Esempio n. 1
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        public static void Append(DMesh3 appendTo, DMesh3 append)
        {
            MeshEditor editor = new MeshEditor(appendTo);

            editor.AppendMesh(append, appendTo.AllocateTriangleGroup());
        }
Esempio n. 2
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        public static void AppendBox(DMesh3 mesh, Vector3d pos, float size)
        {
            MeshEditor editor = new MeshEditor(mesh);

            editor.AppendBox(new Frame3f(pos), size);
        }
Esempio n. 3
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 public static int RemoveSmallComponents(DMesh3 mesh, double min_volume, double min_area)
 {
     var e = new MeshEditor(mesh); return(e.RemoveSmallComponents(min_volume, min_area));
 }
Esempio n. 4
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        public static bool RemoveTriangles(DMesh3 Mesh, IEnumerable <int> triangles, bool bRemoveIsolatedVerts = true)
        {
            MeshEditor editor = new MeshEditor(Mesh);

            return(editor.RemoveTriangles(triangles, bRemoveIsolatedVerts));
        }
Esempio n. 5
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        public static void AppendBox(DMesh3 mesh, Frame3f frame, Vector3f size, Colorf color)
        {
            var editor = new MeshEditor(mesh);

            editor.AppendBox(frame, size, color);
        }
Esempio n. 6
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 public static int RemoveUnusedVertices(DMesh3 mesh)
 {
     var e = new MeshEditor(mesh); return(e.RemoveUnusedVertices());
 }
        public bool Fill()
        {
            compute_polygons();

            // translate/scale fill loops to unit box. This will improve
            // accuracy in the calcs below...
            Vector2d shiftOrigin = Bounds.Center;
            double   scale       = 1.0 / Bounds.MaxDim;

            foreach (var floop in Loops)
            {
                floop.poly.Translate(-shiftOrigin);
                floop.poly.Scale(scale * Vector2d.One, Vector2d.Zero);
            }

            Dictionary <PlanarComplex.Element, int> ElemToLoopMap = new Dictionary <PlanarComplex.Element, int>();

            // [TODO] if we have multiple components in input mesh, we could do this per-component.
            // This also helps avoid nested shells creating holes.
            // *However*, we shouldn't *have* to because FindSolidRegions will do the right thing if
            // the polygons have the same orientation

            // add all loops to planar complex
            PlanarComplex complex = new PlanarComplex();

            for (int i = 0; i < Loops.Count; ++i)
            {
                var elem = complex.Add(Loops[i].poly);
                ElemToLoopMap[elem] = i;
            }

            // sort into separate 2d solids
            PlanarComplex.SolidRegionInfo solids =
                complex.FindSolidRegions(PlanarComplex.FindSolidsOptions.SortPolygons);

            // fill each 2d solid
            List <Index2i> failed_inserts = new List <Index2i>();
            List <Index2i> failed_merges  = new List <Index2i>();

            for (int fi = 0; fi < solids.Polygons.Count; ++fi)
            {
                var gpoly = solids.Polygons[fi];
                PlanarComplex.GeneralSolid gsolid = solids.PolygonsSources[fi];

                // [TODO] could do scale/translate here, per-polygon would be more precise

                // generate planar mesh that we will insert polygons into
                MeshGenerator meshgen;
                float         planeW     = 1.5f;
                int           nDivisions = 0;
                if (FillTargetEdgeLen < double.MaxValue && FillTargetEdgeLen > 0)
                {
                    int n = (int)((planeW / (float)scale) / FillTargetEdgeLen) + 1;
                    nDivisions = (n <= 1) ? 0 : n;
                }

                if (nDivisions == 0)
                {
                    meshgen = new TrivialRectGenerator()
                    {
                        IndicesMap = new Index2i(1, 2), Width = planeW, Height = planeW,
                    };
                }
                else
                {
                    meshgen = new GriddedRectGenerator()
                    {
                        IndicesMap   = new Index2i(1, 2), Width = planeW, Height = planeW,
                        EdgeVertices = nDivisions
                    };
                }
                DMesh3 FillMesh = meshgen.Generate().MakeDMesh();
                FillMesh.ReverseOrientation();   // why?!?

