public static DcelMesh FromTriangleMesh(TriangleMesh mesh) { // TODO: To optimize, check tricks of TriangleMeshShape.ComputeNeighbors. if (mesh == null) { throw new ArgumentNullException("mesh"); } if (mesh.Vertices == null || mesh.Indices == null) { throw new ArgumentException("Input mesh has no vertices or vertex indices."); } // Create vertices. int numberOfVertices = mesh.Vertices.Count; var vertices = new List <DcelVertex>(numberOfVertices); foreach (var position in mesh.Vertices) { vertices.Add(new DcelVertex(position, null)); } // Weld similar vertices. for (int i = 0; i < numberOfVertices; i++) { for (int j = i + 1; j < numberOfVertices; j++) { if (Vector3.AreNumericallyEqual(vertices[i].Position, vertices[j].Position)) { vertices[i] = vertices[j]; } } } // Create edges and faces for each triangle. // We need at least 3 edges for each triangle. We might need more edges if we have to // connect unconnected islands of triangles. var edges = new List <DcelEdge>(mesh.NumberOfTriangles * 3 * 2); var faces = new List <DcelFace>(mesh.NumberOfTriangles); for (int i = 0; i < mesh.NumberOfTriangles; i++) { // Get triangle indices. var index0 = mesh.Indices[i * 3 + 0]; var index1 = mesh.Indices[i * 3 + 1]; var index2 = mesh.Indices[i * 3 + 2]; // Get DCEL vertices. var vertex0 = vertices[index0]; var vertex1 = vertices[index1]; var vertex2 = vertices[index2]; // Create 3 edges. var edge0 = new DcelEdge(); var edge1 = new DcelEdge(); var edge2 = new DcelEdge(); // Create 1 face. var face = new DcelFace(); // Fill out face info. face.Boundary = edge0; // Fill out vertex info. vertex0.Edge = edge0; vertex1.Edge = edge1; vertex2.Edge = edge2; // Fill out edge info. // Twin links are created later. edge0.Face = face; edge0.Origin = vertex0; edge0.Next = edge1; edge0.Previous = edge2; edge1.Face = face; edge1.Origin = vertex1; edge1.Next = edge2; edge1.Previous = edge0; edge2.Face = face; edge2.Origin = vertex2; edge2.Next = edge0; edge2.Previous = edge1; // Add to lists. edges.Add(edge0); edges.Add(edge1); edges.Add(edge2); faces.Add(face); } // Connect triangles that share an edge. for (int i = 0; i < faces.Count; i++) { // Get face and its 3 edges. var faceI = faces[i]; var edgeI0 = faceI.Boundary; var edgeI1 = edgeI0.Next; var edgeI2 = edgeI1.Next; Debug.Assert(edgeI2.Next == edgeI0); for (int j = i + 1; j < faces.Count; j++) { // Get face and its 3 edges. var faceJ = faces[j]; var edgeJ0 = faceJ.Boundary; var edgeJ1 = edgeJ0.Next; var edgeJ2 = edgeJ1.Next; Debug.Assert(edgeJ2.Next == edgeJ0); TryLink(edgeI0, edgeJ0); TryLink(edgeI0, edgeJ1); TryLink(edgeI0, edgeJ2); TryLink(edgeI1, edgeJ0); TryLink(edgeI1, edgeJ1); TryLink(edgeI1, edgeJ2); TryLink(edgeI2, edgeJ0); TryLink(edgeI2, edgeJ1); TryLink(edgeI2, edgeJ2); } } // If the mesh is not closed, we have to add twin edges at the boundaries foreach (var edge in edges.ToArray()) { if (edge.Twin == null) { var twin = new DcelEdge(); twin.Origin = edge.Next.Origin; twin.Twin = edge; edge.Twin = twin; edges.Add(twin); } } // Yet, twin.Next/Previous were not set. foreach (var edge in edges) { if (edge.Previous == null) { // The previous edge has not been set. // Search the edges around the origin until we find the previous unconnected edge. var origin = edge.Origin; var originEdge = edge.Twin.Next; // Another edge with the same origin. while (originEdge.Twin.Next != null) { Debug.Assert(originEdge.Origin == origin); originEdge = originEdge.Twin.Next; } var previous = originEdge.Twin; previous.Next = edge; edge.Previous = previous; } } // Check if we have one connected mesh. if (vertices.Count > 0) { const int Tag = 1; TagLinkedComponents(vertices[0], Tag); // Check if all components were reached. if (vertices.Any(v => v.Tag != Tag) || edges.Any(e => e.Tag != Tag) || faces.Any(f => f.Tag != Tag)) { throw new NotSupportedException("The triangle mesh consists of several unconnected components or sub-meshes."); } } var dcelMesh = new DcelMesh { Vertex = vertices.FirstOrDefault() }; dcelMesh.ResetTags(); return(dcelMesh); }
