예제 #1
0
        /// <summary>
        /// processing z-slabs of cells in parallel
        /// </summary>
        void generate_parallel()
        {
            hash_lock = new SpinLock();
            mesh_lock = new SpinLock();
            bParallel = true;

            // [TODO] maybe shouldn't alway use Z axis here?
            gParallel.ForEach(Interval1i.Range(CellDimensions.z), (zi) => {
                GridCell cell       = new GridCell();
                Vector3d[] vertlist = new Vector3d[12];
                for (int yi = 0; yi < CellDimensions.y; ++yi)
                {
                    // compute full cell at x=0, then slide along x row, which saves half of value computes
                    Vector3i idx = new Vector3i(0, yi, zi);
                    initialize_cell(cell, ref idx);
                    polygonize_cell(cell, vertlist);
                    for (int xi = 1; xi < CellDimensions.x; ++xi)
                    {
                        shift_cell_x(cell, xi);
                        polygonize_cell(cell, vertlist);
                    }
                }
            });


            bParallel = false;
        }
예제 #2
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        /// <summary>
        /// Process indices [iStart,iEnd] *inclusive* by passing sub-intervals [start,end] to blockF.
        /// Blocksize is automatically determind unless you specify one.
        /// Iterate over [start,end] *inclusive* in each block
        /// </summary>
        public static void BlockStartEnd(int iStart, int iEnd, Action <int, int> blockF, int iBlockSize = -1, bool bDisableParallel = false)
        {
            if (iBlockSize == -1)
            {
                iBlockSize = 100;  // seems to work
            }
            int N          = (iEnd - iStart + 1);
            int num_blocks = N / iBlockSize;

            // process main blocks in parallel
            if (bDisableParallel)
            {
                ForEach_Sequential(Interval1i.Range(num_blocks), (bi) => {
                    int k = iStart + iBlockSize * bi;
                    blockF(k, k + iBlockSize - 1);
                });
            }
            else
            {
                ForEach(Interval1i.Range(num_blocks), (bi) => {
                    int k = iStart + iBlockSize * bi;
                    blockF(k, k + iBlockSize - 1);
                });
            }
            // process leftover elements
            int remaining = N - (num_blocks * iBlockSize);

            if (remaining > 0)
            {
                int k = iStart + num_blocks * iBlockSize;
                blockF(k, k + remaining - 1);
            }
        }
예제 #3
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        /// <summary>
        /// Construct packed versions of input matrices, and then use sparse row/column dot
        /// to compute elements of output matrix. This is faster. But still relatively expensive.
        /// </summary>
        void multiply_fast(SymmetricSparseMatrix M2in, ref SymmetricSparseMatrix Rin, bool bParallel)
        {
            int N = Rows;

            if (M2in.Rows != N)
            {
                throw new Exception("SymmetricSparseMatrix.Multiply: matrices have incompatible dimensions");
            }

            if (Rin == null)
            {
                Rin = new SymmetricSparseMatrix();
            }
            SymmetricSparseMatrix R = Rin;      // require alias for use in lambda below

            PackedSparseMatrix M = new PackedSparseMatrix(this);

            M.Sort();
            PackedSparseMatrix M2 = new PackedSparseMatrix(M2in, true);

            M2.Sort();

            // Parallel variant is vastly faster, uses spinlock to control access to R
            if (bParallel)
            {
                // goddamn SpinLock is in .Net 4
                //SpinLock spin = new SpinLock();
                gParallel.ForEach(Interval1i.Range(N), (r1i) => {
                    for (int c2i = r1i; c2i < N; c2i++)
                    {
                        double v = M.DotRowColumn(r1i, c2i, M2);
                        if (Math.Abs(v) > MathUtil.ZeroTolerance)
                        {
                            //bool taken = false;
                            //spin.Enter(ref taken);
                            //Debug.Assert(taken);
                            //R[r1i, c2i] = v;
                            //spin.Exit();
                            lock (R) {
                                R[r1i, c2i] = v;
                            }
                        }
                    }
                });
            }
            else
            {
                for (int r1i = 0; r1i < N; r1i++)
                {
                    for (int c2i = r1i; c2i < N; c2i++)
                    {
                        double v = M.DotRowColumn(r1i, c2i, M2);
                        if (Math.Abs(v) > MathUtil.ZeroTolerance)
                        {
                            R[r1i, c2i] = v;
                        }
                    }
                }
            }
        }
        // Result must be as large as Mesh.MaxVertexID
        public bool SolveMultipleRHS(Vector3d[] Result)
        {
            if (WeightsM == null)
            {
                Initialize();                       // force initialize...
            }

            UpdateForSolve();

            // use initial positions as initial solution.
            double[][] B = BufferUtil.InitNxM(3, N, new double[][] { Bx, By, Bz });
            double[][] X = BufferUtil.InitNxM(3, N, new double[][] { Px, Py, Pz });

            Action <double[][], double[][]> CombinedMultiply = (Xt, Bt) =>
            {
                PackedM.Multiply_Parallel_3(Xt, Bt);
                gParallel.ForEach(Interval1i.Range(3), (j) =>
                {
                    BufferUtil.MultiplyAdd(Bt[j], WeightsM.D, Xt[j]);
                });
            };

            var Solver = new SparseSymmetricCGMultipleRHS()
            {
                B                     = B,
                X                     = X,
                MultiplyF             = CombinedMultiply,
                PreconditionMultiplyF = null,
                UseXAsInitialGuess    = true
            };

            bool ok = Solver.Solve();

            if (ok == false)
            {
                return(false);
            }

            for (int i = 0; i < N; ++i)
            {
                int vid = ToMeshV[i];
                Result[vid] = new Vector3d(X[0][i], X[1][i], X[2][i]);
            }

            // apply post-fixed constraints
            if (HavePostFixedConstraints)
            {
                foreach (var constraint in SoftConstraints)
                {
                    if (constraint.Value.PostFix)
                    {
                        int vid = constraint.Key;
                        Result[vid] = constraint.Value.Position;
                    }
                }
            }

            return(true);
        }
예제 #5
0
        /// <summary>
        /// Evaluate input actions in parallel
        /// </summary>
        public static void Evaluate(params Action[] funcs)
        {
            int N = funcs.Length;

            gParallel.ForEach(Interval1i.Range(N), (i) => {
                funcs[i]();
            });
        }
예제 #6
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 public void Sort()
 {
     gParallel.ForEach(Interval1i.Range(Rows.Length), (i) => {
         Array.Sort(Rows[i], (x, y) => { return(x.j.CompareTo(y.j)); });
     });
     //for ( int i = 0; i < Rows.Length; ++i )
     //    Array.Sort(Rows[i], (x, y) => { return x.j.CompareTo(y.j); }  );
     Sorted = true;
 }
예제 #7
0
        public void Multiply(DenseMatrix M2, ref DenseMatrix R, bool bParallel = true)
        {
            int rows1 = N, cols1 = M;
            int rows2 = M2.N, cols2 = M2.M;