                // convenient list
                List <Polygon2d> polys = new List <Polygon2d>()
                {
                    gpoly.Outer
                };
                polys.AddRange(gpoly.Holes);

                // for each poly, we track the set of vertices inserted into mesh
                int[][] polyVertices = new int[polys.Count][];

                // insert each poly
                for (int pi = 0; pi < polys.Count; ++pi)
                {
                    MeshInsertUVPolyCurve insert = new MeshInsertUVPolyCurve(FillMesh, polys[pi]);
                    ValidationStatus      status = insert.Validate(MathUtil.ZeroTolerancef * scale);
                    bool failed = true;
                    if (status == ValidationStatus.Ok)
                    {
                        if (insert.Apply())
                        {
                            insert.Simplify();
                            polyVertices[pi] = insert.CurveVertices;
                            failed           = false;
                        }
                    }
                    if (failed)
                    {
                        failed_inserts.Add(new Index2i(fi, pi));
                    }
                }

                // remove any triangles not contained in gpoly
                // [TODO] degenerate triangle handling? may be 'on' edge of gpoly...
                List <int> removeT = new List <int>();
                foreach (int tid in FillMesh.TriangleIndices())
                {
                    Vector3d v = FillMesh.GetTriCentroid(tid);
                    if (gpoly.Contains(v.xy) == false)
                    {
                        removeT.Add(tid);
                    }
                }
                foreach (int tid in removeT)
                {
                    FillMesh.RemoveTriangle(tid, true, false);
                }

                //Util.WriteDebugMesh(FillMesh, "c:\\scratch\\CLIPPED_MESH.obj");

                // transform fill mesh back to 3d
                MeshTransforms.PerVertexTransform(FillMesh, (v) => {
                    Vector2d v2 = v.xy;
                    v2         /= scale;
                    v2         += shiftOrigin;
                    return(to3D(v2));
                });


                //Util.WriteDebugMesh(FillMesh, "c:\\scratch\\PLANAR_MESH_WITH_LOOPS.obj");
                //Util.WriteDebugMesh(MeshEditor.Combine(FillMesh, Mesh), "c:\\scratch\\FILLED_MESH.obj");

                // figure out map between new mesh and original edge loops
                // [TODO] if # of verts is different, we can still find correspondence, it is just harder
                // [TODO] should check that edges (ie sequential verts) are boundary edges on fill mesh
                //    if not, can try to delete nbr tris to repair
                IndexMap mergeMapV = new IndexMap(true);
                if (MergeFillBoundary)
                {
                    for (int pi = 0; pi < polys.Count; ++pi)
                    {
                        if (polyVertices[pi] == null)
                        {
                            continue;
                        }
                        int[] fillLoopVerts = polyVertices[pi];
                        int   NV            = fillLoopVerts.Length;

                        PlanarComplex.Element sourceElem = (pi == 0) ? gsolid.Outer : gsolid.Holes[pi - 1];
                        int      loopi      = ElemToLoopMap[sourceElem];
                        EdgeLoop sourceLoop = Loops[loopi].edgeLoop;

                        if (sourceLoop.VertexCount != NV)
                        {
                            failed_merges.Add(new Index2i(fi, pi));
                            continue;
                        }

                        for (int k = 0; k < NV; ++k)
                        {
                            Vector3d fillV   = FillMesh.GetVertex(fillLoopVerts[k]);
                            Vector3d sourceV = Mesh.GetVertex(sourceLoop.Vertices[k]);
                            if (fillV.Distance(sourceV) < MathUtil.ZeroTolerancef)
                            {
                                mergeMapV[fillLoopVerts[k]] = sourceLoop.Vertices[k];
                            }
                        }
                    }
                }

                // append this fill to input mesh
                MeshEditor editor = new MeshEditor(Mesh);
                int[]      mapV;
                editor.AppendMesh(FillMesh, mergeMapV, out mapV, Mesh.AllocateTriangleGroup());

                // [TODO] should verify that we actually merged the loops...
            }

            if (failed_inserts.Count > 0 || failed_merges.Count > 0)
            {
                return(false);
            }

            return(true);
        }
Esempio n. 8
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        public static void AppendBox(DMesh3 mesh, Vector3d pos, Vector3d normal, float size, Colorf color)
        {
            var editor = new MeshEditor(mesh);

            editor.AppendBox(new Frame3f(pos, normal), size * Vector3f.One, color);
        }
Esempio n. 9
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        public bool Compute(boolOperation op = boolOperation.Union)
        {
            if (!Target.IsClosed())
            {
                Debug.WriteLine("Target mesh is not closed;");
            }
            if (!Tool.IsClosed())
            {
                Debug.WriteLine("Tool mesh is not closed;");
            }

