public override bool BuildOnMesh(DMesh3Builder meshBuilder)
        {
            var doorCopy = new DMesh3(Mesh, bCompact: true);

            if (FrontNormal == -Vector3d.AxisZ)
            {
                // trick to prevent 180 rotation
                FrontNormal += new Vector3d(0.0000001, 0.0, 0.0);
            }

            var meshWidth  = doorCopy.GetBounds().Width;
            var meshHeight = doorCopy.GetBounds().Height;

            var widthScale  = WidthLimit / meshWidth;
            var heightScale = HeightLimit / meshHeight;

            Quaterniond orientingQuaternion = new Quaterniond(Vector3d.AxisZ, FrontNormal);

            MeshTransforms.Rotate(doorCopy, Vector3d.Zero, orientingQuaternion);
            MeshTransforms.Scale(doorCopy, Math.Min(widthScale, heightScale));
            MeshTransforms.Translate(doorCopy, Origin);

            meshBuilder.AppendNewMesh(doorCopy);
            meshBuilder.SetActiveMesh(0);
            return(true);
        }
Esempio n. 2
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 void bake_hole_mesh()
 {
     CavityPreviewSO.EditAndUpdateMesh((mesh) => {
         MeshTransforms.Scale(mesh, new Vector3d(HoleSize, HoleSize, (float)CurHoleDepth), Vector3d.Zero);
     }, GeometryEditTypes.VertexDeformation);
     CavityPreviewSO.SetLocalScale(Vector3f.One);
 }
Esempio n. 3
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        private static void LoadAssetsAsMeshes(IList <Asset> assets, int trianglesLimit, double scale, Dictionary <Asset, DMesh3> destination)
        {
            if (destination == null)
            {
                return;
            }
            var meshBuilder = new DMesh3Builder()
            {
                NonManifoldTriBehavior = DMesh3Builder.AddTriangleFailBehaviors.DiscardTriangle
            };
            var objReader = new OBJFormatReader();
            var reader    = new StandardMeshReader()
            {
                MeshBuilder = meshBuilder, ReadInvariantCulture = true
            };

            //reader.AddFormatHandler(objReader);
            foreach (var asset in assets)
            {
                //var isMeshLoaded = objReader.ReadFile(asset.OpenAssetFile(), meshBuilder, null, new ParsingMessagesHandler((s, o) => {; }));
                var isMeshLoaded = reader.Read(asset.OpenAssetFile(), asset.FileFormat.ToString(), ReadOptions.Defaults);
                if (isMeshLoaded.code == IOCode.Ok)
                {
                    var     mesh = meshBuilder.Meshes.Last();
                    Reducer r    = new Reducer(mesh)
                    {
                        PreserveBoundaryShape = true,
                    };
                    r.ReduceToTriangleCount(trianglesLimit);
                    MeshTransforms.Scale(mesh, scale);
                    destination[asset] = mesh;
                }
            }
        }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        meshGO = GameObject.Find("sample_mesh");
        Mesh unityMesh = meshGO.GetComponent <MeshFilter>().mesh;

        startMesh = g3UnityUtils.UnityMeshToDMesh(unityMesh);
        double height = startMesh.CachedBounds.Height;

        // find path to sample file
        if (LoadSampleMesh)
        {
            string curPath  = Application.dataPath;
            string filePath = Path.Combine(curPath, Path.Combine("..\\sample_files", SampleFileName));

            // load sample file, convert to unity coordinate system, translate and scale to origin
            startMesh = StandardMeshReader.ReadMesh(filePath);
            if (startMesh == null)
            {
                startMesh = new Sphere3Generator_NormalizedCube().Generate().MakeDMesh();
            }

            if (FlipLeftRight)
            {
                MeshTransforms.FlipLeftRightCoordSystems(startMesh);
            }
            MeshTransforms.Scale(startMesh, height / startMesh.CachedBounds.Height);
            MeshTransforms.Translate(startMesh, -startMesh.CachedBounds.Center);
            MeshNormals.QuickCompute(startMesh);
            g3UnityUtils.SetGOMesh(meshGO, startMesh);
        }
    }
Esempio n. 5
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 public override OpStatus Apply()
 {
     Target.EditAndUpdateMesh(
         (mesh) => {
         MeshTransforms.Scale(mesh, LocalScale.x, LocalScale.y, LocalScale.z);
         Target.SetLocalScale(Vector3f.One);
     },
         GeometryEditTypes.VertexDeformation
         );
     return(OpStatus.Success);
 }
Esempio n. 6
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 public override OpStatus Revert()
 {
     Target.EditAndUpdateMesh(
         (mesh) => {
         MeshTransforms.Scale(mesh, 1.0 / LocalScale.x, 1.0 / LocalScale.y, 1.0 / LocalScale.z);
         Target.SetLocalScale(LocalScale);
     },
         GeometryEditTypes.VertexDeformation
         );
     return(OpStatus.Success);
 }
Esempio n. 7
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        public static void test_AABBTree_TriTriDist()
        {
            System.Console.WriteLine("test_AABBTree_TriTriDist()");

            Sphere3Generator_NormalizedCube gen = new Sphere3Generator_NormalizedCube()
            {
                Radius = 1, EdgeVertices = 6
            };
            DMesh3  sphereMesh = gen.Generate().MakeDMesh();
            Reducer reducer    = new Reducer(sphereMesh); reducer.ReduceToTriangleCount(77);