            if (cols1 != rows2)
            {
                throw new Exception("DenseMatrix.Multiply: matrices have incompatible dimensions");
            }

            if (R == null)
            {
                R = new DenseMatrix(Rows, M2.Columns);
            }

            if (R.Rows != rows1 || R.Columns != cols2)
            {
                throw new Exception("DenseMatrix.Multiply: Result matrix has incorrect dimensions");
            }

            if (bParallel)
            {
                DenseMatrix Rt = R;
                gParallel.ForEach(Interval1i.Range(0, rows1), (r1i) =>
                {
                    int ii = r1i * M;
                    for (int c2i = 0; c2i < cols2; c2i++)
                    {
                        double v = 0;
                        for (int k = 0; k < cols1; ++k)
                        {
                            v += d[ii + k] * M2.d[k * M + c2i];
                        }

                        Rt[ii + c2i] = v;
                    }
                });
            }
            else
            {
                for (int r1i = 0; r1i < rows1; r1i++)
                {
                    int ii = r1i * M;
                    for (int c2i = 0; c2i < cols2; c2i++)
                    {
                        double v = 0;
                        for (int k = 0; k < cols1; ++k)
                        {
                            v += d[ii + k] * M2.d[k * M + c2i];
                        }

                        R[ii + c2i] = v;
                    }
                }
            }
        }
예제 #8
0
        // returns this*this (requires less memory)
        public SymmetricSparseMatrix Square(bool bParallel = true)
        {
            var R = new SymmetricSparseMatrix();
            var M = new PackedSparseMatrix(this);

            M.Sort();

            // Parallel variant is vastly faster, uses spinlock to control access to R
            if (bParallel)
            {
                // goddamn SpinLock is in .Net 4
                //SpinLock spin = new SpinLock();
                gParallel.ForEach(Interval1i.Range(N), (r1i) =>
                {
                    for (int c2i = r1i; c2i < N; c2i++)
                    {
                        double v = M.DotRowColumn(r1i, c2i, M);
                        if (Math.Abs(v) > MathUtil.ZeroTolerance)
                        {
                            //bool taken = false;
                            //spin.Enter(ref taken);
                            //Debug.Assert(taken);
                            //R[r1i, c2i] = v;
                            //spin.Exit();
                            lock (R)
                            {
                                R[r1i, c2i] = v;
                            }
                        }
                    }
                });
            }
            else
            {
                for (int r1i = 0; r1i < N; r1i++)
                {
                    for (int c2i = r1i; c2i < N; c2i++)
                    {
                        double v = M.DotRowColumn(r1i, c2i, M);
                        if (Math.Abs(v) > MathUtil.ZeroTolerance)
                        {
                            R[r1i, c2i] = v;
                        }
                    }
                }
            }

            return(R);
        }
예제 #9
0
 public int Dist(Interval1i o)
 {
     if (b < o.a)
     {
         return(o.a - b);
     }
     else if (a > o.b)
     {
         return(a - o.b);
     }
     else
     {
         return(0);
     }
 }
예제 #10
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        void UpdateP(double[][] P, double[] beta, double[][] R, bool[] converged)
        {
            Interval1i rhs = Interval1i.Range(P.Length);

            gParallel.ForEach(rhs, (j) => {
                if (converged[j] == false)
                {
                    int n = P[j].Length;
                    for (int i = 0; i < n; ++i)
                    {
                        P[j][i] = R[j][i] + beta[j] * P[j][i];
                    }
                }
            });
        }
예제 #11
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 public int SquaredDist(Interval1i o)
 {
     if (b < o.a)
     {
         return((o.a - b) * (o.a - b));
     }
     else if (a > o.b)
     {
         return((a - o.b) * (a - o.b));
     }
     else
     {
         return(0);
     }
 }
예제 #12
0
        // for each From[i], find closest point on TargetSurface
        void update_to()
        {
            double max_dist = double.MaxValue;

            bool bNormals = (UseNormals && Source.HasVertexNormals);

            var range = Interval1i.Range(From.Length);

            gParallel.ForEach(range, (vi) =>
            {
                int tid = TargetSurface.FindNearestTriangle(From[vi], max_dist);
                if (tid == DMesh3.InvalidID)
                {
                    Weights[vi] = 0;
                    return;
                }

                DistPoint3Triangle3 d = MeshQueries.TriangleDistance(TargetSurface.Mesh, tid, From[vi]);
                if (d.DistanceSquared > MaxAllowableDistance * MaxAllowableDistance)
                {
                    Weights[vi] = 0;
                    return;
                }

                To[vi]      = d.TriangleClosest;
                Weights[vi] = 1.0f;

                if (bNormals)
                {
                    Vector3d fromN = Rotation * Source.GetVertexNormal(vi);
                    Vector3d toN   = TargetSurface.Mesh.GetTriNormal(tid);
                    double fDot    = fromN.Dot(toN);
                    Debug.Assert(MathUtil.IsFinite(fDot));
                    if (fDot < 0)
                    {
                        Weights[vi] = 0;
                    }
                    else
                    {
                        Weights[vi] += Math.Sqrt(fDot);
                    }
                }
            });
        }
        /// <summary>
        /// Calculate the two most extreme vertices along an axis, with optional transform
        /// </summary>
        public static Interval1i ExtremeVertices(DMesh3 mesh, Vector3d axis, Func <Vector3d, Vector3d> TransformF = null)
        {
            Interval1d extent  = Interval1d.Empty;
            Interval1i extreme = new Interval1i(DMesh3.InvalidID, DMesh3.InvalidID);

            if (TransformF == null)
            {
                foreach (int vid in mesh.VertexIndices())
                {
                    double t = mesh.GetVertex(vid).Dot(ref axis);
                    if (t < extent.a)
                    {
                        extent.a  = t;
                        extreme.a = vid;
                    }
                    else if (t > extent.b)
                    {
                        extent.b  = t;
                        extreme.b = vid;
                    }
                }
            }
            else
            {
                foreach (int vid in mesh.VertexIndices())
                {
                    double t = TransformF(mesh.GetVertex(vid)).Dot(ref axis);
                    if (t < extent.a)
                    {
                        extent.a  = t;
                        extreme.a = vid;
                    }
                    else if (t > extent.b)
                    {
                        extent.b  = t;
                        extreme.b = vid;
                    }
                }
            }
            return(extreme);
        }
예제 #14
0
 /// <summary>
 /// For row r, find interval that nonzeros lie in
 /// </summary>
 public Interval1i NonZerosRange(int r)
 {
     nonzero[] Row = Rows[r];
     if (Row.Length == 0)
     {
         return(Interval1i.Empty);
     }
     if (Sorted == false)
     {
         Interval1i range = Interval1i.Empty;
         for (int i = 0; i < Row.Length; ++i)
         {
             range.Contain(Row[i].j);
         }
         return(range);
     }
     else
     {
         return(new Interval1i(Row[0].j, Row[Row.Length - 1].j));
     }
 }
예제 #15
0
        // TODO: parallel version, cache tri normals
        void Compute_FaceAvg_AreaWeighted()
        {
            int NV = Mesh.MaxVertexID;

