static void smooth(DenseGrid3f grid, DenseGrid3f tmp, float alpha, int iters, int min_j = 1) { if ( tmp == null ) tmp = new DenseGrid3f(grid); int ni = grid.ni, nj = grid.nj, nk = grid.nk; for (int iter = 0; iter < iters; ++iter) { for (int j = min_j; j < nj-1; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { float avg = 0; foreach (Vector3i o in gIndices.GridOffsets26) { int xi = i + o.x, yi = j + o.y, zi = k + o.z; float f = grid[xi, yi, zi]; avg += f; } avg /= 26.0f; tmp[i, j, k] = (1 - alpha) * grid[i, j, k] + (alpha) * avg; } } } grid.swap(tmp); } }
public void Generate() { // figure out origin & dimensions AxisAlignedBox3d bounds = Mesh.CachedBounds; if (ForceMinY != float.MaxValue ) bounds.Min.y = ForceMinY; // expand grid so we have some border space in x and z float fBufferWidth = 2 * (float)CellSize; Vector3f b = new Vector3f(fBufferWidth, 0, fBufferWidth); grid_origin = (Vector3f)bounds.Min - b; // need zero isovalue to be at y=0. right now we set yi=0 voxels to be -1, // so if we nudge up half a cell, then interpolation with boundary outside // value should be 0 right at cell border (seems to be working?) grid_origin.y += (float)CellSize * 0.5f; Vector3f max = (Vector3f)bounds.Max + b; int ni = (int)((max.x - grid_origin.x) / (float)CellSize) + 1; int nj = (int)((max.y - grid_origin.y) / (float)CellSize) + 1; int nk = (int)((max.z - grid_origin.z) / (float)CellSize) + 1; volume_grid = new DenseGrid3f(); generate_support(grid_origin, (float)CellSize, ni, nj, nk, volume_grid); }
public void swap(DenseGrid3f g2) { Util.gDevAssert(ni == g2.ni && nj == g2.nj && nk == g2.nk); var tmp = g2.Buffer; g2.Buffer = this.Buffer; this.Buffer = tmp; }
static DenseGrid3i binarize(DenseGrid3f grid, float thresh = 0) { DenseGrid3i result = new DenseGrid3i(); result.resize(grid.ni, grid.nj, grid.nk); int size = result.size; for (int k = 0; k < size; ++k) result[k] = (grid[k] < thresh) ? 1 : 0; return result; }
// iterate through each x-row of grid and set unsigned distances to be negative // inside the mesh, based on the intersection_counts void compute_signs(int ni, int nj, int nk, DenseGrid3f distances, DenseGrid3i intersection_counts) { Func <int, bool> isInsideF = (count) => { return(count % 2 == 1); }; if (InsideMode == InsideModes.ParityCount) { isInsideF = (count) => { return(count > 0); } } ; if (UseParallel) { // can process each x-row in parallel AxisAlignedBox2i box = new AxisAlignedBox2i(0, 0, nj, nk); gParallel.ForEach(box.IndicesExclusive(), (vi) => { if (CancelF()) { return; } int j = vi.x, k = vi.y; int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_counts[i, j, k]; if (isInsideF(total_count)) // if parity of intersections so far is odd, { distances[i, j, k] = -distances[i, j, k]; // we are inside the mesh } } }); } else { for (int k = 0; k < nk; ++k) { if (CancelF()) { return; } for (int j = 0; j < nj; ++j) { int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_counts[i, j, k]; if (isInsideF(total_count)) // if parity of intersections so far is odd, { distances[i, j, k] = -distances[i, j, k]; // we are inside the mesh } } } } } }
} // end make_level_set_3 // sweep through grid in different directions, distances and closest tris void sweep_pass(Vector3f origin, float dx, DenseGrid3f distances, DenseGrid3i closest_tri) { sweep(distances, closest_tri, origin, dx, +1, +1, +1); sweep(distances, closest_tri, origin, dx, -1, -1, -1); sweep(distances, closest_tri, origin, dx, +1, +1, -1); sweep(distances, closest_tri, origin, dx, -1, -1, +1); sweep(distances, closest_tri, origin, dx, +1, -1, +1); sweep(distances, closest_tri, origin, dx, -1, +1, -1); sweep(distances, closest_tri, origin, dx, +1, -1, -1); sweep(distances, closest_tri, origin, dx, -1, +1, +1); }
IEnumerable<int> down_neighbours(Vector3i idx, DenseGrid3f grid) { yield return grid.to_linear(idx.x, idx.y - 1, idx.z); yield return grid.to_linear(idx.x-1, idx.y - 1, idx.z); yield return grid.to_linear(idx.x+1, idx.y - 1, idx.z); yield return grid.to_linear(idx.x, idx.y - 1, idx.z-1); yield return grid.to_linear(idx.x, idx.y - 1, idx.z+1); yield return grid.to_linear(idx.x-1, idx.y - 1, idx.z-1); yield return grid.to_linear(idx.x+1, idx.y - 1, idx.z-1); yield return grid.to_linear(idx.x-1, idx.y - 1, idx.z+1); yield return grid.to_linear(idx.x+1, idx.y - 1, idx.z+1); }
