// 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); }
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); }
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); } }