public static int[] GetTrisOnPositiveSide(DMesh3 mesh, Frame3f plane) { DVector <int> keep_tris = new DVector <int>(); Vector3d[] tri = new Vector3d[3]; foreach (int tid in mesh.TriangleIndices()) { mesh.GetTriVertices(tid, ref tri[0], ref tri[1], ref tri[2]); bool ok = true; for (int j = 0; j < 3; ++j) { double d = (tri[j] - plane.Origin).Dot(plane.Z); if (d < 0) { ok = false; } } if (ok) { keep_tris.Add(tid); } } return(keep_tris.GetBuffer()); }
static double eval_point_wn(DMesh3 mesh, Vector3d q) { SpinLock locker = new SpinLock(); double sum = 0; gParallel.ForEach(mesh.TriangleIndices(), (tid) => { Vector3d n, c; double area; mesh.GetTriInfo(tid, out n, out area, out c); Triangle3d tri = new Triangle3d(); mesh.GetTriVertices(tid, ref tri.V0, ref tri.V1, ref tri.V2); //double pt_wn = pointwn_order1(ref c, ref n, ref area, ref q); Vector3d evalPt = c - n * 0.001; //double pt_wn = pointwn_order2(ref c, ref evalPt, ref n, ref area, ref q); //double pt_wn = triwn_order1(ref tri, ref evalPt, ref n, ref area, ref q); double pt_wn = triwn_order2(ref tri, ref evalPt, ref n, ref area, ref q); bool entered = false; locker.Enter(ref entered); sum += pt_wn; locker.Exit(); }); return(sum); }
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"); }
public bool Insert() { Func <int, bool> is_contained_v = (vid) => { Vector3d v = Mesh.GetVertex(vid); Vector2f vf2 = ProjectFrame.ToPlaneUV((Vector3f)v, 2); return(Polygon.Contains(vf2)); }; MeshVertexSelection vertexROI = new MeshVertexSelection(Mesh); Index3i seedT = Mesh.GetTriangle(SeedTriangle); // if a seed vert of seed triangle is containd in polygon, we will // flood-fill out from there, this gives a better ROI. // If not, we will try flood-fill from the seed triangles. List <int> seed_verts = new List <int>(); for (int j = 0; j < 3; ++j) { if (is_contained_v(seedT[j])) { seed_verts.Add(seedT[j]); } } if (seed_verts.Count == 0) { seed_verts.Add(seedT.a); seed_verts.Add(seedT.b); seed_verts.Add(seedT.c); } // flood-fill out from seed vertices until we have found all vertices // contained in polygon vertexROI.FloodFill(seed_verts.ToArray(), is_contained_v); // convert vertex ROI to face ROI MeshFaceSelection faceROI = new MeshFaceSelection(Mesh, vertexROI, 1); faceROI.ExpandToOneRingNeighbours(); faceROI.FillEars(true); // this might be a good idea... // construct submesh RegionOperator regionOp = new RegionOperator(Mesh, faceROI); DSubmesh3 roiSubmesh = regionOp.Region; DMesh3 roiMesh = roiSubmesh.SubMesh; // save 3D positions of unmodified mesh Vector3d[] initialPositions = new Vector3d[roiMesh.MaxVertexID]; // map roi mesh to plane MeshTransforms.PerVertexTransform(roiMesh, roiMesh.VertexIndices(), (v, vid) => { Vector2f uv = ProjectFrame.ToPlaneUV((Vector3f)v, 2); initialPositions[vid] = v; return(new Vector3d(uv.x, uv.y, 0)); }); // save a copy of 2D mesh and construct bvtree. we will use // this later to project back to 3d // [TODO] can we use a better spatial DS here, that takes advantage of 2D? DMesh3 projectMesh = new DMesh3(roiMesh); DMeshAABBTree3 projecter = new DMeshAABBTree3(projectMesh, true); MeshInsertUVPolyCurve insertUV = new MeshInsertUVPolyCurve(roiMesh, Polygon); //insertUV.Validate() bool bOK = insertUV.Apply(); if (!bOK) { throw new Exception("insertUV.Apply() failed"); } if (SimplifyInsertion) { insertUV.Simplify(); } int[] insertedPolyVerts = insertUV.CurveVertices; // grab inserted loop, assuming it worked EdgeLoop insertedLoop = null; if (insertUV.Loops.Count == 1) { insertedLoop = insertUV.Loops[0]; } // find interior triangles List <int> interiorT = new List <int>(); foreach (int tid in roiMesh.TriangleIndices()) { Vector3d centroid = roiMesh.GetTriCentroid(tid); if (Polygon.Contains(centroid.xy)) { interiorT.Add(tid); } } if (RemovePolygonInterior) { MeshEditor editor = new MeshEditor(roiMesh); editor.RemoveTriangles(interiorT, true); InteriorTriangles = null; } else { InteriorTriangles = interiorT.ToArray(); } // map back to 3d Vector3d a = Vector3d.Zero, b = Vector3d.Zero, c = Vector3d.Zero; foreach (int vid in roiMesh.VertexIndices()) { // [TODO] somehow re-use exact positions from regionOp maps? // construct new 3D pos w/ barycentric interpolation Vector3d v = roiMesh.GetVertex(vid); int tid = projecter.FindNearestTriangle(v); Index3i tri = projectMesh.GetTriangle(tid); projectMesh.GetTriVertices(tid, ref a, ref b, ref c); Vector3d bary = MathUtil.BarycentricCoords(ref v, ref a, ref b, ref c); Vector3d pos = bary.x * initialPositions[tri.a] + bary.y * initialPositions[tri.b] + bary.z * initialPositions[tri.c]; roiMesh.SetVertex(vid, pos); } bOK = BackPropagate(regionOp, insertedPolyVerts, insertedLoop); return(bOK); }
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); }