            Util.gDevAssert(Target.IsClosed() && Tool.IsClosed());

            // Alternate strategy:
            //   - don't do RemoveContained
            //   - match embedded vertices, split where possible
            //   - find min-cut path through shared edges
            //   - remove contiguous patches that are inside both/etc (use MWN)
            //   ** no good for coplanar regions...

            cutTargetOp = new MeshMeshCut()
            {
                Target               = new DMesh3(Target),
                CutMesh              = Tool,
                VertexSnapTol        = VertexSnapTol,
                AttemptPlanarRemoval = AttemptPlanarRemoval
            };
            cutTargetOp.Compute();
            if (op == boolOperation.Union || op == boolOperation.Subtraction)
            {
                cutTargetOp.RemoveContained();
            }
            else if (op == boolOperation.Intersection)
            {
                cutTargetOp.RemoveExternal();
            }


            cutTargetMesh = cutTargetOp.Target;

            cutToolOp = new MeshMeshCut()
            {
                Target               = new DMesh3(Tool),
                CutMesh              = Target,
                VertexSnapTol        = VertexSnapTol,
                AttemptPlanarRemoval = AttemptPlanarRemoval
            };
            cutToolOp.Compute();
            if (op == boolOperation.Union || op == boolOperation.Intersection)
            {
                cutToolOp.RemoveContained();
            }
            else if (op == boolOperation.Subtraction)
            {
                cutToolOp.RemoveExternal();
            }

            cutToolMesh = cutToolOp.Target;

            resolve_vtx_pairs();

            Result = cutToolMesh;
            MeshEditor.Append(Result, cutTargetMesh);

            return(true);
        }
Esempio n. 10
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        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);
            }

            MeshFacesFromLoop loop = new MeshFacesFromLoop(Mesh, TrimLine, Spatial, seed_tri);

            MeshFaceSelection selection = loop.ToSelection();

            selection.LocalOptimize(true, true);
            MeshEditor editor = new MeshEditor(Mesh);

            editor.RemoveTriangles(selection, true);

            MeshConnectedComponents 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);

            MeshBoundaryLoops 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;

            MeshFaceSelection borderTris = new MeshFaceSelection(Mesh);

            borderTris.SelectVertexOneRings(loopVerts);
            borderTris.ExpandToOneRingNeighbours(RemeshBorderRings);

            RegionRemesher 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;
            }

            MeshProjectionTarget meshTarget = new MeshProjectionTarget(Spatial.Mesh, Spatial);

            remesh.SetProjectionTarget(meshTarget);
            remesh.SetTargetEdgeLength(target_len);
            remesh.SmoothSpeedT = SmoothingAlpha;

            DCurveProjectionTarget     curveTarget = new DCurveProjectionTarget(TrimLine);
            SequentialProjectionTarget 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()
Esempio n. 11
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        public bool Fill()
        {
            compute_polygon();

            // translate/scale fill loops to unit box. This will improve
            // accuracy in the calcs below...
            Vector2d shiftOrigin = Bounds.Center;
            double   scale       = 1.0 / Bounds.MaxDim;

            SpansPoly.Translate(-shiftOrigin);
            SpansPoly.Scale(scale * Vector2d.One, Vector2d.Zero);

            Dictionary <PlanarComplex.Element, int> ElemToLoopMap = new Dictionary <PlanarComplex.Element, int>();

            // generate planar mesh that we will insert polygons into
            MeshGenerator meshgen;
            float         planeW     = 1.5f;
            int           nDivisions = 0;

            if (FillTargetEdgeLen < double.MaxValue && FillTargetEdgeLen > 0)
            {
                int n = (int)((planeW / (float)scale) / FillTargetEdgeLen) + 1;
                nDivisions = (n <= 1) ? 0 : n;
            }

            if (nDivisions == 0)
            {
                meshgen = new TrivialRectGenerator()
                {
                    IndicesMap = new Index2i(1, 2), Width = planeW, Height = planeW,
                };
            }
            else
            {
                meshgen = new GriddedRectGenerator()
                {
                    IndicesMap   = new Index2i(1, 2), Width = planeW, Height = planeW,
                    EdgeVertices = nDivisions
                };
            }
            DMesh3 FillMesh = meshgen.Generate().MakeDMesh();

            FillMesh.ReverseOrientation();   // why?!?

