public virtual bool Fill(int group_id = -1) { if (Loop.Vertices.Length < 3) { return(false); } // this just needs one triangle if (Loop.Vertices.Length == 3) { Index3i tri = new Index3i(Loop.Vertices[0], Loop.Vertices[2], Loop.Vertices[1]); int new_tid = Mesh.AppendTriangle(tri, group_id); if (new_tid == NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID) { return(false); } NewTriangles = new int[1] { new_tid }; NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID; return(true); } // [TODO] 4-case? could check nbr normals to figure out best internal edge... // compute centroid Vector3D c = Vector3D.Zero; for (int i = 0; i < Loop.Vertices.Length; ++i) { c += Mesh.GetVertex(Loop.Vertices[i]); } c *= 1.0 / Loop.Vertices.Length; // add centroid vtx NewVertex = Mesh.AppendVertex(c); // stitch triangles MeshEditor editor = new MeshEditor(Mesh); try { NewTriangles = editor.AddTriangleFan_OrderedVertexLoop(NewVertex, Loop.Vertices, group_id); } catch { NewTriangles = null; } // if fill failed, back out vertex-add if (NewTriangles == null) { Mesh.RemoveVertex(NewVertex); NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID; } return(true); }
/// <summary> /// Cut a "partial" hole, ie we cut the mesh with the polygon once, and then /// extrude downwards to a planar version of the cut boundary. /// /// Currently only supports extruding downwards from topmost intersection. /// /// </summary> protected bool CutPartialHole(DMesh3 mesh, HoleInfo hi, Vector3d translate, bool bUpwards) { if (hi.IsVertical == false) { throw new Exception("unsupported!"); } Vector3d basePoint = CombinedBounds.Center - CombinedBounds.Extents.y * Vector3d.AxisY + translate; // do we need to compute spatial DS for each hole? not super efficient... DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh, true); Vector3d direction = (bUpwards) ? Vector3d.AxisY : -Vector3d.AxisY; Vector3d center = basePoint + new Vector3d(hi.XZOffset.x, 0, hi.XZOffset.y) - 10000 * direction; Ray3d ray = new Ray3d(center, direction); int hit_tid = spatial.FindNearestHitTriangle(ray); if (hit_tid == DMesh3.InvalidID) { return(false); } IntrRay3Triangle3 intersection = MeshQueries.TriangleIntersection(mesh, hit_tid, ray); Vector3d inter_pos = ray.PointAt(intersection.RayParameter); Frame3f projectFrame = new Frame3f(ray.Origin, ray.Direction); int nVerts = 32; if (hi.Vertices != 0) { nVerts = hi.Vertices; } double angleShiftRad = hi.AxisAngleD * MathUtil.Deg2Rad; Polygon2d circle = Polygon2d.MakeCircle(hi.Radius, nVerts, angleShiftRad); try { EdgeLoop loop = null; MeshInsertProjectedPolygon insert = new MeshInsertProjectedPolygon(mesh, circle, projectFrame, hit_tid) { SimplifyInsertion = false }; if (insert.Insert()) { loop = insert.InsertedLoop; // [RMS] do we need to simplify for this one? //if (loop.VertexCount > circle.VertexCount) // loop = simplify_loop(mesh, loop, circle.VertexCount); MeshEditor editor = new MeshEditor(mesh); Vector3d base_pos = inter_pos; base_pos.y = basePoint.y + hi.PartialHoleBaseHeight; int N = loop.VertexCount; int[] newLoop = new int[N]; for (int k = 0; k < N; ++k) { newLoop[k] = mesh.AppendVertex(mesh, loop.Vertices[k]); Vector3d cur_v = mesh.GetVertex(newLoop[k]); cur_v.y = base_pos.y; mesh.SetVertex(newLoop[k], cur_v); } int base_vid = mesh.AppendVertex(base_pos); int[] fan_tris = editor.AddTriangleFan_OrderedVertexLoop(base_vid, newLoop); FaceGroupUtil.SetGroupID(mesh, fan_tris, hi.PartialHoleGroupID); int[] stitch_tris = editor.StitchLoop(loop.Vertices, newLoop); // need to remesh fan region because otherwise we get pathological cases RegionRemesher remesh = new RegionRemesher(mesh, fan_tris); remesh.SetTargetEdgeLength(2.0); remesh.SmoothSpeedT = 1.0; remesh.PreventNormalFlips = true; for (int k = 0; k < 25; ++k) { remesh.BasicRemeshPass(); } //remesh.EnableCollapses = remesh.EnableFlips = remesh.EnableSplits = false; //for (int k = 0; k < 20; ++k) // remesh.BasicRemeshPass(); remesh.BackPropropagate(); return(true); } else { return(false); } } catch (Exception e) { f3.DebugUtil.Log("partial hole {0} failed!! {1}", hi.nHole, e.Message); return(false); } }