            Random r = new Random(31337);

            for (int iter = 0; iter < 1000; ++iter)
            {
                DMesh3     sphere1 = new DMesh3(sphereMesh), sphere2 = new DMesh3(sphereMesh);
                Vector3d[] pts = TestUtil.RandomPoints3(3, r, Vector3d.Zero, 100);
                Vector3d   p1 = pts[0], p2 = pts[1];
                double     r1 = 5, r2 = 10;
                MeshTransforms.Scale(sphere1, r1);
                MeshTransforms.Translate(sphere1, p1);
                MeshTransforms.Scale(sphere2, r2);
                MeshTransforms.Translate(sphere2, p2);

                DMeshAABBTree3 tree1 = new DMeshAABBTree3(sphere1, true);
                DMeshAABBTree3 tree2 = new DMeshAABBTree3(sphere2, true);

                double sphere_dist = p1.Distance(p2) - (r1 + r2);

                double  distBrute             = double.MaxValue;
                Index2i nearestBrute          = MeshQueries.FindNearestTriangles_LinearSearch(sphere1, sphere2, out distBrute);
                DistTriangle3Triangle3 qBrute = MeshQueries.TrianglesDistance(sphere1, nearestBrute.a, sphere2, nearestBrute.b);

                double  distTree             = double.MaxValue;
                Index2i nearestTree          = tree1.FindNearestTriangles(tree2, null, out distTree);
                DistTriangle3Triangle3 qTree = MeshQueries.TrianglesDistance(sphere1, nearestTree.a, sphere2, nearestTree.b);

                double  distTree2    = double.MaxValue;
                Index2i nearestTree2 = tree2.FindNearestTriangles(tree1, null, out distTree2);

                // pairs are unstable if we are on an edge
                if (qBrute.Triangle0BaryCoords.x < 0.99 && qBrute.Triangle0BaryCoords.y < 0.99 && qBrute.Triangle0BaryCoords.z < 0.99 &&
                    qBrute.Triangle1BaryCoords.x < 0.99 && qBrute.Triangle1BaryCoords.y < 0.99 && qBrute.Triangle1BaryCoords.z < 0.99)
                {
                    Util.gDevAssert(nearestBrute.a == nearestTree.a && nearestBrute.b == nearestTree.b);
                    Util.gDevAssert(nearestBrute.b == nearestTree2.a && nearestBrute.a == nearestTree.b);
                }

                Util.gDevAssert(Math.Abs(distBrute - distTree) < MathUtil.Epsilonf &&
                                Math.Abs(distBrute - distTree2) < MathUtil.Epsilonf);
            }
        }
Esempio n. 8
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        public static void test_AABBTree_TriTriIntr()
        {
            System.Console.WriteLine("test_AABBTree_TriTriIntr()");

            Sphere3Generator_NormalizedCube gen = new Sphere3Generator_NormalizedCube()
            {
                Radius = 1, EdgeVertices = 25
            };
            DMesh3  sphereMesh = gen.Generate().MakeDMesh();
            Reducer reducer    = new Reducer(sphereMesh); reducer.ReduceToTriangleCount(77);

            int    hit_count = 0;
            Random r         = new Random(31337);

            for (int iter = 0; iter < 5000; ++iter)
            {
                DMesh3     sphere1 = new DMesh3(sphereMesh), sphere2 = new DMesh3(sphereMesh);
                Vector3d[] pts = TestUtil.RandomPoints3(3, r, Vector3d.Zero, 10);   // at 10, about half of the spheres intersect
                Vector3d   p1 = pts[0], p2 = pts[1];
                double     r1 = 5, r2 = 10;
                double     eps = (r1 + r2) * 0.5 * 0.001;
                MeshTransforms.Scale(sphere1, r1);
                MeshTransforms.Translate(sphere1, p1);
                MeshTransforms.Scale(sphere2, r2);
                MeshTransforms.Translate(sphere2, p2);

                DMeshAABBTree3 tree1 = new DMeshAABBTree3(sphere1, true);
                DMeshAABBTree3 tree2 = new DMeshAABBTree3(sphere2, true);

                bool spheres_intersect = p1.Distance(p2) < (r1 + r2 + 2 * eps);
                if (spheres_intersect && p1.Distance(p2) + Math.Min(r1, r2) < Math.Max(r1, r2) * 0.9)
                {
                    spheres_intersect = false;
                }

                Index2i hitBrute  = MeshQueries.FindIntersectingTriangles_LinearSearch(sphere1, sphere2);
                bool    bHitBrute = hitBrute != Index2i.Max;
                if (bHitBrute)
                {
                    hit_count++;
                }

                // [RMS] not reliable because of tesselation
                //Util.gDevAssert(bHitBrute == spheres_intersect);

                bool bHitTree1 = tree1.TestIntersection(tree2);
                bool bHitTree2 = tree2.TestIntersection(tree1);

                Util.gDevAssert(bHitBrute == bHitTree1 && bHitTree1 == bHitTree2);
            }

            System.Console.WriteLine(hit_count.ToString());
        }
Esempio n. 9
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        protected override void SolveInstance(IGH_DataAccess DA)
        {
            DMesh3_goo dMsh_goo = null;

            Rhino.Geometry.Vector3d sFact = new Rhino.Geometry.Vector3d(1, 1, 1);
            Point3d origin = new Point3d(0, 0, 0);

            DA.GetData(0, ref dMsh_goo);
            DA.GetData(1, ref sFact);
            DA.GetData(2, ref origin);

            DMesh3 dMsh_copy = new DMesh3(dMsh_goo.Value);

            MeshTransforms.Scale(dMsh_copy, sFact.ToVec3d(), origin.ToVec3d());



