public Vector3d Project(Vector3d vPoint, int identifier = -1) { int tNearestID = Spatial.FindNearestTriangle(vPoint); DistPoint3Triangle3 q = MeshQueries.TriangleDistance(Mesh, tNearestID, vPoint); return(q.TriangleClosest); }
public bool RayIntersect(Ray3d ray, out Vector3d vHit, out Vector3d vHitNormal) { vHit = Vector3d.Zero; vHitNormal = Vector3d.AxisX; int tHitID = Spatial.FindNearestHitTriangle(ray); if (tHitID == DMesh3.InvalidID) { return(false); } IntrRay3Triangle3 t = MeshQueries.TriangleIntersection(Mesh, tHitID, ray); vHit = ray.PointAt(t.RayParameter); if (UseFaceNormal == false && Mesh.HasVertexNormals) { vHitNormal = Mesh.GetTriBaryNormal(tHitID, t.TriangleBaryCoords.x, t.TriangleBaryCoords.y, t.TriangleBaryCoords.z); } else { vHitNormal = Mesh.GetTriNormal(tHitID); } return(true); }
public Vector3d FindNearestAndOffset(Vector3d pos) { int tNearestID = Spatial.FindNearestTriangle(pos); DistPoint3Triangle3 q = MeshQueries.TriangleDistance(Mesh, tNearestID, pos); Vector3d vHitNormal = (UseFaceNormal == false && Mesh.HasVertexNormals) ? Mesh.GetTriBaryNormal(tNearestID, q.TriangleBaryCoords.x, q.TriangleBaryCoords.y, q.TriangleBaryCoords.z) : Mesh.GetTriNormal(tNearestID); return(q.TriangleClosest + Distance * vHitNormal); }
// for each From[i], find closest point on TargetSurface void update_to() { double max_dist = double.MaxValue; bool bNormals = (UseNormals && Source.HasVertexNormals); var range = Interval1i.Range(From.Length); gParallel.ForEach(range, (vi) => { int tid = TargetSurface.FindNearestTriangle(From[vi], max_dist); if (tid == DMesh3.InvalidID) { Weights[vi] = 0; return; } DistPoint3Triangle3 d = MeshQueries.TriangleDistance(TargetSurface.Mesh, tid, From[vi]); if (d.DistanceSquared > MaxAllowableDistance * MaxAllowableDistance) { Weights[vi] = 0; return; } To[vi] = d.TriangleClosest; Weights[vi] = 1.0f; if (bNormals) { Vector3d fromN = Rotation * Source.GetVertexNormal(vi); Vector3d toN = TargetSurface.Mesh.GetTriNormal(tid); double fDot = fromN.Dot(toN); Debug.Assert(MathUtil.IsFinite(fDot)); if (fDot < 0) { Weights[vi] = 0; } else { Weights[vi] += Math.Sqrt(fDot); } } }); }
// do full tree traversal below iBox and make sure that all triangles are further // than box-distance-sqr void debug_check_child_tri_distances(int iBox, Vector3d p) { double fBoxDistSqr = box_distance_sqr(iBox, p); TreeTraversal t = new TreeTraversal() { NextTriangleF = (tID) => { double fTriDistSqr = MeshQueries.TriDistanceSqr(mesh, tID, p); if (fTriDistSqr < fBoxDistSqr) { if (Math.Abs(fTriDistSqr - fBoxDistSqr) > MathUtil.ZeroTolerance * 100) { Util.gBreakToDebugger(); } } } }; tree_traversal(iBox, 0, t); }
void find_nearest_tri(int iBox, Vector3d p, ref double fNearestSqr, ref int tID) { int idx = box_to_index[iBox]; if (idx < triangles_end) // triange-list case, array is [N t1 t2 ... tN] { int num_tris = index_list[idx]; for (int i = 1; i <= num_tris; ++i) { int ti = index_list[idx + i]; double fTriDistSqr = MeshQueries.TriDistanceSqr(mesh, ti, p); if (fTriDistSqr < fNearestSqr) { fNearestSqr = fTriDistSqr; tID = ti; } } } else // internal node, either 1 or 2 child boxes { int iChild1 = index_list[idx]; if (iChild1 < 0) // 1 child, descend if nearer than cur min-dist { iChild1 = (-iChild1) - 1; double fChild1DistSqr = box_distance_sqr(iChild1, p); if (fChild1DistSqr <= fNearestSqr) { find_nearest_tri(iChild1, p, ref fNearestSqr, ref tID); } } else // 2 children, descend closest first { iChild1 = iChild1 - 1; int iChild2 = index_list[idx + 1] - 1; double fChild1DistSqr = box_distance_sqr(iChild1, p); double fChild2DistSqr = box_distance_sqr(iChild2, p); if (fChild1DistSqr < fChild2DistSqr) { if (fChild1DistSqr < fNearestSqr) { find_nearest_tri(iChild1, p, ref fNearestSqr, ref tID); if (fChild2DistSqr < fNearestSqr) { find_nearest_tri(iChild2, p, ref fNearestSqr, ref tID); } } } else { if (fChild2DistSqr < fNearestSqr) { find_nearest_tri(iChild2, p, ref fNearestSqr, ref tID); if (fChild1DistSqr < fNearestSqr) { find_nearest_tri(iChild1, p, ref fNearestSqr, ref tID); } } } } } }
