Exemple #1
0
        /// <summary>
        /// for each vertex of input triangle set, select vertex if all
        /// one-ring triangles are contained in triangle set (ie vertex is not on boundary of triangle set).
        /// </summary>
        public void SelectInteriorVertices(MeshFaceSelection triangles)
        {
            var borderv = new HashSet <int>();

            foreach (int tid in triangles)
            {
                Index3i tv = Mesh.GetTriangle(tid);
                for (int j = 0; j < 3; ++j)
                {
                    int vid = tv[j];
                    if (Selected.Contains(vid) || borderv.Contains(vid))
                    {
                        continue;
                    }

                    bool full_ring = true;
                    foreach (int ring_tid in Mesh.VtxTrianglesItr(vid))
                    {
                        if (triangles.IsSelected(ring_tid) == false)
                        {
                            full_ring = false;
                            break;
                        }
                    }
                    if (full_ring)
                    {
                        add(vid);
                    }
                    else
                    {
                        borderv.Add(vid);
                    }
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Actually computes the insertion. In some cases we would like more info
        /// coming back than we get by using Generate() api. Note that resulting
        /// mesh is *not* compacted.
        /// </summary>
        public DMesh3 ComputeResult(out MeshInsertPolygon insertion)
        {
            AxisAlignedBox2d bounds  = Polygon.Bounds;
            double           padding = 0.1 * bounds.DiagonalLength;

            bounds.Expand(padding);

            TrivialRectGenerator rectgen = (Subdivisions == 1) ?
                                           new TrivialRectGenerator() : new GriddedRectGenerator()
            {
                EdgeVertices = Subdivisions
            };

            rectgen.Width      = (float)bounds.Width;
            rectgen.Height     = (float)bounds.Height;
            rectgen.IndicesMap = new Index2i(1, 2);
            rectgen.UVMode     = UVMode;
            rectgen.Clockwise  = true;              // MeshPolygonInserter assumes mesh faces are CW? (except code says CCW...)
            rectgen.Generate();
            var base_mesh = new DMesh3();

            rectgen.MakeMesh(base_mesh);

            var      shiftPolygon = new GeneralPolygon2d(Polygon);
            Vector2d shift        = bounds.Center;

            shiftPolygon.Translate(-shift);

            var insert = new MeshInsertPolygon()
            {
                Mesh    = base_mesh,
                Polygon = shiftPolygon
            };
            bool bOK = insert.Insert();

            if (!bOK)
            {
                throw new Exception("TriangulatedPolygonGenerator: failed to Insert()");
            }

            MeshFaceSelection selected = insert.InteriorTriangles;
            var editor = new MeshEditor(base_mesh);

            editor.RemoveTriangles((tid) => { return(selected.IsSelected(tid) == false); }, true);

            var shift3 = new Vector3d(shift.x, shift.y, 0);

            MeshTransforms.Translate(base_mesh, shift3);

            insertion = insert;
            return(base_mesh);
        }
Exemple #3
0
        // convert face selection to edge selection. Require at least minCount tris of edge to be selected
        public MeshEdgeSelection(DMesh3 mesh, MeshFaceSelection convertT, int minCount = 1) : this(mesh)
        {
            minCount = MathUtil.Clamp(minCount, 1, 2);

            if (minCount == 1)
            {
                foreach (int tid in convertT)
                {
                    Index3i te = mesh.GetTriEdges(tid);
                    add(te.a); add(te.b); add(te.c);
                }
            }
            else
            {
                foreach (int eid in mesh.EdgeIndices())
                {
                    Index2i et = mesh.GetEdgeT(eid);
                    if (convertT.IsSelected(et.a) && convertT.IsSelected(et.b))
                    {
                        add(eid);
                    }
                }
            }
        }
 public void SelectBoundaryTriEdges(MeshFaceSelection triangles)
 {
     foreach (int tid in triangles)
     {
         Index3i te = Mesh.GetTriEdges(tid);
         for (int j = 0; j < 3; ++j)
         {
             Index2i et        = Mesh.GetEdgeT(te[j]);
             int     other_tid = (et.a == tid) ? et.b : et.a;
             if (triangles.IsSelected(other_tid) == false)
             {
                 add(te[j]);
             }
         }
     }
 }