// This function does local remeshing around a boundary loop within a fixed # of // rings, to try to 'massage' it into a cleaner shape/topology // [TODO] use geodesic distance instead of fixed # of rings? public static void cleanup_boundary(DMesh3 mesh, EdgeLoop loop, double target_edge_len, int nRings = 3) { Debug.Assert(loop.IsBoundaryLoop()); MeshFaceSelection roi = new MeshFaceSelection(mesh); roi.SelectVertexOneRings(loop.Vertices); for (int i = 0; i < nRings; ++i) { roi.ExpandToOneRingNeighbours(); } roi.LocalOptimize(true, true); RegionRemesher r = new RegionRemesher(mesh, roi.ToArray()); r.Precompute(); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = target_edge_len; r.MaxEdgeLength = 2 * target_edge_len; r.EnableSmoothing = true; r.SmoothSpeedT = 0.1f; for (int k = 0; k < nRings * 3; ++k) { r.BasicRemeshPass(); } Debug.Assert(mesh.CheckValidity()); r.BackPropropagate(); }
// This function does local remeshing around a boundary loop within a fixed # of // rings, to try to 'massage' it into a cleaner shape/topology. // The result_edges list is the mapped edges of loop on the resulting mesh, but it is *not* in-order // [TODO] use geodesic distance instead of fixed # of rings? public static void cleanup_boundary(DMesh3 mesh, EdgeLoop loop, double target_edge_len, out List <int> result_edges, int nRings = 3) { Debug.Assert(loop.IsBoundaryLoop()); var roi = new MeshFaceSelection(mesh); roi.SelectVertexOneRings(loop.Vertices); for (int i = 0; i < nRings; ++i) { roi.ExpandToOneRingNeighbours(); } roi.LocalOptimize(true, true); var r = new RegionRemesher(mesh, roi.ToArray()); // tag the input loop edges in the remesher, so that we can find this loop afterwards int[] init_loop_edges = new int[loop.EdgeCount]; Array.Copy(loop.Edges, init_loop_edges, loop.EdgeCount); r.Region.MapEdgesToSubmesh(init_loop_edges); MeshConstraintUtil.AddTrackedEdges(r.Constraints, init_loop_edges, 100); //foreach (int eid in init_loop_edges) // Debug.Assert(r.Region.SubMesh.IsBoundaryEdge(eid)); r.Precompute(); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = target_edge_len; r.MaxEdgeLength = 2 * target_edge_len; r.EnableSmoothing = true; r.SmoothSpeedT = 0.1f; for (int k = 0; k < nRings * 3; ++k) { r.BasicRemeshPass(); } Debug.Assert(mesh.CheckValidity()); // extract the edges we tagged (they are unordered) List <int> new_loop_edges = r.Constraints.FindConstrainedEdgesBySetID(100); //foreach (int eid in new_loop_edges) // Debug.Assert(r.Region.SubMesh.IsBoundaryEdge(eid)); r.BackPropropagate(); // map the extracted edges back to the backpropped input mesh result_edges = MeshIndexUtil.MapEdgesViaVertexMap(r.ReinsertSubToBaseMapV, r.Region.SubMesh, r.BaseMesh, new_loop_edges); //foreach (int eid in result_edges) // Debug.Assert(mesh.IsBoundaryEdge(eid)); }
