bool compute_outer_wall() { SocketMesh = new DMesh3(InnerMesh); LastInnerGroupID = SocketMesh.AllocateTriangleGroup(); FaceGroupUtil.SetGroupID(SocketMesh, LastInnerGroupID); if (DebugStep <= 1) { return(true); } double use_thickness = thickness; MeshExtrudeMesh extrude = new MeshExtrudeMesh(SocketMesh); extrude.ExtrudedPositionF = (v, n, vid) => { return(v + use_thickness * (Vector3d)n); }; if (extrude.Extrude() == false) { return(false); } LastExtrudeOuterGroupID = extrude.OffsetGroupID; LastStitchGroupID = extrude.StitchGroupIDs[0]; return(true); }
public List <int> FindPaintedTriangles(DMesh3 mesh, int colorId) { List <int> indices = FaceGroupUtil.FindTrianglesByGroup(mesh, colorId); Debug.Log($"Painted Triangles: {indices.Count}"); if (indices.Count <= 0) { Debug.Log("No colored triangles found"); } return(indices); }
public static void test_region_boundary() { List<int> cases = new List<int>() { 0, 1, 2, 3 }; foreach ( int num in cases ) { string name; DMesh3 mesh = MakeBoundaryTestMesh(num, out name); int[][] groups = FaceGroupUtil.FindTriangleSetsByGroup(mesh, 0); System.Console.WriteLine("case {0}:", name); for (int k = 0; k < groups.Length; ++k) { int gid = mesh.GetTriangleGroup(groups[k][0]); MeshRegionBoundaryLoops loops = new MeshRegionBoundaryLoops(mesh, groups[k]); System.Console.WriteLine(" gid {0} : found {1} loops", gid, loops.Loops.Count); } } }
/// <summary> /// Cut a "partial" hole, ie we cut the mesh with the polygon once, and then /// extrude downwards to a planar version of the cut boundary. /// /// Currently only supports extruding downwards from topmost intersection. /// /// </summary> protected bool CutPartialHole(DMesh3 mesh, HoleInfo hi, Vector3d translate, bool bUpwards) { if (hi.IsVertical == false) { throw new Exception("unsupported!"); } Vector3d basePoint = CombinedBounds.Center - CombinedBounds.Extents.y * Vector3d.AxisY + translate; // do we need to compute spatial DS for each hole? not super efficient... DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh, true); Vector3d direction = (bUpwards) ? Vector3d.AxisY : -Vector3d.AxisY; Vector3d center = basePoint + new Vector3d(hi.XZOffset.x, 0, hi.XZOffset.y) - 10000 * direction; Ray3d ray = new Ray3d(center, direction); int hit_tid = spatial.FindNearestHitTriangle(ray); if (hit_tid == DMesh3.InvalidID) { return(false); } IntrRay3Triangle3 intersection = MeshQueries.TriangleIntersection(mesh, hit_tid, ray); Vector3d inter_pos = ray.PointAt(intersection.RayParameter); Frame3f projectFrame = new Frame3f(ray.Origin, ray.Direction); int nVerts = 32; if (hi.Vertices != 0) { nVerts = hi.Vertices; } double angleShiftRad = hi.AxisAngleD * MathUtil.Deg2Rad; Polygon2d circle = Polygon2d.MakeCircle(hi.Radius, nVerts, angleShiftRad); try { EdgeLoop loop = null; MeshInsertProjectedPolygon insert = new MeshInsertProjectedPolygon(mesh, circle, projectFrame, hit_tid) { SimplifyInsertion = false }; if (insert.Insert()) { loop = insert.InsertedLoop; // [RMS] do we need to simplify for this one? //if (loop.VertexCount > circle.VertexCount) // loop = simplify_loop(mesh, loop, circle.VertexCount); MeshEditor editor = new MeshEditor(mesh); Vector3d base_pos = inter_pos; base_pos.y = basePoint.y + hi.PartialHoleBaseHeight; int N = loop.VertexCount; int[] newLoop = new int[N]; for (int k = 0; k < N; ++k) { newLoop[k] = mesh.AppendVertex(mesh, loop.Vertices[k]); Vector3d cur_v = mesh.GetVertex(newLoop[k]); cur_v.y = base_pos.y; mesh.SetVertex(newLoop[k], cur_v); } int base_vid = mesh.AppendVertex(base_pos); int[] fan_tris = editor.AddTriangleFan_OrderedVertexLoop(base_vid, newLoop); FaceGroupUtil.SetGroupID(mesh, fan_tris, hi.PartialHoleGroupID); int[] stitch_tris = editor.StitchLoop(loop.Vertices, newLoop); // need to remesh fan region because otherwise we get pathological cases RegionRemesher remesh = new RegionRemesher(mesh, fan_tris); remesh.SetTargetEdgeLength(2.0); remesh.SmoothSpeedT = 1.0; remesh.PreventNormalFlips = true; for (int k = 0; k < 25; ++k) { remesh.BasicRemeshPass(); } //remesh.EnableCollapses = remesh.EnableFlips = remesh.EnableSplits = false; //for (int k = 0; k < 20; ++k) // remesh.BasicRemeshPass(); remesh.BackPropropagate(); return(true); } else { return(false); } } catch (Exception e) { f3.DebugUtil.Log("partial hole {0} failed!! {1}", hi.nHole, e.Message); return(false); } }