            int[] polyVertices = null;

            // insert each poly
            MeshInsertUVPolyCurve insert = new MeshInsertUVPolyCurve(FillMesh, SpansPoly);
            ValidationStatus      status = insert.Validate(MathUtil.ZeroTolerancef * scale);
            bool failed = true;

            if (status == ValidationStatus.Ok)
            {
                if (insert.Apply())
                {
                    insert.Simplify();
                    polyVertices = insert.CurveVertices;
                    failed       = false;
                }
            }
            if (failed)
            {
                return(false);
            }

            // remove any triangles not contained in gpoly
            // [TODO] degenerate triangle handling? may be 'on' edge of gpoly...
            List <int> removeT = new List <int>();

            foreach (int tid in FillMesh.TriangleIndices())
            {
                Vector3d v = FillMesh.GetTriCentroid(tid);
                if (SpansPoly.Contains(v.xy) == false)
                {
                    removeT.Add(tid);
                }
            }
            foreach (int tid in removeT)
            {
                FillMesh.RemoveTriangle(tid, true, false);
            }

            //Util.WriteDebugMesh(FillMesh, "c:\\scratch\\CLIPPED_MESH.obj");

            // transform fill mesh back to 3d
            MeshTransforms.PerVertexTransform(FillMesh, (v) => {
                Vector2d v2 = v.xy;
                v2         /= scale;
                v2         += shiftOrigin;
                return(to3D(v2));
            });


            //Util.WriteDebugMesh(FillMesh, "c:\\scratch\\PLANAR_MESH_WITH_LOOPS.obj");
            //Util.WriteDebugMesh(MeshEditor.Combine(FillMesh, Mesh), "c:\\scratch\\FILLED_MESH.obj");

            // figure out map between new mesh and original edge loops
            // [TODO] if # of verts is different, we can still find correspondence, it is just harder
            // [TODO] should check that edges (ie sequential verts) are boundary edges on fill mesh
            //    if not, can try to delete nbr tris to repair
            IndexMap mergeMapV = new IndexMap(true);

            if (MergeFillBoundary && polyVertices != null)
            {
                throw new NotImplementedException("PlanarSpansFiller: merge fill boundary not implemented!");

                //int[] fillLoopVerts = polyVertices;
                //int NV = fillLoopVerts.Length;

                //PlanarComplex.Element sourceElem = (pi == 0) ? gsolid.Outer : gsolid.Holes[pi - 1];
                //int loopi = ElemToLoopMap[sourceElem];
                //EdgeLoop sourceLoop = Loops[loopi].edgeLoop;

                //for (int k = 0; k < NV; ++k) {
                //    Vector3d fillV = FillMesh.GetVertex(fillLoopVerts[k]);
                //    Vector3d sourceV = Mesh.GetVertex(sourceLoop.Vertices[k]);
                //    if (fillV.Distance(sourceV) < MathUtil.ZeroTolerancef)
                //        mergeMapV[fillLoopVerts[k]] = sourceLoop.Vertices[k];
                //}
            }

            // append this fill to input mesh
            MeshEditor editor = new MeshEditor(Mesh);

            int[] mapV;
            editor.AppendMesh(FillMesh, mergeMapV, out mapV, Mesh.AllocateTriangleGroup());

            // [TODO] should verify that we actually merged the loops...

            return(true);
        }
Esempio n. 12
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        private void Remove(TriangleRemoval rem = TriangleRemoval.contained)
        {
#if ACAD
            var lastColor = 0;
#endif

            DMeshAABBTree3 spatial = new DMeshAABBTree3(CutMesh, true);
            spatial.WindingNumber(Vector3d.Zero);
            SafeListBuilder <int> containedT    = new SafeListBuilder <int>();
            SafeListBuilder <int> removeAnywayT = new SafeListBuilder <int>();

