예제 #1
0
        public virtual void Update()
        {
            base.begin_update();

            if (MeshSource == null)
            {
                throw new Exception("ExtrudeMeshOp: must set valid MeshSource to compute!");
            }

            IMesh meshIn = MeshSource.GetIMesh();

            //ISpatial spatialIn = MeshSource.GetSpatial();

            ExtrudedMesh = new DMesh3(meshIn, MeshHints.None);

            MeshExtrudeMesh extrude = new MeshExtrudeMesh(ExtrudedMesh);

            extrude.ExtrudedPositionF = (v, n, vid) => {
                return(v + extrude_dist * (Vector3d)n);
            };
            extrude.Extrude();

            ApplyModifiers(ExtrudedMesh);

            base.complete_update();
        }
예제 #2
0
        public virtual void Update()
        {
            base.begin_update();

            if (MeshSource == null)
            {
                throw new Exception("TrimMeshFromCurveOp: must set valid MeshSource to compute!");
            }
            if (CurveSource == null)
            {
                throw new Exception("TrimMeshFromCurveOp: must set valid CurveSource to compute!");
            }

            IMesh meshIn = MeshSource.GetIMesh();
            //ISpatial spatialIn = MeshSource.GetSpatial();

            DCurve3 curve = new DCurve3(CurveSource.GetICurve());

            TrimmedMesh = new DMesh3(meshIn, MeshHints.None);

            AxisAlignedBox3d bounds = TrimmedMesh.CachedBounds;
            Vector3d         seed   = bounds.Center + bounds.Extents.y * Vector3d.AxisY;

            MeshTrimLoop trim = new MeshTrimLoop(TrimmedMesh, curve, seed, null);

            trim.Trim();

            ApplyModifiers(TrimmedMesh);

            base.complete_update();
        }
예제 #3
0
        public virtual void Update()
        {
            base.begin_update();

            if (MeshSource == null)
            {
                throw new Exception("MeshDeformationOp: must set valid MeshSource to compute!");
            }

            IMesh meshIn = MeshSource.GetIMesh();

            DMesh3 mesh = new DMesh3(meshIn, MeshHints.None);

            MeshNormals.QuickCompute(mesh);

            foreach (int vid in mesh.VertexIndices())
            {
                Vector3d v      = mesh.GetVertex(vid);
                Vector3f n      = mesh.GetVertexNormal(vid);
                Vector3d newPos = deformF(v, n, vid);
                mesh.SetVertex(vid, newPos);
            }

            MeshNormals.QuickCompute(mesh);

            DisplacedMesh = mesh;

            base.complete_update();
        }
        public virtual void Update()
        {
            if (MeshSource == null)
            {
                throw new Exception("PlaneBandExpansionOp: must set valid MeshSource to compute!");
            }

            IMesh imesh = MeshSource.GetIMesh();

            if (imesh.HasVertexNormals == false)
            {
                throw new Exception("PlaneBandExpansionOp: input mesh does not have surface normals...");
            }
            if (imesh is DMesh3 == false)
            {
                throw new Exception("RegionOffsetOp: in current implementation, input mesh must be a DMesh3. Ugh.");
            }
            DMesh3 mesh = imesh as DMesh3;

            IList <int> faces = IndexSource.GetIndices();

            // [RMS] this is all f'n ugly!

            MeshVertexSelection selection = new MeshVertexSelection(mesh);

            selection.SelectTriangleVertices(faces);

            // ugly
            List <Vector2d> seeds = new List <Vector2d>();

            foreach (int vid in selection)
            {
                foreach (int nbrvid in mesh.VtxVerticesItr(vid))
                {
                    if (selection.IsSelected(nbrvid) == false)
                    {
                        seeds.Add(new Vector2d(vid, 0));
                        break;
                    }
                }
            }
            Func <int, int, float> distanceF = (a, b) => { return((float)mesh.GetVertex(a).Distance(mesh.GetVertex(b))); };
            Func <int, bool>       nodeF     = (vid) => { return(selection.IsSelected(vid)); };
            DijkstraGraphDistance  dijkstra  = new DijkstraGraphDistance(mesh.MaxVertexID, true, nodeF, distanceF, mesh.VtxVerticesItr, seeds);

            dijkstra.Compute();
            float maxDist = dijkstra.MaxDistance;


            Displacement.Clear();
            Displacement.Resize(mesh.MaxVertexID);


            // todo: can do this in parallel...
            foreach (int vid in selection)
            {
                //Vector3d v = mesh.GetVertex(vid);

                // [TODO]...
                double dist    = maxDist - dijkstra.GetDistance(vid);
                double falloff = MathUtil.WyvillFalloff(dist, maxDist * 0.0, maxDist);

                Vector3d n = mesh.GetVertexNormal(vid);
                n = n - n.Dot(normal) * normal;
                n.Normalize();

