public virtual void Update() { base.begin_update(); if (MeshSource == null) { throw new Exception("VectorDisplacementMapOp: must set valid MeshSource to compute!"); } IMesh imesh = MeshSource.GetIMesh(); if (imesh.HasVertexNormals == false) { throw new Exception("VectorDisplacementMapOp: input mesh does not have surface normals..."); } if (imesh is DMesh3 == false) { throw new Exception("VectorDisplacementMapOp: in current implementation, input mesh must be a DMesh3. Ugh."); } DMesh3 mesh = imesh as DMesh3; lock (Displacement) { if (have_set_displacement) { lock (set_displacement) { if (set_displacement.Count == mesh.MaxVertexID) { Displacement.Set(set_displacement); } have_set_displacement = false; } } else if (Displacement.Count != mesh.MaxVertexID) { Displacement.Clear(); Displacement.Resize(mesh.MaxVertexID); } } base.complete_update(); }
public virtual void Update() { if (MeshSource == null) { throw new Exception("PlaneBandExpansionOp: must set valid MeshSource to compute!"); } IMesh imesh = MeshSource.GetIMesh(); if (imesh.HasVertexNormals == false) { throw new Exception("PlaneBandExpansionOp: input mesh does not have surface normals..."); } if (imesh is DMesh3 == false) { throw new Exception("RegionOffsetOp: in current implementation, input mesh must be a DMesh3. Ugh."); } DMesh3 mesh = imesh as DMesh3; IList <int> faces = IndexSource.GetIndices(); // [RMS] this is all f'n ugly! MeshVertexSelection selection = new MeshVertexSelection(mesh); selection.SelectTriangleVertices(faces); // ugly List <Vector2d> seeds = new List <Vector2d>(); foreach (int vid in selection) { foreach (int nbrvid in mesh.VtxVerticesItr(vid)) { if (selection.IsSelected(nbrvid) == false) { seeds.Add(new Vector2d(vid, 0)); break; } } } Func <int, int, float> distanceF = (a, b) => { return((float)mesh.GetVertex(a).Distance(mesh.GetVertex(b))); }; Func <int, bool> nodeF = (vid) => { return(selection.IsSelected(vid)); }; DijkstraGraphDistance dijkstra = new DijkstraGraphDistance(mesh.MaxVertexID, true, nodeF, distanceF, mesh.VtxVerticesItr, seeds); dijkstra.Compute(); float maxDist = dijkstra.MaxDistance; Displacement.Clear(); Displacement.Resize(mesh.MaxVertexID); // todo: can do this in parallel... foreach (int vid in selection) { //Vector3d v = mesh.GetVertex(vid); // [TODO]... double dist = maxDist - dijkstra.GetDistance(vid); double falloff = MathUtil.WyvillFalloff(dist, maxDist * 0.0, maxDist); Vector3d n = mesh.GetVertexNormal(vid); n = n - n.Dot(normal) * normal; n.Normalize(); Displacement[vid] = falloff * offset_distance * n; } // smooth it? result_valid = true; }
public virtual void Update() { if (MeshSource == null) { throw new Exception("EnclosedRegionOffsetOp: must set valid MeshSource to compute!"); } if (MeshSource.HasSpatial == false) { throw new Exception("EnclosedRegionOffsetOp: MeshSource must have spatial data structure!"); } IMesh imesh = MeshSource.GetIMesh(); if (imesh.HasVertexNormals == false) { throw new Exception("EnclosedRegionOffsetOp: input mesh does not have surface normals..."); } if (imesh is DMesh3 == false) { throw new Exception("RegionOffsetOp: in current implementation, input mesh must be a DMesh3. Ugh."); } DMesh3 mesh = imesh as DMesh3; ISpatial spatial = MeshSource.GetSpatial(); DCurve3 curve = new DCurve3(CurveSource.GetICurve()); MeshFacesFromLoop loop = new MeshFacesFromLoop(mesh, curve, spatial); // extract submesh RegionOperator op = new RegionOperator(mesh, loop.InteriorTriangles); DMesh3 submesh = op.Region.SubMesh; // find boundary verts and nbr ring HashSet <int> boundaryV = new HashSet <int>(MeshIterators.BoundaryEdgeVertices(submesh)); HashSet <int> boundaryNbrs = new HashSet <int>(); foreach (int vid in boundaryV) { foreach (int nbrvid in submesh.VtxVerticesItr(vid)) { if (boundaryV.Contains(nbrvid) == false) { boundaryNbrs.Add(nbrvid); } } } // [TODO] maybe should be not using vertex normal here? // use an averaged normal, or a constant for patch? // offset mesh if requested if (Math.Abs(offset_distance) > 0.0001) { foreach (int vid in submesh.VertexIndices()) { if (boundaryV.Contains(vid)) { continue; } // if inner ring is non-zero, then it gets preserved below, and // creates a crease... //double dist = boundaryNbrs.Contains(vid) ? (offset_distance / 2) : offset_distance; double dist = boundaryNbrs.Contains(vid) ? 0 : offset_distance; submesh.SetVertex(vid, submesh.GetVertex(vid) + (float)dist * submesh.GetVertexNormal(vid)); } } //double t = MathUtil.Clamp(1.0 - SmoothAlpha, 0.1, 1.0); double t = 1.0 - SmoothAlpha; t = t * t; double boundary_t = 5.0; double ring_t = 1.0; // smooth submesh, with boundary-ring constraints LaplacianMeshSmoother smoother = new LaplacianMeshSmoother(submesh); foreach (int vid in submesh.VertexIndices()) { if (boundaryV.Contains(vid)) { smoother.SetConstraint(vid, submesh.GetVertex(vid), boundary_t, true); } else if (boundaryNbrs.Contains(vid)) { smoother.SetConstraint(vid, submesh.GetVertex(vid), ring_t); } else { smoother.SetConstraint(vid, submesh.GetVertex(vid), t); } } smoother.SolveAndUpdateMesh(); // turn into displacement vectors Displacement.Clear(); Displacement.Resize(mesh.MaxVertexID); foreach (int subvid in op.Region.SubMesh.VertexIndices()) { Vector3d subv = op.Region.SubMesh.GetVertex(subvid); int basevid = op.Region.SubToBaseV[subvid]; Vector3d basev = op.Region.BaseMesh.GetVertex(basevid); Displacement[basevid] = subv - basev; } result_valid = true; }