// split edges longer than fMinLen // NOTE: basically the same as DGraph2Resampler.SplitToMaxEdgeLength, but updates // our internal caches. Could we merge somehow? protected void SplitToMaxEdgeLength(DGraph2 graph, double fMaxLen) { List <int> queue = new List <int>(); int NE = graph.MaxEdgeID; for (int eid = 0; eid < NE; ++eid) { if (!graph.IsEdge(eid)) { continue; } Index2i ev = graph.GetEdgeV(eid); double dist = graph.GetVertex(ev.a).Distance(graph.GetVertex(ev.b)); if (dist > fMaxLen) { DGraph2.EdgeSplitInfo splitInfo; if (graph.SplitEdge(eid, out splitInfo) == MeshResult.Ok) { if (graph_cache != null) { graph_cache.InsertPointUnsafe(splitInfo.vNew, graph.GetVertex(splitInfo.vNew)); } if (dist > 2 * fMaxLen) { queue.Add(eid); queue.Add(splitInfo.eNewBN); } } } } while (queue.Count > 0) { int eid = queue[queue.Count - 1]; queue.RemoveAt(queue.Count - 1); if (!graph.IsEdge(eid)) { continue; } Index2i ev = graph.GetEdgeV(eid); double dist = graph.GetVertex(ev.a).Distance(graph.GetVertex(ev.b)); if (dist > fMaxLen) { DGraph2.EdgeSplitInfo splitInfo; if (graph.SplitEdge(eid, out splitInfo) == MeshResult.Ok) { if (graph_cache != null) { graph_cache.InsertPointUnsafe(splitInfo.vNew, graph.GetVertex(splitInfo.vNew)); } if (dist > 2 * fMaxLen) { queue.Add(eid); queue.Add(splitInfo.eNewBN); } } } } }
public static DGraph2 perturb_fill_2(DGraph2 graphIn, GeneralPolygon2d bounds, double waveWidth, double stepSize) { DGraph2Util.Curves curves = DGraph2Util.ExtractCurves(graphIn); Polygon2d poly = curves.Loops[0]; GeneralPolygon2dBoxTree gpTree = new GeneralPolygon2dBoxTree(bounds); Polygon2dBoxTree outerTree = new Polygon2dBoxTree(bounds.Outer); Polygon2dBoxTree innerTree = new Polygon2dBoxTree(bounds.Holes[0]); DGraph2 graph = new DGraph2(); graph.EnableVertexColors(Vector3f.Zero); graph.AppendPolygon(poly); DGraph2Resampler resampler = new DGraph2Resampler(graph); resampler.CollapseToMinEdgeLength(waveWidth); if (graph.VertexCount % 2 != 0) { // TODO smallest edge Index2i ev = graph.GetEdgeV(graph.EdgeIndices().First()); DGraph2.EdgeCollapseInfo cinfo; graph.CollapseEdge(ev.a, ev.b, out cinfo); } // move to borders int startv = graph.VertexIndices().First(); int eid = graph.VtxEdgesItr(startv).First(); int curv = startv; bool outer = true; do { Polygon2dBoxTree use_tree = (outer) ? outerTree : innerTree; outer = !outer; graph.SetVertex(curv, use_tree.NearestPoint(graph.GetVertex(curv))); Index2i next = DGraph2Util.NextEdgeAndVtx(eid, curv, graph); eid = next.a; curv = next.b; } while (curv != startv); return(graph); }
/// <summary> /// find nearest point to vertex in collision graph /// </summary> double MinCollisionConstraintDistance(int vid, double collision_radius) { if (collision_edge_hash == null) { return(double.MaxValue); } Vector2d pos = Graph.GetVertex(vid); Vector2d a = Vector2d.Zero, b = Vector2d.Zero; var result = collision_edge_hash.FindNearestInSquaredRadius(pos, collision_radius * collision_radius, (eid) => { CollisionGraph.GetEdgeV(eid, ref a, ref b); return(Segment2d.FastDistanceSquared(ref a, ref b, ref pos)); } ); return((result.Key == -1) ? double.MaxValue : Math.Sqrt(result.Value)); }
