コード例 #1
0
ファイル: RMSTests.cs プロジェクト: tomleetv/OrthoVR
        public static void TestIsoCurve()
        {
            var              meshSO  = OG.Scan.SO;
            DMesh3           mesh    = new DMesh3(meshSO.Mesh);
            DMeshAABBTree3   spatial = new DMeshAABBTree3(mesh, true);
            AxisAlignedBox3d bounds  = mesh.CachedBounds;

            Frame3f plane = new Frame3f(bounds.Center);

            Func <Vector3d, double> planeSignedDistanceF = (v) => {
                return((v - plane.Origin).Dot(plane.Y));
            };

            Func <Vector3d, double> sphereDistF = (v) => {
                double d = v.Distance(plane.Origin);
                return(d - 50.0);
            };

            MeshIsoCurves iso = new MeshIsoCurves(mesh, sphereDistF);

            iso.Compute();

            DGraph3Util.Curves curves = DGraph3Util.ExtractCurves(iso.Graph);

            foreach (DCurve3 c in curves.Loops)
            {
                List <Vector3d> verts = new List <Vector3d>(c.Vertices);
                for (int i = 0; i < verts.Count; ++i)
                {
                    verts[i] = verts[i] + 0.5 * mesh.GetTriNormal(spatial.FindNearestTriangle(verts[i]));
                }
                DebugUtil.EmitDebugCurve("curve", verts.ToArray(), true, 1, Colorf.Red, Colorf.Red, meshSO.RootGameObject, false);
            }

            foreach (DCurve3 c in curves.Paths)
            {
                List <Vector3d> verts = new List <Vector3d>(c.Vertices);
                for (int i = 0; i < verts.Count; ++i)
                {
                    verts[i] = verts[i] + 0.5 * mesh.GetTriNormal(spatial.FindNearestTriangle(verts[i]));
                }
                DebugUtil.EmitDebugCurve("curve", verts.ToArray(), false, 1, Colorf.Blue, Colorf.Blue, meshSO.RootGameObject, false);
            }

            //foreach ( Segment3d seg in iso.Graph.Segments()) {
            //    Vector3d a = seg.P0 + 1.0 * mesh.GetTriNormal(spatial.FindNearestTriangle(seg.P0));
            //    Vector3d b = seg.P1 + 1.0 * mesh.GetTriNormal(spatial.FindNearestTriangle(seg.P1));

            //    DebugUtil.EmitDebugLine("seg", a, b, 1.0f, Colorf.Red, meshSO.RootGameObject, false);
            //}
        }
コード例 #2
0
        void update()
        {
            MeshIsoCurves iso = new MeshIsoCurves(SO.Mesh, (v) => {
                return((v - frameL.Origin).Dot(frameL.Z));
            });

            iso.Compute();
            graph       = iso.Graph;
            localCurves = DGraph3Util.ExtractCurves(graph);

            // ugh need xform seq for to/from world...
            if (OutputSpace == CoordSpace.WorldCoords)
            {
                foreach (DCurve3 c in localCurves.Loops)
                {
                    for (int i = 0; i < c.VertexCount; ++i)
                    {
                        c[i] = SceneTransforms.TransformTo((Vector3f)c[i], SO, CoordSpace.ObjectCoords, OutputSpace);
                    }
                }
                foreach (DCurve3 c in localCurves.Paths)
                {
                    for (int i = 0; i < c.VertexCount; ++i)
                    {
                        c[i] = SceneTransforms.TransformTo((Vector3f)c[i], SO, CoordSpace.ObjectCoords, OutputSpace);
                    }
                }
            }
            else if (OutputSpace == CoordSpace.SceneCoords)
            {
                TransformSequence xform = SceneTransforms.ObjectToSceneXForm(SO);
                foreach (DCurve3 c in localCurves.Loops)
                {
                    for (int i = 0; i < c.VertexCount; ++i)
                    {
                        c[i] = xform.TransformP(c[i]);
                    }
                }
                foreach (DCurve3 c in localCurves.Paths)
                {
                    for (int i = 0; i < c.VertexCount; ++i)
                    {
                        c[i] = xform.TransformP(c[i]);
                    }
                }
            }
        }
コード例 #3
0
        private static bool compute_plane_curves(DMesh3 mesh, DMeshAABBTree3 spatial,
                                                 double z, bool is_solid,
                                                 out Polygon2d[] loops, out PolyLine2d[] curves)
        {
            Func <Vector3d, double> planeF = (v) =>
            {
                return(v.z - z);
            };

            // find list of triangles that intersect this z-value
            PlaneIntersectionTraversal planeIntr = new PlaneIntersectionTraversal(mesh, z);

            spatial.DoTraversal(planeIntr);
            List <int> triangles = planeIntr.triangles;

