public void RemoveContained() { DMeshAABBTree3 spatial = new DMeshAABBTree3(CutMesh, true); spatial.WindingNumber(Vector3d.Zero); SafeListBuilder <int> removeT = new SafeListBuilder <int>(); gParallel.ForEach(Target.TriangleIndices(), (tid) => { Vector3d v = Target.GetTriCentroid(tid); if (spatial.WindingNumber(v) > 0.9) { removeT.SafeAdd(tid); } }); MeshEditor.RemoveTriangles(Target, removeT.Result); // [RMS] construct set of on-cut vertices? This is not // necessarily all boundary vertices... CutVertices = new List <int>(); foreach (int vid in SegmentInsertVertices) { if (Target.IsVertex(vid)) { CutVertices.Add(vid); } } }
private void Remove(TriangleRemoval rem = TriangleRemoval.contained) { #if ACAD var lastColor = 0; #endif DMeshAABBTree3 spatial = new DMeshAABBTree3(CutMesh, true); spatial.WindingNumber(Vector3d.Zero); SafeListBuilder <int> containedT = new SafeListBuilder <int>(); SafeListBuilder <int> removeAnywayT = new SafeListBuilder <int>(); // if the windinging number for the centroid point candidate triangles // is one or more (or close for safety), then it's inside the volume of cutMesh // gParallel.ForEach(Target.TriangleIndices(), (tid) => { if (Target.GetTriArea(tid) < VertexSnapTol) { removeAnywayT.SafeAdd(tid); return; // parallel: equivalent to continue. } Vector3d v = Target.GetTriCentroid(tid); if (AttemptPlanarRemoval) { // slightly offset the point to be evaluated. // var nrm = Target.GetTriNormal(tid); v -= nrm * 5 * VertexSnapTol; } var winding = spatial.WindingNumber(v); bool IsInternal = winding > 0.9; #if ACAD // temporarily here for debug purposes var wantColor = IsInternal ? 1 : 2; if (lastColor != wantColor) { Debug.WriteLine($"-LAYER set L{wantColor}"); Debug.WriteLine($""); lastColor = wantColor; } Triangle3d tri = new Triangle3d(); Target.GetTriVertices(tid, ref tri.V0, ref tri.V1, ref tri.V2); Debug.WriteLine($"3DPOLY {tri.V0.CommaDelimited} {tri.V1.CommaDelimited} {tri.V2.CommaDelimited} {tri.V0.CommaDelimited} {v.CommaDelimited} "); #endif if (IsInternal) { containedT.SafeAdd(tid); } }); if (rem == TriangleRemoval.contained) { MeshEditor.RemoveTriangles(Target, containedT.Result); } else if (rem == TriangleRemoval.external) { var ext = Target.TriangleIndices().Except(containedT.Result); MeshEditor.RemoveTriangles(Target, ext); } MeshEditor.RemoveTriangles(Target, removeAnywayT.Result); // [RMS] construct set of on-cut vertices? This is not // necessarily all boundary vertices... CutVertices = new List <int>(); foreach (int vid in SegmentInsertVertices) { if (Target.IsVertex(vid)) { CutVertices.Add(vid); } } }