private void Slice(Plane p) { float epsilon = 0.01f; // TODO: compute proper epsilon value List<PolyLine> linePile = new List<PolyLine>(); // Pile of disconnected lines on the slice plane List<Vector3> all_points = new List<Vector3>(); foreach (Face f in this.faces) { PolyLine newLine = TrianglePlaneIntersect(f, p); // Only add lines with exactly 2 points - others are a no match or error if (newLine.points.Count() == 2 && (newLine.points[0] - newLine.points[1]).Length> epsilon) { linePile.Add(newLine); // Add the vertices to the all_points list - only need to add the first one, the tail will be the head of another point bool matched = false; foreach (Vector3 point in all_points) { if ((point - newLine.points[0]).Length < epsilon) { matched = true; break; } } if (!matched) { all_points.Add(newLine.points[0]); } } } // linePile is a unordered list of line segments. // If a line segment is oriented with point[0] on (0, 0, 0) and point[1] // somewhere on the positive Y axis, the solid object is in the direction of the positive x axis. // // p[1]xxxxxxxxxxxxxxxxxxxxxxxx // xx xx // xx <object over here> xx // xx xx // p[0]xxxxxxxxxxxxxxxxxxxxxxxx // List<PolyLine> newPolyLines = new List<PolyLine>(); for (int i = 0; i < linePile.Count(); i++) { int points = linePile[i].points.Count(); Vector3 v1 = linePile[i].points[0]; Vector3 v2 = linePile[i].points[1]; //DrawCone1(v1, v2); List<Vector3> points_on_line = new List<Vector3>(); foreach (Vector3 v in all_points) { if ((v1 - v).Length >= epsilon && (v2 - v).Length >= epsilon && DistanceToCylinder(v1, v2, v) < epsilon) { points_on_line.Add(v); } } points_on_line.Insert(0, v1); points_on_line.Add(v2); // Order from v1 to v2 var sorted = points_on_line.OrderBy(order_vec => (order_vec - v1).Length); PolyLine newPolyLine = new PolyLine(); foreach (Vector3 v in sorted) { if (newPolyLine.points.Count() == 0 || (newPolyLine.points[newPolyLine.points.Count() - 1] - v).Length > epsilon) { newPolyLine.points.Add(v); } } if (newPolyLine.points.Count() >= 2) { newPolyLines.Add(newPolyLine); } if (newPolyLine.points.Count() >= 3) { // Shouldn't get here! } } List<LinePointIndices> lpis = new List<LinePointIndices>(); List<Vector3> vertices = new List<Vector3>(); List<List<int>> v_lookup = new List<List<int>>(); foreach (PolyLine l in newPolyLines) { int lastIndex = -1; foreach (Vector3 pointVec in l.points) { int currentIndex = -1; for (int i = 0; i < vertices.Count(); i++) { float length = (vertices[i] - pointVec).Length; if (length < epsilon) { currentIndex = i; continue; } } if (currentIndex == -1) { vertices.Add(pointVec); v_lookup.Add(new List<int>()); currentIndex = vertices.Count() - 1; } if (lastIndex != -1 && lastIndex != currentIndex) { LinePointIndices line = new LinePointIndices(); bool already_matched = false; foreach (int line_index in v_lookup[lastIndex]) { LinePointIndices l2 = lpis[line_index]; if (l2.indices[1] == currentIndex) { already_matched = true; } } if (!already_matched) { line.indices.Add(lastIndex); line.indices.Add(currentIndex); lpis.Add(line); v_lookup[lastIndex].Add(lpis.Count() - 1); v_lookup[currentIndex].Add(lpis.Count() - 1); } } lastIndex = currentIndex; } } //List<Vector3> scaled = new List<Vector3>(); List<int> vector_indices_to_see = new List<int>(); foreach (Vector3 v in vertices) { //scaled.Add(v / 