            if (NV != Normals.size)
            {
                Normals.resize(NV);
            }
            for (int i = 0; i < NV; ++i)
            {
                Normals[i] = Vector3d.Zero;
            }

            int NT = Mesh.MaxTriangleID;

            for (int ti = 0; ti < NT; ++ti)
            {
                if (Mesh.IsTriangle(ti) == false)
                {
                    continue;
                }
                Index3i  tri = Mesh.GetTriangle(ti);
                Vector3d va  = Mesh.GetVertex(tri.a);
                Vector3d vb  = Mesh.GetVertex(tri.b);
                Vector3d vc  = Mesh.GetVertex(tri.c);
                Vector3d N   = MathUtil.Normal(va, vb, vc);
                double   a   = MathUtil.Area(va, vb, vc);
                Normals[tri.a] += a * N;
                Normals[tri.b] += a * N;
                Normals[tri.c] += a * N;
            }

            gParallel.ForEach(Interval1i.Range(NV), (vi) => {
                if (Normals[vi].LengthSquared > MathUtil.ZeroTolerancef)
                {
                    Normals[vi] = Normals[vi].Normalized;
                }
            });
        }
예제 #16
0
        public virtual bool Smooth()
        {
            int NV = Loop.Vertices.Length;

            double a          = MathUtil.Clamp(Alpha, 0, 1);
            double num_rounds = MathUtil.Clamp(Rounds, 0, 10000);

            for (int round = 0; round < num_rounds; ++round)
            {
                // compute
                gParallel.ForEach(Interval1i.Range(NV), (i) =>
                {
                    int vid       = Loop.Vertices[(i + 1) % NV];
                    Vector3d prev = Mesh.GetVertex(Loop.Vertices[i]);
                    Vector3d cur  = Mesh.GetVertex(vid);
                    Vector3d next = Mesh.GetVertex(Loop.Vertices[(i + 2) % NV]);

                    Vector3d centroid   = (prev + next) * 0.5;
                    SmoothedPostions[i] = (1 - a) * cur + (a) * centroid;
                });

                // bake
                gParallel.ForEach(Interval1i.Range(NV), (i) =>
                {
                    int vid      = Loop.Vertices[(i + 1) % NV];
                    Vector3d pos = SmoothedPostions[i];

                    if (ProjectF != null)
                    {
                        pos = ProjectF(pos, vid);
                    }

                    Mesh.SetVertex(vid, pos);
                });
            }

            return(true);
        }
예제 #17
0
        // TODO: parallel version, cache tri normals
        void Compute_FaceAvg_AreaWeighted()
        {
            int NV = Mesh.MaxVertexID;

            if (NV != Normals.size)
            {
                Normals.resize(NV);
            }
            for (int i = 0; i < NV; ++i)
            {
                Normals[i] = Vector3d.Zero;
            }

            SpinLock Normals_lock = new SpinLock();

            gParallel.ForEach(Mesh.TriangleIndices(), (ti) => {
                Index3i tri = Mesh.GetTriangle(ti);
                Vector3d va = Mesh.GetVertex(tri.a);
                Vector3d vb = Mesh.GetVertex(tri.b);
                Vector3d vc = Mesh.GetVertex(tri.c);
                Vector3d N  = MathUtil.Normal(ref va, ref vb, ref vc);
                double a    = MathUtil.Area(ref va, ref vb, ref vc);
                bool taken  = false;
                Normals_lock.Enter(ref taken);
                Normals[tri.a] += a * N;
                Normals[tri.b] += a * N;
                Normals[tri.c] += a * N;
                Normals_lock.Exit();
            });

            gParallel.ForEach(Interval1i.Range(NV), (vi) => {
                if (Normals[vi].LengthSquared > MathUtil.ZeroTolerancef)
                {
                    Normals[vi] = Normals[vi].Normalized;
                }
            });
        }
예제 #18
0
        // Result must be as large as Mesh.MaxVertexID
        public bool SolveMultipleCG(Vector3d[] Result)
        {
            if (WeightsM == null)
            {
                Initialize();       // force initialize...
            }
            UpdateForSolve();

            // use initial positions as initial solution.
            Array.Copy(Px, Sx, N);
            Array.Copy(Py, Sy, N);
            Array.Copy(Pz, Sz, N);


            Action <double[], double[]> CombinedMultiply = (X, B) => {
                //PackedM.Multiply(X, B);
                PackedM.Multiply_Parallel(X, B);

                for (int i = 0; i < N; ++i)
                {
                    B[i] += WeightsM[i, i] * X[i];
                }
            };

            List <SparseSymmetricCG> Solvers = new List <SparseSymmetricCG>();

            if (SolveX)
            {
                Solvers.Add(new SparseSymmetricCG()
                {
                    B                  = Bx, X = Sx,
                    MultiplyF          = CombinedMultiply, PreconditionMultiplyF = Preconditioner.Multiply,
                    UseXAsInitialGuess = true
                });
            }
            if (SolveY)
            {
                Solvers.Add(new SparseSymmetricCG()
                {
                    B                  = By, X = Sy,
                    MultiplyF          = CombinedMultiply, PreconditionMultiplyF = Preconditioner.Multiply,
                    UseXAsInitialGuess = true
                });
            }
            if (SolveZ)
            {
                Solvers.Add(new SparseSymmetricCG()
                {
                    B                  = Bz, X = Sz,
                    MultiplyF          = CombinedMultiply, PreconditionMultiplyF = Preconditioner.Multiply,
                    UseXAsInitialGuess = true
                });
            }
            bool[] ok = new bool[Solvers.Count];

            gParallel.ForEach(Interval1i.Range(Solvers.Count), (i) => {
                ok[i] = Solvers[i].Solve();
                // preconditioned solve is slower =\
                //ok[i] = solvers[i].SolvePreconditioned();
            });

            ConvergeFailed = false;
            foreach (bool b in ok)
            {
                if (b == false)
                {
                    ConvergeFailed = true;
                }
            }

            for (int i = 0; i < N; ++i)
            {
                int vid = ToCurveV[i];
                Result[vid] = new Vector3d(Sx[i], Sy[i], Sz[i]);
            }