// single sweep pass void sweep(DenseGrid3f phi, DenseGrid3i closest_tri, Vector3f origin, float dx, int di, int dj, int dk) { int i0, i1; if (di > 0) { i0 = 1; i1 = phi.ni; } else { i0 = phi.ni - 2; i1 = -1; } int j0, j1; if (dj > 0) { j0 = 1; j1 = phi.nj; } else { j0 = phi.nj - 2; j1 = -1; } int k0, k1; if (dk > 0) { k0 = 1; k1 = phi.nk; } else { k0 = phi.nk - 2; k1 = -1; } for (int k = k0; k != k1; k += dk) { for (int j = j0; j != j1; j += dj) { for (int i = i0; i != i1; i += di) { Vector3d gx = new Vector3d(i * dx + origin[0], j * dx + origin[1], k * dx + origin[2]); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j - dj, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j - dj, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j - dj, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j - dj, k - dk); } } } }
public void Initialize() { // figure out origin & dimensions AxisAlignedBox3d bounds = Mesh.CachedBounds; float fBufferWidth = (float)Math.Max(4 * CellSize, 2 * MaxOffsetDistance + 2 * CellSize); grid_origin = (Vector3f)bounds.Min - fBufferWidth * Vector3f.One - (Vector3f)ExpandBounds; Vector3f max = (Vector3f)bounds.Max + fBufferWidth * Vector3f.One + (Vector3f)ExpandBounds; int ni = (int)((max.x - grid_origin.x) / CellSize) + 1; int nj = (int)((max.y - grid_origin.y) / CellSize) + 1; int nk = (int)((max.z - grid_origin.z) / CellSize) + 1; UpperBoundDistance = (float)((ni + nj + nk) * CellSize); grid = new DenseGrid3f(ni, nj, nk, UpperBoundDistance); MaxDistQueryDist = MaxOffsetDistance + (2 * CellSize * MathUtil.SqrtTwo); // closest triangle id for each grid cell if (WantClosestTriGrid) { closest_tri_grid = new DenseGrid3i(ni, nj, nk, -1); } // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (ComputeSigns == true) { compute_intersections(grid_origin, CellSize, ni, nj, nk, intersection_count); if (CancelF()) { return; } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, grid, intersection_count); if (CancelF()) { return; } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } } }
void check_neighbour(DenseGrid3f phi, DenseGrid3i closest_tri, ref Vector3d gx, int i0, int j0, int k0, int i1, int j1, int k1) { if (closest_tri[i1, j1, k1] >= 0) { Vector3d xp = Vector3f.Zero, xq = Vector3f.Zero, xr = Vector3f.Zero; Mesh.GetTriVertices(closest_tri[i1, j1, k1], ref xp, ref xq, ref xr); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < phi[i0, j0, k0]) { phi[i0, j0, k0] = d; closest_tri[i0, j0, k0] = closest_tri[i1, j1, k1]; } } }
public ImplicitFieldSampler3d(AxisAlignedBox3d fieldBounds, double cellSize) { CellSize = cellSize; GridOrigin = fieldBounds.Min; Indexer = new ShiftGridIndexer3(GridOrigin, CellSize); Vector3d max = fieldBounds.Max; max += cellSize; int ni = (int)((max.x - GridOrigin.x) / CellSize) + 1; int nj = (int)((max.y - GridOrigin.y) / CellSize) + 1; int nk = (int)((max.z - GridOrigin.z) / CellSize) + 1; GridBounds = new AxisAlignedBox3i(0, 0, 0, ni, nj, nk); BackgroundValue = (float)((ni + nj + nk) * CellSize); Grid = new DenseGrid3f(ni, nj, nk, BackgroundValue); }
public void Compute() { // figure out origin & dimensions AxisAlignedBox3d bounds = Mesh.CachedBounds; float fBufferWidth = 2 * ExactBandWidth * CellSize; grid_origin = (Vector3f)bounds.Min - fBufferWidth * Vector3f.One; Vector3f max = (Vector3f)bounds.Max + fBufferWidth * Vector3f.One; int ni = (int)((max.x - grid_origin.x) / CellSize) + 1; int nj = (int)((max.y - grid_origin.y) / CellSize) + 1; int nk = (int)((max.z - grid_origin.z) / CellSize) + 1; grid = new DenseGrid3f(); make_level_set3(Mesh, grid_origin, CellSize, ni, nj, nk, grid, ExactBandWidth); }
void generate_mesh(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { DenseGridTrilinearImplicit volume = new DenseGridTrilinearImplicit( supportGrid, GridOrigin, CellSize); BoundedImplicitFunction3d inputF = volume; if (SubtractMesh) { BoundedImplicitFunction3d sub = distanceField; if (SubtractMeshOffset > 0) { sub = new ImplicitOffset3d() { A = distanceField, Offset = SubtractMeshOffset } } ; ImplicitDifference3d subtract = new ImplicitDifference3d() { A = volume, B = sub }; inputF = subtract; } ImplicitHalfSpace3d cutPlane = new ImplicitHalfSpace3d() { Origin = Vector3d.Zero, Normal = Vector3d.AxisY }; ImplicitDifference3d cut = new ImplicitDifference3d() { A = inputF, B = cutPlane }; MarchingCubes mc = new MarchingCubes() { Implicit = cut, Bounds = grid_bounds, CubeSize = CellSize }; mc.Bounds.Min.y = -2 * mc.CubeSize; mc.Bounds.Min.x -= 2 * mc.CubeSize; mc.Bounds.Min.z -= 2 * mc.CubeSize; mc.Bounds.Max.x += 2 * mc.CubeSize; mc.Bounds.Max.z += 2 * mc.CubeSize; mc.Generate(); SupportMesh = mc.Mesh; } }
