void insert_triangle(int triangle_id, ref Vector2d a, ref Vector2d b, ref Vector2d c, bool threadsafe = true) { bool lockTaken = false; while (threadsafe == true && lockTaken == false) { spinlock.Enter(ref lockTaken); } // [TODO] actually want to conservatively rasterize triangles here, not just // store in every cell in bbox! AxisAlignedBox2d bounds = BoundsUtil.Bounds(ref a, ref b, ref c); Vector2i imin = indexer.ToGrid(bounds.Min); Vector2i imax = indexer.ToGrid(bounds.Max); for (int yi = imin.y; yi <= imax.y; ++yi) { for (int xi = imin.x; xi <= imax.x; ++xi) { // check if triangle overlaps this grid cell... int bin_i = yi * bins_x + xi; bins_list.Insert(bin_i, triangle_id); } } if (lockTaken) { spinlock.Exit(); } }
/// <summary> /// Construct vertex correspondences between fill mesh boundary loop /// and input mesh boundary loop. In ideal case there is an easy 1-1 /// correspondence. If that is not true, then do a brute-force search /// to find the best correspondences we can. /// /// Currently only returns unique correspondences. If any vertex /// matches with multiple input vertices it is not merged. /// [TODO] we could do better in many cases... /// /// Return value is list of indices into fillLoopV that were not merged /// </summary> List <int> build_merge_map(DMesh3 fillMesh, int[] fillLoopV, DMesh3 targetMesh, int[] targetLoopV, double tol, IndexMap mergeMapV) { if (fillLoopV.Length == targetLoopV.Length) { if (build_merge_map_simple(fillMesh, fillLoopV, targetMesh, targetLoopV, tol, mergeMapV)) { return(null); } } int NF = fillLoopV.Length, NT = targetLoopV.Length; bool[] doneF = new bool[NF], doneT = new bool[NT]; int[] countF = new int[NF], countT = new int[NT]; var errorV = new List <int>(); var matchF = new SmallListSet(); matchF.Resize(NF); // find correspondences double tol_sqr = tol * tol; for (int i = 0; i < NF; ++i) { if (fillMesh.IsVertex(fillLoopV[i]) == false) { doneF[i] = true; errorV.Add(i); continue; } matchF.AllocateAt(i); Vector3d v = fillMesh.GetVertex(fillLoopV[i]); for (int j = 0; j < NT; ++j) { Vector3d v2 = targetMesh.GetVertex(targetLoopV[j]); if (v.DistanceSquared(ref v2) < tol_sqr) { matchF.Insert(i, j); } } } for (int i = 0; i < NF; ++i) { if (doneF[i]) { continue; } if (matchF.Count(i) == 1) { int j = matchF.First(i); mergeMapV[fillLoopV[i]] = targetLoopV[j]; doneF[i] = true; } } for (int i = 0; i < NF; ++i) { if (doneF[i] == false) { errorV.Add(i); } } return(errorV); }