            // if the windinging number for the centroid point candidate triangles
            // is one or more (or close for safety), then it's inside the volume of cutMesh
            //
            gParallel.ForEach(Target.TriangleIndices(), (tid) =>
            {
                if (Target.GetTriArea(tid) < VertexSnapTol)
                {
                    removeAnywayT.SafeAdd(tid);
                    return; // parallel: equivalent to continue.
                }
                Vector3d v = Target.GetTriCentroid(tid);
                if (AttemptPlanarRemoval)
                {
                    // slightly offset the point to be evaluated.
                    //
                    var nrm = Target.GetTriNormal(tid);
                    v      -= nrm * 5 * VertexSnapTol;
                }

                var winding     = spatial.WindingNumber(v);
                bool IsInternal = winding > 0.9;
#if ACAD
                // temporarily here for debug purposes
                var wantColor = IsInternal ? 1 : 2;
                if (lastColor != wantColor)
                {
                    Debug.WriteLine($"-LAYER set L{wantColor}");
                    Debug.WriteLine($"");
                    lastColor = wantColor;
                }
                Triangle3d tri = new Triangle3d();
                Target.GetTriVertices(tid, ref tri.V0, ref tri.V1, ref tri.V2);
                Debug.WriteLine($"3DPOLY {tri.V0.CommaDelimited} {tri.V1.CommaDelimited} {tri.V2.CommaDelimited} {tri.V0.CommaDelimited} {v.CommaDelimited} ");
#endif
                if (IsInternal)
                {
                    containedT.SafeAdd(tid);
                }
            });
            if (rem == TriangleRemoval.contained)
            {
                MeshEditor.RemoveTriangles(Target, containedT.Result);
            }
            else if (rem == TriangleRemoval.external)
            {
                var ext = Target.TriangleIndices().Except(containedT.Result);
                MeshEditor.RemoveTriangles(Target, ext);
            }

            MeshEditor.RemoveTriangles(Target, removeAnywayT.Result);

            // [RMS] construct set of on-cut vertices? This is not
            // necessarily all boundary vertices...
            CutVertices = new List <int>();
            foreach (int vid in SegmentInsertVertices)
            {
                if (Target.IsVertex(vid))
                {
                    CutVertices.Add(vid);
                }
            }
        }
Esempio n. 13
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        public virtual bool Extrude()
        {
            MeshNormals normals      = null;
            bool        bHaveNormals = Mesh.HasVertexNormals;

            if (!bHaveNormals)
            {
                normals = new MeshNormals(Mesh);
                normals.Compute();
            }

            InitialLoops     = new MeshBoundaryLoops(Mesh);
            InitialTriangles = Mesh.TriangleIndices().ToArray();
            InitialVertices  = Mesh.VertexIndices().ToArray();

            // duplicate triangles of mesh
            InitialToOffsetMapV = new IndexMap(Mesh.MaxVertexID, Mesh.MaxVertexID);
            OffsetGroupID       = OffsetGroup.GetGroupID(Mesh);
            var editor = new MeshEditor(Mesh);

            OffsetTriangles = editor.DuplicateTriangles(InitialTriangles, ref InitialToOffsetMapV, OffsetGroupID);

            // set vertices to new positions
            foreach (int vid in InitialVertices)
            {
                int newvid = InitialToOffsetMapV[vid];
                if (!Mesh.IsVertex(newvid))
                {
                    continue;
                }

                Vector3d v    = Mesh.GetVertex(vid);
                Vector3f n    = (bHaveNormals) ? Mesh.GetVertexNormal(vid) : (Vector3f)normals.Normals[vid];
                Vector3d newv = ExtrudedPositionF(v, n, vid);

                Mesh.SetVertex(newvid, newv);
            }

            // we need to reverse one side
            if (IsPositiveOffset)
            {
                editor.ReverseTriangles(InitialTriangles);
            }
            else
            {
                editor.ReverseTriangles(OffsetTriangles);
            }

            // stitch each loop
            NewLoops        = new EdgeLoop[InitialLoops.Count];
            StitchTriangles = new int[InitialLoops.Count][];
            StitchGroupIDs  = new int[InitialLoops.Count];
            int li = 0;

            foreach (var loop in InitialLoops)
            {
                int[] loop2 = new int[loop.VertexCount];
                for (int k = 0; k < loop2.Length; ++k)
                {
                    loop2[k] = InitialToOffsetMapV[loop.Vertices[k]];
                }

                StitchGroupIDs[li] = StitchGroups.GetGroupID(Mesh);
                if (IsPositiveOffset)
                {
                    StitchTriangles[li] = editor.StitchLoop(loop2, loop.Vertices, StitchGroupIDs[li]);
                }
                else
                {
                    StitchTriangles[li] = editor.StitchLoop(loop.Vertices, loop2, StitchGroupIDs[li]);
                }
                NewLoops[li] = EdgeLoop.FromVertices(Mesh, loop2);
                li++;
            }

            return(true);
        }