            DA.SetData(0, dMsh_copy);
        }
Esempio n. 10
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        async Task process_and_complete_import(string sFilename, DMesh3Builder builder,
                                               double targetHeight, int reduceToCount,
                                               Action <string> onCompletedF)
        {
            CCStatus.BeginOperation("processing");

            await Task.Run(() => {
                if (targetHeight > 0.001 && Math.Abs(targetHeight - Bounds.Height) > 0.001)
                {
                    double scaleH = targetHeight / Bounds.Height;
                    Vector3d o    = Bounds.Center - Bounds.Extents.y *Vector3d.AxisY;
                    foreach (var mesh in builder.Meshes)
                    {
                        MeshTransforms.Scale(mesh, scaleH *Vector3d.One, o);
                    }
                }
            });

            await Task.Run(() => {
                if (reduceToCount != -1 && reduceToCount < TriCount)
                {
                    foreach (var mesh in builder.Meshes)
                    {
                        if (mesh.TriangleCount < 10)
                        {
                            continue;
                        }
                        double tri_fraction = (double)mesh.TriangleCount / (double)TriCount;
                        int NT = (int)(tri_fraction *reduceToCount);
                        if (NT < 10)
                        {
                            NT = 10;
                        }
                        Reducer r = new Reducer(mesh);
                        r.ReduceToTriangleCount(NT);
                    }
                }
            });

            CCStatus.EndOperation("processing");

            await complete_import(sFilename, builder, onCompletedF);
        }
        public override bool BuildOnMesh(DMesh3Builder meshBuilder)
        {
            DMesh3 windowCopy = null;

            BuildingTask = Task.Run(() =>
            {
                windowCopy = new DMesh3(Mesh, bCompact: true);
                //var windowCopy = Mesh;
                if (FrontNormal == -Vector3d.AxisZ)
                {
                    // trick to prevent 180 rotation
                    FrontNormal += new Vector3d(0.0000001, 0.0, 0.0);
                }

                var meshWidth  = windowCopy.GetBounds().Width;
                var meshHeight = windowCopy.GetBounds().Height;

                var widthScale    = WidthLimit / meshWidth;
                var heightScale   = HeightLimit / meshHeight;
                var selectedScale = Math.Min(widthScale, heightScale);

                Quaterniond orientingQuaternion = new Quaterniond(Vector3d.AxisZ, FrontNormal);
                MeshTransforms.Rotate(windowCopy, Vector3d.Zero, orientingQuaternion);

                MeshTransforms.Scale(windowCopy, selectedScale);

                MeshTransforms.Translate(windowCopy, Origin);
                //MeshTransforms.Translate(windowCopy, Origin + Vector3d.AxisY * meshHeight * selectedScale * 0.6);
            }).ContinueWith(t =>
            {
                lock (meshBuilder)
                {
                    meshBuilder.AppendNewMesh(windowCopy);
                    meshBuilder.SetActiveMesh(0);
                }
            });

            return(true);
        }
Esempio n. 12
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    // Use this for initialization
    void Start()
    {
        // find path to sample file
        string curPath  = Application.dataPath;
        string filePath = Path.Combine(curPath, Path.Combine("..\\sample_files", "bunny_solid.obj"));

        // load sample file, convert to unity coordinate system, translate and scale to origin
        startMesh = StandardMeshReader.ReadMesh(filePath);
        if (startMesh == null)
        {
            startMesh = new Sphere3Generator_NormalizedCube().Generate().MakeDMesh();
        }
        MeshTransforms.FlipLeftRightCoordSystems(startMesh);
        MeshTransforms.Translate(startMesh, -startMesh.CachedBounds.Center);
        MeshTransforms.Scale(startMesh, 8.0 / startMesh.CachedBounds.MaxDim);

        // load wireframe shader
        Material wireframeShader = g3UnityUtils.SafeLoadMaterial("wireframe_shader/Wireframe");

        // create initial mesh
        meshGO = g3UnityUtils.CreateMeshGO("start_mesh", startMesh, wireframeShader);
    }
Esempio n. 13
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        virtual protected DMesh3 make_bunny()
        {
            if (cached_bunny == null)
            {
                // [RMS] yiiiiiikes
                MemoryStream stream = FResources.LoadBinary("meshes/unit_height_bunny");
                if (stream != null)
                {
                    cached_bunny = StandardMeshReader.ReadMesh(stream, "obj");
                    MeshTransforms.ConvertZUpToYUp(cached_bunny);
                    MeshTransforms.FlipLeftRightCoordSystems(cached_bunny);
                }
                else
                {
                    cached_bunny = make_shape_sphere();
                    MeshTransforms.Scale(cached_bunny, 1 / ShapeHeight);
                }
            }
            DMesh3 mesh = new DMesh3(cached_bunny);

            MeshTransforms.Scale(mesh, ShapeHeight);
            return(mesh);
        }
Esempio n. 14
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        // exports svg w/ different containments of point set (created by slicing mesh)
        public static void containment_demo_svg()
        {
            DMesh3 mesh = TestUtil.LoadTestInputMesh("bunny_solid.obj");

            MeshTransforms.Scale(mesh, 4);

            AxisAlignedBox3d meshBounds = mesh.CachedBounds;
            Vector3d         origin     = meshBounds.Center;

            origin -= 0.2 * meshBounds.Height * Vector3d.AxisY;
            Frame3f      plane = new Frame3f(origin, new Vector3d(1, 3, 0).Normalized);
            MeshPlaneCut cut   = new MeshPlaneCut(mesh, plane.Origin, plane.Z);

            cut.Cut();

            AxisAlignedBox2d polyBounds = AxisAlignedBox2d.Empty;
            List <Polygon2d> polys      = new List <Polygon2d>();

            foreach (EdgeLoop loop in cut.CutLoops)
            {
                Polygon2d poly = new Polygon2d();
                foreach (int vid in loop.Vertices)
                {
                    poly.AppendVertex(mesh.GetVertex(vid).xz);
                }
                poly.Rotate(new Matrix2d(90, true), Vector2d.Zero);
                polys.Add(poly);
                polyBounds.Contain(poly.Bounds);
            }