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 Vector3[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] = Vector3.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. }
public static TriangleMesh FromModel(Model model) { // Similar code can be found on http://www.enchantedage.com/node/30 (by Jon Watte). // But this code was developed independently. if (model == null) { throw new ArgumentNullException("model"); } var triangleMesh = new TriangleMesh(); foreach (var modelMesh in model.Meshes) { // Get bone transformation. Matrix transform = GetAbsoluteTransform(modelMesh.ParentBone); foreach (var modelMeshPart in modelMesh.MeshParts) { // Get vertex element info. var vertexDeclaration = modelMeshPart.VertexBuffer.VertexDeclaration; var vertexElements = vertexDeclaration.GetVertexElements(); // Get the vertex positions. var positionElement = vertexElements.First(e => e.VertexElementUsage == VertexElementUsage.Position); if (positionElement.VertexElementFormat != VertexElementFormat.Vector3) { throw new NotSupportedException("For vertex positions only VertexElementFormat.Vector3 is supported."); } var positions = new Vector3[modelMeshPart.NumVertices]; modelMeshPart.VertexBuffer.GetData( modelMeshPart.VertexOffset * vertexDeclaration.VertexStride + positionElement.Offset, positions, 0, modelMeshPart.NumVertices, vertexDeclaration.VertexStride); // Apply bone transformation. for (int i = 0; i < positions.Length; i++) { positions[i] = Vector3.Transform(positions[i], transform); } // Remember the number of vertices already in the mesh. int vertexCount = triangleMesh.Vertices.Count; // Add the vertices of the current modelMeshPart. foreach (Vector3 p in positions) { triangleMesh.Vertices.Add((Vector3)p); } // Get indices. var indexElementSize = (modelMeshPart.IndexBuffer.IndexElementSize == IndexElementSize.SixteenBits) ? 2 : 4; if (indexElementSize == 2) { ushort[] indices = new ushort[modelMeshPart.PrimitiveCount * 3]; modelMeshPart.IndexBuffer.GetData( modelMeshPart.StartIndex * 2, indices, 0, modelMeshPart.PrimitiveCount * 3); // Add indices to triangle mesh. for (int i = 0; i < modelMeshPart.PrimitiveCount; i++) { // The three indices of the next triangle. // We add 'vertexCount' because the triangleMesh already contains other mesh parts. int i0 = indices[i * 3 + 0] + vertexCount; int i1 = indices[i * 3 + 1] + vertexCount; int i2 = indices[i * 3 + 2] + vertexCount; triangleMesh.Indices.Add(i0); triangleMesh.Indices.Add(i2); // DigitalRune Geometry uses other winding order! triangleMesh.Indices.Add(i1); } } else { Debug.Assert(indexElementSize == 4); int[] indices = new int[modelMeshPart.PrimitiveCount * 3]; modelMeshPart.IndexBuffer.GetData( modelMeshPart.StartIndex * 4, indices, 0, modelMeshPart.PrimitiveCount * 3); // Add indices to triangle mesh. for (int i = 0; i < modelMeshPart.PrimitiveCount; i++) { // The three indices of the next triangle. // We add 'vertexCount' because the triangleMesh already contains other mesh parts. int i0 = indices[i * 3 + 0] + vertexCount; int i1 = indices[i * 3 + 1] + vertexCount; int i2 = indices[i * 3 + 2] + vertexCount; triangleMesh.Indices.Add(i0); triangleMesh.Indices.Add(i2); // DigitalRune Geometry uses other winding order! triangleMesh.Indices.Add(i1); } } } } return(triangleMesh); }