                Displacement[vid] = falloff * offset_distance * n;
            }

            // smooth it?

            result_valid = true;
        }
        /// <summary>
        /// compute SDF for the scan object, and then compute offset iso-contours
        /// </summary>
        void compute_offset_meshes()
        {
            int sdf_cells  = 128;
            int mesh_cells = 128;

            double max_offset = inner_offset + thickness;

            if (max_offset > cached_sdf_max_offset)
            {
                DMesh3 meshIn = new DMesh3(MeshSource.GetIMesh(), MeshHints.IsCompact, MeshComponents.None);
                MeshTransforms.FromFrame(meshIn, cachedInputsTransform);

                // [RMS] reduce this mesh? speeds up SDF quite a bit...
                Reducer r = new Reducer(meshIn);
                r.ReduceToTriangleCount(2500);

                double cell_size           = meshIn.CachedBounds.MaxDim / sdf_cells;
                int    exact_cells         = (int)((max_offset) / cell_size) + 1;
                MeshSignedDistanceGrid sdf = new MeshSignedDistanceGrid(meshIn, cell_size)
                {
                    ExactBandWidth = exact_cells
                };
                sdf.Compute();
                cached_sdf            = sdf;
                cached_sdf_max_offset = max_offset;
                cached_sdf_bounds     = meshIn.CachedBounds;

                cached_inner_sdf_offset = 0;
                cached_outer_sdf_offset = 0;
            }

            if (cached_inner_sdf_offset != inner_offset || cached_outer_sdf_offset != max_offset)
            {
                var iso = new DenseGridTrilinearImplicit(cached_sdf.Grid, cached_sdf.GridOrigin, cached_sdf.CellSize);

                MarchingCubes c = new MarchingCubes()
                {
                    Implicit = iso
                };
                c.Bounds   = cached_sdf_bounds;
                c.CubeSize = c.Bounds.MaxDim / mesh_cells;
                c.Bounds.Expand(max_offset + 3 * c.CubeSize);

                if (cached_inner_sdf_offset != inner_offset)
                {
                    c.IsoValue = inner_offset;
                    c.Generate();
                    InnerOffsetMesh = c.Mesh;
                    Reducer reducer = new Reducer(InnerOffsetMesh);
                    reducer.ReduceToEdgeLength(c.CubeSize / 2);
                    InnerOffsetMeshSpatial  = new DMeshAABBTree3(InnerOffsetMesh, true);
                    cached_inner_sdf_offset = inner_offset;
                }

                if (cached_outer_sdf_offset != max_offset)
                {
                    c.IsoValue = inner_offset + thickness;
                    c.Generate();
                    OuterOffsetMesh = c.Mesh;
                    Reducer reducer = new Reducer(OuterOffsetMesh);
                    reducer.ReduceToEdgeLength(c.CubeSize / 2);
                    OuterOffsetMeshSpatial  = new DMeshAABBTree3(OuterOffsetMesh, true);
                    cached_outer_sdf_offset = max_offset;
                }
            }

            //Util.WriteDebugMesh(MeshSource.GetIMesh(), "c:\\scratch\\__OFFESTS_orig.obj");
            //Util.WriteDebugMesh(InnerOffsetMesh, "c:\\scratch\\__OFFESTS_inner.obj");
            //Util.WriteDebugMesh(OuterOffsetMesh, "c:\\scratch\\__OFFESTS_outer.obj");
        }
예제 #6
0
        public virtual void Update()
        {
            if (MeshSource == null)
            {
                throw new Exception("EnclosedRegionOffsetOp: must set valid MeshSource to compute!");
            }
            if (MeshSource.HasSpatial == false)
            {
                throw new Exception("EnclosedRegionOffsetOp: MeshSource must have spatial data structure!");
            }

            IMesh imesh = MeshSource.GetIMesh();

            if (imesh.HasVertexNormals == false)
            {
                throw new Exception("EnclosedRegionOffsetOp: input mesh does not have surface normals...");
            }
            if (imesh is DMesh3 == false)
            {
                throw new Exception("RegionOffsetOp: in current implementation, input mesh must be a DMesh3. Ugh.");
            }
            DMesh3   mesh    = imesh as DMesh3;
            ISpatial spatial = MeshSource.GetSpatial();

            DCurve3           curve = new DCurve3(CurveSource.GetICurve());
            MeshFacesFromLoop loop  = new MeshFacesFromLoop(mesh, curve, spatial);

            // extract submesh
            RegionOperator op      = new RegionOperator(mesh, loop.InteriorTriangles);
            DMesh3         submesh = op.Region.SubMesh;

            // find boundary verts and nbr ring
            HashSet <int> boundaryV    = new HashSet <int>(MeshIterators.BoundaryEdgeVertices(submesh));
            HashSet <int> boundaryNbrs = new HashSet <int>();

            foreach (int vid in boundaryV)
            {
                foreach (int nbrvid in submesh.VtxVerticesItr(vid))
                {
                    if (boundaryV.Contains(nbrvid) == false)
                    {
                        boundaryNbrs.Add(nbrvid);
                    }
                }
            }

            // [TODO] maybe should be not using vertex normal here?
            // use an averaged normal, or a constant for patch?