            // apply post-fixed constraints
            if (HavePostFixedConstraints)
            {
                foreach (var constraint in SoftConstraints)
                {
                    if (constraint.Value.PostFix)
                    {
                        int vid = constraint.Key;
                        Result[vid] = constraint.Value.Position;
                    }
                }
            }

            return(true);
        }
        public virtual bool Apply()
        {
            HashSet <int> OnCurveVerts = new HashSet <int>();     // original vertices that were epsilon-coincident w/ curve vertices

            insert_corners(OnCurveVerts);

            // [RMS] not using this?
            //HashSet<int> corner_v = new HashSet<int>(CurveVertices);

            // not sure we need to track all of these
            HashSet <int> ZeroEdges    = new HashSet <int>();
            HashSet <int> ZeroVertices = new HashSet <int>();

            OnCutEdges = new HashSet <int>();

            HashSet <int> NewEdges       = new HashSet <int>();
            HashSet <int> NewCutVertices = new HashSet <int>();

            sbyte[] signs = new sbyte[2 * Mesh.MaxVertexID + 2 * Curve.VertexCount];

            HashSet <int> segTriangles = new HashSet <int>();
            HashSet <int> segVertices  = new HashSet <int>();
            HashSet <int> segEdges     = new HashSet <int>();

            // loop over segments, insert each one in sequence
            int N = (IsLoop) ? Curve.VertexCount : Curve.VertexCount - 1;

            for (int si = 0; si < N; ++si)
            {
                int       i0  = si;
                int       i1  = (si + 1) % Curve.VertexCount;
                Segment2d seg = new Segment2d(Curve[i0], Curve[i1]);

                int i0_vid = CurveVertices[i0];
                int i1_vid = CurveVertices[i1];

                // If these vertices are already connected by an edge, we can just continue.
                int existing_edge = Mesh.FindEdge(i0_vid, i1_vid);
                if (existing_edge != DMesh3.InvalidID)
                {
                    add_cut_edge(existing_edge);
                    continue;
                }

                if (triSpatial != null)
                {
                    segTriangles.Clear(); segVertices.Clear(); segEdges.Clear();
                    AxisAlignedBox2d segBounds = new AxisAlignedBox2d(seg.P0); segBounds.Contain(seg.P1);
                    segBounds.Expand(MathUtil.ZeroTolerancef * 10);
                    triSpatial.FindTrianglesInRange(segBounds, segTriangles);
                    IndexUtil.TrianglesToVertices(Mesh, segTriangles, segVertices);
                    IndexUtil.TrianglesToEdges(Mesh, segTriangles, segEdges);
                }

                int MaxVID = Mesh.MaxVertexID;
                IEnumerable <int> vertices = Interval1i.Range(MaxVID);
                if (triSpatial != null)
                {
                    vertices = segVertices;
                }

                // compute edge-crossing signs
                // [TODO] could walk along mesh from a to b, rather than computing for entire mesh?
                if (signs.Length < MaxVID)
                {
                    signs = new sbyte[2 * MaxVID];
                }
                gParallel.ForEach(vertices, (vid) => {
                    if (Mesh.IsVertex(vid))
                    {
                        if (vid == i0_vid || vid == i1_vid)
                        {
                            signs[vid] = 0;
                        }
                        else
                        {
                            Vector2d v2 = PointF(vid);
                            // tolerance defines band in which we will consider values to be zero
                            signs[vid] = (sbyte)seg.WhichSide(v2, SpatialEpsilon);
                        }
                    }
                    else
                    {
                        signs[vid] = sbyte.MaxValue;
                    }
                });

                // have to skip processing of new edges. If edge id
                // is > max at start, is new. Otherwise if in NewEdges list, also new.
                // (need both in case we re-use an old edge index)
                int MaxEID = Mesh.MaxEdgeID;
                NewEdges.Clear();
                NewCutVertices.Clear();
                NewCutVertices.Add(i0_vid);
                NewCutVertices.Add(i1_vid);

                // cut existing edges with segment
                IEnumerable <int> edges = Interval1i.Range(MaxEID);
                if (triSpatial != null)
                {
                    edges = segEdges;
                }
                foreach (int eid in edges)
                {
                    if (Mesh.IsEdge(eid) == false)
                    {
                        continue;
                    }
                    if (eid >= MaxEID || NewEdges.Contains(eid))
                    {
                        continue;
                    }

                    // cannot cut boundary edges?
                    if (Mesh.IsBoundaryEdge(eid))
                    {
                        continue;
                    }

                    Index2i ev       = Mesh.GetEdgeV(eid);
                    int     eva_sign = signs[ev.a];
                    int     evb_sign = signs[ev.b];

                    // [RMS] should we be using larger epsilon here? If we don't track OnCurveVerts explicitly, we
                    // need to at least use same epsilon we passed to insert_corner_from_bary...do we still also
                    // need that to catch the edges we split in the poke?
                    bool eva_in_segment = false;
                    if (eva_sign == 0)
                    {
                        eva_in_segment = OnCurveVerts.Contains(ev.a) || Math.Abs(seg.Project(PointF(ev.a))) < (seg.Extent + SpatialEpsilon);
                    }
                    bool evb_in_segment = false;
                    if (evb_sign == 0)
                    {
                        evb_in_segment = OnCurveVerts.Contains(ev.b) || Math.Abs(seg.Project(PointF(ev.b))) < (seg.Extent + SpatialEpsilon);
                    }

                    // If one or both vertices are on-segment, we have special case.
                    // If just one vertex is on the segment, we can skip this edge.
                    // If both vertices are on segment, then we can just re-use this edge.
                    if (eva_in_segment || evb_in_segment)
                    {
                        if (eva_in_segment && evb_in_segment)
                        {
                            ZeroEdges.Add(eid);
                            add_cut_edge(eid);
                            NewCutVertices.Add(ev.a); NewCutVertices.Add(ev.b);
                        }
                        else
                        {
                            int zvid = eva_in_segment ? ev.a : ev.b;
                            ZeroVertices.Add(zvid);
                            NewCutVertices.Add(zvid);
                        }
                        continue;
                    }

                    // no crossing
                    if (eva_sign * evb_sign > 0)
                    {
                        continue;
                    }

                    // compute segment/segment intersection
                    Vector2d             va       = PointF(ev.a);
                    Vector2d             vb       = PointF(ev.b);
                    Segment2d            edge_seg = new Segment2d(va, vb);
                    IntrSegment2Segment2 intr     = new IntrSegment2Segment2(seg, edge_seg);
                    intr.Compute();
                    if (intr.Type == IntersectionType.Segment)
                    {
                        // [RMS] we should have already caught this above, so if it happens here it is probably spurious?
                        // we should have caught this case above, but numerics are different so it might occur again
                        ZeroEdges.Add(eid);
                        NewCutVertices.Add(ev.a); NewCutVertices.Add(ev.b);
                        add_cut_edge(eid);
                        continue;
                    }
                    else if (intr.Type != IntersectionType.Point)
                    {
                        continue; // no intersection
                    }
                    Vector2d x = intr.Point0;
                    double   t = Math.Sqrt(x.DistanceSquared(va) / va.DistanceSquared(vb));