            // compute intersection iso-curves, which produces a 3D graph of undirected edges
            MeshIsoCurves iso = new MeshIsoCurves(mesh, planeF)
            {
                WantGraphEdgeInfo = true
            };

            iso.Compute(triangles);
            DGraph3 graph = iso.Graph;

            if (graph.EdgeCount == 0)
            {
                loops  = new Polygon2d[0];
                curves = new PolyLine2d[0];
                return(false);
            }

            // if this is a closed solid, any open spurs in the graph are errors
            if (is_solid)
            {
                DGraph3Util.ErodeOpenSpurs(graph);
            }

            // [RMS] debug visualization
            //DGraph2 graph2 = new DGraph2();
            //Dictionary<int, int> mapV = new Dictionary<int, int>();
            //foreach (int vid in graph.VertexIndices())
            //    mapV[vid] = graph2.AppendVertex(graph.GetVertex(vid).xy);
            //foreach (int eid in graph.EdgeIndices())
            //    graph2.AppendEdge(mapV[graph.GetEdge(eid).a], mapV[graph.GetEdge(eid).b]);
            //SVGWriter svg = new SVGWriter();
            //svg.AddGraph(graph2, SVGWriter.Style.Outline("black", 0.05f));
            //foreach (int vid in graph2.VertexIndices()) {
            //    if (graph2.IsJunctionVertex(vid))
            //        svg.AddCircle(new Circle2d(graph2.GetVertex(vid), 0.25f), SVGWriter.Style.Outline("red", 0.1f));
            //    else if (graph2.IsBoundaryVertex(vid))
            //        svg.AddCircle(new Circle2d(graph2.GetVertex(vid), 0.25f), SVGWriter.Style.Outline("blue", 0.1f));
            //}
            //svg.Write(string.Format("c:\\meshes\\EXPORT_SLICE_{0}.svg", z));

            // extract loops and open curves from graph
            DGraph3Util.Curves c = DGraph3Util.ExtractCurves(graph, false, iso.ShouldReverseGraphEdge);
            loops = new Polygon2d[c.Loops.Count];
            for (int li = 0; li < loops.Length; ++li)
            {
                DCurve3 loop = c.Loops[li];
                loops[li] = new Polygon2d();
                foreach (Vector3d v in loop.Vertices)
                {
                    loops[li].AppendVertex(v.xy);
                }
            }

            curves = new PolyLine2d[c.Paths.Count];
            for (int pi = 0; pi < curves.Length; ++pi)
            {
                DCurve3 span = c.Paths[pi];
                curves[pi] = new PolyLine2d();
                foreach (Vector3d v in span.Vertices)
                {
                    curves[pi].AppendVertex(v.xy);
                }
            }

            return(true);
        }
コード例 #4
0
        void extract_topology()
        {
            var graph = new DGraph3();

            // add vertices to graph, and store mappings
            int[] mapV     = new int[Mesh.MaxVertexID];
            int[] mapVFrom = new int[AllVertices.Count];
            foreach (int vid in AllVertices)
            {
                int new_vid = graph.AppendVertex(Mesh.GetVertex(vid));
                mapV[vid]         = new_vid;
                mapVFrom[new_vid] = vid;
            }

            // add edges to graph. graph-to-mesh eid mapping is stored via graph edge-group-id
            int[] mapE = new int[Mesh.MaxEdgeID];
            foreach (int eid in AllEdges)
            {
                Index2i ev      = Mesh.GetEdgeV(eid);
                int     new_a   = mapV[ev.a];
                int     new_b   = mapV[ev.b];
                int     new_eid = graph.AppendEdge(new_a, new_b, eid);
                mapE[eid] = new_eid;
            }

            // extract the graph topology
            DGraph3Util.Curves curves = DGraph3Util.ExtractCurves(graph, true);

            // reconstruct mesh spans / curves / junctions from graph topology

            int NP = curves.PathEdges.Count;

            Spans = new EdgeSpan[NP];
            for (int pi = 0; pi < NP; ++pi)
            {
                List <int> pathE = curves.PathEdges[pi];
                for (int k = 0; k < pathE.Count; ++k)
                {
                    pathE[k] = graph.GetEdgeGroup(pathE[k]);
                }
                Spans[pi] = EdgeSpan.FromEdges(Mesh, pathE);
            }

            int NL = curves.LoopEdges.Count;

            Loops = new EdgeLoop[NL];
            for (int li = 0; li < NL; ++li)
            {
                List <int> loopE = curves.LoopEdges[li];
                for (int k = 0; k < loopE.Count; ++k)
                {
                    loopE[k] = graph.GetEdgeGroup(loopE[k]);
                }
                Loops[li] = EdgeLoop.FromEdges(Mesh, loopE);
            }

            JunctionVertices = new HashSet <int>();
            foreach (int gvid in curves.JunctionV)
            {
                JunctionVertices.Add(mapVFrom[gvid]);
            }
        }