static void check_neighbour(DMesh3 mesh, DenseGrid3f phi, DenseGrid3i closest_tri, Vector3f gx, int i0, int j0, int k0, int i1, int j1, int k1) { if (closest_tri[i1, j1, k1] >= 0) { Index3i tri = mesh.GetTriangle(closest_tri[i1, j1, k1]); int p = tri.a, q = tri.b, r = tri.c; Vector3f xp = (Vector3f)mesh.GetVertex(p); Vector3f xq = (Vector3f)mesh.GetVertex(q); Vector3f xr = (Vector3f)mesh.GetVertex(r); float d = point_triangle_distance(gx, xp, xq, xr); if (d < phi[i0, j0, k0]) { phi[i0, j0, k0] = d; closest_tri[i0, j0, k0] = closest_tri[i1, j1, k1]; } } }
void fill_vertical_spans(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // sweep values down, column by column for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { bool in_support = false; for (int j = nj - 1; j >= 0; j--) { float fcur = supportGrid[i, j, k]; if (fcur >= 0) { Vector3d cell_center = get_cell_center(i, j, k); if (in_support) { bool is_inside = distanceField.Value(ref cell_center) < 0; if (is_inside) { supportGrid[i, j, k] = -3; in_support = false; } else { supportGrid[i, j, k] = -1; } } } else { in_support = true; } } } } }
void generate_graph(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // parameters for initializing cost grid float MODEL_SPACE = 0.01f; // needs small positive so that points on triangles count as inside (eg on ground plane) //float MODEL_SPACE = 2.0f*(float)CellSize; float CRAZY_DISTANCE = 99999.0f; bool UNIFORM_DISTANCE = true; float MAX_DIST = 10 * (float)CellSize; // parameters for sorting seeds Vector3i center_idx = new Vector3i(ni / 2, 0, nk / 2); // middle //Vector3i center_idx = new Vector3i(0, 0, 0); // corner bool reverse_per_layer = true; DenseGrid3f costGrid = new DenseGrid3f(supportGrid); foreach ( Vector3i ijk in costGrid.Indices() ) { Vector3d cell_center = new Vector3f(ijk.x * dx, ijk.y * dx, ijk.z * dx) + origin; float f = (float)distanceField.Value(ref cell_center); if (f <= MODEL_SPACE) f = CRAZY_DISTANCE; else if (UNIFORM_DISTANCE) f = 1.0f; else if (f > MAX_DIST) f = MAX_DIST; costGrid[ijk] = f; } // Find seeds on each layer, sort, and add to accumulated bottom-up seeds list. // This sorting has an *enormous* effect on the support generation. List<Vector3i> seeds = new List<Vector3i>(); List<Vector3i> layer_seeds = new List<Vector3i>(); for (int j = 0; j < nj; ++j) { layer_seeds.Clear(); for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { if (supportGrid[i, j, k] == SUPPORT_TIP_BASE) layer_seeds.Add(new Vector3i(i, j, k)); } } layer_seeds.Sort((a, b) => { Vector3i pa = a; pa.y = 0; Vector3i pb = b; pb.y = 0; int sa = (pa-center_idx).LengthSquared, sb = (pb-center_idx).LengthSquared; return sa.CompareTo(sb); }); // reversing sort order is intresting? if(reverse_per_layer) layer_seeds.Reverse(); seeds.AddRange(layer_seeds); } HashSet<Vector3i> seed_indices = new HashSet<Vector3i>(seeds); // gives very different results... if (ProcessBottomUp == false) seeds.Reverse(); // for linear index a, is this a node we allow in graph? (ie graph bounds) Func<int, bool> node_filter_f = (a) => { Vector3i ai = costGrid.to_index(a); // why not y check?? return ai.x > 0 && ai.z > 0 && ai.x != ni - 1 && ai.y != nj - 1 && ai.z != nk - 1; }; // distance from linear index a to linear index b // this defines the cost field we want to find shortest path through Func<int, int, float> node_dist_f = (a, b) => { Vector3i ai = costGrid.to_index(a), bi = costGrid.to_index(b); if (bi.y >= ai.y) // b.y should always be a.y-1 return float.MaxValue; float sg = supportGrid[bi]; // don't connect to tips //if (sg == SUPPORT_TIP_BASE || sg == SUPPORT_TIP_TOP) // return float.MaxValue; if (sg == SUPPORT_TIP_TOP) return float.MaxValue; if (sg < 0) return -999999; // if b is already used, we will terminate there, so this is a good choice // otherwise cost is sqr-grid-distance + costGrid value (which is basically distance to surface) float c = costGrid[b]; float f = (float)(Math.Sqrt((bi - ai).LengthSquared) * CellSize); //float f = 0; return c + f; }; // which linear-index nbrs to consider for linear index a Func<int, IEnumerable<int>> neighbour_f = (a) => { Vector3i ai = costGrid.to_index(a); return down_neighbours(ai, costGrid); }; // when do we terminate Func<int, bool> terminate_f = (a) => { Vector3i