            SVGWriter svg       = new SVGWriter();
            var       polyStyle = SVGWriter.Style.Outline("red", 1.0f);
            var       contStyle = SVGWriter.Style.Outline("black", 1.0f);

            for (int k = 0; k < 3; ++k)
            {
                double          shift = (k == 2) ? 1.4f : 1.1f;
                Vector2d        tx    = (k - 1) * (polyBounds.Width * shift) * Vector2d.AxisX;
                List <Vector2d> pts   = new List <Vector2d>();
                foreach (Polygon2d poly in polys)
                {
                    var p2 = new Polygon2d(poly).Translate(tx);
                    pts.AddRange(p2.Vertices);
                    svg.AddPolygon(p2, polyStyle);
                }

                if (k == 0)
                {
                    ConvexHull2 hull = new ConvexHull2(pts, 0.001, QueryNumberType.QT_DOUBLE);
                    svg.AddPolygon(hull.GetHullPolygon(), contStyle);
                }
                else if (k == 1)
                {
                    ContMinBox2 contbox = new ContMinBox2(pts, 0.001, QueryNumberType.QT_DOUBLE, false);
                    svg.AddPolygon(new Polygon2d(contbox.MinBox.ComputeVertices()), contStyle);
                }
                else if (k == 2)
                {
                    ContMinCircle2 contcirc = new ContMinCircle2(pts);
                    svg.AddCircle(contcirc.Result, contStyle);
                }
            }


            svg.Write(TestUtil.GetTestOutputPath("contain_demos.svg"));
        }
Esempio n. 15
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        static void run_single_process()
        {
            int      done_count = 0;
            int      MAX_COUNT  = 10000;
            bool     VERBOSE    = false;
            TimeSpan TIMEOUT    = TimeSpan.FromSeconds(30);

            int failed_count = 0;

            double MAX_DIM_MM    = 50;
            int    MAX_TRI_COUNT = 250000;

            HashSet <string> completed =
                File.Exists(CACHE_FILENAME) ? new HashSet <string>(File.ReadAllLines(CACHE_FILENAME)) : new HashSet <string>();

            string[] files = Directory.GetFiles("E:\\Thingi10K\\closed");
            SafeListBuilder <string> result_strings  = new SafeListBuilder <string>();
            SafeListBuilder <string> processed_files = new SafeListBuilder <string>();

            gParallel.ForEach(files, (filename) => {
                int i = done_count;
                if (i > MAX_COUNT)
                {
                    return;
                }
                Interlocked.Increment(ref done_count);
                if (i % 10 == 0)
                {
                    System.Console.WriteLine("started {0} / {1}", i, files.Length);
                }

                if (completed.Contains(filename))
                {
                    return;
                }

                // save progress on this run
                if (i % 10 == 0)
                {
                    write_output(result_strings);
                    lock (completed) {
                        write_completed(completed, CACHE_FILENAME);
                    }
                }


                DMesh3 mesh             = StandardMeshReader.ReadMesh(filename);
                AxisAlignedBox3d bounds = mesh.CachedBounds;
                MeshTransforms.Scale(mesh, MAX_DIM_MM / bounds.MaxDim);
                Vector3d basePt = mesh.CachedBounds.Point(0, 0, -1);
                MeshTransforms.Translate(mesh, -basePt);

                if (mesh.TriangleCount > MAX_TRI_COUNT)
                {
                    Reducer r = new Reducer(mesh);
                    r.ReduceToTriangleCount(MAX_TRI_COUNT);
                    mesh = new DMesh3(mesh, true);
                }

                StringBuilder builder = new StringBuilder();
                builder.Append(filename); builder.Append(',');
                builder.Append(mesh.TriangleCount.ToString()); builder.Append(',');

                var start = DateTime.Now;

                if (VERBOSE)
                {
                    System.Console.WriteLine(builder.ToString());
                }
                if (VERBOSE)
                {
                    System.Console.WriteLine(mesh.CachedBounds.ToString());
                }

                GCodeInfo gcinfo = GenerateGCodeForFileWithTimeout2(filename, TIMEOUT);
                if (gcinfo.exception != null)
                {
                    System.Console.WriteLine(filename + " : " + gcinfo.exception.Message);
                    Interlocked.Increment(ref failed_count);
                }
                if (gcinfo.completed)
                {
                    builder.Append("OK");
                }
                else if (gcinfo.completed == false && gcinfo.timed_out)
                {
                    builder.Append("TIMEOUT");
                }
                else if (gcinfo.completed == false)
                {
                    builder.Append("FAILED");
                }
                builder.Append(',');

                var end = DateTime.Now;
                builder.Append(((int)(end - start).TotalSeconds).ToString()); builder.Append(',');

                builder.Append(gcinfo.SliceCount.ToString());  builder.Append(',');
                builder.Append(gcinfo.GCodeLines.ToString()); builder.Append(',');
                builder.Append(gcinfo.GCodeBytes.ToString()); builder.Append(',');
                builder.Append(gcinfo.TotalLength.ToString()); builder.Append(',');

                if (VERBOSE)
                {
                    System.Console.WriteLine(builder.ToString());
                }
                result_strings.SafeAdd(builder.ToString());

                lock (completed) {
                    completed.Add(filename);
                }
            });

            write_output(result_strings);
        }
Esempio n. 16
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        static void Main(string[] args)
        {
            GCodeInfo info = new GCodeInfo();

            string filename = args[0];

            DMesh3           mesh   = StandardMeshReader.ReadMesh(filename);
            AxisAlignedBox3d bounds = mesh.CachedBounds;