private void FilterSelfOverlaps(double overlapRadius, bool bResample = true) { // [RMS] this tolerance business is not workign properly right now. The problem is // that decimator loses corners! // To simplify the computation we are going to resample the curve so that no adjacent // are within a given distance. Then we can use distance-to-segments, with the two adjacent // segments filtered out, to measure self-distance double dist_thresh = overlapRadius; double sharp_thresh_deg = 45; //Profiler.Start("InitialResample"); // resample graph. the degenerate-edge thing is necessary to // filter out tiny segments that are functionally sharp corners, // but geometrically are made of multiple angles < threshold // (maybe there is a better way to do this?) DGraph2Resampler r = new DGraph2Resampler(Graph); r.CollapseDegenerateEdges(overlapRadius / 10); if (bResample) { r.SplitToMaxEdgeLength(overlapRadius / 2); r.CollapseToMinEdgeLength(overlapRadius / 3); } r.CollapseDegenerateEdges(overlapRadius / 10); //Profiler.StopAndAccumulate("InitialResample"); //Profiler.Start("SharpCorners"); // find sharp corners List <int> sharp_corners = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle < sharp_thresh_deg) { sharp_corners.Add(vid); } } // disconnect at sharp corners foreach (int vid in sharp_corners) { if (Graph.IsVertex(vid) == false) { continue; } int e0 = Graph.GetVtxEdges(vid)[0]; Index2i ev = Graph.GetEdgeV(e0); int otherv = (ev.a == vid) ? ev.b : ev.a; Vector2d newpos = Graph.GetVertex(vid); //0.5 * (Graph.GetVertex(vid) + Graph.GetVertex(otherv)); Graph.RemoveEdge(e0, false); int newvid = Graph.AppendVertex(newpos); Graph.AppendEdge(newvid, otherv); } //Profiler.StopAndAccumulate("SharpCorners"); //Profiler.Start("HashTable"); // build edge hash table (cell size is just a ballpark guess here...) edge_hash = new SegmentHashGrid2d <int>(3 * overlapRadius, -1); foreach (int eid in Graph.EdgeIndices()) { Segment2d seg = Graph.GetEdgeSegment(eid); edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } if (CollisionGraph.EdgeCount > 0) { collision_edge_hash = new SegmentHashGrid2d <int>(3 * CollisionRadius, -1); foreach (int eid in CollisionGraph.EdgeIndices()) { Segment2d seg = CollisionGraph.GetEdgeSegment(eid); collision_edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } } //Profiler.StopAndAccumulate("HashTable"); //Profiler.Start("Erode1"); // Step 1: erode from boundary vertices List <int> boundaries = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (Graph.GetVtxEdgeCount(vid) == 1) { boundaries.Add(vid); } } foreach (int vid in boundaries) { if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); double collision_dist = MinCollisionConstraintDistance(vid, CollisionRadius); if (dist < dist_thresh || collision_dist < CollisionRadius) { int eid = Graph.GetVtxEdges(vid)[0]; decimate_forward(vid, eid, dist_thresh); } } //Profiler.StopAndAccumulate("Erode1"); //Profiler.Start("OpenAngleSort"); // // Step 2: find any other possible self-overlaps and erode them. // // sort all vertices by opening angle. For any overlap, we can erode // on either side. Prefer to erode on side with higher curvature. List <Vector2d> remaining_v = new List <Vector2d>(Graph.MaxVertexID); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle == double.MaxValue) { continue; } remaining_v.Add(new Vector2d(vid, open_angle)); } remaining_v.Sort((a, b) => { return((a.y < b.y) ? -1 : (a.y > b.y ? 1 : 0)); }); //Profiler.StopAndAccumulate("OpenAngleSort"); //Profiler.Start("Erode2"); // look for overlap vertices. When we find one, erode on both sides. foreach (Vector2d vinfo in remaining_v) { int vid = (int)vinfo.x; if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); if (dist < dist_thresh) { List <int> nbrs = new List <int>(Graph.GetVtxEdges(vid)); foreach (int eid in nbrs) { if (Graph.IsEdge(eid)) // may have been decimated! { decimate_forward(vid, eid, dist_thresh); } } } } //Profiler.StopAndAccumulate("Erode2"); //Profiler.Start("FlatCollapse"); // get rid of extra vertices r.CollapseFlatVertices(FinalFlatCollapseAngleThreshDeg); //Profiler.StopAndAccumulate("FlatCollapse"); }
