예제 #1
0
        // Figure out if we can collapse edge eid=[a,b] under current constraint set.
        // First we resolve vertex constraints using can_collapse_vtx(). However this
        // does not catch some topological cases at the edge-constraint level, which
        // which we will only be able to detect once we know if we are losing a or b.
        // See comments on can_collapse_vtx() for what collapse_to is for.
        protected bool can_collapse_constraints(int eid, int a, int b, int c, int d, int tc, int td, out int collapse_to)
        {
            collapse_to = -1;
            if (constraints == null)
            {
                return(true);
            }

            bool bVtx = can_collapse_vtx(eid, a, b, out collapse_to);

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

            // when we lose a vtx in a collapse, we also lose two edges [iCollapse,c] and [iCollapse,d].
            // If either of those edges is constrained, we would lose that constraint.
            // This would be bad.
            int iCollapse = (collapse_to == a) ? b : a;

            if (c != DMesh3.InvalidID)
            {
                int ec = mesh.FindEdgeFromTri(iCollapse, c, tc);
                if (constraints.GetEdgeConstraint(ec).IsUnconstrained == false)
                {
                    return(false);
                }
            }
            if (d != DMesh3.InvalidID)
            {
                int ed = mesh.FindEdgeFromTri(iCollapse, d, td);
                if (constraints.GetEdgeConstraint(ed).IsUnconstrained == false)
                {
                    return(false);
                }
            }

            return(true);
        }
예제 #2
0
        protected virtual ProcessResult CollapseEdge(int edgeID, Vector3d vNewPos, out int collapseToV)
        {
            collapseToV = DMesh3.InvalidID;
            RuntimeDebugCheck(edgeID);

            EdgeConstraint constraint =
                (constraints == null) ? EdgeConstraint.Unconstrained : constraints.GetEdgeConstraint(edgeID);

            if (constraint.NoModifications)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }
            if (constraint.CanCollapse == false)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }


            // look up verts and tris for this edge
            int a = 0, b = 0, t0 = 0, t1 = 0;

            if (mesh.GetEdge(edgeID, ref a, ref b, ref t0, ref t1) == false)
            {
                return(ProcessResult.Failed_NotAnEdge);
            }
            bool bIsBoundaryEdge = (t1 == DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index3i T0tv         = mesh.GetTriangle(t0);
            int     c            = IndexUtil.find_tri_other_vtx(a, b, T0tv);
            Index3i T1tv         = (bIsBoundaryEdge) ? DMesh3.InvalidTriangle : mesh.GetTriangle(t1);
            int     d            = (bIsBoundaryEdge) ? DMesh3.InvalidID : IndexUtil.find_tri_other_vtx(a, b, T1tv);

            Vector3d vA           = mesh.GetVertex(a);
            Vector3d vB           = mesh.GetVertex(b);
            double   edge_len_sqr = (vA - vB).LengthSquared;

            if (edge_len_sqr > MinEdgeLength * MinEdgeLength)
            {
                return(ProcessResult.Ignored_EdgeTooLong);
            }

            begin_collapse();

            // check if we should collapse, and also find which vertex we should collapse to,
            // in cases where we have constraints/etc
            int  collapse_to  = -1;
            bool bCanCollapse = can_collapse_constraints(edgeID, a, b, c, d, t0, t1, out collapse_to);

            if (bCanCollapse == false)
            {
                return(ProcessResult.Ignored_Constrained);
            }

            // if we have a boundary, we want to collapse to boundary
            if (PreserveBoundary && HaveBoundary)
            {
                if (collapse_to != -1)
                {
                    if ((IsBoundaryV(b) && collapse_to != b) ||
                        (IsBoundaryV(a) && collapse_to != a))
                    {
                        return(ProcessResult.Ignored_Constrained);
                    }
                }
                if (IsBoundaryV(b))
                {
                    collapse_to = b;
                }
                else if (IsBoundaryV(a))
                {
                    collapse_to = a;
                }
            }

            // optimization: if edge cd exists, we cannot collapse or flip. look that up here?
            //  funcs will do it internally...
            //  (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)
            ProcessResult retVal = ProcessResult.Failed_OpNotSuccessful;

            int iKeep = b, iCollapse = a;