public virtual bool Trim() { if (Spatial == null) { Spatial = new DMeshAABBTree3(new DMesh3(Mesh, false, MeshComponents.None)); Spatial.Build(); } if (seed_tri == -1) { seed_tri = Spatial.FindNearestTriangle(seed_pt); } var loop = new MeshFacesFromLoop(Mesh, TrimLine, Spatial, seed_tri); MeshFaceSelection selection = loop.ToSelection(); selection.LocalOptimize(true, true); var editor = new MeshEditor(Mesh); editor.RemoveTriangles(selection, true); var components = new MeshConnectedComponents(Mesh); components.FindConnectedT(); if (components.Count > 1) { int keep = components.LargestByCount; for (int i = 0; i < components.Count; ++i) { if (i != keep) { editor.RemoveTriangles(components[i].Indices, true); } } } editor.RemoveAllBowtieVertices(true); var loops = new MeshBoundaryLoops(Mesh); bool loopsOK = false; try { loopsOK = loops.Compute(); } catch (Exception) { return(false); } if (!loopsOK) { return(false); } // [TODO] to support trimming mesh w/ existing holes, we need to figure out which // loop we created in RemoveTriangles above! if (loops.Count > 1) { return(false); } int[] loopVerts = loops[0].Vertices; var borderTris = new MeshFaceSelection(Mesh); borderTris.SelectVertexOneRings(loopVerts); borderTris.ExpandToOneRingNeighbours(RemeshBorderRings); var remesh = new RegionRemesher(Mesh, borderTris.ToArray()); remesh.Region.MapVerticesToSubmesh(loopVerts); double target_len = TargetEdgeLength; if (target_len <= 0) { double mine, maxe, avge; MeshQueries.EdgeLengthStatsFromEdges(Mesh, loops[0].Edges, out mine, out maxe, out avge); target_len = avge; } var meshTarget = new MeshProjectionTarget(Spatial.Mesh, Spatial); remesh.SetProjectionTarget(meshTarget); remesh.SetTargetEdgeLength(target_len); remesh.SmoothSpeedT = SmoothingAlpha; var curveTarget = new DCurveProjectionTarget(TrimLine); var multiTarget = new SequentialProjectionTarget(curveTarget, meshTarget); int set_id = 3; MeshConstraintUtil.ConstrainVtxLoopTo(remesh, loopVerts, multiTarget, set_id); for (int i = 0; i < RemeshRounds; ++i) { remesh.BasicRemeshPass(); } remesh.BackPropropagate(); // [TODO] output loop somehow...use MeshConstraints.FindConstrainedEdgesBySetID(set_id)... return(true); } // Trim()
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 List <int> refinedBorderEdges; cleanup_boundary(Mesh, InitialBorderLoop, avglen, out refinedBorderEdges, 3); // find new border loop. try to find new loop containing edges from loop we refined in cleanup_boundary, // if that fails just use largest loop. MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh); int iloop = loops.FindLoopContainingEdge(refinedBorderEdges[0]); if (iloop == -1) { iloop = loops.MaxVerticesLoopIndex; } EdgeLoop fill_loop = loops.Loops[iloop]; 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 MeshExtrudeLoop extrude = new MeshExtrudeLoop(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 = 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); }
void generate_graph(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // parameters for initializing cost grid float MODEL_SPACE = 0.01f; // needs small positive so that points on triangles count as inside (eg on ground plane) //float MODEL_SPACE = 2.0f*(float)CellSize; float CRAZY_DISTANCE = 99999.0f; bool UNIFORM_DISTANCE = true; float MAX_DIST = 10 * (float)CellSize; // parameters for sorting seeds Vector3i center_idx = new Vector3i(ni / 2, 0, nk / 2); // middle //Vector3i center_idx = new Vector3i(0, 0, 0); // corner bool reverse_per_layer = true; DenseGrid3f costGrid = new DenseGrid3f(supportGrid); foreach ( Vector3i ijk in costGrid.Indices() ) { Vector3d cell_center = new Vector3f(ijk.x * dx, ijk.y * dx, ijk.z * dx) + origin; float f = (float)distanceField.Value(ref cell_center); if (f <= MODEL_SPACE) f = CRAZY_DISTANCE; else if (UNIFORM_DISTANCE) f = 1.0f; else if (f > MAX_DIST) f = MAX_DIST; costGrid[ijk] = f; } // Find seeds on each layer, sort, and add to accumulated bottom-up seeds list. // This sorting has an *enormous* effect on the support generation. List<Vector3i> seeds = new List<Vector3i>(); List<Vector3i> layer_seeds = new List<Vector3i>(); for (int j = 0; j < nj; ++j) { layer_seeds.Clear(); for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { if (supportGrid[i, j, k] == SUPPORT_TIP_BASE) layer_seeds.Add(new Vector3i(i, j, k)); } } layer_seeds.Sort((a, b) => { Vector3i pa = a; pa.y = 0; Vector3i pb = b; pb.y = 0; int sa = (pa-center_idx).LengthSquared, sb = (pb-center_idx).LengthSquared; return sa.CompareTo(sb); }); // reversing sort order is intresting? if(reverse_per_layer) layer_seeds.Reverse(); seeds.AddRange(layer_seeds); } HashSet<Vector3i> seed_indices = new HashSet<Vector3i>(seeds); // gives very different results... if (ProcessBottomUp == false) seeds.Reverse(); // for linear index a, is this a node we allow in graph? (ie graph bounds) Func<int, bool> node_filter_f = (a) => { Vector3i ai = costGrid.to_index(a); // why not y check?? return ai.x > 0 && ai.z > 0 && ai.x != ni - 1 && ai.y != nj - 1 && ai.z != nk - 1; }; // distance from linear index a to linear index b // this defines the cost field we want to find shortest path through Func<int, int, float> node_dist_f = (a, b) => { Vector3i ai = costGrid.to_index(a), bi = costGrid.to_index(b); if (bi.y >= ai.y) // b.y should always be a.y-1 return float.MaxValue; float sg = supportGrid[bi]; // don't connect to tips //if (sg == SUPPORT_TIP_BASE || sg == SUPPORT_TIP_TOP) // return float.MaxValue; if (sg == SUPPORT_TIP_TOP) return float.MaxValue; if (sg < 0) return -999999; // if b is already used, we will terminate there, so this is a good choice // otherwise cost is sqr-grid-distance + costGrid value (which is basically distance to surface) float c = costGrid[b]; float f = (float)(Math.Sqrt((bi - ai).LengthSquared) * CellSize); //float f = 0; return c + f; }; // which linear-index nbrs to consider for linear index a Func<int, IEnumerable<int>> neighbour_f = (a) => { Vector3i ai = costGrid.to_index(a); return down_neighbours(ai, costGrid); }; // when do we terminate Func<int, bool> terminate_f = (a) => { Vector3i ai = costGrid.to_index(a); // terminate if we hit existing support path if (seed_indices.Contains(ai) == false && supportGrid[ai] < 0) return true; // terminate if we hit ground plane if (ai.y == 0) return true; return false; }; DijkstraGraphDistance dijkstra = new DijkstraGraphDistance(ni * nj * nk, false, node_filter_f, node_dist_f, neighbour_f); dijkstra.TrackOrder = true; List<int> path = new List<int>(); Graph = new DGraph3(); Dictionary<Vector3i, int> CellToGraph = new Dictionary<Vector3i, int>(); TipVertices = new HashSet<int>(); TipBaseVertices = new HashSet<int>(); GroundVertices = new HashSet<int>(); // seeds are tip-base points for (int k = 0; k < seeds.Count; ++k) { // add seed point (which is a tip-base vertex) as seed for dijkstra prop int seed = costGrid.to_linear(seeds[k]); dijkstra.Reset(); dijkstra.AddSeed(seed, 0); // compute to termination (ground, existing node, etc) int base_node = dijkstra.ComputeToNode(terminate_f); if (base_node < 0) base_node = dijkstra.GetOrder().Last(); // extract the path path.Clear(); dijkstra.GetPathToSeed(base_node, path); int N = path.Count; // first point on path is termination point. // create vertex for it if we have not yet Vector3i basept_idx = supportGrid.to_index(path[0]); int basept_vid; if ( CellToGraph.TryGetValue(basept_idx, out basept_vid) == false ) { Vector3d curv = get_cell_center(basept_idx); if (basept_idx.y == 0) { curv.y = 0; } basept_vid = Graph.AppendVertex(curv); if (basept_idx.y == 