private static DGraph2 CreateMinGraph(DGraph2 input, int NV, out Dictionary <int, List <int> > minEdgePaths, out DVector <double> edgeWeights) { /* * OK, as input we have a graph of our original polygon and a bunch of inserted * segments ("spans"). Orig polygon segments have gid < 0, and span segments >= 0. * However between polygon/span junctions, we have an arbitrary # of polygon edges. * So first step is to simplify these to single-edge "connectors", in new graph MinGraph. * the [connector-edge, path] mappings (if pathlen > 1) are stored in MinEdgePaths * We also store a weight for each connector edge in EdgeWeights (just distance for now) */ var minGraph = new DGraph2(); minEdgePaths = new Dictionary <int, List <int> >(); edgeWeights = new DVector <double>(); edgeWeights.resize(NV); BitArray done_edge = new BitArray(input.MaxEdgeID); // we should see each edge twice, this avoids repetition // vertex map from input graph to MinGraph int[] MapV = new int[NV]; for (int i = 0; i < NV; ++i) { MapV[i] = -1; } for (int a = 0; a < NV; ++a) { if (input.IsVertex(a) == false || input.IsJunctionVertex(a) == false) { continue; } if (MapV[a] == -1) { MapV[a] = minGraph.AppendVertex(input.GetVertex(a)); } foreach (int eid in input.VtxEdgesItr(a)) { if (done_edge[eid]) { continue; } Index2i ev = input.GetEdgeV(eid); int b = (ev.a == a) ? ev.b : ev.a; if (input.IsJunctionVertex(b)) { // if we have junction/juntion connection, we can just copy this edge to MinGraph if (MapV[b] == -1) { MapV[b] = minGraph.AppendVertex(input.GetVertex(b)); } int gid = input.GetEdgeGroup(eid); int existing = minGraph.FindEdge(MapV[a], MapV[b]); if (existing == DMesh3.InvalidID) { int new_eid = minGraph.AppendEdge(MapV[a], MapV[b], gid); double path_len = input.GetEdgeSegment(eid).Length; edgeWeights.insertAt(path_len, new_eid); } else { // we may have inserted this edge already in the simplify branch, this happens eg at the // edge of a circle where the minimal path is between the same vertices as the segment. // But if this is also a fill edge, we want to treat it that way (determind via positive gid) if (gid >= 0) { minGraph.SetEdgeGroup(existing, gid); } } } else { // not a junction - walk until we find other vtx, and add single edge to MinGraph List <int> path = DGraph2Util.WalkToNextNonRegularVtx(input, a, eid); if (path == null || path.Count < 2) { throw new Exception("build_min_graph: invalid walk!"); } int c = path[path.Count - 1]; // it is somehow possible to get loops... if (c == a) { goto skip_this_edge; } if (MapV[c] == -1) { MapV[c] = minGraph.AppendVertex(input.GetVertex(c)); } if (minGraph.FindEdge(MapV[a], MapV[c]) == DMesh3.InvalidID) { int new_eid = minGraph.AppendEdge(MapV[a], MapV[c], -2); path.Add(MapV[a]); path.Add(MapV[c]); minEdgePaths[new_eid] = path; double path_len = DGraph2Util.PathLength(input, path); edgeWeights.insertAt(path_len, new_eid); } } skip_this_edge: done_edge[eid] = true; } } return(minGraph); }
