        float.TryParse(elements[2], numberStyle, numberFormatProvider, out y) &&
                        float.TryParse(elements[3], numberStyle, numberFormatProvider, out z)
                        )
                    {
                        Vertex w = new Vertex(new Vector3(x, y, z));
                        vertices.Add(w);
                    }
                    else
                    {
                        Trace.WriteLine(line);
                    }
                    break;
                }

                case "f":
                {
                    int f1, f2, f3;
                    int f1Index = 1;
                    int f2Index = 2;
                    int f3Index = 3;

                    switch (elements.Length)
                    {
                    case 7:
                    {
                        //normal indexes in elements[2],elements[4] and elements[6] are ignored;
                        f1Index = 1;
                        f2Index = 3;
                        f3Index = 5;

                        goto case 4;
                    }

                    case 4:
                    {
                        if (
                            int.TryParse(elements[f1Index], numberStyle, numberFormatProvider, out f1) &&
                            int.TryParse(elements[f2Index], numberStyle, numberFormatProvider, out f2) &&
                            int.TryParse(elements[f3Index], numberStyle, numberFormatProvider, out f3)
                            )
                        {
                            indices.Add(f1 - 1);
                            indices.Add(f2 - 1);
                            indices.Add(f3 - 1);
                        }
                        else
                        {
                            Trace.WriteLine(line);
                            throw new NotImplementedException("Only triangles are Implemented. Faces in file are not a triangles.That is bad:(");
                        }
                    }
                    break;

                    default:
                        Trace.WriteLine("Invalid number of components");
                        break;
                    }
                    break;
                }

                case "vn":
                {
                    break;
                }

                default:
                    Trace.WriteLine("Unknown obj specifier.");
                    break;
                }

                if (progress != null)
                {
                    progress.OnProgress(
                        inputReader.BaseStream.Position,
                        inputReader.BaseStream.Length);
                }
            }

            if (progress != null)
            {
                progress.OnComplete("Mesh loaded successfully");
            }
        }
Example #6
0
        /// <summary>
        /// Reads raw mesh.
        /// </summary>
        /// <param name="vertices">The list of the vertices.</param>
        /// <param name="indices">The list of the indices.</param>
        /// <param name="progress">The optional progress listener.</param>
        public void ReadMesh(out List<Vertex> vertices, out List<int> indices, IProgressListener progress = null)
        {
            vertices = new List<Vertex>();
            indices = new List<int>();

            Regex r = new Regex(@" |//");
            NumberStyles numberStyle = NumberStyles.Float;
            IFormatProvider numberFormatProvider = CultureInfo.InvariantCulture;

            progress.OnStart("Loading mesh started...");

            while (inputReader.Peek() >= 0)
            {
                string line = inputReader.ReadLine();

                String[] elements = r.Split(line);
                
                // List<Vertex> normals;
                switch (elements[0])
                {
                    case "v":
                        {
                            float x, y, z;
                            if (
                                float.TryParse(elements[1], numberStyle, numberFormatProvider, out x) &&
                                float.TryParse(elements[2], numberStyle, numberFormatProvider, out y) &&
                                float.TryParse(elements[3], numberStyle, numberFormatProvider, out z)
                                )
                            {
                                Vertex w = new Vertex(new Vector3(x, y, z));
                                vertices.Add(w);
                            }
                            else
                            {
                                Trace.WriteLine(line);
                            }
                            break;
                        }
                    case "f":
                        {
                            int f1, f2, f3;
                            int f1Index = 1;
                            int f2Index = 2;
                            int f3Index = 3;
                            
                            switch (elements.Length)
                            {
                                case 7:
                                    {
                                        //normal indexes in elements[2],elements[4] and elements[6] are ignored;
                                        f1Index = 1;
                                        f2Index = 3;
                                        f3Index = 5;
                                        
                                        goto case 4;
                                    }
                                case 4:
                                    {
                                        if (
                                            int.TryParse(elements[f1Index], numberStyle, numberFormatProvider, out f1) &&
                                            int.TryParse(elements[f2Index], numberStyle, numberFormatProvider, out f2) &&
                                            int.TryParse(elements[f3Index], numberStyle, numberFormatProvider, out f3)
                                            )
                                        {
                                            indices.Add(f1 -1);
                                            indices.Add(f2 -1);
                                            indices.Add(f3 -1);
                                        }
                                        else
                                        {
                                            Trace.WriteLine(line);
                                            throw new NotImplementedException("Only triangles are Implemented. Faces in file are not a triangles.That is bad:(");
                                        }
                                    }
                                    break;
                                default:
                                   Trace.WriteLine("Invalid number of components"); 
                                   break;
                            }
                            break;
                        }
                    case "vn":
                        {
                            break;
                        }
                    default:
                        Trace.WriteLine("Unknown obj specifier.");
                        break;
                        