ai = costGrid.to_index(a); // terminate if we hit existing support path if (seed_indices.Contains(ai) == false && supportGrid[ai] < 0) return true; // terminate if we hit ground plane if (ai.y == 0) return true; return false; }; DijkstraGraphDistance dijkstra = new DijkstraGraphDistance(ni * nj * nk, false, node_filter_f, node_dist_f, neighbour_f); dijkstra.TrackOrder = true; List<int> path = new List<int>(); Graph = new DGraph3(); Dictionary<Vector3i, int> CellToGraph = new Dictionary<Vector3i, int>(); TipVertices = new HashSet<int>(); TipBaseVertices = new HashSet<int>(); GroundVertices = new HashSet<int>(); // seeds are tip-base points for (int k = 0; k < seeds.Count; ++k) { // add seed point (which is a tip-base vertex) as seed for dijkstra prop int seed = costGrid.to_linear(seeds[k]); dijkstra.Reset(); dijkstra.AddSeed(seed, 0); // compute to termination (ground, existing node, etc) int base_node = dijkstra.ComputeToNode(terminate_f); if (base_node < 0) base_node = dijkstra.GetOrder().Last(); // extract the path path.Clear(); dijkstra.GetPathToSeed(base_node, path); int N = path.Count; // first point on path is termination point. // create vertex for it if we have not yet Vector3i basept_idx = supportGrid.to_index(path[0]); int basept_vid; if ( CellToGraph.TryGetValue(basept_idx, out basept_vid) == false ) { Vector3d curv = get_cell_center(basept_idx); if (basept_idx.y == 0) { curv.y = 0; } basept_vid = Graph.AppendVertex(curv); if (basept_idx.y == 0) { GroundVertices.Add(basept_vid); } CellToGraph[basept_idx] = basept_vid; } int cur_vid = basept_vid; // now walk up path and create vertices as necessary for (int i = 0; i < N; ++i) { int idx = path[i]; if ( supportGrid[idx] >= 0 ) supportGrid[idx] = SUPPORT_GRID_USED; if ( i > 0 ) { Vector3i next_idx = supportGrid.to_index(path[i]); int next_vid; if (CellToGraph.TryGetValue(next_idx, out next_vid) == false) { Vector3d nextv = get_cell_center(next_idx); next_vid = Graph.AppendVertex(nextv); CellToGraph[next_idx] = next_vid; } Graph.AppendEdge(cur_vid, next_vid); cur_vid = next_vid; } } // seed was tip-base so we should always get back there. Then we // explicitly add tip-top and edge to it. if ( supportGrid[path[N-1]] == SUPPORT_TIP_BASE ) { Vector3i vec_idx = supportGrid.to_index(path[N-1]); TipBaseVertices.Add(CellToGraph[vec_idx]); Vector3i tip_idx = vec_idx + Vector3i.AxisY; int tip_vid; if (CellToGraph.TryGetValue(tip_idx, out tip_vid) == false) { Vector3d tipv = get_cell_center(tip_idx); tip_vid = Graph.AppendVertex(tipv); CellToGraph[tip_idx] = tip_vid; Graph.AppendEdge(cur_vid, tip_vid); TipVertices.Add(tip_vid); } } } /* * Snap tips to surface */ gParallel.ForEach(TipVertices, (tip_vid) => { bool snapped = false; Vector3d v = Graph.GetVertex(tip_vid); Frame3f hitF; // try shooting ray straight up. if that hits, and point is close, we use it if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, Vector3d.AxisY), out hitF)) { if (v.Distance(hitF.Origin) < 2 * CellSize) { v = hitF.Origin; snapped = true; } } // if that failed, try straight down if (!snapped) { if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, -Vector3d.AxisY), out hitF)) { if (v.Distance(hitF.Origin) < CellSize) { v = hitF.Origin; snapped = true; } } } // if it missed, or hit pt was too far, find nearest point and try that if (!snapped) { hitF = MeshQueries.NearestPointFrame(Mesh, MeshSpatial, v); if (v.Distance(hitF.Origin) < 2 * CellSize) { v = hitF.Origin; snapped = true; } // can this ever fail? tips should always be within 2 cells... } if (snapped) Graph.SetVertex(tip_vid, v); }); }
} // end make_level_set_3 void make_level_set3_parallel(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f distances, int exact_band) { distances.resize(ni, nj, nk); distances.assign((float)((ni + nj + nk) * dx)); // upper bound on distance // closest triangle id for each grid cell DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (DebugPrint) { System.Console.WriteLine("start"); } double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; double invdx = 1.0 / dx; // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. // To compute in parallel, we need to safely update grid cells. Current strategy is // to use a spinlock to control access to grid. Partitioning the grid into a few regions, // each w/ a separate spinlock, improves performance somewhat. Have also tried having a // separate spinlock