            // if either vtx is fixed, collapse to that position
            if (collapse_to == b)
            {
                vNewPos = vB;
            }
            else if (collapse_to == a)
            {
                iKeep   = a; iCollapse = b;
                vNewPos = vA;
            }
            else
            {
                vNewPos = get_projected_collapse_position(iKeep, vNewPos);
            }

            // check if this collapse will create a normal flip. Also checks
            // for invalid collapse nbrhood, since we are doing one-ring iter anyway.
            // [TODO] could we skip this one-ring check in CollapseEdge? pass in hints?
            if (creates_flip_or_invalid(a, b, ref vNewPos, t0, t1) || creates_flip_or_invalid(b, a, ref vNewPos, t0, t1))
            {
                retVal = ProcessResult.Ignored_CreatesFlip;
                goto skip_to_end;
            }

            // lots of cases where we cannot collapse, but we should just let
            // mesh sort that out, right?
            COUNT_COLLAPSES++;
            DMesh3.EdgeCollapseInfo collapseInfo;
            MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);

            if (result == MeshResult.Ok)
            {
                collapseToV = iKeep;
                mesh.SetVertex(iKeep, vNewPos);
                if (constraints != null)
                {
                    constraints.ClearEdgeConstraint(edgeID);
                    constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                    if (collapseInfo.eRemoved1 != DMesh3.InvalidID)
                    {
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved1);
                    }
                    constraints.ClearVertexConstraint(iCollapse);
                }
                OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
                DoDebugChecks();

                retVal = ProcessResult.Ok_Collapsed;
            }

skip_to_end:
            end_collapse();
            return(retVal);
        }
예제 #3
0
        protected virtual ProcessResult ProcessEdge(int edgeID)
        {
            RuntimeDebugCheck(edgeID);

            EdgeConstraint constraint =
                (constraints == null) ? EdgeConstraint.Unconstrained : constraints.GetEdgeConstraint(edgeID);

            if (constraint.NoModifications)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }

            // look up verts and tris for this edge
            int a = 0, b = 0, t0 = 0, t1 = 0;

            if (mesh.GetEdge(edgeID, ref a, ref b, ref t0, ref t1) == false)
            {
                return(ProcessResult.Failed_NotAnEdge);
            }
            bool bIsBoundaryEdge = (t1 == DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index3i T0tv         = mesh.GetTriangle(t0);
            int     c            = IndexUtil.find_tri_other_vtx(a, b, T0tv);
            Index3i T1tv         = (bIsBoundaryEdge) ? DMesh3.InvalidTriangle : mesh.GetTriangle(t1);
            int     d            = (bIsBoundaryEdge) ? DMesh3.InvalidID : IndexUtil.find_tri_other_vtx(a, b, T1tv);

            Vector3d vA           = mesh.GetVertex(a);
            Vector3d vB           = mesh.GetVertex(b);
            double   edge_len_sqr = (vA - vB).LengthSquared;

            begin_collapse();

            // check if we should collapse, and also find which vertex we should collapse to,
            // in cases where we have constraints/etc
            int  collapse_to  = -1;
            bool bCanCollapse = EnableCollapses &&
                                constraint.CanCollapse &&
                                edge_len_sqr < MinEdgeLength * MinEdgeLength &&
                                can_collapse_constraints(edgeID, a, b, c, d, t0, t1, out collapse_to);

            // optimization: if edge cd exists, we cannot collapse or flip. look that up here?
            //  funcs will do it internally...
            //  (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)

            // if edge length is too short, we want to collapse it
            bool bTriedCollapse = false;

            if (bCanCollapse)
            {
                int      iKeep = b, iCollapse = a;
                Vector3d vNewPos = (vA + vB) * 0.5;

                // if either vtx is fixed, collapse to that position
                if (collapse_to == b)
                {
                    vNewPos = vB;
                }
                else if (collapse_to == a)
                {
                    iKeep   = a; iCollapse = b;
                    vNewPos = vA;
                }
                else
                {
                    vNewPos = get_projected_collapse_position(iKeep, vNewPos);
                }