125); vector_indices_to_see.Add(vector_indices_to_see.Count()); } List<LinePointIndices> slices = new List<LinePointIndices>(); GL.PushMatrix(); GL.PointSize(10); List<int> seenVertices = new List<int>(); while(vector_indices_to_see.Count() > 0) { List<int> line_indices = v_lookup [vector_indices_to_see[0]]; vector_indices_to_see.RemoveAt(0); if (line_indices.Count() == 0) { continue; } LinePointIndices line = lpis[line_indices[0]]; // Only need to look at one line with this vertex LinePointIndices start_line = new LinePointIndices(); start_line.indices.Add(line.indices[0]); start_line.indices.Add(line.indices[1]); GL.Color3(Color.Green); DrawCone1(vertices[start_line.indices[0]], vertices[start_line.indices[1]]); LinePointIndices loop = FindLoop(seenVertices, p.normal, vertices, v_lookup, lpis, start_line); if (loop != null) { slices.Add(loop); GL.Color3(Color.LightBlue); GL.Begin(BeginMode.LineLoop); Vector3 add = new Vector3(0, 0, 0); foreach (int i in loop.indices) { vector_indices_to_see.RemoveAll(value => value == i); GL.Vertex3(vertices[i] + add); seenVertices.Add(i); //add += new Vector3(0, 0, 25); } GL.End(); //GL.Translate(new Vector3(0, 0, +100)); } //break; } GL.PointSize(1); GL.PopMatrix(); Vector3 normal = new Vector3(0, 0, 1); float toolRadius = 100; GL.LineWidth(1); List<IntPoint> boundingBox = new List<IntPoint>(); boundingBox.Add(new IntPoint(-1000, -1000)); boundingBox.Add(new IntPoint(3000, -1000)); boundingBox.Add(new IntPoint(3000, 3000)); boundingBox.Add(new IntPoint(-1000, 3000)); List<LineLoop> loops = new List<LineLoop>(); foreach (LinePointIndices l in slices) { LineStrip line = new LineStrip(); for (int i = 0; i < l.indices.Count (); i++) { line.Append(vertices[l.indices[i]]); } line.Append(vertices[l.indices[0]]); loops.Add(new LineLoop (line)); } if (loops.Count() > 0) { Vector3 up = new Vector3(0, 0, 1); if (Math.Abs (normal.Z) > 0.8) { up = new Vector3(1, 0, 0); } float distance = Vector3.Dot(loops[0].GetVertex(0), normal); Matrix4 transform = Matrix4.LookAt(normal * distance, normal * (distance - 1), up); Matrix4 inverseTransform = Matrix4.Invert(transform); Clipper c = new Clipper(); c.Clear(); try { // These loops go clockwise foreach (LineLoop loop in loops) { List<IntPoint> polygon = new List<IntPoint>(); foreach (Vector3 vertex in loop.Vertices) { Vector3 result = Vector3.Transform(vertex, transform); polygon.Add(new IntPoint((long)result.X, (long)result.Y)); } polygon.RemoveAt(0); c.AddPolygon(polygon, PolyType.ptClip); GL.PushMatrix(); GL.Translate(new Vector3(0, 0, 100)); //loop.Draw(); GL.PopMatrix(); } List<List<IntPoint>> union = new List<List<IntPoint>>(); bool r = c.Execute(ClipType.ctUnion, union, PolyFillType.pftNonZero, PolyFillType.pftNonZero); List<List<IntPoint>> with_offset = Clipper.OffsetPolygons(union, toolRadius, JoinType.jtSquare); List<List<IntPoint>> whatsLeft = Clipper.OffsetPolygons(with_offset, -toolRadius, JoinType.jtRound); List<LineStrip> strips = new List<LineStrip>(); foreach (List<IntPoint> polygon in with_offset) { LineStrip strip = new LineStrip(); foreach (IntPoint point in polygon) { strip.Append(Vector3.Transform(new Vector3(point.X, point.Y, 0.0f), inverseTransform)); } strip.Append(Vector3.Transform(new Vector3(polygon[0].X, polygon[0].Y, 0.0f), inverseTransform)); strips.Add(strip); //new LineLoop(strip).Draw(); } List<List<IntPoint>> removeArea = new