                    // this case happens if we aren't "on-segment" but after we do the test the intersection pt
                    // is within epsilon of one end of the edge. This is a spurious t-intersection and we
                    // can ignore it. Some other edge should exist that picks up this vertex as part of it.
                    // [TODO] what about if this edge is degenerate?
                    bool x_in_segment = Math.Abs(edge_seg.Project(x)) < (edge_seg.Extent - SpatialEpsilon);
                    if (!x_in_segment)
                    {
                        continue;
                    }

                    Index2i et = Mesh.GetEdgeT(eid);
                    spatial_remove_triangles(et.a, et.b);

                    // split edge at this segment
                    DMesh3.EdgeSplitInfo splitInfo;
                    MeshResult           result = Mesh.SplitEdge(eid, out splitInfo, t);
                    if (result != MeshResult.Ok)
                    {
                        throw new Exception("MeshInsertUVSegment.Apply: SplitEdge failed - " + result.ToString());
                        //return false;
                    }

                    // move split point to intersection position
                    SetPointF(splitInfo.vNew, x);
                    NewCutVertices.Add(splitInfo.vNew);

                    NewEdges.Add(splitInfo.eNewBN);
                    NewEdges.Add(splitInfo.eNewCN);

                    spatial_add_triangles(et.a, et.b);
                    spatial_add_triangles(splitInfo.eNewT2, splitInfo.eNewT3);

                    // some splits - but not all - result in new 'other' edges that are on
                    // the polypath. We want to keep track of these edges so we can extract loop later.
                    Index2i ecn = Mesh.GetEdgeV(splitInfo.eNewCN);
                    if (NewCutVertices.Contains(ecn.a) && NewCutVertices.Contains(ecn.b))
                    {
                        add_cut_edge(splitInfo.eNewCN);
                    }

                    // since we don't handle bdry edges this should never be false, but maybe we will handle bdry later...
                    if (splitInfo.eNewDN != DMesh3.InvalidID)
                    {
                        NewEdges.Add(splitInfo.eNewDN);
                        Index2i edn = Mesh.GetEdgeV(splitInfo.eNewDN);
                        if (NewCutVertices.Contains(edn.a) && NewCutVertices.Contains(edn.b))
                        {
                            add_cut_edge(splitInfo.eNewDN);
                        }
                    }
                }
            }

            // extract the cut paths
            if (EnableCutSpansAndLoops)
            {
                find_cut_paths(OnCutEdges);
            }

            return(true);
        }         // Apply()
예제 #20
0
        /// <summary>
        /// Preconditioned variant
        /// Similar to non-preconditioned version, this can suffer if one solution converges
        /// much slower than others, as we can't skip matrix multiplies in that case.
        /// </summary>
        public bool SolvePreconditioned()
        {
            Iterations = 0;
            if (B == null || MultiplyF == null || PreconditionMultiplyF == null)
            {
                throw new Exception("SparseSymmetricCGMultipleRHS.SolvePreconditioned(): Must set B and MultiplyF and PreconditionMultiplyF!");
            }

            int NRHS = B.Length;

            if (NRHS == 0)
            {
                throw new Exception("SparseSymmetricCGMultipleRHS.SolvePreconditioned(): Need at least one RHS vector in B");
            }

            int n = B[0].Length;

            R  = BufferUtil.AllocNxM(NRHS, n);
            P  = BufferUtil.AllocNxM(NRHS, n);
            AP = BufferUtil.AllocNxM(NRHS, n);
            Z  = BufferUtil.AllocNxM(NRHS, n);

            if (X == null || UseXAsInitialGuess == false)
            {
                if (X == null)
                {
                    X = BufferUtil.AllocNxM(NRHS, n);
                }

                for (int j = 0; j < NRHS; ++j)
                {
                    Array.Clear(X[j], 0, n);
                    Array.Copy(B[j], R[j], n);
                }
            }
            else
            {
                // hopefully is X is a decent initialization...
                InitializeR(R);
            }

            // [RMS] for convergence test?
            double[] norm = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                norm[j] = BufferUtil.Dot(B[j], B[j]);
            }

            double[] root1 = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                root1[j] = Math.Sqrt(norm[j]);
            }


            // r_0 = b - A*x_0
            MultiplyF(X, R);
            for (int j = 0; j < NRHS; ++j)
            {
                for (int i = 0; i < n; ++i)
                {
                    R[j][i] = B[j][i] - R[j][i];
                }
            }

            // z0 = M_inverse * r_0
            PreconditionMultiplyF(R, Z);

            // p0 = z0
            for (int j = 0; j < NRHS; ++j)
            {
                Array.Copy(Z[j], P[j], n);
            }

            // compute initial R*Z
            double[] RdotZ_k = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                RdotZ_k[j] = BufferUtil.Dot(R[j], Z[j]);
            }

            double[] alpha_k   = new double[NRHS];
            double[] beta_k    = new double[NRHS];
            bool[]   converged = new bool[NRHS];
            var      rhs       = Interval1i.Range(NRHS);

            int iter = 0;

            while (iter++ < MaxIterations)
            {
                // convergence test
                bool done = true;
                for (int j = 0; j < NRHS; ++j)
                {
                    if (converged[j] == false)
                    {
                        double root0 = Math.Sqrt(RdotZ_k[j]);
                        if (root0 <= ConvergeTolerance * root1[j])
                        {
                            converged[j] = true;
                        }
                    }
                    if (converged[j] == false)
                    {
                        done = false;
                    }
                }
                if (done)
                {
                    break;
                }

                MultiplyF(P, AP);

                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        alpha_k[j] = RdotZ_k[j] / BufferUtil.Dot(P[j], AP[j]);
                    }
                });

                // x_k+1 = x_k + alpha_k * p_k
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        BufferUtil.MultiplyAdd(X[j], alpha_k[j], P[j]);
                    }
                });

                // r_k+1 = r_k - alpha_k * A * p_k
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        BufferUtil.MultiplyAdd(R[j], -alpha_k[j], AP[j]);
                    }
                });

                // z_k+1 = M_inverse * r_k+1
                PreconditionMultiplyF(R, Z);

                // beta_k = (z_k+1 * r_k+1) / (z_k * r_k)
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        beta_k[j] = BufferUtil.Dot(Z[j], R[j]) / RdotZ_k[j];
                    }
                });

                // can do these in parallel but improvement is minimal

                // p_k+1 = z_k+1 + beta_k * p_k
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        for (int i = 0; i < n; ++i)
                        {
                            P[j][i] = Z[j][i] + beta_k[j] * P[j][i];
                        }
                    }
                });

                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        RdotZ_k[j] = BufferUtil.Dot(R[j], Z[j]);
                    }
                });
            }


            //System.Console.WriteLine("{0} iterations", iter);
            Iterations = iter;
            return(iter < MaxIterations);
        }
예제 #21
0
        public void FindConnectedT()
        {
            Components = new List <Component>();

            int NT = Mesh.MaxTriangleID;

            // [TODO] could use Euler formula to determine if mesh is closed genus-0...