List <Polygon2d> decompose_cluster_up(DMesh3 mesh) { optimize_mesh(mesh); mesh.CompactInPlace(); mesh.DiscardTriangleGroups(); mesh.EnableTriangleGroups(0); double minLength = Settings.MaxBridgeWidthMM * 0.75; double minArea = minLength * minLength; Dictionary <int, double> areas = new Dictionary <int, double>(); Dictionary <int, HashSet <int> > trisets = new Dictionary <int, HashSet <int> >(); HashSet <int> active_groups = new HashSet <int>(); Action <int, int> add_tri_to_group = (tid, gid) => { mesh.SetTriangleGroup(tid, gid); areas[gid] = areas[gid] + mesh.GetTriArea(tid); trisets[gid].Add(tid); }; Action <int, int> add_group_to_group = (gid, togid) => { var set = trisets[togid]; foreach (int tid in trisets[gid]) { mesh.SetTriangleGroup(tid, togid); set.Add(tid); } areas[togid] += areas[gid]; active_groups.Remove(gid); }; Func <IEnumerable <int>, int> find_min_area_group = (tri_itr) => { int min_gid = -1; double min_area = double.MaxValue; foreach (int tid in tri_itr) { int gid = mesh.GetTriangleGroup(tid); double a = areas[gid]; if (a < min_area) { min_area = a; min_gid = gid; } } return(min_gid); }; foreach (int eid in MeshIterators.InteriorEdges(mesh)) { Index2i et = mesh.GetEdgeT(eid); if (mesh.GetTriangleGroup(et.a) != 0 || mesh.GetTriangleGroup(et.b) != 0) { continue; } int gid = mesh.AllocateTriangleGroup(); areas[gid] = 0; trisets[gid] = new HashSet <int>(); active_groups.Add(gid); add_tri_to_group(et.a, gid); add_tri_to_group(et.b, gid); } foreach (int tid in mesh.TriangleIndices()) { if (mesh.GetTriangleGroup(tid) != 0) { continue; } int gid = find_min_area_group(mesh.TriTrianglesItr(tid)); add_tri_to_group(tid, gid); } IndexPriorityQueue pq = new IndexPriorityQueue(mesh.MaxGroupID); foreach (var pair in areas) { pq.Insert(pair.Key, (float)pair.Value); } while (pq.Count > 0) { int gid = pq.First; pq.Remove(gid); if (areas[gid] > minArea) // ?? { break; } List <int> nbr_groups = find_neighbour_groups(mesh, gid, trisets[gid]); int min_gid = -1; double min_area = double.MaxValue; foreach (int ngid in nbr_groups) { double a = areas[ngid]; if (a < min_area) { min_area = a; min_gid = ngid; } } if (min_gid != -1) { add_group_to_group(gid, min_gid); pq.Remove(min_gid); pq.Insert(min_gid, (float)areas[min_gid]); } } List <Polygon2d> result = new List <Polygon2d>(); int[][] sets = FaceGroupUtil.FindTriangleSetsByGroup(mesh); foreach (var set in sets) { result.Add(make_poly(mesh, set)); } return(result); }
// [RMS] This doesn't work because I did something stupid when // making unwrap meshes. The set of triangles aren't the same. argh. public static DMesh3 ConvertUnwrapToUVs(RemoteControl rc, out DenseMeshUVSet UVSet, string mainName = "main") { int mainID = rc.FindObjectByName(mainName); rc.CompactMesh(mainID); DMesh3 mainMesh = ReadMeshFromMM(rc, mainID); Debug.Assert(mainMesh.IsCompact); List <int> all = rc.ListObjects(); List <int> unwrapIDs = new List <int>(); foreach (int id in all) { string sName = rc.GetObjectName(id); if (sName.StartsWith("unwrap", StringComparison.OrdinalIgnoreCase)) { unwrapIDs.Add(id); } } int[] AllGroups = FaceGroupUtil.FindAllGroups(mainMesh).ToArray(); Dictionary <int, DMesh3> Unwraps = new Dictionary <int, DMesh3>(); foreach (int id in unwrapIDs) { DMesh3 mesh = ReadMeshFromMM(rc, id); HashSet <int> subGroups = FaceGroupUtil.FindAllGroups(mesh); Debug.Assert(subGroups.Count == 1); int gid = subGroups.ToArray()[0]; Unwraps[gid] = mesh; } UVSet = new DenseMeshUVSet(); UVSet.TriangleUVs.resize(mainMesh.TriangleCount); Dictionary <Index2i, int> UVSetMap = new Dictionary <Index2i, int>(); Dictionary <int, int> GroupCounters = new Dictionary <int, int>(); for (int