/// <summary> /// Assumption is that input graph is a polygon with inserted ray-spans. We want to /// find a set of paths (ie no junctions) that cover all the spans, and travel between /// adjacent spans along edges of the input polygon. /// </summary> protected DGraph2 BuildPathGraph(DGraph2 input) { int NV = input.MaxVertexID; /* * OK, as input we have a graph of our original polygon and a bunch of inserted * segments ("spans"). Orig polygon segments have gid < 0, and span segments >= 0. * However between polygon/span junctions, we have an arbitrary # of polygon edges. * So first step is to simplify these to single-edge "connectors", in new graph MinGraph. * the [connector-edge, path] mappings (if pathlen > 1) are stored in MinEdgePaths * We also store a weight for each connector edge in EdgeWeights (just distance for now) */ DGraph2 MinGraph = new DGraph2(); Dictionary <int, List <int> > MinEdgePaths = new Dictionary <int, List <int> >(); DVector <double> EdgeWeights = new DVector <double>(); EdgeWeights.resize(NV); BitArray done_edge = new BitArray(input.MaxEdgeID); // we should see each edge twice, this avoids repetition // vertex map from input graph to MinGraph int[] MapV = new int[NV]; for (int i = 0; i < NV; ++i) { MapV[i] = -1; } for (int a = 0; a < NV; ++a) { if (input.IsVertex(a) == false || input.IsJunctionVertex(a) == false) { continue; } if (MapV[a] == -1) { MapV[a] = MinGraph.AppendVertex(input.GetVertex(a)); } foreach (int eid in input.VtxEdgesItr(a)) { if (done_edge[eid]) { continue; } Index2i ev = input.GetEdgeV(eid); int b = (ev.a == a) ? ev.b : ev.a; if (input.IsJunctionVertex(b)) { // if we have junction/juntion connection, we can just copy this edge to MinGraph if (MapV[b] == -1) { MapV[b] = MinGraph.AppendVertex(input.GetVertex(b)); } int gid = input.GetEdgeGroup(eid); int existing = MinGraph.FindEdge(MapV[a], MapV[b]); if (existing == DMesh3.InvalidID) { int new_eid = MinGraph.AppendEdge(MapV[a], MapV[b], gid); double path_len = input.GetEdgeSegment(eid).Length; EdgeWeights.insertAt(path_len, new_eid); } else { // we may have inserted this edge already in the simplify branch, this happens eg at the // edge of a circle where the minimal path is between the same vertices as the segment. // But if this is also a fill edge, we want to treat it that way (determind via positive gid) if (gid >= 0) { MinGraph.SetEdgeGroup(existing, gid); } } } else { // not a junction - walk until we find other vtx, and add single edge to MinGraph List <int> path = DGraph2Util.WalkToNextNonRegularVtx(input, a, eid); if (path == null || path.Count < 2) { throw new Exception("build_min_graph: invalid walk!"); } int c = path[path.Count - 1]; // it is somehow possible to get loops... if (c == a) { goto skip_this_edge; } if (MapV[c] == -1) { MapV[c] = MinGraph.AppendVertex(input.GetVertex(c)); } if (MinGraph.FindEdge(MapV[a], MapV[c]) == DMesh3.InvalidID) { int new_eid = MinGraph.AppendEdge(MapV[a], MapV[c], -2); path.Add(MapV[a]); path.Add(MapV[c]); MinEdgePaths[new_eid] = path; double path_len = DGraph2Util.PathLength(input, path); EdgeWeights.insertAt(path_len, new_eid); } } skip_this_edge: done_edge[eid] = true; } } // [TODO] filter MinGraph to remove invalid connectors // - can a connector between two connectors happen? that would be bad. /// - connector that is too close to paths should be ignored (ie avoid collisions) /* * Now that we have MinGraph, we can easily walk between the spans because * they are connected by at most one edge. To find a sequence of spans, we * pick one to start, then walk along connectors, discarding as we go, * so that we don't pass through these vertices again. Repeat until * there are no remaining spans. */ // [TODO] // do we actually have to delete from MinGraph? this prevents us from doing // certain things, like