per-row, this resulted in a few-percent performance improvement. // Also tried pre-sorting triangles into disjoint regions, this did not help much except // on "perfect" cases like a sphere. int wi = ni / 2, wj = nj / 2, wk = nk / 2; SpinLock[] grid_locks = new SpinLock[8]; bool abort = false; gParallel.ForEach(Mesh.TriangleIndices(), (tid) => { if (tid % 100 == 0) { abort = CancelF(); } if (abort) { return; } Vector3d xp = Vector3d.Zero, xq = Vector3d.Zero, xr = Vector3d.Zero; Mesh.GetTriVertices(tid, ref xp, ref xq, ref xr); // real ijk coordinates of xp/xq/xr double fip = (xp[0] - ox) * invdx, fjp = (xp[1] - oy) * invdx, fkp = (xp[2] - oz) * invdx; double fiq = (xq[0] - ox) * invdx, fjq = (xq[1] - oy) * invdx, fkq = (xq[2] - oz) * invdx; double fir = (xr[0] - ox) * invdx, fjr = (xr[1] - oy) * invdx, fkr = (xr[2] - oz) * invdx; // clamped integer bounding box of triangle plus exact-band int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { int base_idx = ((j < wj) ? 0 : 1) | ((k < wk) ? 0 : 2); // construct index into spinlocks array for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < distances[i, j, k]) { int lock_idx = base_idx | ((i < wi) ? 0 : 4); bool taken = false; grid_locks[lock_idx].Enter(ref taken); if (d < distances[i, j, k]) // have to check again in case grid changed in another thread... { distances[i, j, k] = d; closest_tri[i, j, k] = tid; } grid_locks[lock_idx].Exit(); } } } } }); if (CancelF()) { return; } if (ComputeSigns == true) { if (DebugPrint) { System.Console.WriteLine("done narrow-band"); } compute_intersections(origin, dx, ni, nj, nk, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done intersections"); } if (ComputeMode == ComputeModes.FullGrid) { // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep_pass(origin, dx, distances, closest_tri); if (CancelF()) { return; } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } } else { // nothing! if (DebugPrint) { System.Console.WriteLine("skipped sweeping"); } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, distances, intersection_count); if (CancelF()) { return; } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } if (DebugPrint) { System.Console.WriteLine("done signs"); } } if (WantClosestTriGrid) { closest_tri_grid = closest_tri; } } // end make_level_set_3
void make_level_set3(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f distances, int exact_band) { distances.resize(ni, nj, nk); distances.assign((ni + nj + nk) * dx); // upper bound on distance // closest triangle id for each grid cell DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (DebugPrint) { System.Console.WriteLine("start"); } // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. The intersection_count grid // is also filled in this computation double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; Vector3d xp = Vector3d.Zero, xq = Vector3d.Zero, xr = Vector3d.Zero; foreach (int tid in Mesh.TriangleIndices()) { if (tid % 100 == 0 && CancelF()) { break; } Mesh.GetTriVertices(tid, ref xp, ref xq, ref xr); // real ijk coordinates of xp/xq/xr double fip = (xp[0] - ox) / ddx, fjp = (xp[1] - oy) / ddx, fkp = (xp[2] - oz) / ddx; double fiq = (xq[0] - ox) / ddx, fjq = (xq[1] - oy) / ddx, fkq = (xq[2] - oz) / ddx; double fir = (xr[0] - ox) / ddx, fjr = (xr[1] - oy) / ddx, fkr = (xr[2] - oz) / ddx; // clamped integer bounding box of triangle plus exact-band int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < distances[i, j, k]) { distances[i, j, k] = d; closest_tri[i, j, k] = tid; } } } } } if (CancelF()) { return; } if (ComputeSigns == true) { if (DebugPrint) { System.Console.WriteLine("done narrow-band"); } compute_intersections(origin, dx, ni, nj, nk, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done intersections"); } if (ComputeMode == ComputeModes.FullGrid) { // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep_pass(origin, dx, distances, closest_tri); if (CancelF()) { return; } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } } else { // nothing! if (DebugPrint) { System.Console.WriteLine("skipped sweeping"); } } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, distances, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done signs"); } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } } if (WantClosestTriGrid) { closest_tri_grid = closest_tri; } } // end make_level_set_3