List<List<IntPoint>>(); c.Clear(); c.AddPolygons(with_offset, PolyType.ptClip); c.AddPolygon(boundingBox, PolyType.ptSubject); List<List<IntPoint>> resultingPolygon = new List<List<IntPoint>>(); c.Execute(ClipType.ctDifference, removeArea, PolyFillType.pftNonZero, PolyFillType.pftNonZero); removeArea = Clipper.CleanPolygons(removeArea, toolRadius / 100); c.Clear(); c.AddPolygons(removeArea, PolyType.ptClip); PolyTree test = new PolyTree(); c.Execute(ClipType.ctUnion, test, PolyFillType.pftNonZero, PolyFillType.pftNonZero); //PolyNode pn = test.GetFirst(); //while (pn != null) //{ // if (pn.IsHole) // { // LineLoop l = new LineLoop(pn.Contour, inverseTransform); // l.Draw(); // } // pn = pn.GetNext(); //} List<Polygons> polys = FlattenPolyTree(test); //GL.PushMatrix(); foreach (Polygons polygons in polys) { //GL.Translate(new Vector3 (0, 0, 100)); //foreach (Polygon polygon in polygons) //{ // LineLoop l = new LineLoop(polygon, inverseTransform); // l.Draw(); //} List<Polygons> paths = ReducePolygon(polygons, toolRadius, inverseTransform); //IOrderedEnumerable<List<IntPoint>> ordered = paths.OrderBy(poly => Clipper.Area(poly)); GL.PushMatrix(); List<Polygons> paths2 = new List<Polygons>(); List<Polygons> paths3 = new List<Polygons>(); foreach (Polygons polygons2 in paths) { var newPolys = new Polygons(); foreach (Polygon poly in polygons2) { if (Clipper.Area(poly) > 0) { newPolys.Add(poly); } } paths2.Add(newPolys); //GL.Translate(new Vector3(0, 0, 100)); var newInnerPolys = new Polygons(); foreach (Polygon poly in polygons2) { if (paths3.Count() == 0) { //newInnerPoly } if (Clipper.Area(poly) < 0) { LineLoop l = new LineLoop(poly, inverseTransform); l.Draw(); } } } foreach (Polygons polygons2 in paths2) { GL.Translate(new Vector3(0, 0, 100)); foreach (Polygon poly in polygons2) { LineLoop l = new LineLoop(poly, inverseTransform); l.Draw(); } } GL.PopMatrix(); } //GL.PopMatrix(); double boundingBoxArea = Clipper.Area(boundingBox); // Outer Polygon // Inner Polygons //ReducePolygon(boundingBox, with_offset, toolRadius, inverseTransform); //strips = new List<LineStrip>(); //double area = 1; //int loopTimes = 0; //List<List<IntPoint>> cutPolygons = new List<List<IntPoint>>(); //List<Vector3> parentPoints = new List<Vector3>(); //GL.PushMatrix(); //while (removeArea.Count() > 0) //{ // List<Vector3> points = new List<Vector3>(); // foreach (List<IntPoint> polygon in removeArea) // { // double area = Clipper.Area(polygon); // // if (area > 0) // Bigger to Smaller // { // } // IntPoint[] newP = new IntPoint[polygon.Count()]; // polygon.CopyTo(newP); // cutPolygons.Add(new List<IntPoint>(newP)); // // // LineLoop l = new LineLoop(polygon, inverseTransform); // //l.Draw(); // points.AddRange(l.Vertices); // // //ReducePolygon(null, polygon, toolRadius, inverseTransform); // //area += Clipper.Area(polygon); // //LineStrip strip = new LineStrip(); // //foreach (IntPoint point in polygon) // //{ // // strip.Append(Vector3.Transform(new Vector3(point.X, point.Y, 0.0f), inverseTransform)); // //} // //strip.Append(Vector3.Transform(new Vector3(polygon[0].X, polygon[0].Y, 0.0f), inverseTransform)); // // //strips.Add(strip); // //new LineLoop(strip).Draw(); // } // // //GL.Color3(Color.Black); // //GL.Begin(BeginMode.Lines); // //foreach (Vector3 v in points) // //{ // // foreach (Vector3 v2 in parentPoints) // // { // // if ((v - v2).Length < toolRadius * 2) // // { // // GL.Vertex3(v); // // GL.Vertex3(v2); // // } // // } // //} // //GL.End(); // // parentPoints = points; // removeArea = Clipper.OffsetPolygons(removeArea, -toolRadius, JoinType.jtRound); // removeArea = Clipper.CleanPolygons(removeArea, toolRadius / 100); //} //GL.PopMatrix(); //IOrderedEnumerable<List<IntPoint>> ordered = cutPolygons.OrderBy(poly => Clipper.Area(poly)); // //GL.PushMatrix(); //foreach (List<IntPoint> poly in ordered) //{ // GL.Translate(new Vector3(0, 0, 100)); // LineLoop l = new LineLoop(poly, inverseTransform); // l.Draw(); //} //GL.PopMatrix(); ////strips = new List<LineStrip>(); //GL.Color3(Color.Red); //GL.LineWidth(2); //foreach (List<IntPoint> polygon in whatsLeft) //{ // LineStrip strip = new LineStrip(); // foreach (IntPoint point in polygon) // { // strip.Append(Vector3.Transform(new Vector3(point.X, point.Y, 0.0f), inverseTransform)); // } // strip.Append(Vector3.Transform(new Vector3(polygon[0].X, polygon[0].Y, 0.0f), inverseTransform)); // // strips.Add(strip); // new LineLoop(strip).Draw(); //} //GL.LineWidth(1); } catch (Exception e) { } } }
private LinePointIndices FindLoop(List<int> seenVertices, Vector3 normal, List<Vector3> vertices, List<List<int>> v_lookup, List<LinePointIndices> lpis, LinePointIndices start_line) { List<LinePointIndices> return_list = new List<LinePointIndices>(); if (seenVertices.Contains(start_line.indices[0]) || seenVertices.Contains(start_line.indices[1])) { return null; } while (start_line.indices.Count <= 100) { var point_count = start_line.indices.Count(); var headIndex = start_line.indices[point_count - 1]; var lastIndex = start_line.indices[point_count - 2]; var headPoint = vertices[headIndex]; var lastPoint = vertices[lastIndex]; var direction = headPoint - lastPoint; direction.Normalize(); // Find all the other segments starting at the head point List<int> line_indexes = v_lookup[headIndex]; // To start at the head point, the first element must match the head index line_indexes.RemoveAll(i => lpis[i].indices[0] != headIndex); float largestAngle = 0; int bestIndex = -1; // Always choose the leftmost vertex - maximize the loop size! // Find the leftmost vertex below, if there are any vertices. foreach (int index in line_indexes) { LinePointIndices l = lpis[index]; Vector3 newPoint = vertices[l.indices[1]]; Vector3 newDirection = newPoint - headPoint; newDirection.Normalize(); float angle = Angle(direction, -newDirection, normal); if (largestAngle < angle || bestIndex == -1) { bestIndex = l.indices[1]; largestAngle = angle; } } if (bestIndex == -1) { // Bad - line terminated, can't make a loop Console.WriteLine("Not a looped line!"); return null; } if (seenVertices.Contains(bestIndex)) { return null; } // Add the new point to the line - but first check this causes a loop! var firstIndex = start_line.indices.IndexOf(headIndex); if (firstIndex != point_count - 1) { // Got a loop! See if the point after head is the best index if (start_line.indices[firstIndex + 1] == bestIndex) { // Keeper! Remove the starting interior vertices, inclusive of the // matched index to head (don't need two of the same point floating around). start_line.indices.RemoveRange(0, firstIndex + 1); return start_line; } } start_line.indices.Add(bestIndex); } throw new Exception("Too Many Vertices!"); }