trying different options. Maybe could use a hash for // remaining vertices and edges instead? DGraph2 PathGraph = new DGraph2(); Vector2d sortAxis = Vector2d.FromAngleDeg(AngleDeg).Perp; while (true) { // find most extreme edge to start at // [TODO] could use segment gid here as we set them based on insertion span! // [TODO] could use a smarter metric? like, closest to previous last endpoint? Using // extrema like this tends to produce longest spans, though... double min_dot = double.MaxValue; int start_eid = -1; foreach (int eid in MinGraph.EdgeIndices()) { Index3i evg = MinGraph.GetEdge(eid); if (evg.c >= 0) { double dot = MinGraph.GetVertex(evg.a).Dot(sortAxis); if (dot < min_dot) { min_dot = dot; start_eid = eid; } } } if (start_eid == -1) { break; // if we could not find a start edge, we must be done! } // ok now walk forward through connectors and spans. We do this in // connector/span pairs - we are always at an end-of-span point, and // we pick a next-connector and then a next-span. // We need to keep track of vertices in both the pathgraph and mingraph, // these are the "new" and "old" vertices Index3i start_evg = MinGraph.GetEdge(start_eid); int new_start = PathGraph.AppendVertex(MinGraph.GetVertex(start_evg.a)); int new_prev = PathGraph.AppendVertex(MinGraph.GetVertex(start_evg.b)); int old_prev = start_evg.b; PathGraph.AppendEdge(new_start, new_prev, start_evg.c); MinGraph.RemoveVertex(start_evg.a, true); while (true) { // choose next connector edge, outgoing from current vtx int connector_e = -1; foreach (int eid in MinGraph.VtxEdgesItr(old_prev)) { Index3i evg = MinGraph.GetEdge(eid); if (evg.c >= 0) { continue; // what?? } if (connector_e == -1 || EdgeWeights[connector_e] > EdgeWeights[eid]) { connector_e = eid; } } if (connector_e == -1) { break; } // find the vertex at end of connector Index3i conn_evg = MinGraph.GetEdge(connector_e); int old_conn_v = (conn_evg.a == old_prev) ? conn_evg.b : conn_evg.a; // can never look at prev vertex again, or any edges connected to it // [TODO] are we sure none of these edges are unused spans?!? MinGraph.RemoveVertex(old_prev, true); // now find outgoing span edge int span_e = -1; foreach (int eid in MinGraph.VtxEdgesItr(old_conn_v)) { Index3i evg = MinGraph.GetEdge(eid); if (evg.c >= 0) { span_e = eid; break; } } if (span_e == -1) { break; // disaster! } // find vertex at far end of span Index3i span_evg = MinGraph.GetEdge(span_e); int old_span_v = (span_evg.a == old_conn_v) ? span_evg.b : span_evg.a; // ok we want to insert the connectr to the path graph, however the // connector might actually have come from a more complex path in the input graph. int new_conn_next = -1; if (MinEdgePaths.ContainsKey(connector_e)) { // complex path case. Note that the order [old_prev, old_conn_v] may be the opposite // of the order in the pathv. But above, we appended the [a,b] edge order to the pathv. // So we can check if we need to flip, but this means we need to be a bit clever w/ indices... List <int> pathv = MinEdgePaths[connector_e]; int N = pathv.Count; int path_prev = new_prev; int k = 1; if (pathv[N - 2] != old_prev) // case where order flipped { pathv.Reverse(); k = 3; } else { N = N - 2; } while (k < N) { int path_next = PathGraph.AppendVertex(input.GetVertex(pathv[k])); PathGraph.AppendEdge(path_prev, path_next); path_prev = path_next; k++; } new_conn_next = path_prev; } else { new_conn_next = PathGraph.AppendVertex(MinGraph.GetVertex(old_conn_v)); PathGraph.AppendEdge(new_prev, new_conn_next, conn_evg.c); } // add