コード例 #1
0
        //--------------------------------------------------------------
        // Creates CDTriangle.Neighbor references if the triangles are edge neighbors.
        public static void FindNeighbors(CDTriangle triangleA, CDTriangle triangleB)
        {
            // Loop through all edges of A.
              for (int i = 0; i < 3; i++)
              {
            if (triangleA.Neighbors[i] != null)
              continue;

            // Get edge opposite of vertex i.
            Vector3F startEdgeA = triangleA.Vertices[(i + 1) % 3];
            Vector3F endEdgeA = triangleA.Vertices[(i + 2) % 3];

            // Loop through all edges of B.
            for (int j = 0; j < 3; j++)
            {
              if (triangleB.Neighbors[j] != null)
            continue;

              // Get edge opposite of vertex j.
              Vector3F startEdgeB = triangleB.Vertices[(j + 1) % 3];
              Vector3F endEdgeB = triangleB.Vertices[(j + 2) % 3];

              // Check if edges use the same vertices like to DCEL half edges.
              if (Vector3F.AreNumericallyEqual(startEdgeA, endEdgeB)
              && Vector3F.AreNumericallyEqual(endEdgeA, startEdgeB))
              {
            // Store neighbor links.
            triangleA.Neighbors[i] = triangleB;
            triangleB.Neighbors[j] = triangleA;
              }
            }
              }
        }
コード例 #2
0
        //--------------------------------------------------------------
        #region Properties & Events
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        // Creates CDTriangle.Neighbor references if the triangles are edge neighbors.
        public static void FindNeighbors(CDTriangle triangleA, CDTriangle triangleB)
        {
            // Loop through all edges of A.
            for (int i = 0; i < 3; i++)
            {
                if (triangleA.Neighbors[i] != null)
                {
                    continue;
                }

                // Get edge opposite of vertex i.
                Vector3F startEdgeA = triangleA.Vertices[(i + 1) % 3];
                Vector3F endEdgeA   = triangleA.Vertices[(i + 2) % 3];

                // Loop through all edges of B.
                for (int j = 0; j < 3; j++)
                {
                    if (triangleB.Neighbors[j] != null)
                    {
                        continue;
                    }

                    // Get edge opposite of vertex j.
                    Vector3F startEdgeB = triangleB.Vertices[(j + 1) % 3];
                    Vector3F endEdgeB   = triangleB.Vertices[(j + 2) % 3];

                    // Check if edges use the same vertices like to DCEL half edges.
                    if (Vector3F.AreNumericallyEqual(startEdgeA, endEdgeB) &&
                        Vector3F.AreNumericallyEqual(endEdgeA, startEdgeB))
                    {
                        // Store neighbor links.
                        triangleA.Neighbors[i] = triangleB;
                        triangleB.Neighbors[j] = triangleA;
                    }
                }
            }
        }
コード例 #3
0
        private void CreateDualGraph()
        {
            var triangles = new List <CDTriangle>();

            // Convert to TriangleMesh.
            var triangleMesh = _mesh as TriangleMesh;

            if (triangleMesh == null)
            {
                triangleMesh = new TriangleMesh();
                triangleMesh.Add(_mesh, false);
                triangleMesh.WeldVertices();
            }

            // Initialize vertex normals.
            var normals        = new Vector3F[triangleMesh.Vertices.Count]; // Vertex normals.
            var neighborCounts = new int[triangleMesh.Vertices.Count];      // Numbers of triangles that touch each vertex.

            for (int i = 0; i < triangleMesh.Vertices.Count; i++)
            {
                normals[i]        = Vector3F.Zero;
                neighborCounts[i] = 0;
            }

            // Go through all triangles. Add the normal to normals and increase the neighborCounts
            for (int i = 0; i < triangleMesh.NumberOfTriangles; i++)
            {
                Triangle triangle = triangleMesh.GetTriangle(i);
                var      normal   = triangle.Normal;

                for (int j = 0; j < 3; j++)
                {
                    var vertexIndex = triangleMesh.Indices[(i * 3) + j];
                    normals[vertexIndex]        = normals[vertexIndex] + normal;
                    neighborCounts[vertexIndex] = neighborCounts[vertexIndex] + 1;
                }
            }

            // Create triangles.
            for (int i = 0; i < triangleMesh.NumberOfTriangles; i++)
            {
                Triangle triangle   = triangleMesh.GetTriangle(i);
                var      cdTriangle = new CDTriangle
                {
                    Id       = i,
                    Vertices = new[] { triangle.Vertex0, triangle.Vertex1, triangle.Vertex2 },
                    Normal   = triangle.Normal, // TODO: Special care for degenerate triangles needed?
                };

                for (int j = 0; j < 3; j++)
                {
                    var vertexIndex   = triangleMesh.Indices[(i * 3) + j];
                    var normalSum     = normals[vertexIndex];
                    var neighborCount = neighborCounts[vertexIndex];
                    if (neighborCount > 0)
                    {
                        var normal = normalSum / neighborCount;
                        normal.TryNormalize();
                        cdTriangle.VertexNormals[j] = normal;
                    }
                }

                triangles.Add(cdTriangle);
            }

            // Create an island for each triangle.
            _islands = new List <CDIsland>(triangles.Count);
            for (int i = 0; i < triangles.Count; i++)
            {
                var triangle = triangles[i];

                var island = new CDIsland();
                island.Id        = i;
                island.Triangles = new[] { triangle };
                island.Vertices  = triangle.Vertices;

                island.Aabb = new Aabb(triangle.Vertices[0], triangle.Vertices[0]);
                island.Aabb.Grow(triangle.Vertices[1]);
                island.Aabb.Grow(triangle.Vertices[2]);

                triangle.Island = island;