                }

                if (progress != null)
                {
                    progress.OnProgress(
                        inputReader.BaseStream.Position,
                        inputReader.BaseStream.Length);
                }
            }
            
            if (progress != null)
            {
                progress.OnComplete("Mesh loaded successfully");
            }
        }
Example #7
0
        /// <summary>
        /// Writes raw mesh to stream.
        /// </summary>
        /// <param name="vertices">The list of the vertices.</param>
        /// <param name="indices">The list of the indices.</param>
        /// <param name="progress">The optional progress listener.</param>
        public void WriteMesh(ref List<Vertex> vertices, ref List<int> indices, IProgressListener progress = null)
        {
            long current = 0;
            long total = vertices.Count + indices.Count;

            progress.OnStart("Mesh writing started...");

            foreach (var vertex in vertices)
            {
                m_Writer.WriteLine(string.Format(
                    CultureInfo.InvariantCulture,
                    "v {0} {1} {2}",
                    vertex.Position.X.ToString("0.000000", CultureInfo.InvariantCulture),
                    vertex.Position.Y.ToString("0.000000", CultureInfo.InvariantCulture),
                    vertex.Position.Z.ToString("0.000000", CultureInfo.InvariantCulture)));

                ++current;

                if (progress != null)
                {
                    progress.OnProgress(current, total);
                }
            }

            int count = 0;
            foreach (var index in indices)
            {
                switch (count % 3)
                {
                    case 0:
                        {
                            m_Writer.Write(string.Format(CultureInfo.InvariantCulture, "f {0} ", index + 1));
                            break;
                        }
                    case 1:
                        {
                            m_Writer.Write(string.Format(CultureInfo.InvariantCulture, "{0} ", index + 1));
                            break;
                        }
                    case 2:
                        {
                            m_Writer.WriteLine(string.Format(CultureInfo.InvariantCulture, "{0}", index + 1));
                            break;
                        }
                    default:
                        {
                            Trace.WriteLine("Not supported");
                            break;
                        }
                }

                ++count;
                ++current;

                if (progress != null)
                {
                    progress.OnProgress(current, total);
                }
            }

            if (progress != null)
            {
                progress.OnComplete("Mesh writing complete");
            }

            m_Writer.Close();
        }
Example #8
0
        /// <summary>
        /// Writes raw mesh to stream.
        /// </summary>
        /// <param name="vertices">The list of the vertices.</param>
        /// <param name="indices">The list of the indices.</param>
        /// <param name="progress">The optional progress listener.</param>
        public void WriteMesh(ref List <Vertex> vertices, ref List <int> indices, IProgressListener progress = null)
        {
            long current = 0;
            long total   = vertices.Count + indices.Count;

            progress.OnStart("Mesh writing started...");

            foreach (var vertex in vertices)
            {
                m_Writer.WriteLine(string.Format(
                                       CultureInfo.InvariantCulture,
                                       "v {0} {1} {2}",
                                       vertex.Position.X.ToString("0.000000", CultureInfo.InvariantCulture),
                                       vertex.Position.Y.ToString("0.000000", CultureInfo.InvariantCulture),
                                       vertex.Position.Z.ToString("0.000000", CultureInfo.InvariantCulture)));

                ++current;

                if (progress != null)
                {
                    progress.OnProgress(current, total);
                }
            }

            int count = 0;

            foreach (var index in indices)
            {
                switch (count % 3)
                {
                case 0:
                {
                    m_Writer.Write(string.Format(CultureInfo.InvariantCulture, "f {0} ", index + 1));
                    break;
                }

                case 1:
                {
                    m_Writer.Write(string.Format(CultureInfo.InvariantCulture, "{0} ", index + 1));
                    break;
                }

                case 2:
                {
                    m_Writer.WriteLine(string.Format(CultureInfo.InvariantCulture, "{0}", index + 1));
                    break;
                }

                default:
                {
                    Trace.WriteLine("Not supported");
                    break;
                }
                }

                ++count;
                ++current;

                if (progress != null)
                {
                    progress.OnProgress(current, total);
                }
            }

            if (progress != null)
            {
                progress.OnComplete("Mesh writing complete");
            }

            m_Writer.Close();
        }