InteractiveRemesher make_remesher(DMesh3 mesh) { var m = new InteractiveRemesher(mesh); m.PreventNormalFlips = true; double mine, maxe, avge; MeshQueries.EdgeLengthStats(mesh, out mine, out avge, out maxe); m.SetTargetEdgeLength(avge * EdgeLengthMultiplier); m.SmoothSpeedT = SmoothSpeed; if (Reproject) { m.SetProjectionTarget(MeshProjectionTarget.Auto(mesh)); } if (RemeshBoundary) { MeshBoundaryLoops loops = new MeshBoundaryLoops(mesh); int k = 1; foreach (var loop in loops) { MeshConstraintUtil.ConstrainVtxLoopTo(m, loop.Vertices, new DCurveProjectionTarget(loop.ToCurve()), k++); } } else if (PreserveBoundary) { MeshConstraintUtil.FixAllBoundaryEdges(m); } return(m); }
/// <summary> /// add topological edges/vertices as constraints for remeshing /// </summary> public void AddRemeshConstraints(MeshConstraints constraints) { validate_topology(); int set_index = 10; foreach (EdgeSpan span in Spans) { var target = new DCurveProjectionTarget(span.ToCurve()); MeshConstraintUtil.ConstrainVtxSpanTo(constraints, Mesh, span.Vertices, target, set_index++); } foreach (EdgeLoop loop in Loops) { var target = new DCurveProjectionTarget(loop.ToCurve()); MeshConstraintUtil.ConstrainVtxLoopTo(constraints, Mesh, loop.Vertices, target, set_index++); } VertexConstraint corners = VertexConstraint.Pinned; corners.FixedSetID = -1; foreach (int vid in JunctionVertices) { if (constraints.HasVertexConstraint(vid)) { VertexConstraint v = constraints.GetVertexConstraint(vid); v.Target = null; v.Fixed = true; v.FixedSetID = -1; constraints.SetOrUpdateVertexConstraint(vid, v); } else { constraints.SetOrUpdateVertexConstraint(vid, corners); } } }
public static void quick_test_2() { DMesh3 target = TestUtil.LoadTestInputMesh("cylinder_orig.obj"); DMeshAABBTree3 targetSpatial = new DMeshAABBTree3(target, true); DMesh3 mesh = TestUtil.LoadTestInputMesh("cylinder_approx.obj"); DMeshAABBTree3 meshSpatial = new DMeshAABBTree3(mesh, true); double search_dist = 10.0; MeshTopology topo = new MeshTopology(target); topo.Compute(); RemesherPro r = new RemesherPro(mesh); r.SetTargetEdgeLength(2.0); r.SmoothSpeedT = 0.5; r.SetProjectionTarget(MeshProjectionTarget.Auto(target)); MeshConstraints cons = new MeshConstraints(); r.SetExternalConstraints(cons); int set_id = 1; foreach (var loop in topo.Loops) { DCurveProjectionTarget curveTarget = new DCurveProjectionTarget(loop.ToCurve(target)); set_id++; // pick a set of points we will find paths between. We will chain // up those paths and constrain them to target loops. // (this part is the hack!) List <int> target_verts = new List <int>(); List <int> mesh_verts = new List <int>(); for (int k = 0; k < loop.VertexCount; k += 5) { target_verts.Add(loop.Vertices[k]); Vector3d vCurve = target.GetVertex(loop.Vertices[k]); int mesh_vid = meshSpatial.FindNearestVertex(vCurve, search_dist); mesh_verts.Add(mesh_vid); } int NT = target_verts.Count; // find the paths to assemble the edge chain // [TODO] need to filter out junction vertices? or will they just handle themselves // because they can be collapsed away? List <int> vert_seq = new List <int>(); for (int k = 0; k < NT; k++) { EdgeSpan e = find_edge_path(mesh, mesh_verts[k], mesh_verts[(k + 1) % NT]); int n = e.Vertices.Length; for (int i = 0; i < n - 1; ++i) { vert_seq.Add(e.Vertices[i]); } } // now it's easy, just add the loop constraint EdgeLoop full_loop = EdgeLoop.FromVertices(mesh, vert_seq); MeshConstraintUtil.ConstrainVtxLoopTo(cons, mesh, full_loop.Vertices, curveTarget, set_id); } r.FastestRemesh(); TestUtil.WriteTestOutputMesh(mesh, "curves_test_out.obj"); }
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 cleanup_boundary(Mesh, InitialBorderLoop, avglen, 3); // find new border loop // [TODO] this just assumes there is only one!! MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh); EdgeLoop fill_loop = loops.Loops[0]; 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 MeshExtrusion extrude = new MeshExtrusion(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 = mesh.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); }