예제 #1
0
        public virtual bool Fill(int group_id = -1)
        {
            if (Loop.Vertices.Length < 3)
            {
                return(false);
            }

            // this just needs one triangle
            if (Loop.Vertices.Length == 3)
            {
                Index3i tri     = new Index3i(Loop.Vertices[0], Loop.Vertices[2], Loop.Vertices[1]);
                int     new_tid = Mesh.AppendTriangle(tri, group_id);
                if (new_tid == NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID)
                {
                    return(false);
                }
                NewTriangles = new int[1] {
                    new_tid
                };
                NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID;
                return(true);
            }

            // [TODO] 4-case? could check nbr normals to figure out best internal edge...


            // compute centroid
            Vector3D c = Vector3D.Zero;

            for (int i = 0; i < Loop.Vertices.Length; ++i)
            {
                c += Mesh.GetVertex(Loop.Vertices[i]);
            }
            c *= 1.0 / Loop.Vertices.Length;

            // add centroid vtx
            NewVertex = Mesh.AppendVertex(c);

            // stitch triangles
            MeshEditor editor = new MeshEditor(Mesh);

            try {
                NewTriangles = editor.AddTriangleFan_OrderedVertexLoop(NewVertex, Loop.Vertices, group_id);
            } catch {
                NewTriangles = null;
            }

            // if fill failed, back out vertex-add
            if (NewTriangles == null)
            {
                Mesh.RemoveVertex(NewVertex);
                NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID;
            }

            return(true);
        }
예제 #2
0
        /// <summary>
        /// Cut a "partial" hole, ie we cut the mesh with the polygon once, and then
        /// extrude downwards to a planar version of the cut boundary.
        ///
        /// Currently only supports extruding downwards from topmost intersection.
        ///
        /// </summary>
        protected bool CutPartialHole(DMesh3 mesh, HoleInfo hi, Vector3d translate, bool bUpwards)
        {
            if (hi.IsVertical == false)
            {
                throw new Exception("unsupported!");
            }

            Vector3d basePoint = CombinedBounds.Center - CombinedBounds.Extents.y * Vector3d.AxisY + translate;

            // do we need to compute spatial DS for each hole? not super efficient...
            DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh, true);

            Vector3d direction = (bUpwards) ? Vector3d.AxisY : -Vector3d.AxisY;
            Vector3d center    = basePoint + new Vector3d(hi.XZOffset.x, 0, hi.XZOffset.y) - 10000 * direction;


            Ray3d ray     = new Ray3d(center, direction);
            int   hit_tid = spatial.FindNearestHitTriangle(ray);

            if (hit_tid == DMesh3.InvalidID)
            {
                return(false);
            }

            IntrRay3Triangle3 intersection = MeshQueries.TriangleIntersection(mesh, hit_tid, ray);
            Vector3d          inter_pos    = ray.PointAt(intersection.RayParameter);

            Frame3f projectFrame = new Frame3f(ray.Origin, ray.Direction);

            int nVerts = 32;

            if (hi.Vertices != 0)
            {
                nVerts = hi.Vertices;
            }
            double    angleShiftRad = hi.AxisAngleD * MathUtil.Deg2Rad;
            Polygon2d circle        = Polygon2d.MakeCircle(hi.Radius, nVerts, angleShiftRad);

            try {
                EdgeLoop loop = null;

                MeshInsertProjectedPolygon insert = new MeshInsertProjectedPolygon(mesh, circle, projectFrame, hit_tid)
                {
                    SimplifyInsertion = false
                };
                if (insert.Insert())
                {
                    loop = insert.InsertedLoop;

                    // [RMS] do we need to simplify for this one?
                    //if (loop.VertexCount > circle.VertexCount)
                    //    loop = simplify_loop(mesh, loop, circle.VertexCount);

                    MeshEditor editor = new MeshEditor(mesh);

                    Vector3d base_pos = inter_pos;
                    base_pos.y = basePoint.y + hi.PartialHoleBaseHeight;

                    int   N       = loop.VertexCount;
                    int[] newLoop = new int[N];
                    for (int k = 0; k < N; ++k)
                    {
                        newLoop[k] = mesh.AppendVertex(mesh, loop.Vertices[k]);
                        Vector3d cur_v = mesh.GetVertex(newLoop[k]);
                        cur_v.y = base_pos.y;
                        mesh.SetVertex(newLoop[k], cur_v);
                    }
                    int   base_vid = mesh.AppendVertex(base_pos);
                    int[] fan_tris = editor.AddTriangleFan_OrderedVertexLoop(base_vid, newLoop);
                    FaceGroupUtil.SetGroupID(mesh, fan_tris, hi.PartialHoleGroupID);
                    int[] stitch_tris = editor.StitchLoop(loop.Vertices, newLoop);

                    // need to remesh fan region because otherwise we get pathological cases
                    RegionRemesher remesh = new RegionRemesher(mesh, fan_tris);
                    remesh.SetTargetEdgeLength(2.0);
                    remesh.SmoothSpeedT       = 1.0;
                    remesh.PreventNormalFlips = true;
                    for (int k = 0; k < 25; ++k)
                    {
                        remesh.BasicRemeshPass();
                    }
                    //remesh.EnableCollapses = remesh.EnableFlips = remesh.EnableSplits = false;
                    //for (int k = 0; k < 20; ++k)
                    //    remesh.BasicRemeshPass();
                    remesh.BackPropropagate();

                    return(true);
                }
                else
                {
                    return(false);
                }
            } catch (Exception e) {
                f3.DebugUtil.Log("partial hole {0} failed!! {1}", hi.nHole, e.Message);
                return(false);
            }
        }