0) { GroundVertices.Add(basept_vid); } CellToGraph[basept_idx] = basept_vid; } int cur_vid = basept_vid; // now walk up path and create vertices as necessary for (int i = 0; i < N; ++i) { int idx = path[i]; if ( supportGrid[idx] >= 0 ) supportGrid[idx] = SUPPORT_GRID_USED; if ( i > 0 ) { Vector3i next_idx = supportGrid.to_index(path[i]); int next_vid; if (CellToGraph.TryGetValue(next_idx, out next_vid) == false) { Vector3d nextv = get_cell_center(next_idx); next_vid = Graph.AppendVertex(nextv); CellToGraph[next_idx] = next_vid; } Graph.AppendEdge(cur_vid, next_vid); cur_vid = next_vid; } } // seed was tip-base so we should always get back there. Then we // explicitly add tip-top and edge to it. if ( supportGrid[path[N-1]] == SUPPORT_TIP_BASE ) { Vector3i vec_idx = supportGrid.to_index(path[N-1]); TipBaseVertices.Add(CellToGraph[vec_idx]); Vector3i tip_idx = vec_idx + Vector3i.AxisY; int tip_vid; if (CellToGraph.TryGetValue(tip_idx, out tip_vid) == false) { Vector3d tipv = get_cell_center(tip_idx); tip_vid = Graph.AppendVertex(tipv); CellToGraph[tip_idx] = tip_vid; Graph.AppendEdge(cur_vid, tip_vid); TipVertices.Add(tip_vid); } } } /* * Snap tips to surface */ gParallel.ForEach(TipVertices, (tip_vid) => { bool snapped = false; Vector3d v = Graph.GetVertex(tip_vid); Frame3f hitF; // try shooting ray straight up. if that hits, and point is close, we use it if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, Vector3d.AxisY), out hitF)) { if (v.Distance(hitF.Origin) < 2 * CellSize) { v = hitF.Origin; snapped = true; } } // if that failed, try straight down if (!snapped) { if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, -Vector3d.AxisY), out hitF)) { if (v.Distance(hitF.Origin) < CellSize) { v = hitF.Origin; snapped = true; } } } // if it missed, or hit pt was too far, find nearest point and try that if (!snapped) { hitF = MeshQueries.NearestPointFrame(Mesh, MeshSpatial, v); if (v.Distance(hitF.Origin) < 2 * CellSize) { v = hitF.Origin; snapped = true; } // can this ever fail? tips should always be within 2 cells... } if (snapped) Graph.SetVertex(tip_vid, v); }); }
void constrained_smooth(DGraph3 graph, double surfDist, double dotThresh, double alpha, int rounds) { int NV = graph.MaxVertexID; Vector3d[] pos = new Vector3d[NV]; for (int ri = 0; ri < rounds; ++ri) { gParallel.ForEach(graph.VertexIndices(), (vid) => { Vector3d v = graph.GetVertex(vid); if ( GroundVertices.Contains(vid) || TipVertices.Contains(vid) ) { pos[vid] = v; return; } // for tip base vertices, we could allow them to move down and away within angle cone... if (TipBaseVertices.Contains(vid)) { pos[vid] = v; return; } // compute smoothed position of vtx Vector3d centroid = Vector3d.Zero; int nbr_count = 0; foreach (int nbr_vid in graph.VtxVerticesItr(vid)) { centroid += graph.GetVertex(nbr_vid); nbr_count++; } if (nbr_count == 1) { pos[vid] = v; return; } centroid /= nbr_count; Vector3d vnew = (1 - alpha) * v + (alpha) * centroid; // make sure we don't violate angle constraint to any nbrs int attempt = 0; try_again: foreach ( int nbr_vid in graph.VtxVerticesItr(vid)) { Vector3d dv = graph.GetVertex(nbr_vid) - vnew; dv.Normalize(); double dot = dv.Dot(Vector3d.AxisY); if ( Math.Abs(dot) < dotThresh ) { if (attempt++ < 3) { vnew = Vector3d.Lerp(v, vnew, 0.66); goto try_again; } else { pos[vid] = v; return; } } } // offset from nearest point on surface Frame3f fNearest = MeshQueries.NearestPointFrame(Mesh, MeshSpatial, vnew, true); Vector3d vNearest = fNearest.Origin; double dist = vnew.Distance(vNearest); bool inside = MeshSpatial.IsInside(vnew); if (inside || dist < surfDist) { Vector3d normal = fNearest.Z; // don't push down? if (normal.Dot(Vector3d.AxisY) < 0) { normal.y = 0; normal.Normalize(); } vnew = fNearest.Origin + surfDist * normal; } pos[vid] = vnew; }); foreach (int vid in graph.VertexIndices()) graph.SetVertex(vid, pos[vid]); } }