            MeshTransforms.Scale(mesh, MAX_DIM_MM / bounds.MaxDim);
            Vector3d basePt = mesh.CachedBounds.Point(0, 0, -1);

            MeshTransforms.Translate(mesh, -basePt);

            if (mesh.TriangleCount > MAX_TRI_COUNT)
            {
                Reducer r = new Reducer(mesh);
                r.ReduceToTriangleCount(MAX_TRI_COUNT);
                mesh = new DMesh3(mesh, true);
            }

            var start = DateTime.Now;

            bool ENABLE_SUPPORT_ZSHIFT = true;

            try {
                // configure settings
                MakerbotSettings settings = new MakerbotSettings(Makerbot.Models.Replicator2);
                //MonopriceSettings settings = new MonopriceSettings(Monoprice.Models.MP_Select_Mini_V2);
                //PrintrbotSettings settings = new PrintrbotSettings(Printrbot.Models.Plus);
                settings.ExtruderTempC             = 200;
                settings.Shells                    = 2;
                settings.InteriorSolidRegionShells = 0;
                settings.SparseLinearInfillStepX   = 10;
                settings.ClipSelfOverlaps          = false;

                settings.GenerateSupport    = true;
                settings.EnableSupportShell = true;

                PrintMeshAssembly meshes = new PrintMeshAssembly();
                meshes.AddMesh(mesh);

                // slice meshes
                MeshPlanarSlicerPro slicer = new MeshPlanarSlicerPro()
                {
                    LayerHeightMM = settings.LayerHeightMM,
                    SliceFactoryF = PlanarSlicePro.FactoryF
                };
                slicer.Add(meshes);
                PlanarSliceStack slices = slicer.Compute();
                info.SliceCount  = slices.Count;
                info.SliceBounds = slices.Bounds;

                // run print generator
                SingleMaterialFFFPrintGenPro printGen =
                    new SingleMaterialFFFPrintGenPro(meshes, slices, settings);

                if (ENABLE_SUPPORT_ZSHIFT)
                {
                    printGen.LayerPostProcessor = new SupportConnectionPostProcessor()
                    {
                        ZOffsetMM = 0.2f
                    }
                }
                ;
                printGen.AccumulatePathSet = true;

                printGen.Generate();

                GCodeFile genGCode = printGen.Result;

                info.PathBounds    = printGen.AccumulatedPaths.Bounds;
                info.ExtrudeBounds = printGen.AccumulatedPaths.ExtrudeBounds;
                info.TotalLength   = CurveUtils.ArcLength(printGen.AccumulatedPaths.AllPositionsItr());
                info.GCodeLines    = genGCode.LineCount;

                // write to in-memory string
                StandardGCodeWriter writer = new StandardGCodeWriter();
                using (MemoryStream membuf = new MemoryStream()) {
                    using (StreamWriter w = new StreamWriter(membuf)) {
                        writer.WriteFile(genGCode, w);
                        info.GCodeBytes = (int)membuf.Length;
                    }
                }

                // try to force destructor error
                printGen = null;
                genGCode = null;
                GC.Collect();
            } catch (Exception e) {
                System.Console.WriteLine("EXCEPTION:" + e.Message);
                return;
            }

            var end     = DateTime.Now;
            int seconds = (int)(end - start).TotalSeconds;

            System.Console.WriteLine("{0},{1},{2},{3},{4},{5},{6},{7},",
                                     filename, mesh.TriangleCount, "OK", seconds, info.SliceCount, info.GCodeLines, info.GCodeBytes, (int)info.TotalLength);
        }
Esempio n. 17
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            public void Compute()
            {
                int N = meshToScene.Length;

                slicer = new MeshPlanarSlicerPro()
                {
                    LayerHeightMM = CC.Settings.LayerHeightMM,
                    // [RMS] 1.5 here is a hack. If we don't leave a bit of space then often the filament gets squeezed right at
                    //   inside/outside transitions, which is bad. Need a better way to handle.
                    OpenPathDefaultWidthMM = CC.Settings.NozzleDiameterMM * 1.5,
                    SetMinZValue           = 0,
                    SliceFactoryF          = PlanarSlicePro.FactoryF
                };
                if (CC.Settings.OpenMode == PrintSettings.OpenMeshMode.Clipped)
                {
                    slicer.DefaultOpenPathMode = PrintMeshOptions.OpenPathsModes.Clipped;
                }
                else if (CC.Settings.OpenMode == PrintSettings.OpenMeshMode.Embedded)
                {
                    slicer.DefaultOpenPathMode = PrintMeshOptions.OpenPathsModes.Embedded;
                }
                else if (CC.Settings.OpenMode == PrintSettings.OpenMeshMode.Ignored)
                {
                    slicer.DefaultOpenPathMode = PrintMeshOptions.OpenPathsModes.Ignored;
                }

                if (CC.Settings.StartLayers > 0)
                {
                    int    start_layers       = CC.Settings.StartLayers;
                    double std_layer_height   = CC.Settings.LayerHeightMM;
                    double start_layer_height = CC.Settings.StartLayerHeightMM;
                    slicer.LayerHeightF = (layer_i) => {
                        return((layer_i < start_layers) ? start_layer_height : std_layer_height);
                    };
                }

                try {
                    assembly = new PrintMeshAssembly();
                    for (int k = 0; k < N; ++k)
                    {
                        DMesh3            mesh     = meshCopies[k];
                        Frame3f           mapF     = meshToScene[k];
                        PrintMeshSettings settings = meshSettings[k];