public CachingDenseGridTrilinearImplicit(Vector3d gridOrigin, double cellSize, Vector3i gridDimensions) { Grid = new DenseGrid3f(gridDimensions.x, gridDimensions.y, gridDimensions.z, Invalid); GridOrigin = gridOrigin; CellSize = cellSize; }
void generate_support(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f supportGrid) { supportGrid.resize(ni, nj, nk); supportGrid.assign(1); // sentinel if (DebugPrint) System.Console.WriteLine("start"); bool CHECKERBOARD = false; System.Console.WriteLine("Computing SDF"); // compute unsigned SDF MeshSignedDistanceGrid sdf = new MeshSignedDistanceGrid(Mesh, CellSize) { ComputeSigns = true, ExactBandWidth = 3, /*,ComputeMode = MeshSignedDistanceGrid.ComputeModes.FullGrid*/ }; sdf.CancelF = Cancelled; sdf.Compute(); if (Cancelled()) return; var distanceField = new DenseGridTrilinearImplicit(sdf.Grid, sdf.GridOrigin, sdf.CellSize); double angle = MathUtil.Clamp(OverhangAngleDeg, 0.01, 89.99); double cos_thresh = Math.Cos(angle * MathUtil.Deg2Rad); System.Console.WriteLine("Marking overhangs"); // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. The intersection_count grid // is also filled in this computation double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; Vector3d va = Vector3d.Zero, vb = Vector3d.Zero, vc = Vector3d.Zero; foreach (int tid in Mesh.TriangleIndices()) { if (tid % 100 == 0 && Cancelled()) break; Mesh.GetTriVertices(tid, ref va, ref vb, ref vc); Vector3d normal = MathUtil.Normal(ref va, ref vb, ref vc); if (normal.Dot(-Vector3d.AxisY) < cos_thresh) continue; // real ijk coordinates of va/vb/vc double fip = (va[0] - ox) / ddx, fjp = (va[1] - oy) / ddx, fkp = (va[2] - oz) / ddx; double fiq = (vb[0] - ox) / ddx, fjq = (vb[1] - oy) / ddx, fkq = (vb[2] - oz) / ddx; double fir = (vc[0] - ox) / ddx, fjr = (vc[1] - oy) / ddx, fkr = (vc[2] - oz) / ddx; // clamped integer bounding box of triangle plus exact-band int exact_band = 0; int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); // don't put into y=0 plane if (j0 == 0) j0 = 1; // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)MeshSignedDistanceGrid.point_triangle_distance(ref gx, ref va, ref vb, ref vc); // vertical checkerboard pattern (eg 'tips') if (CHECKERBOARD) { int zz = (k % 2 == 0) ? 1 : 0; if (i % 2 == zz) continue; } if (d < dx / 2) { if (j > 1) { supportGrid[i, j, k] = SUPPORT_TIP_TOP; supportGrid[i, j - 1, k] = SUPPORT_TIP_BASE; } else { supportGrid[i, j, k] = SUPPORT_TIP_BASE; } } } } } } if (Cancelled()) return; //process_version1(supportGrid, distanceField); //process_version2(supportGrid, distanceField); generate_graph(supportGrid, distanceField); //Util.WriteDebugMesh(MakeDebugGraphMesh(), "c:\\scratch\\__LAST_GRAPH_INIT.obj"); postprocess_graph(); //Util.WriteDebugMesh(MakeDebugGraphMesh(), "c:\\scratch\\__LAST_GRAPH_OPT.obj"); }
public DenseGrid3f(DenseGrid3f copy) { Buffer = new float[copy.Buffer.Length]; Array.Copy(copy.Buffer, Buffer, Buffer.Length); ni = copy.ni; nj = copy.nj; nk = copy.nk; }
public DenseGridTrilinearImplicit(DenseGrid3f grid, Vector3d gridOrigin, double cellSize) { Grid = grid; GridOrigin = gridOrigin; CellSize = cellSize; }
public DenseGridTrilinearImplicit(MeshSignedDistanceGrid sdf_grid) { Grid = sdf_grid.Grid; GridOrigin = sdf_grid.GridOrigin; CellSize = sdf_grid.CellSize; }
void process_version1(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // sweep values down, column by column for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { bool in_support = false; for (int j = nj - 1; j >= 0; j--) { float fcur = supportGrid[i, j, k]; if (fcur >= 0) { Vector3d cell_center = new Vector3f(i * dx, j * dx, k * dx) + origin; if (in_support) { bool is_inside = distanceField.Value(ref cell_center) < 0; if (is_inside) { supportGrid[i, j, k] = -3; in_support = false; } else { supportGrid[i, j, k] = -1; } } } else { in_support = true; } } } } // skeletonize each layer // todo: would be nice to skeletonize the 3D volume.. ? DenseGrid3i binary = new DenseGrid3i(ni, nj, nk, 0); foreach (Vector3i idx in binary.Indices()) binary[idx] = (supportGrid[idx] < 0) ? 