// smooths embedded loop in mesh, by first smoothing edge loop and then // smoothing vertex neighbourhood // [TODO] geodesic nbrhoold instead of # of rings // [TODO] reprojection? public static void smooth_loop(DMesh3 mesh, EdgeLoop loop, int nRings) { MeshFaceSelection roi_t = new MeshFaceSelection(mesh); roi_t.SelectVertexOneRings(loop.Vertices); for (int i = 0; i < nRings; ++i) { roi_t.ExpandToOneRingNeighbours(); } roi_t.LocalOptimize(true, true); MeshVertexSelection roi_v = new MeshVertexSelection(mesh); roi_v.SelectTriangleVertices(roi_t.ToArray()); roi_v.Deselect(loop.Vertices); MeshLoopSmooth loop_smooth = new MeshLoopSmooth(mesh, loop); loop_smooth.Rounds = 1; MeshIterativeSmooth mesh_smooth = new MeshIterativeSmooth(mesh, roi_v.ToArray(), true); mesh_smooth.Rounds = 1; for (int i = 0; i < 10; ++i) { loop_smooth.Smooth(); mesh_smooth.Smooth(); } }
// 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)); }
// local mesh smooth applied to all vertices in N-rings around input list public static void smooth_region(DMesh3 mesh, IEnumerable <int> vertices, int nRings) { MeshFaceSelection roi_t = new MeshFaceSelection(mesh); roi_t.SelectVertexOneRings(vertices); for (int i = 0; i < nRings; ++i) { roi_t.ExpandToOneRingNeighbours(); } roi_t.LocalOptimize(true, true); MeshVertexSelection roi_v = new MeshVertexSelection(mesh); roi_v.SelectTriangleVertices(roi_t.ToArray()); MeshIterativeSmooth mesh_smooth = new MeshIterativeSmooth(mesh, roi_v.ToArray(), true); mesh_smooth.Alpha = 0.2f; mesh_smooth.Rounds = 10; mesh_smooth.Smooth(); }
public virtual bool Trim() { if (Spatial == null) { Spatial = new DMeshAABBTree3(new DMesh3(Mesh, false, MeshComponents.None)); Spatial.Build(); } if (seed_tri == -1) { seed_tri = Spatial.FindNearestTriangle(seed_pt); } var loop = new MeshFacesFromLoop(Mesh, TrimLine, Spatial, seed_tri); MeshFaceSelection selection = loop.ToSelection(); selection.LocalOptimize(true, true); var editor = new MeshEditor(Mesh); editor.RemoveTriangles(selection, true); var components = new MeshConnectedComponents(Mesh); components.FindConnectedT(); if (components.Count > 1) { int keep = components.LargestByCount; for (int i = 0; i < components.Count; ++i) { if (i != keep) { editor.RemoveTriangles(components[i].Indices, true); } } } editor.RemoveAllBowtieVertices(true); var loops = new MeshBoundaryLoops(Mesh); bool loopsOK = false; try { loopsOK = loops.Compute(); } catch (Exception) { return(false); } if (!loopsOK) { return(false); } // [TODO] to support trimming mesh w/ existing holes, we need to figure out which // loop we created in RemoveTriangles above! if (loops.Count > 1) { return(false); } int[] loopVerts = loops[0].Vertices; var borderTris = new MeshFaceSelection(Mesh); borderTris.SelectVertexOneRings(loopVerts); borderTris.ExpandToOneRingNeighbours(RemeshBorderRings); var remesh = new RegionRemesher(Mesh, borderTris.ToArray()); remesh.Region.MapVerticesToSubmesh(loopVerts); double target_len = TargetEdgeLength; if (target_len <= 0) { double mine, maxe, avge; MeshQueries.EdgeLengthStatsFromEdges(Mesh, loops[0].Edges, out mine, out maxe, out avge); target_len = avge; } var meshTarget = new MeshProjectionTarget(Spatial.Mesh, Spatial); remesh.SetProjectionTarget(meshTarget); remesh.SetTargetEdgeLength(target_len); remesh.SmoothSpeedT = SmoothingAlpha; var curveTarget = new DCurveProjectionTarget(TrimLine); var multiTarget = new SequentialProjectionTarget(curveTarget, meshTarget); int set_id = 3; MeshConstraintUtil.ConstrainVtxLoopTo(remesh, loopVerts, multiTarget, set_id); for (int i = 0; i < RemeshRounds; ++i) { remesh.BasicRemeshPass(); } remesh.BackPropropagate(); // [TODO] output loop somehow...use MeshConstraints.FindConstrainedEdgesBySetID(set_id)... return(true); } // Trim()