                        PrintMeshOptions options = new PrintMeshOptions();
                        options.IsSupport    = (settings.ObjectType == PrintMeshSettings.ObjectTypes.Support);
                        options.IsCavity     = (settings.ObjectType == PrintMeshSettings.ObjectTypes.Cavity);
                        options.IsCropRegion = (settings.ObjectType == PrintMeshSettings.ObjectTypes.CropRegion);
                        options.IsOpen       = false;
                        if (settings.OuterShellOnly)
                        {
                            options.IsOpen = true;
                        }
                        options.OpenPathMode = PrintMeshSettings.Convert(settings.OpenMeshMode);
                        options.Extended     = new ExtendedPrintMeshOptions()
                        {
                            ClearanceXY = settings.Clearance,
                            OffsetXY    = settings.OffsetXY
                        };

                        Vector3f scale = localScale[k];
                        MeshTransforms.Scale(mesh, scale.x, scale.y, scale.z);
                        MeshTransforms.FromFrame(mesh, mapF);
                        MeshTransforms.FlipLeftRightCoordSystems(mesh);
                        MeshTransforms.ConvertYUpToZUp(mesh);

                        MeshAssembly decomposer = new MeshAssembly(mesh);
                        decomposer.HasNoVoids = settings.NoVoids;
                        decomposer.Decompose();

                        assembly.AddMeshes(decomposer.ClosedSolids, options);

                        PrintMeshOptions openOptions = options.Clone();
                        assembly.AddMeshes(decomposer.OpenMeshes, openOptions);
                    }

                    if (slicer.Add(assembly) == false)
                    {
                        throw new Exception("error adding PrintMeshAssembly to Slicer!!");
                    }

                    // set clip box
                    Box2d clip_box = new Box2d(Vector2d.Zero,
                                               new Vector2d(CC.Settings.BedSizeXMM / 2, CC.Settings.BedSizeYMM / 2));
                    slicer.ValidRegions = new List <GeneralPolygon2d>()
                    {
                        new GeneralPolygon2d(new Polygon2d(clip_box.ComputeVertices()))
                    };

                    result  = slicer.Compute();
                    Success = true;
                } catch (Exception e) {
                    DebugUtil.Log("GeometrySlicer.Compute: exception: " + e.Message);
                    Success = false;
                }

                Finished = true;
            }
    void update_mesh()
    {
        clear_mesh();

        AxisAlignedBox3i bounds    = grid.Extents;
        Vector3i         minCorner = bounds.Min;
        Vector3f         cornerXYZ = grid.ToXYZ(minCorner);

        Bitmap3d bmp;

        try {
            bmp = new Bitmap3d(bounds.Diagonal + Vector3i.One);
        } catch (Exception e) {
            Debug.Log("update_mesh: exception allocating grid of size " + bounds.Diagonal);
            throw e;
        }

        foreach (Vector3i idx in grid.GridIndices(MinSamples))
        {
            Vector3i bidx = idx - minCorner;
            try {
                bmp.Set(bidx, true);
            } catch (Exception e) {
                Debug.Log("bad index is " + bidx + "  grid dims " + bmp.Dimensions);
                throw e;
            }
        }

        // get rid of one-block tubes, floaters, etc.
        // todo: use a queue instead of passes? or just descend into
        //  nbrs when changing one block? one pass to compute counts and
        //  then another to remove? (yes that is a good idea...)
        bmp.Filter(2);
        bmp.Filter(2);
        bmp.Filter(2);
        bmp.Filter(2);
        bmp.Filter(2);
        bmp.Filter(2);


        VoxelSurfaceGenerator gen = new VoxelSurfaceGenerator()
        {
            Voxels = bmp, Clockwise = false,
            MaxMeshElementCount = 65000,
            ColorSourceF        = (idx) => {
                idx = idx + minCorner;
                return(grid.GetColor(idx));
            }
        };

        gen.Generate();
        List <DMesh3> meshes = gen.Meshes;

        List <fMeshGameObject> newMeshGOs = new List <fMeshGameObject>();

        foreach (DMesh3 mesh in meshes)
        {
            MeshTransforms.Scale(mesh, grid.GridStepSize);
            MeshTransforms.Translate(mesh, cornerXYZ);

            Mesh            m      = UnityUtil.DMeshToUnityMesh(mesh, false);
            fMeshGameObject meshGO = GameObjectFactory.CreateMeshGO("gridmesh", m, false, true);
            meshGO.SetMaterial(MaterialUtil.CreateStandardVertexColorMaterialF(Colorf.White));
            newMeshGOs.Add(meshGO);
        }

        CurrentMeshGOs = newMeshGOs;
    }
Esempio n. 19
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    // Use this for initialization
    public override void Awake()
    {
        // if we need to auto-configure Rift vs Vive vs (?) VR, we need
        // to do this before any other F3 setup, because MainCamera will change
        // and we are caching that in a lot of places...
        if (AutoConfigVR)
        {
            VRCameraRig = gs.VRPlatform.AutoConfigureVR();
        }

        // restore any settings
        SceneGraphConfig.RestorePreferences();

        // set up some defaults
        // this will move the ground plane down, but the bunnies will be floating...
        //SceneGraphConfig.InitialSceneTranslate = -4.0f * Vector3f.AxisY;
        SceneGraphConfig.DefaultSceneCurveVisualDegrees = 0.35f;
        SceneGraphConfig.DefaultPivotVisualDegrees      = 2.3f;
        SceneGraphConfig.DefaultAxisGizmoVisualDegrees  = 25.0f;

        // make curves easier to click
        PolyCurveSO.DefaultHitWidthMultiplier = 2.0f;

        SceneOptions options = new SceneOptions();

        options.UseSystemMouseCursor = true;
        options.EnableTransforms     = true;
        options.EnableCockpit        = true;
        options.CockpitInitializer   = new SetupOrthoGenCockpit();

        options.MouseCameraControls = new MayaCameraHotkeys()
        {
            MousePanSpeed = 5.0f, MouseZoomSpeed = 5.0f
        };
        options.SpatialCameraRig = VRCameraRig;

        options.Use2DCockpit             = true;
        options.ConstantSize2DCockpit    = true;
        FPlatform.EditorPixelScaleFactor = 1.0f;