1 : 0; for (int j = 0; j < nj; ++j) skeletonize_layer(binary, j); // debug thing //VoxelSurfaceGenerator voxgen = new VoxelSurfaceGenerator() { // Voxels = binary.get_bitmap() //}; //voxgen.Generate(); //Util.WriteDebugMesh(voxgen.makemesh(), "c:\\scratch\\binary.obj"); // for skeleton voxels, we add some power for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { if (binary[i, j, k] > 0) supportGrid[i, j, k] = -3; //else // supportGrid[i, j, k] = 1; // clear non-skeleton voxels } } } // power up the ground-plane voxels for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { if (supportGrid[i, 0, k] < 0) supportGrid[i, 0, k] = -5; } } #if true DenseGrid3f smoothed = new DenseGrid3f(supportGrid); float nbr_weight = 0.5f; for (int iter = 0; iter < 15; ++iter) { // add some mass to skeleton voxels for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { if (binary[i, j, k] > 0) supportGrid[i, j, k] = supportGrid[i, j, k] - nbr_weight / 25.0f; } } } for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { int neg = 0; float avg = 0, w = 0; for (int n = 0; n < 8; ++n) { int xi = i + gIndices.GridOffsets8[n].x; int zi = k + gIndices.GridOffsets8[n].y; float f = supportGrid[xi, j, zi]; if (f < 0) neg++; avg += nbr_weight * f; w += nbr_weight; } if (neg > -1) { avg += supportGrid[i, j, k]; w += 1.0f; smoothed[i, j, k] = avg / w; } else { smoothed[i, j, k] = supportGrid[i, j, k]; } } } } supportGrid.swap(smoothed); } #endif // hard-enforce that skeleton voxels stay inside //for (int j = 0; j < nj; ++j) { // for (int k = 1; k < nk - 1; ++k) { // for (int i = 1; i < ni - 1; ++i) { // if (binary[i, j, k] > 0) // supportGrid[i, j, k] = Math.Min(supportGrid[i, j, k], - 1); // } // } //} }
void process_version2(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // sweep values down layer by layer DenseGrid2f prev = supportGrid.get_slice(nj - 1, 1); DenseGrid2f tmp = new DenseGrid2f(prev); Bitmap3 bmp = new Bitmap3(new Vector3i(ni, nj, nk)); for (int j = nj - 2; j >= 0; j--) { // skeletonize prev layer DenseGrid2i prev_skel = binarize(prev, 0.0f); skeletonize(prev_skel, null, 2); //dilate_loners(prev_skel, null, 2); if (j == 0) { dilate(prev_skel, null, true); dilate(prev_skel, null, true); } for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) bmp[new Vector3i(i,j,k)] = (prev_skel[i, k] == 1) ? true : false; } smooth(prev, tmp, 0.5f, 5); DenseGrid2f cur = supportGrid.get_slice(j, 1); cur.set_min(prev); for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { float skelf = prev_skel[i, k] > 0 ? -1.0f : int.MaxValue; cur[i, k] = Math.Min(cur[i, k], skelf); if (cur[i, k] < 0) { Vector3d cell_center = new Vector3f(i * dx, j * dx, k * dx) + origin; if (distanceField.Value(ref cell_center) < -CellSize) cur[i, k] = 1; } } } for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { if (is_loner(prev_skel, i, k)) { foreach (Vector2i d in gIndices.GridOffsets8) { float f = 1.0f / (float)Math.Sqrt(d.x*d.x + d.y*d.y); cur[i + d.x, k + d.y] += -0.25f * f; } } } } for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { supportGrid[i, j, k] = cur[i, k]; } } prev.swap(cur); } VoxelSurfaceGenerator gen = new VoxelSurfaceGenerator() { Voxels = bmp }; gen.Generate(); Util.WriteDebugMesh(gen.Meshes[0], "c:\\scratch\\binary.obj"); }
void make_level_set3(DMesh3 mesh, /*const std::vector<Vec3ui> &tri, const std::vector<Vec3f> &x*/ Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f phi, int exact_band) { phi.resize(ni, nj, nk); phi.assign((ni + nj + nk) * dx); // upper bound on distance DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} // we begin by initializing distances near the mesh, and figuring out intersection counts System.Console.WriteLine("start"); //Vector3f ijkmin, ijkmax; // [RMS] unused in original code double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; foreach (int t in mesh.TriangleIndices()) { Index3i triangle = mesh.GetTriangle(t); int p = triangle.a, q = triangle.b, r = triangle.c; Vector3d xp = mesh.GetVertex(p); Vector3d xq = mesh.GetVertex(q); Vector3d xr = mesh.GetVertex(r); // coordinates in grid to high precision double fip = (xp[0] - ox) / ddx, fjp = (xp[1] - oy) / ddx, fkp = (xp[2] - oz) / ddx; double fiq = (xq[0] - ox) / ddx, fjq = (xq[1] - oy) / ddx, fkq = (xq[2] - oz) / ddx; double fir = (xr[0] - ox) / ddx, fjr = (xr[1] - oy) / ddx, fkr = (xr[2] - oz) / ddx; // do distances nearby int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3f gx = new Vector3f((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = point_triangle_distance(gx, (Vector3f)xp, (Vector3f)xq, (Vector3f)xr); if (d < phi[i, j, k]) { phi[i, j, k] = d; closest_tri[i, j, k] = t; } } } } // and do intersection counts j0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fjp, fjq, fjr)), 