            Func <int, bool> filter_func = (i) => { return(Mesh.IsTriangle(i)); };

            if (FilterF != null)
            {
                filter_func = (i) => { return(Mesh.IsTriangle(i) && FilterF(i)); }
            }
            ;



            // initial active set contains all valid triangles
            byte[]     active      = new byte[Mesh.MaxTriangleID];
            Interval1i activeRange = Interval1i.Empty;

            if (FilterSet != null)
            {
                for (int i = 0; i < NT; ++i)
                {
                    active[i] = 255;
                }
                foreach (int tid in FilterSet)
                {
                    bool bValid = filter_func(tid);
                    if (bValid)
                    {
                        active[tid] = 0;
                        activeRange.Contain(tid);
                    }
                }
            }
            else
            {
                for (int i = 0; i < NT; ++i)
                {
                    bool bValid = filter_func(i);
                    if (bValid)
                    {
                        active[i] = 0;
                        activeRange.Contain(i);
                    }
                    else
                    {
                        active[i] = 255;
                    }
                }
            }

            // temporary buffers
            List <int> queue    = new List <int>(NT / 10);
            List <int> cur_comp = new List <int>(NT / 10);

            // keep finding valid seed triangles and growing connected components
            // until we are done
            IEnumerable <int> range = (FilterSet != null) ? FilterSet : activeRange;

            foreach (int i in range)
            {
                //for ( int i = 0; i < NT; ++i ) {
                if (active[i] == 255)
                {
                    continue;
                }

                int seed_t = i;
                if (SeedFilterF != null && SeedFilterF(seed_t) == false)
                {
                    continue;
                }

                queue.Add(seed_t);
                active[seed_t] = 1;      // in queue

                while (queue.Count > 0)
                {
                    int cur_t = queue[queue.Count - 1];
                    queue.RemoveAt(queue.Count - 1);

                    active[cur_t] = 2;   // tri has been processed
                    cur_comp.Add(cur_t);

                    Index3i nbrs = Mesh.GetTriNeighbourTris(cur_t);
                    for (int j = 0; j < 3; ++j)
                    {
                        int nbr_t = nbrs[j];
                        if (nbr_t != DMesh3.InvalidID && active[nbr_t] == 0)
                        {
                            queue.Add(nbr_t);
                            active[nbr_t] = 1;           // in queue
                        }
                    }
                }


                Component comp = new Component()
                {
                    Indices = cur_comp.ToArray()
                };
                Components.Add(comp);

                // remove tris in this component from active set
                for (int j = 0; j < comp.Indices.Length; ++j)
                {
                    active[comp.Indices[j]] = 255;
                }

                cur_comp.Clear();
                queue.Clear();
            }
        }
예제 #22
0
        /// <summary>
        /// standard CG solve
        /// </summary>
        public bool Solve()
        {
            Iterations = 0;
            if (B == null || MultiplyF == null)
            {
                throw new Exception("SparseSymmetricCGMultipleRHS.Solve(): Must set B and MultiplyF!");
            }

            int NRHS = B.Length;

            if (NRHS == 0)
            {
                throw new Exception("SparseSymmetricCGMultipleRHS.Solve(): Need at least one RHS vector in B");
            }

            int size = B[0].Length;

            // Based on the algorithm in "Matrix Computations" by Golum and Van Loan.
            R = BufferUtil.AllocNxM(NRHS, size);
            P = BufferUtil.AllocNxM(NRHS, size);
            W = BufferUtil.AllocNxM(NRHS, size);

            if (X == null || UseXAsInitialGuess == false)
            {
                if (X == null)
                {
                    X = BufferUtil.AllocNxM(NRHS, size);
                }

                for (int j = 0; j < NRHS; ++j)
                {
                    Array.Clear(X[j], 0, size);
                    Array.Copy(B[j], R[j], size);
                }
            }
            else
            {
                // hopefully is X is a decent initialization...
                InitializeR(R);
            }

            // [RMS] these were inside loop but they are constant!
            double[] norm = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                norm[j] = BufferUtil.Dot(B[j], B[j]);
            }

            double[] root1 = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                root1[j] = Math.Sqrt(norm[j]);
            }

            // The first iteration.
            double[] rho0 = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                rho0[j] = BufferUtil.Dot(R[j], R[j]);
            }

            // [RMS] If we were initialized w/ constraints already satisfied,
            //   then we are done! (happens for example in mesh deformations)
            bool[] converged  = new bool[NRHS];
            int    nconverged = 0;

            for (int j = 0; j < NRHS; ++j)
            {
                converged[j] = rho0[j] < (ConvergeTolerance * root1[j]);
                if (converged[j])
                {
                    nconverged++;
                }
            }
            if (nconverged == NRHS)
            {
                return(true);
            }

            for (int j = 0; j < NRHS; ++j)
            {
                Array.Copy(R[j], P[j], size);
            }

            MultiplyF(P, W);

            double[] alpha = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                alpha[j] = rho0[j] / BufferUtil.Dot(P[j], W[j]);
            }

            for (int j = 0; j < NRHS; ++j)
            {
                BufferUtil.MultiplyAdd(X[j], alpha[j], P[j]);
            }

            for (int j = 0; j < NRHS; ++j)
            {
                BufferUtil.MultiplyAdd(R[j], -alpha[j], W[j]);
            }

            double[] rho1 = new double[NRHS];
            for (int j = 0; j < NRHS; ++j)
            {
                rho1[j] = BufferUtil.Dot(R[j], R[j]);
            }

            double[] beta = new double[NRHS];

            var rhs = Interval1i.Range(NRHS);

            // The remaining iterations.
            int iter;

            for (iter = 1; iter < MaxIterations; ++iter)
            {
                bool done = true;
                for (int j = 0; j < NRHS; ++j)
                {
                    if (converged[j] == false)
                    {
                        double root0 = Math.Sqrt(rho1[j]);
                        if (root0 <= ConvergeTolerance * root1[j])
                        {
                            converged[j] = true;
                        }
                    }
                    if (converged[j] == false)
                    {
                        done = false;
                    }
                }
                if (done)
                {
                    break;
                }

                for (int j = 0; j < NRHS; ++j)
                {
                    beta[j] = rho1[j] / rho0[j];
                }