        // very verbose
        options.LogLevel = 2;

        context    = new FContext();
        OG.Context = context;
        OrthogenUI.ActiveContext = context;
        context.Start(options);

        DebugUtil.Log("started context");

        // Set up standard scene lighting if enabled
        if (options.EnableDefaultLighting)
        {
            GameObject lighting = GameObject.Find("SceneLighting");
            if (lighting == null)
            {
                lighting = new GameObject("SceneLighting");
            }
            SceneLightingSetup setup = lighting.AddComponent <SceneLightingSetup>();
            setup.Context       = context;
            setup.LightDistance = 30.0f; // related to total scene scale...
        }


        //GameObjectFactory.CurveRendererSource = new VectrosityCurveRendererFactory();

        // set up ground plane geometry (optional)
        GameObject boundsObject = GameObject.Find("Bounds");

        if (boundsObject != null)
        {
            context.Scene.AddWorldBoundsObject(boundsObject);
        }


        /*
         * ORTHOGEN-SPECIFIC SETUP STARTS HERE
         */

        // set up scene and tools like Orthogen wants them
        OGActions.InitializeUsageContext(OGActions.UsageContext.OrthoVRApp);
        //OGActions.InitializeUsageContext(OGActions.UsageContext.NiaOrthogenApp);
        OrthogenMaterials.InitializeMaterials();
        OGActions.InitializeF3Scene(context);
        OGActions.InitializeF3Tools(context);
        OGActions.PostConfigureTools_Demo();
        OGActions.ConfigurePlatformInput_Mouse();

        /*
         * optional things specific to demo app
         */

        // ground plane stays below socket as it is updated
        DemoActions.AddRepositionGroundPlaneOnSocketEdit();


        /*
         * import sample mesh
         */

        // load sample mesh
        string assetPath   = Application.dataPath;
        string samplesPath = Path.Combine(assetPath, "..", "sample_files");
        //string sampleFile = Path.Combine(samplesPath, "sample_socket_off.obj");
        //string sampleFile = Path.Combine(samplesPath, "sample_socket_1.obj");
        //string sampleFile = Path.Combine(samplesPath, "scan_1_raw.obj");
        string sampleFile = Path.Combine(samplesPath, "scan_1_remesh.obj");
        DMesh3 mesh       = StandardMeshReader.ReadMesh(sampleFile);

        if (mesh.HasVertexColors == false)
        {
            mesh.EnableVertexColors(Colorf.Silver);
        }
        // read sample file from Resources instead
        //MemoryStream sampleFileStream = FResources.LoadBinary("sample_socket_1");
        //DMesh3 mesh = StandardMeshReader.ReadMesh(sampleFileStream, "obj");
        double scale = Units.MetersTo(Units.Linear.Millimeters); // this mesh is in meters, so scale to mm

        MeshTransforms.FlipLeftRightCoordSystems(mesh);          // convert to unity coordinate system
        MeshTransforms.Scale(mesh, scale);

        // initialize the datamodel
        OGActions.BeginSocketDesignFromScan(Context, mesh);

        // set up my UI tests/etc
        configure_unity_ui();

        // dgraph tests
        //DGTest.test(Debug.Log);
    }
Esempio n. 20
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        public static void test_arrangement_demo()
        {
            DMesh3 mesh = TestUtil.LoadTestInputMesh("spheres_and_planes.obj");

            MeshTransforms.Scale(mesh, 8);
            AxisAlignedBox3d meshBounds      = mesh.CachedBounds;
            Vector3d         origin          = meshBounds.Center;
            double           simplify_thresh = 5.0;

            Frame3f      plane = new Frame3f(origin, Vector3d.AxisY);
            MeshPlaneCut cut   = new MeshPlaneCut(mesh, plane.Origin, plane.Z);

            cut.Cut();

            Arrangement2d builder = new Arrangement2d(new AxisAlignedBox2d(1024.0));

            // insert all cut edges
            HashSet <Vector2d> srcpts = new HashSet <Vector2d>();

            foreach (EdgeLoop loop in cut.CutLoops)
            {
                Polygon2d poly = new Polygon2d();
                foreach (int vid in loop.Vertices)
                {
                    poly.AppendVertex(mesh.GetVertex(vid).xz);
                }

                poly.Simplify(simplify_thresh, 0.01, true);
                foreach (Vector2d v in poly.Vertices)
                {
                    srcpts.Add(v);
                }

                builder.Insert(poly);
            }
            foreach (EdgeSpan span in cut.CutSpans)
            {
                PolyLine2d pline = new PolyLine2d();
                foreach (int vid in span.Vertices)
                {
                    pline.AppendVertex(mesh.GetVertex(vid).xz);
                }
                pline.Simplify(simplify_thresh, 0.01, true);
                foreach (Vector2d v in pline)
                {
                    srcpts.Add(v);
                }
                builder.Insert(pline);
            }

            SVGWriter svg = new SVGWriter();

            svg.AddGraph(builder.Graph);

            var vtx_style = SVGWriter.Style.Outline("red", 1.0f);

            foreach (int vid in builder.Graph.VertexIndices())
            {
                Vector2d v = builder.Graph.GetVertex(vid);
                if (srcpts.Contains(v) == false)
                {
                    svg.AddCircle(new Circle2d(v, 2), vtx_style);
                }
            }

            svg.Write(TestUtil.GetTestOutputPath("arrangement.svg"));
        }
Esempio n. 21
0
    // Use this for initialization
    public override void Awake()
    {
        // if we need to auto-configure Rift vs Vive vs (?) VR, we need
        // to do this before any other F3 setup, because MainCamera will change
        // and we are caching that in a lot of places...
        if (AutoConfigVR)
        {
            VRCameraRig = gs.VRPlatform.AutoConfigureVR();
        }