                // TODO be smart about picking b (keep vtx).
                //    - swap if one is bdry vtx, for example?
                // lots of cases where we cannot collapse, but we should just let
                // mesh sort that out, right?
                COUNT_COLLAPSES++;
                DMesh3.EdgeCollapseInfo collapseInfo;
                MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);
                if (result == MeshResult.Ok)
                {
                    mesh.SetVertex(iKeep, vNewPos);
                    if (constraints != null)
                    {
                        constraints.ClearEdgeConstraint(edgeID);
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                        if (collapseInfo.eRemoved1 != DMesh3.InvalidID)
                        {
                            constraints.ClearEdgeConstraint(collapseInfo.eRemoved1);
                        }
                        constraints.ClearVertexConstraint(iCollapse);
                    }
                    OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
                    DoDebugChecks();

                    return(ProcessResult.Ok_Collapsed);
                }
                else
                {
                    bTriedCollapse = true;
                }
            }

            end_collapse();
            begin_flip();

            // if this is not a boundary edge, maybe we want to flip
            bool bTriedFlip = false;

            if (EnableFlips && constraint.CanFlip && bIsBoundaryEdge == false)
            {
                // don't want to flip if it will invert triangle...tetrahedron sign??

                // can we do this more efficiently somehow?
                bool a_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.vertex_is_boundary(a));
                bool b_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.vertex_is_boundary(b));
                bool c_is_boundary_vtx = (MeshIsClosed) ? false : mesh.vertex_is_boundary(c);
                bool d_is_boundary_vtx = (MeshIsClosed) ? false :  mesh.vertex_is_boundary(d);
                int  valence_a = mesh.GetVtxEdgeCount(a), valence_b = mesh.GetVtxEdgeCount(b);
                int  valence_c = mesh.GetVtxEdgeCount(c), valence_d = mesh.GetVtxEdgeCount(d);
                int  valence_a_target = (a_is_boundary_vtx) ? valence_a : 6;
                int  valence_b_target = (b_is_boundary_vtx) ? valence_b : 6;
                int  valence_c_target = (c_is_boundary_vtx) ? valence_c : 6;
                int  valence_d_target = (d_is_boundary_vtx) ? valence_d : 6;


                // if total valence error improves by flip, we want to do it
                int curr_err = Math.Abs(valence_a - valence_a_target) + Math.Abs(valence_b - valence_b_target)
                               + Math.Abs(valence_c - valence_c_target) + Math.Abs(valence_d - valence_d_target);
                int flip_err = Math.Abs((valence_a - 1) - valence_a_target) + Math.Abs((valence_b - 1) - valence_b_target)
                               + Math.Abs((valence_c + 1) - valence_c_target) + Math.Abs((valence_d + 1) - valence_d_target);

                if (flip_err < curr_err)
                {
                    // try flip
                    DMesh3.EdgeFlipInfo flipInfo;
                    COUNT_FLIPS++;
                    MeshResult result = mesh.FlipEdge(edgeID, out flipInfo);
                    if (result == MeshResult.Ok)
                    {
                        DoDebugChecks();
                        return(ProcessResult.Ok_Flipped);
                    }
                    else
                    {
                        bTriedFlip = true;
                    }
                }
            }

            end_flip();
            begin_split();

            // if edge length is too long, we want to split it
            bool bTriedSplit = false;

            if (EnableSplits && constraint.CanSplit && edge_len_sqr > MaxEdgeLength * MaxEdgeLength)
            {
                DMesh3.EdgeSplitInfo splitInfo;
                COUNT_SPLITS++;
                MeshResult result = mesh.SplitEdge(edgeID, out splitInfo);
                if (result == MeshResult.Ok)
                {
                    update_after_split(edgeID, a, b, splitInfo);
                    OnEdgeSplit(edgeID, a, b, splitInfo);
                    DoDebugChecks();
                    return(ProcessResult.Ok_Split);
                }
                else
                {
                    bTriedSplit = true;
                }
            }

            end_split();


            if (bTriedFlip || bTriedSplit || bTriedCollapse)
            {
                return(ProcessResult.Failed_OpNotSuccessful);
            }
            else
            {
                return(ProcessResult.Ignored_EdgeIsFine);
            }
        }