span to path int new_fill_next = PathGraph.AppendVertex(MinGraph.GetVertex(old_span_v)); PathGraph.AppendEdge(new_conn_next, new_fill_next, span_evg.c); // remove the connector vertex MinGraph.RemoveVertex(old_conn_v, true); // next iter starts at far end of span new_prev = new_fill_next; old_prev = old_span_v; } sortAxis = -sortAxis; } // for testing/debugging //SVGWriter writer = new SVGWriter(); ////writer.AddGraph(input, SVGWriter.Style.Outline("blue", 0.1f)); //writer.AddGraph(MinGraph, SVGWriter.Style.Outline("red", 0.1f)); ////foreach ( int eid in MinGraph.EdgeIndices() ) { //// if ( MinGraph.GetEdgeGroup(eid) >= 0 ) writer.AddLine(MinGraph.GetEdgeSegment(eid), SVGWriter.Style.Outline("green", 0.07f)); ////} ////writer.AddGraph(MinGraph, SVGWriter.Style.Outline("black", 0.03f)); //writer.AddGraph(PathGraph, SVGWriter.Style.Outline("black", 0.03f)); //foreach (int vid in PathGraph.VertexIndices()) { // if (PathGraph.IsBoundaryVertex(vid)) // writer.AddCircle(new Circle2d(PathGraph.GetVertex(vid), 0.5f), SVGWriter.Style.Outline("blue", 0.03f)); //} ////writer.AddGraph(IntervalGraph, SVGWriter.Style.Outline("black", 0.03f)); //writer.Write("c:\\scratch\\MIN_GRAPH.svg"); return(PathGraph); }
// collapse edges shorter than fMinLen // NOTE: basically the same as DGraph2Resampler.CollapseToMinEdgeLength, but updates // our internal caches. Could we merge somehow? protected void CollapseToMinEdgeLength(DGraph2 graph, double fMinLen) { double sharp_threshold_deg = 140.0f; double minLenSqr = fMinLen * fMinLen; bool done = false; int max_passes = 100; int pass_count = 0; while (done == false && pass_count++ < max_passes) { done = true; // [RMS] do modulo-indexing here to avoid pathological cases where we do things like // continually collapse a short edge adjacent to a long edge (which will result in crazy over-collapse) int N = graph.MaxEdgeID; const int nPrime = 31337; // any prime will do... int cur_eid = 0; do { int eid = cur_eid; cur_eid = (cur_eid + nPrime) % N; if (!graph.IsEdge(eid)) { continue; } Index2i ev = graph.GetEdgeV(eid); Vector2d va = graph.GetVertex(ev.a); Vector2d vb = graph.GetVertex(ev.b); double distSqr = va.DistanceSquared(vb); if (distSqr < minLenSqr) { int vtx_idx = -1; // collapse to this vertex // check valences. want to preserve positions of non-valence-2 int na = graph.GetVtxEdgeCount(ev.a); int nb = graph.GetVtxEdgeCount(ev.b); if (na != 2 && nb != 2) { continue; } if (na != 2) { vtx_idx = 0; } else if (nb != 2) { vtx_idx = 1; } // check opening angles. want to preserve sharp(er) angles if (vtx_idx == -1) { double opena = Math.Abs(graph.OpeningAngle(ev.a)); double openb = Math.Abs(graph.OpeningAngle(ev.b)); if (opena < sharp_threshold_deg && openb < sharp_threshold_deg) { continue; } else if (opena < sharp_threshold_deg) { vtx_idx = 0; } else if (openb < sharp_threshold_deg) { vtx_idx = 1; } } Vector2d newPos = (vtx_idx == -1) ? 0.5 * (va + vb) : ((vtx_idx == 0) ? va : vb); int keep = ev.a, remove = ev.b; if (vtx_idx == 1) { remove = ev.a; keep = ev.b; } Vector2d remove_pos = graph.GetVertex(remove); Vector2d keep_pos = graph.GetVertex(keep); DGraph2.EdgeCollapseInfo collapseInfo; if (graph.CollapseEdge(keep, remove, out collapseInfo) == MeshResult.Ok) { graph_cache.RemovePointUnsafe(collapseInfo.vRemoved, remove_pos); last_step_size[collapseInfo.vRemoved] = 0; graph_cache.UpdatePointUnsafe(collapseInfo.vKept, keep_pos, newPos); graph.SetVertex(collapseInfo.vKept, newPos); done = false; } } } while (cur_eid != 0); } }