0, nj - 1); j1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fjp, fjq, fjr)), 0, nj - 1); k0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fkp, fkq, fkr)), 0, nk - 1); k1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fkp, fkq, fkr)), 0, nk - 1); for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { double a, b, c; if (point_in_triangle_2d(j, k, fjp, fkp, fjq, fkq, fjr, fkr, out a, out b, out c)) { double fi = a * fip + b * fiq + c * fir; // intersection i coordinate int i_interval = (int)(Math.Ceiling(fi)); // intersection is in (i_interval-1,i_interval] if (i_interval < 0) { intersection_count.increment(0, j, k); // we enlarge the first interval to include everything to the -x direction } else if (i_interval < ni) { intersection_count.increment(i_interval, j, k); } // we ignore intersections that are beyond the +x side of the grid } } } } System.Console.WriteLine("done narrow-band"); // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep(mesh, phi, closest_tri, origin, dx, +1, +1, +1); sweep(mesh, phi, closest_tri, origin, dx, -1, -1, -1); sweep(mesh, phi, closest_tri, origin, dx, +1, +1, -1); sweep(mesh, phi, closest_tri, origin, dx, -1, -1, +1); sweep(mesh, phi, closest_tri, origin, dx, +1, -1, +1); sweep(mesh, phi, closest_tri, origin, dx, -1, +1, -1); sweep(mesh, phi, closest_tri, origin, dx, +1, -1, -1); sweep(mesh, phi, closest_tri, origin, dx, -1, +1, +1); } System.Console.WriteLine("done sweeping"); // then figure out signs (inside/outside) from intersection counts for (int k = 0; k < nk; ++k) { for (int j = 0; j < nj; ++j) { int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_count[i, j, k]; if (total_count % 2 == 1) // if parity of intersections so far is odd, { phi[i, j, k] = -phi[i, j, k]; // we are inside the mesh } } } } System.Console.WriteLine("done signs"); } // end make_level_set_3
void generate_support(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f supportGrid) { supportGrid.resize(ni, nj, nk); supportGrid.assign(1); // sentinel bool CHECKERBOARD = false; // compute unsigned SDF int exact_band = 1; if (SubtractMesh && SubtractMeshOffset > 0) { int offset_band = (int)(SubtractMeshOffset / CellSize) + 1; exact_band = Math.Max(exact_band, offset_band); } sdf = new MeshSignedDistanceGrid(Mesh, CellSize) { ComputeSigns = true, ExactBandWidth = exact_band }; sdf.CancelF = this.CancelF; sdf.Compute(); if (CancelF()) { return; } var distanceField = new DenseGridTrilinearImplicit(sdf.Grid, sdf.GridOrigin, sdf.CellSize); double angle = MathUtil.Clamp(OverhangAngleDeg, 0.01, 89.99); double cos_thresh = Math.Cos(angle * MathUtil.Deg2Rad); // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. The intersection_count grid // is also filled in this computation double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; Vector3d va = Vector3d.Zero, vb = Vector3d.Zero, vc = Vector3d.Zero; foreach (int tid in Mesh.TriangleIndices()) { if (tid % 100 == 0 && CancelF()) { break; } Mesh.GetTriVertices(tid, ref va, ref vb, ref vc); Vector3d normal = MathUtil.Normal(ref va, ref vb, ref vc); if (normal.Dot(-Vector3d.AxisY) < cos_thresh) { continue; } // real ijk coordinates of va/vb/vc double fip = (va[0] - ox) / ddx, fjp = (va[1] - oy) / ddx, fkp = (va[2] - oz) / ddx; double fiq = (vb[0] - ox) / ddx, fjq = (vb[1] - oy) / ddx, fkq = (vb[2] - oz) / ddx; double fir = (vc[0] - ox) / ddx, fjr = (vc[1] - oy) / ddx, fkr = (vc[2] - oz) / ddx; // clamped integer bounding box of triangle plus exact-band int extra_band = 0; int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - extra_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + extra_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - extra_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + extra_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - extra_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + extra_band + 1, 0, nk - 1); // don't put into y=0 plane //if (j0 == 0) // j0 = 1; // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)MeshSignedDistanceGrid.point_triangle_distance(ref gx, ref va, ref vb, ref vc); // vertical checkerboard pattern (eg 'tips') if (CHECKERBOARD) { int zz = (k % 2 == 0) ? 1 : 0; if (i % 2 == zz) { continue; } } if (d < dx / 2) { supportGrid[i, j, k] = SUPPORT_TIP_TOP; } } } } } if (CancelF()) { return; } fill_vertical_spans(supportGrid, distanceField); generate_mesh(supportGrid, distanceField); }