public void Close_Flat() { double minlen, maxlen, avglen; MeshQueries.EdgeLengthStats(Mesh, out minlen, out maxlen, out avglen, 1000); double target_edge_len = (TargetEdgeLen <= 0) ? avglen : TargetEdgeLen; // massage around boundary loop List <int> refinedBorderEdges; cleanup_boundary(Mesh, InitialBorderLoop, avglen, out refinedBorderEdges, 3); // find new border loop. try to find new loop containing edges from loop we refined in cleanup_boundary, // if that fails just use largest loop. MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh); int iloop = loops.FindLoopContainingEdge(refinedBorderEdges[0]); if (iloop == -1) { iloop = loops.MaxVerticesLoopIndex; } EdgeLoop fill_loop = loops.Loops[iloop]; int extrude_group = (ExtrudeGroup == -1) ? Mesh.AllocateTriangleGroup() : ExtrudeGroup; int fill_group = (FillGroup == -1) ? Mesh.AllocateTriangleGroup() : FillGroup; // decide on projection plane //AxisAlignedBox3d loopbox = fill_loop.GetBounds(); //Vector3d topPt = loopbox.Center; //if ( bIsUpper ) { // topPt.y = loopbox.Max.y + 0.25 * dims.y; //} else { // topPt.y = loopbox.Min.y - 0.25 * dims.y; //} //Frame3f plane = new Frame3f((Vector3f)topPt); // extrude loop to this plane MeshExtrudeLoop extrude = new MeshExtrudeLoop(Mesh, fill_loop); extrude.PositionF = (v, n, i) => { return(FlatClosePlane.ProjectToPlane((Vector3f)v, 1)); }; extrude.Extrude(extrude_group); MeshValidation.IsBoundaryLoop(Mesh, extrude.NewLoop); Debug.Assert(Mesh.CheckValidity()); // smooth the extrude loop MeshLoopSmooth loop_smooth = new MeshLoopSmooth(Mesh, extrude.NewLoop); loop_smooth.ProjectF = (v, i) => { return(FlatClosePlane.ProjectToPlane((Vector3f)v, 1)); }; loop_smooth.Alpha = 0.5f; loop_smooth.Rounds = 100; loop_smooth.Smooth(); Debug.Assert(Mesh.CheckValidity()); // fill result SimpleHoleFiller filler = new SimpleHoleFiller(Mesh, extrude.NewLoop); filler.Fill(fill_group); Debug.Assert(Mesh.CheckValidity()); // make selection for remesh region MeshFaceSelection remesh_roi = new MeshFaceSelection(Mesh); remesh_roi.Select(extrude.NewTriangles); remesh_roi.Select(filler.NewTriangles); remesh_roi.ExpandToOneRingNeighbours(); remesh_roi.ExpandToOneRingNeighbours(); remesh_roi.LocalOptimize(true, true); int[] new_roi = remesh_roi.ToArray(); // get rid of extrude group FaceGroupUtil.SetGroupToGroup(Mesh, extrude_group, 0); /* clean up via remesh * - constrain loop we filled to itself */ RegionRemesher r = new RegionRemesher(Mesh, new_roi); DCurve3 top_curve = MeshUtil.ExtractLoopV(Mesh, extrude.NewLoop.Vertices); DCurveProjectionTarget curve_target = new DCurveProjectionTarget(top_curve); int[] top_loop = (int[])extrude.NewLoop.Vertices.Clone(); r.Region.MapVerticesToSubmesh(top_loop); MeshConstraintUtil.ConstrainVtxLoopTo(r.Constraints, r.Mesh, top_loop, curve_target); DMeshAABBTree3 spatial = new DMeshAABBTree3(Mesh); spatial.Build(); MeshProjectionTarget target = new MeshProjectionTarget(Mesh, spatial); r.SetProjectionTarget(target); bool bRemesh = true; if (bRemesh) { r.Precompute(); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = target_edge_len; r.MaxEdgeLength = 2 * target_edge_len; r.EnableSmoothing = true; r.SmoothSpeedT = 1.0f; for (int k = 0; k < 40; ++k) { r.BasicRemeshPass(); } r.SetProjectionTarget(null); r.SmoothSpeedT = 0.25f; for (int k = 0; k < 10; ++k) { r.BasicRemeshPass(); } Debug.Assert(Mesh.CheckValidity()); r.BackPropropagate(); } // smooth around the join region to clean up ugliness smooth_region(Mesh, r.Region.BaseBorderV, 3); }