                UpdateP(P, beta, R, converged);

                MultiplyF(P, W);

                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        alpha[j] = rho1[j] / BufferUtil.Dot(P[j], W[j]);
                    }
                });

                // can do all these in parallel, but improvement is minimal
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        BufferUtil.MultiplyAdd(X[j], alpha[j], P[j]);
                    }
                });
                gParallel.ForEach(rhs, (j) =>
                {
                    if (converged[j] == false)
                    {
                        rho0[j] = rho1[j];
                        rho1[j] = BufferUtil.MultiplyAdd_GetSqrSum(R[j], -alpha[j], W[j]);
                    }
                });
            }

            //System.Console.WriteLine("{0} iterations", iter);
            Iterations = iter;
            return(iter < MaxIterations);
        }
예제 #23
0
 public void Set(Interval1i o)
 {
     a = o.a; b = o.b;
 }
예제 #24
0
 public Interval1i(Interval1i copy)
 {
     a = copy.a; b = copy.b;
 }
예제 #25
0
        public virtual bool Apply()
        {
            insert_corners();

            // [RMS] not using this?
            //HashSet<int> corner_v = new HashSet<int>(CurveVertices);

            // not sure we need to track all of these
            HashSet <int> ZeroEdges    = new HashSet <int>();
            HashSet <int> ZeroVertices = new HashSet <int>();

            OnCutEdges = new HashSet <int>();

            // loop over segments, insert each one in sequence
            int N = (IsLoop) ? Curve.VertexCount : Curve.VertexCount - 1;

            for (int si = 0; si < N; ++si)
            {
                int       i0  = si;
                int       i1  = (si + 1) % Curve.VertexCount;
                Segment2d seg = new Segment2d(Curve[i0], Curve[i1]);

                int i0_vid = CurveVertices[i0];
                int i1_vid = CurveVertices[i1];

                // If these vertices are already connected by an edge, we can just continue.
                int existing_edge = Mesh.FindEdge(i0_vid, i1_vid);
                if (existing_edge != DMesh3.InvalidID)
                {
                    OnCutEdges.Add(existing_edge);
                    continue;
                }

                // compute edge-crossing signs
                // [TODO] could walk along mesh from a to b, rather than computing for entire mesh?
                int   MaxVID = Mesh.MaxVertexID;
                int[] signs  = new int[MaxVID];
                gParallel.ForEach(Interval1i.Range(MaxVID), (vid) => {
                    if (Mesh.IsVertex(vid))
                    {
                        if (vid == i0_vid || vid == i1_vid)
                        {
                            signs[vid] = 0;
                        }
                        else
                        {
                            Vector2d v2 = PointF(vid);
                            // tolerance defines band in which we will consider values to be zero
                            signs[vid] = seg.WhichSide(v2, MathUtil.ZeroTolerance);
                        }
                    }
                    else
                    {
                        signs[vid] = int.MaxValue;
                    }
                });

                // have to skip processing of new edges. If edge id
                // is > max at start, is new. Otherwise if in NewEdges list, also new.
                // (need both in case we re-use an old edge index)
                int           MaxEID         = Mesh.MaxEdgeID;
                HashSet <int> NewEdges       = new HashSet <int>();
                HashSet <int> NewCutVertices = new HashSet <int>();
                NewCutVertices.Add(i0_vid);
                NewCutVertices.Add(i1_vid);

                // cut existing edges with segment
                for (int eid = 0; eid < MaxEID; ++eid)
                {
                    if (Mesh.IsEdge(eid) == false)
                    {
                        continue;
                    }
                    if (eid >= MaxEID || NewEdges.Contains(eid))
                    {
                        continue;
                    }

                    // cannot cut boundary edges?
                    if (Mesh.IsBoundaryEdge(eid))
                    {
                        continue;
                    }

                    Index2i ev       = Mesh.GetEdgeV(eid);
                    int     eva_sign = signs[ev.a];
                    int     evb_sign = signs[ev.b];

                    bool eva_in_segment = false;
                    if (eva_sign == 0)
                    {
                        eva_in_segment = Math.Abs(seg.Project(PointF(ev.a))) < (seg.Extent + MathUtil.ZeroTolerance);
                    }
                    bool evb_in_segment = false;
                    if (evb_sign == 0)
                    {
                        evb_in_segment = Math.Abs(seg.Project(PointF(ev.b))) < (seg.Extent + MathUtil.ZeroTolerance);
                    }

                    // If one or both vertices are on-segment, we have special case.
                    // If just one vertex is on the segment, we can skip this edge.
                    // If both vertices are on segment, then we can just re-use this edge.
                    if (eva_in_segment || evb_in_segment)
                    {
                        if (eva_in_segment && evb_in_segment)
                        {
                            ZeroEdges.Add(eid);
                            OnCutEdges.Add(eid);
                        }
                        else
                        {
                            ZeroVertices.Add(eva_in_segment ? ev.a : ev.b);
                        }
                        continue;
                    }

                    // no crossing
                    if (eva_sign * evb_sign > 0)
                    {
                        continue;
                    }

                    // compute segment/segment intersection
                    Vector2d             va       = PointF(ev.a);
                    Vector2d             vb       = PointF(ev.b);
                    Segment2d            edge_seg = new Segment2d(va, vb);
                    IntrSegment2Segment2 intr     = new IntrSegment2Segment2(seg, edge_seg);
                    intr.Compute();
                    if (intr.Type == IntersectionType.Segment)
                    {
                        // [RMS] we should have already caught this above, so if it happens here it is probably spurious?
                        // we should have caught this case above, but numerics are different so it might occur again
                        ZeroEdges.Add(eid);
                        OnCutEdges.Add(eid);
                        continue;
                    }
                    else if (intr.Type != IntersectionType.Point)
                    {
                        continue; // no intersection
                    }
                    Vector2d x = intr.Point0;

                    // this case happens if we aren't "on-segment" but after we do the test the intersection pt
                    // is within epsilon of one end of the edge. This is a spurious t-intersection and we
                    // can ignore it. Some other edge should exist that picks up this vertex as part of it.
                    // [TODO] what about if this edge is degenerate?
                    bool x_in_segment = Math.Abs(edge_seg.Project(x)) < (edge_seg.Extent - MathUtil.ZeroTolerance);
                    if (!x_in_segment)
                    {
                        continue;
                    }

                    // split edge at this segment
                    DMesh3.EdgeSplitInfo splitInfo;
                    MeshResult           result = Mesh.SplitEdge(eid, out splitInfo);
                    if (result != MeshResult.Ok)
                    {
                        throw new Exception("MeshInsertUVSegment.Cut: failed in SplitEdge");
                        //return false;
                    }

                    // move split point to intersection position
                    SetPointF(splitInfo.vNew, x);
                    NewCutVertices.Add(splitInfo.vNew);