            // offset mesh if requested
            if (Math.Abs(offset_distance) > 0.0001)
            {
                foreach (int vid in submesh.VertexIndices())
                {
                    if (boundaryV.Contains(vid))
                    {
                        continue;
                    }
                    // if inner ring is non-zero, then it gets preserved below, and
                    // creates a crease...
                    //double dist = boundaryNbrs.Contains(vid) ? (offset_distance / 2) : offset_distance;
                    double dist = boundaryNbrs.Contains(vid) ? 0 : offset_distance;
                    submesh.SetVertex(vid,
                                      submesh.GetVertex(vid) + (float)dist * submesh.GetVertexNormal(vid));
                }
            }


            //double t = MathUtil.Clamp(1.0 - SmoothAlpha, 0.1, 1.0);
            double t = 1.0 - SmoothAlpha;

            t = t * t;
            double boundary_t = 5.0;
            double ring_t     = 1.0;

            // smooth submesh, with boundary-ring constraints
            LaplacianMeshSmoother smoother = new LaplacianMeshSmoother(submesh);

            foreach (int vid in submesh.VertexIndices())
            {
                if (boundaryV.Contains(vid))
                {
                    smoother.SetConstraint(vid, submesh.GetVertex(vid), boundary_t, true);
                }
                else if (boundaryNbrs.Contains(vid))
                {
                    smoother.SetConstraint(vid, submesh.GetVertex(vid), ring_t);
                }
                else
                {
                    smoother.SetConstraint(vid, submesh.GetVertex(vid), t);
                }
            }
            smoother.SolveAndUpdateMesh();


            // turn into displacement vectors
            Displacement.Clear();
            Displacement.Resize(mesh.MaxVertexID);
            foreach (int subvid in op.Region.SubMesh.VertexIndices())
            {
                Vector3d subv    = op.Region.SubMesh.GetVertex(subvid);
                int      basevid = op.Region.SubToBaseV[subvid];
                Vector3d basev   = op.Region.BaseMesh.GetVertex(basevid);
                Displacement[basevid] = subv - basev;
            }


            result_valid = true;
        }
        protected override void Update_GenerateMap()
        {
            base.begin_update();

            if (MeshSource == null)
            {
                throw new Exception("EnclosedRegionOffsetOp: must set valid MeshSource to compute!");
            }
            if (MeshSource.HasSpatial == false)
            {
                throw new Exception("EnclosedRegionOffsetOp: MeshSource must have spatial data structure!");
            }

            IMesh imesh = MeshSource.GetIMesh();

            if (imesh.HasVertexNormals == false)
            {
                throw new Exception("EnclosedRegionOffsetOp: input mesh does not have surface normals...");
            }
            if (imesh is DMesh3 == false)
            {
                throw new Exception("EnclosedRegionOffsetOp: in current implementation, input mesh must be a DMesh3. Ugh.");
            }
            DMesh3   mesh    = imesh as DMesh3;
            ISpatial spatial = MeshSource.GetSpatial();

            DCurve3           curve = new DCurve3(CurveSource.GetICurve());
            MeshFacesFromLoop loop  = new MeshFacesFromLoop(mesh, curve, spatial);

            // [RMS] this is all f'n ugly!

            MeshVertexSelection selection = new MeshVertexSelection(mesh);

            selection.SelectTriangleVertices(loop.InteriorTriangles);


            // [TODO] do this inline w/ loop below? but then no maxdist!
            Dictionary <int, double> dists = new Dictionary <int, double>();
            double max_dist = 0;

            foreach (int vid in selection)
            {
                Vector3d v = mesh.GetVertex(vid);
                int      inearseg; double nearsegt;
                double   min_dist_sqr = curve.DistanceSquared(v, out inearseg, out nearsegt);
                min_dist_sqr = Math.Sqrt(min_dist_sqr);
                max_dist     = Math.Max(min_dist_sqr, max_dist);
                dists[vid]   = min_dist_sqr;
            }


            lock (Displacement) {
                Displacement.Clear();
                Displacement.Resize(mesh.MaxVertexID);

                // todo: can do this in parallel...
                foreach (int vid in selection)
                {
                    //Vector3d v = mesh.GetVertex(vid);

                    // [TODO]...
                    double dist    = max_dist - dists[vid];
                    double falloff = Falloff.FalloffT(dist / max_dist);

                    Vector3d n = mesh.GetVertexNormal(vid);
                    n = n - n.Dot(normal) * normal;
                    n.Normalize();

                    Displacement[vid] = falloff * offset_distance * n;
                }
            }

            // smooth it?

            base.complete_update();
        }