public static List <int> getIntersections(int x, int z, Bitmap3 bmp) { List <int> interList = new List <int>(); bool inShape = false; for (int y = 0; y < bmp.Dimensions.y; y++) { //we were out of shape and now going in shape if (bmp.Get(createVector(x, y, z)) == true && inShape == false) { inShape = true; interList.Add(y); } //we were in shape and now going out of shape if (bmp.Get(createVector(x, y, z)) == false && inShape == true) { inShape = false; interList.Add(y); } //obj reaches the pick if (bmp.Get(createVector(x, y, z)) == true && y == bmp.Dimensions.y - 1) { interList.Add(y + 1); } } return(interList); }
private bool IsBlockConnectedToAir(Bitmap3 bmp, Vector3i idx) { if (idx.x - 1 >= 0 && idx.x + 1 < bmp.Dimensions.x && idx.y - 1 >= 0 && idx.y + 1 < bmp.Dimensions.y && idx.z - 1 >= 0 && idx.z + 1 < bmp.Dimensions.z) { return(!bmp.Get(new Vector3i(idx.x - 1, idx.y, idx.z)) || !bmp.Get(new Vector3i(idx.x, idx.y + 1, idx.z)) || !bmp.Get(new Vector3i(idx.x + 1, idx.y, idx.z)) || !bmp.Get(new Vector3i(idx.x, idx.y - 1, idx.z)) || !bmp.Get(new Vector3i(idx.x, idx.y, idx.z + 1)) || !bmp.Get(new Vector3i(idx.x, idx.y, idx.z - 1))); } return(false); }
/// <summary> /// Adds more cells and positives to the bitmap used for mold generation /// </summary> /// <param name="bmp"></param> /// <returns></returns> private Bitmap3 BitmapOffset(Bitmap3 bmp) { Bitmap3 mold_bmp = new Bitmap3(new Vector3i(bmp.Dimensions.x + 2, bmp.Dimensions.y + 2, bmp.Dimensions.z + 2)); //extra offsets to expand positive cells foreach (Vector3i idx in bmp.Indices()) { //needs to be positive for use to be interested if (!bmp.Get(idx)) { continue; } //for x mold_bmp.Set(new Vector3i(idx.x - 1, idx.y, idx.z), true); mold_bmp.Set(new Vector3i(idx.x + 1, idx.y, idx.z), true); //for y mold_bmp.Set(new Vector3i(idx.x, idx.y - 1, idx.z), true); mold_bmp.Set(new Vector3i(idx.x, idx.y + 1, idx.z), true); //for z mold_bmp.Set(new Vector3i(idx.x, idx.y, idx.z - 1), true); mold_bmp.Set(new Vector3i(idx.x, idx.y, idx.z + 1), true); } return(mold_bmp); }
public static Bitmap3 createVoxelizedRepresentation(String objPath) { DMesh3 mesh = StandardMeshReader.ReadMesh(objPath); int num_cells = 128; double cell_size = mesh.CachedBounds.MaxDim / num_cells; MeshSignedDistanceGrid sdf = new MeshSignedDistanceGrid(mesh, cell_size); sdf.Compute(); //** voxels**// Bitmap3 bmp = new Bitmap3(sdf.Dimensions); Console.WriteLine(bmp.Dimensions.x + " " + bmp.Dimensions.y + " " + bmp.Dimensions.z); foreach (Vector3i idx in bmp.Indices()) { float f = sdf[idx.x, idx.y, idx.z]; bmp.Set(idx, (f < 0) ? true : false); //for bunny only removes bottom if (idx.y < 8) { bmp.Set(idx, false); } if (test) //take only one line from top { if (idx.z != 50 || idx.x != 60) { bmp.Set(idx, false); } else { bmp.Set(idx, true); Console.WriteLine(bmp.Get(idx)); } } } return(bmp); }
public static bool isCoulumnInObj(Bitmap3 bmp, int zi, int zj, int x, int z) { bool visitedInObject = false; for (int y = zi; y < zj; y++) { if (y < 0) { continue; } if (y >= bmp.Dimensions.y) { if (visitedInObject) { return(true); } else { return(false); } } if (!bmp.Get(createVector(x, y, z))) { return(false); } else { visitedInObject = true; } } if (visitedInObject) { return(true); } return(false); }
public override Schematic WriteSchematic() { DMesh3 mesh = StandardMeshReader.ReadMesh(_path); AxisAlignedBox3d bounds = mesh.CachedBounds; DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh, autoBuild: true); double cellsize = mesh.CachedBounds.MaxDim / _gridSize; ShiftGridIndexer3 indexer = new ShiftGridIndexer3(bounds.Min, cellsize); MeshSignedDistanceGrid sdf = new MeshSignedDistanceGrid(mesh, cellsize); sdf.Compute(); Bitmap3 bmp = new Bitmap3(sdf.Dimensions); Schematic schematic = new Schematic() { Blocks = new HashSet <Block>(), Width = (ushort)bmp.Dimensions.x, Height = (ushort)bmp.Dimensions.y, Length = (ushort)bmp.Dimensions.z }; LoadedSchematic.WidthSchematic = schematic.Width; LoadedSchematic.HeightSchematic = schematic.Height; LoadedSchematic.LengthSchematic = schematic.Length; if (_winding_number != 0) { spatial.WindingNumber(Vector3d.Zero); // seed cache outside of parallel eval using (ProgressBar progressbar = new ProgressBar()) { List <Vector3i> list = bmp.Indices().ToList(); int count = 0; gParallel.ForEach(bmp.Indices(), (idx) => { Vector3d v = indexer.FromGrid(idx); bmp.SafeSet(idx, spatial.WindingNumber(v) > _winding_number); count++; progressbar.Report(count / (float)list.Count); }); } if (!_excavate) { foreach (Vector3i idx in bmp.Indices()) { if (bmp.Get(idx)) { schematic.Blocks.Add(new Block((ushort)idx.x, (ushort)idx.y, (ushort)idx.z, Color.White.ColorToUInt())); } } } } else { using (ProgressBar progressbar = new ProgressBar()) { int count = bmp.Indices().Count(); List <Vector3i> list = bmp.Indices().ToList(); for (int i = 0; i < count; i++) { Vector3i idx = list[i]; float f = sdf[idx.x, idx.y, idx.z]; bool isInside = f < 0; bmp.Set(idx, (f < 0)); if (!_excavate && isInside) { schematic.Blocks.Add(new Block((ushort)idx.x, (ushort)idx.y, (ushort)idx.z, Color.White.ColorToUInt())); } progressbar.Report((i / (float)count)); } } } if (_excavate) { foreach (Vector3i idx in bmp.Indices()) { if (bmp.Get(idx) && IsBlockConnectedToAir(bmp, idx)) { schematic.Blocks.Add(new Block((ushort)idx.x, (ushort)idx.y, (ushort)idx.z, Color.White.ColorToUInt())); } } } return(schematic); }