                    NewEdges.Add(splitInfo.eNewBN);
                    NewEdges.Add(splitInfo.eNewCN);

                    // some splits - but not all - result in new 'other' edges that are on
                    // the polypath. We want to keep track of these edges so we can extract loop later.
                    Index2i ecn = Mesh.GetEdgeV(splitInfo.eNewCN);
                    if (NewCutVertices.Contains(ecn.a) && NewCutVertices.Contains(ecn.b))
                    {
                        OnCutEdges.Add(splitInfo.eNewCN);
                    }

                    // since we don't handle bdry edges this should never be false, but maybe we will handle bdry later...
                    if (splitInfo.eNewDN != DMesh3.InvalidID)
                    {
                        NewEdges.Add(splitInfo.eNewDN);
                        Index2i edn = Mesh.GetEdgeV(splitInfo.eNewDN);
                        if (NewCutVertices.Contains(edn.a) && NewCutVertices.Contains(edn.b))
                        {
                            OnCutEdges.Add(splitInfo.eNewDN);
                        }
                    }
                }
            }


            //MeshEditor editor = new MeshEditor(Mesh);
            //foreach (int eid in OnCutEdges)
            //    editor.AppendBox(new Frame3f(Mesh.GetEdgePoint(eid, 0.5)), 0.1f);
            //Util.WriteDebugMesh(Mesh, string.Format("C:\\git\\geometry3SharpDemos\\geometry3Test\\test_output\\after_inserted.obj"));


            // extract the cut paths
            if (EnableCutSpansAndLoops)
            {
                find_cut_paths(OnCutEdges);
            }

            return(true);
        }         // Apply()
예제 #26
0
        public virtual bool Cut()
        {
            double invalidDist = double.MinValue;

            MeshEdgeSelection   CutEdgeSet   = null;
            MeshVertexSelection CutVertexSet = null;

            if (CutFaceSet != null)
            {
                CutEdgeSet   = new MeshEdgeSelection(Mesh, CutFaceSet);
                CutVertexSet = new MeshVertexSelection(Mesh, CutEdgeSet);
            }

            // compute signs
            int MaxVID = Mesh.MaxVertexID;

            double[] signs = new double[MaxVID];
            gParallel.ForEach(Interval1i.Range(MaxVID), (vid) => {
                if (Mesh.IsVertex(vid))
                {
                    Vector3d v = Mesh.GetVertex(vid);
                    signs[vid] = (v - PlaneOrigin).Dot(PlaneNormal);
                }
                else
                {
                    signs[vid] = invalidDist;
                }
            });

            HashSet <int> ZeroEdges    = new HashSet <int>();
            HashSet <int> ZeroVertices = new HashSet <int>();
            HashSet <int> OnCutEdges   = new HashSet <int>();

            // have to skip processing of new edges. If edge id
            // is > max at start, is new. Otherwise if in NewEdges list, also new.
            int           MaxEID   = Mesh.MaxEdgeID;
            HashSet <int> NewEdges = new HashSet <int>();

            IEnumerable <int> edgeItr = Interval1i.Range(MaxEID);

            if (CutEdgeSet != null)
            {
                edgeItr = CutEdgeSet;
            }

            // cut existing edges with plane, using edge split
            foreach (int eid in edgeItr)
            {
                if (Mesh.IsEdge(eid) == false)
                {
                    continue;
                }
                if (eid >= MaxEID || NewEdges.Contains(eid))
                {
                    continue;
                }

                Index2i ev = Mesh.GetEdgeV(eid);
                double  f0 = signs[ev.a];
                double  f1 = signs[ev.b];

                // If both signs are 0, this edge is on-contour
                // If one sign is 0, that vertex is on-contour
                int n0 = (Math.Abs(f0) < MathUtil.Epsilon) ? 1 : 0;
                int n1 = (Math.Abs(f1) < MathUtil.Epsilon) ? 1 : 0;
                if (n0 + n1 > 0)
                {
                    if (n0 + n1 == 2)
                    {
                        ZeroEdges.Add(eid);
                    }
                    else
                    {
                        ZeroVertices.Add((n0 == 1) ? ev[0] : ev[1]);
                    }
                    continue;
                }

                // no crossing
                if (f0 * f1 > 0)
                {
                    continue;
                }

                DMesh3.EdgeSplitInfo splitInfo;
                MeshResult           result = Mesh.SplitEdge(eid, out splitInfo);
                if (result != MeshResult.Ok)
                {
                    throw new Exception("MeshPlaneCut.Cut: failed in SplitEdge");
                    //return false;
                }

                // SplitEdge just bisects edge - use plane intersection instead
                double   t      = f0 / (f0 - f1);
                Vector3d newPos = (1 - t) * Mesh.GetVertex(ev.a) + (t) * Mesh.GetVertex(ev.b);
                Mesh.SetVertex(splitInfo.vNew, newPos);

                NewEdges.Add(splitInfo.eNewBN);
                NewEdges.Add(splitInfo.eNewCN);  OnCutEdges.Add(splitInfo.eNewCN);
                if (splitInfo.eNewDN != DMesh3.InvalidID)
                {
                    NewEdges.Add(splitInfo.eNewDN);
                    OnCutEdges.Add(splitInfo.eNewDN);
                }
            }

            // remove one-rings of all positive-side vertices.
            IEnumerable <int> vertexSet = Interval1i.Range(MaxVID);

            if (CutVertexSet != null)
            {
                vertexSet = CutVertexSet;
            }
            foreach (int vid in vertexSet)
            {
                if (signs[vid] > 0 && Mesh.IsVertex(vid))
                {
                    Mesh.RemoveVertex(vid, true, false);
                }
            }

            // ok now we extract boundary loops, but restricted
            // to either the zero-edges we found, or the edges we created! bang!!
            Func <int, bool> CutEdgeFilterF = (eid) => {
                if (OnCutEdges.Contains(eid) || ZeroEdges.Contains(eid))
                {
                    return(true);
                }
                return(false);
            };

            try {
                MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh, false);
                loops.EdgeFilterF = CutEdgeFilterF;
                loops.Compute();

                CutLoops       = loops.Loops;
                CutSpans       = loops.Spans;
                CutLoopsFailed = false;
                FoundOpenSpans = CutSpans.Count > 0;
            } catch {
                CutLoops       = new List <EdgeLoop>();
                CutLoopsFailed = true;
            }

            return(true);
        }         // Cut()
예제 #27
0
 public bool Overlaps(Interval1i o)
 {
     return(!(o.a > b || o.b < a));
 }
예제 #28
0
 public IntSequence(int iStart, int iEnd)
 {
     range = new Interval1i(iStart, iEnd);
 }
예제 #29
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 public IntSequence(Interval1i ival)
 {
     range = ival;
 }