i = 0; i < AllGroups.Length; ++i) { GroupCounters[AllGroups[i]] = 0; } for (int ti = 0; ti < mainMesh.TriangleCount; ++ti) { Index3i main_tri = mainMesh.GetTriangle(ti); int gid = mainMesh.GetTriangleGroup(ti); int sub_tid = GroupCounters[gid]; GroupCounters[gid]++; DMesh3 SubMesh = Unwraps[gid]; Index3i sub_tri = SubMesh.GetTriangle(sub_tid); for (int j = 0; j < 3; ++j) { int sub_vid = sub_tri[j]; Index2i key = new Index2i(gid, sub_vid); int uvset_idx; if (UVSetMap.TryGetValue(key, out uvset_idx) == false) { Vector3d v = SubMesh.GetVertex(sub_vid); Vector2f uv = new Vector2f((float)v.x, (float)v.z); uvset_idx = UVSet.AppendUV(uv); UVSetMap[key] = uvset_idx; } sub_tri[j] = uvset_idx; } UVSet.TriangleUVs[ti] = sub_tri; } return(mainMesh); }
public void Close_Flat() { double minlen, maxlen, avglen; MeshQueries.EdgeLengthStats(Mesh, out minlen, out maxlen, out avglen, 1000); double target_edge_len = (TargetEdgeLen <= 0) ? avglen : TargetEdgeLen; // massage around boundary loop cleanup_boundary(Mesh, InitialBorderLoop, avglen, 3); // find new border loop // [TODO] this just assumes there is only one!! MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh); EdgeLoop fill_loop = loops.Loops[0]; int extrude_group = (ExtrudeGroup == -1) ? Mesh.AllocateTriangleGroup() : ExtrudeGroup; int fill_group = (FillGroup == -1) ? Mesh.AllocateTriangleGroup() : FillGroup; // decide on projection plane //AxisAlignedBox3d loopbox = fill_loop.GetBounds(); //Vector3d topPt = loopbox.Center; //if ( bIsUpper ) { // topPt.y = loopbox.Max.y + 0.25 * dims.y; //} else { // topPt.y = loopbox.Min.y - 0.25 * dims.y; //} //Frame3f plane = new Frame3f((Vector3f)topPt); // extrude loop to this plane MeshExtrusion extrude = new MeshExtrusion(Mesh, fill_loop); extrude.PositionF = (v, n, i) => { return(FlatClosePlane.ProjectToPlane((Vector3F)v, 1)); }; extrude.Extrude(extrude_group); MeshValidation.IsBoundaryLoop(Mesh, extrude.NewLoop); Debug.Assert(Mesh.CheckValidity()); // smooth the extrude loop MeshLoopSmooth loop_smooth = new MeshLoopSmooth(Mesh, extrude.NewLoop); loop_smooth.ProjectF = (v, i) => { return(FlatClosePlane.ProjectToPlane((Vector3F)v, 1)); }; loop_smooth.Alpha = 0.5f; loop_smooth.Rounds = 100; loop_smooth.Smooth(); Debug.Assert(Mesh.CheckValidity()); // fill result SimpleHoleFiller filler = new SimpleHoleFiller(Mesh, extrude.NewLoop); filler.Fill(fill_group); Debug.Assert(Mesh.CheckValidity()); // make selection for remesh region MeshFaceSelection remesh_roi = new MeshFaceSelection(Mesh); remesh_roi.Select(extrude.NewTriangles); remesh_roi.Select(filler.NewTriangles); remesh_roi.ExpandToOneRingNeighbours(); remesh_roi.ExpandToOneRingNeighbours(); remesh_roi.LocalOptimize(true, true); int[] new_roi = remesh_roi.ToArray(); // get rid of extrude group FaceGroupUtil.SetGroupToGroup(Mesh, extrude_group, 0); /* clean up via remesh * - constrain loop we filled to itself */ RegionRemesher r = new RegionRemesher(Mesh, new_roi); DCurve3 top_curve = mesh.MeshUtil.ExtractLoopV(Mesh, extrude.NewLoop.Vertices); DCurveProjectionTarget curve_target = new DCurveProjectionTarget(top_curve); int[] top_loop = (int[])extrude.NewLoop.Vertices.Clone(); r.Region.MapVerticesToSubmesh(top_loop); MeshConstraintUtil.ConstrainVtxLoopTo(r.Constraints, r.Mesh, top_loop, curve_target); DMeshAABBTree3 spatial = new DMeshAABBTree3(Mesh); spatial.Build(); MeshProjectionTarget target = new MeshProjectionTarget(Mesh, spatial); r.SetProjectionTarget(target); bool bRemesh = true; if (bRemesh) { r.Precompute(); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = target_edge_len; r.MaxEdgeLength = 2 * target_edge_len; r.EnableSmoothing = true; r.SmoothSpeedT = 1.0f; for (int k = 0; k < 40; ++k) { r.BasicRemeshPass(); } r.SetProjectionTarget(null); r.SmoothSpeedT = 0.25f; for (int k = 0; k < 10; ++k) { r.BasicRemeshPass(); } Debug.Assert(Mesh.CheckValidity()); r.BackPropropagate(); } // smooth around the join region to clean up ugliness smooth_region(Mesh, r.Region.BaseBorderV, 3); }