                _islands.Add(island);
            }

            // Find connectivity (= add neighbor links).
            for (int i = 0; i < triangles.Count; i++)
            {
                var a = triangles[i];
                for (int j = i + 1; j < triangles.Count; j++)
                {
                    var b = triangles[j];
                    CDTriangle.FindNeighbors(a, b);
                }
            }

            // Create links.
            _links = new List <CDIslandLink>();
            for (int i = 0; i < _islands.Count; i++)
            {
                var island   = _islands[i];
                var triangle = island.Triangles[0];

                // Go through all neighbors.
                // If there is a neighbor, create a link.
                // To avoid two links per triangle, we create the link only if the id of this triangle
                // is less than the other island id.
                for (int j = 0; j < 3; j++)
                {
                    CDTriangle neighborTriangle = triangle.Neighbors[j];
                    if (neighborTriangle != null && neighborTriangle.Island.Id > i)
                    {
                        var link = new CDIslandLink(island, neighborTriangle.Island, AllowedConcavity, SmallIslandBoost, IntermediateVertexLimit, SampleTriangleVertices, SampleTriangleCenters);
                        _links.Add(link);
                    }
                }
            }

            // Now, we have a lot of islands with 1 triangle each.
        }
コード例 #4
0
        private void CreateDualGraph()
        {
            var triangles = new List<CDTriangle>();

              // Convert to TriangleMesh.
              var triangleMesh = _mesh as TriangleMesh;
              if (triangleMesh == null)
              {
            triangleMesh = new TriangleMesh();
            triangleMesh.Add(_mesh, false);
            triangleMesh.WeldVertices();
              }

              // Initialize vertex normals.
              var normals = new Vector3F[triangleMesh.Vertices.Count];    // Vertex normals.
              var neighborCounts = new int[triangleMesh.Vertices.Count];  // Numbers of triangles that touch each vertex.
              for (int i = 0; i < triangleMesh.Vertices.Count; i++)
              {
            normals[i] = Vector3F.Zero;
            neighborCounts[i] = 0;
              }

              // Go through all triangles. Add the normal to normals and increase the neighborCounts
              for (int i = 0; i < triangleMesh.NumberOfTriangles; i++)
              {
            Triangle triangle = triangleMesh.GetTriangle(i);
            var normal = triangle.Normal;

            for (int j = 0; j < 3; j++)
            {
              var vertexIndex = triangleMesh.Indices[(i * 3) + j];
              normals[vertexIndex] = normals[vertexIndex] + normal;
              neighborCounts[vertexIndex] = neighborCounts[vertexIndex] + 1;
            }
              }

              // Create triangles.
              for (int i = 0; i < triangleMesh.NumberOfTriangles; i++)
              {
            Triangle triangle = triangleMesh.GetTriangle(i);
            var cdTriangle = new CDTriangle
            {
              Id = i,
              Vertices = new[] { triangle.Vertex0, triangle.Vertex1, triangle.Vertex2 },
              Normal = triangle.Normal,   // TODO: Special care for degenerate triangles needed?
            };

            for (int j = 0; j < 3; j++)
            {
              var vertexIndex = triangleMesh.Indices[(i * 3) + j];
              var normalSum = normals[vertexIndex];
              var neighborCount = neighborCounts[vertexIndex];
              if (neighborCount > 0)
              {
            var normal = normalSum / neighborCount;
            normal.TryNormalize();
            cdTriangle.VertexNormals[j] = normal;
              }
            }

            triangles.Add(cdTriangle);
              }

              // Create an island for each triangle.
              _islands = new List<CDIsland>(triangles.Count);
              for (int i = 0; i < triangles.Count; i++)
              {
            var triangle = triangles[i];

            var island = new CDIsland();
            island.Id = i;
            island.Triangles = new[] { triangle };
            island.Vertices = triangle.Vertices;

            island.Aabb = new Aabb(triangle.Vertices[0], triangle.Vertices[0]);
            island.Aabb.Grow(triangle.Vertices[1]);
            island.Aabb.Grow(triangle.Vertices[2]);

            triangle.Island = island;

            _islands.Add(island);
              }

              // Find connectivity (= add neighbor links).
              for (int i = 0; i < triangles.Count; i++)
              {
            var a = triangles[i];
            for (int j = i + 1; j < triangles.Count; j++)
            {
              var b = triangles[j];
              CDTriangle.FindNeighbors(a, b);
            }
              }

              // Create links.
              _links = new List<CDIslandLink>();
              for (int i = 0; i < _islands.Count; i++)
              {
            var island = _islands[i];
            var triangle = island.Triangles[0];

            // Go through all neighbors.
            // If there is a neighbor, create a link.
            // To avoid two links per triangle, we create the link only if the id of this triangle
            // is less than the other island id.
            for (int j = 0; j < 3; j++)
            {
              CDTriangle neighborTriangle = triangle.Neighbors[j];
              if (neighborTriangle != null && neighborTriangle.Island.Id > i)
              {
            var link = new CDIslandLink(island, neighborTriangle.Island, AllowedConcavity, SmallIslandBoost, IntermediateVertexLimit, SampleTriangleVertices, SampleTriangleCenters);
            _links.Add(link);
              }
            }
              }

              // Now, we have a lot of islands with 1 triangle each.
        }