        // restore any settings
        SceneGraphConfig.RestorePreferences();

        // set up some defaults
        // this will move the ground plane down, but the bunnies will be floating...
        //SceneGraphConfig.InitialSceneTranslate = -4.0f * Vector3f.AxisY;
        SceneGraphConfig.DefaultSceneCurveVisualDegrees = 0.5f;
        SceneGraphConfig.DefaultPivotVisualDegrees      = 2.3f;
        SceneGraphConfig.DefaultAxisGizmoVisualDegrees  = 25.0f;
        PolyCurveSO.DefaultHitWidthMultiplier           = 2.5f;

        SceneOptions options = new SceneOptions();

        options.UseSystemMouseCursor  = false;
        options.Use2DCockpit          = false;
        options.EnableTransforms      = true;
        options.EnableCockpit         = true;
        options.EnableDefaultLighting = false;
        options.CockpitInitializer    = new SetupOrthoVRCockpit();

        options.MouseCameraControls = new MayaCameraHotkeys()
        {
            MousePanSpeed = 5.0f, MouseZoomSpeed = 5.0f
        };
        options.SpatialCameraRig = VRCameraRig;

        // very verbose
        options.LogLevel = 2;

        // hacks for stuff
#if F3_ENABLE_TEXT_MESH_PRO
        SceneGraphConfig.TextLabelZOffset = -0.01f;
#else
        SceneGraphConfig.TextLabelZOffset = -0.3f;
#endif


        context    = new FContext();
        OG.Context = context;
        OrthogenUI.ActiveContext = context;
        context.Start(options);


        // Set up standard scene lighting if enabled
        if (options.EnableDefaultLighting)
        {
            GameObject lighting = GameObject.Find("SceneLighting");
            if (lighting == null)
            {
                lighting = new GameObject("SceneLighting");
            }
            SceneLightingSetup setup = lighting.AddComponent <SceneLightingSetup>();
            setup.Context              = context;
            setup.ShadowLightCount     = 0;
            setup.AdjustShadowDistance = false;
            setup.LightDistance        = 1000.0f; // related to total scene scale...
        }

        // override sun so that it doesn't stick to one of the scene lights
        RenderSettings.sun = GameObject.Find("SunLight").GetComponent <Light>();

        //GameObjectFactory.CurveRendererSource = new VectrosityCurveRendererFactory();

        // set up ground plane geometry (optional)
        GameObject boundsObject = GameObject.Find("Bounds");
        if (boundsObject != null)
        {
            context.Scene.AddWorldBoundsObject(boundsObject);
        }


        /*
         * ORTHOGEN-SPECIFIC SETUP STARTS HERE
         */

        // set up scene and tools like Orthogen wants them
        OGActions.InitializeVRUsageContext();
        OrthogenMaterials.InitializeMaterials();
        OrthogenMaterials.ScanMaterial = new UnitySOMaterial(MaterialUtil.SafeLoadMaterial("scan_material"));
        //OrthogenMaterials.RectifiedLegMaterial = OrthogenMaterials.ScanMaterial;
        OGActions.InitializeF3Scene(context);
        OGActions.InitializeF3Tools(context);
        OGActions.InitializeF3VRTools(context);
        OGActions.PostConfigureTools_Demo();
        OGActions.ConfigurePlatformInput_VR();


        /*
         * optional things specific to demo app
         */

        // ground plane stays below socket as it is updated
        DemoActions.AddRepositionGroundPlaneOnSocketEdit();


        /*
         * import sample mesh
         */
        bool do_scan_demo = true;

        // load sample mesh
        string assetPath   = Application.dataPath;
        string samplesPath = Path.Combine(assetPath, "..", "sample_files");
        //string sampleFile = Path.Combine(samplesPath, "sample_socket_off.obj");
        string sampleFile = Path.Combine(samplesPath, "sample_socket_1.obj");
        if (do_scan_demo)
        {
            sampleFile = Path.Combine(samplesPath, "scan_1_remesh.obj");
        }
        if (File.Exists(sampleFile) == false)
        {
            sampleFile = Path.Combine(samplesPath, "sample_socket_1.obj");
        }
        DMesh3 mesh = StandardMeshReader.ReadMesh(sampleFile);
        // read sample file from Resources instead
        //MemoryStream sampleFileStream = FResources.LoadBinary("sample_socket_1");
        //DMesh3 mesh = StandardMeshReader.ReadMesh(sampleFileStream, "obj");
        if (mesh.HasVertexColors == false)
        {
            mesh.EnableVertexColors(Colorf.Silver);
        }

        // transform to our coordinate system
        double scale = Units.MetersTo(Units.Linear.Millimeters); // this mesh is in meters, so scale to mm
        MeshTransforms.FlipLeftRightCoordSystems(mesh);          // convert to unity coordinate system
        MeshTransforms.Scale(mesh, scale);

        if (do_scan_demo)
        {
            OGActions.SetSizeMode(OGActions.SizeModes.RealSize);
        }
        else
        {
            OGActions.SetSizeMode(OGActions.SizeModes.DemoSize);
        }

        // initialize the datamodel
        OGActions.BeginSocketDesignFromScan(Context, mesh);

        // set up my UI tests/etc
        configure_unity_ui();

        // [RMS] do this next frame because SteamVR needs a chance to set up and position the cockpit
        OGActions.RecenterVRView(true);

        add_vr_head(context);

        // dgraph tests
        //DGTest.test(Debug.Log);
    }