public static void test_uv_insert_string() { DMesh3 mesh = TestUtil.LoadTestInputMesh("plane_xy_25x25.obj"); mesh.EnableVertexUVs(Vector2f.Zero); DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh); spatial.Build(); int tid = spatial.FindNearestTriangle(Vector3d.Zero); PolygonFont2d font = PolygonFont2d.ReadFont("c:\\scratch\\font.bin"); //List<GeneralPolygon2d> letter = new List<GeneralPolygon2d>(font.Characters.First().Value.Polygons); //double targetWidth = 20.0f; List <GeneralPolygon2d> letter = font.GetCharacter('a'); double targetWidth = 10.0f; AxisAlignedBox2d bounds = font.MaxBounds; Vector2d center = bounds.Center; Vector2d scale2d = (targetWidth / font.MaxBounds.Width) * new Vector2d(1, 1); for (int li = 0; li < letter.Count; ++li) { GeneralPolygon2d gp = new GeneralPolygon2d(letter[li]); gp.Scale(scale2d, center); gp.Translate(-center); letter[li] = gp; } List <MeshFaceSelection> letter_interiors = new List <MeshFaceSelection>(); bool bSimplify = true; for (int li = 0; li < letter.Count; ++li) { GeneralPolygon2d gp = letter[li]; MeshInsertUVPolyCurve outer = new MeshInsertUVPolyCurve(mesh, gp.Outer); Util.gDevAssert(outer.Validate() == ValidationStatus.Ok); outer.Apply(); if (bSimplify) { outer.Simplify(); } List <MeshInsertUVPolyCurve> holes = new List <MeshInsertUVPolyCurve>(gp.Holes.Count); for (int hi = 0; hi < gp.Holes.Count; ++hi) { MeshInsertUVPolyCurve insert = new MeshInsertUVPolyCurve(mesh, gp.Holes[hi]); Util.gDevAssert(insert.Validate() == ValidationStatus.Ok); insert.Apply(); if (bSimplify) { insert.Simplify(); } holes.Add(insert); } // find a triangle connected to loop that is inside the polygon // [TODO] maybe we could be a bit more robust about this? at least // check if triangle is too degenerate... int seed_tri = -1; EdgeLoop outer_loop = outer.Loops[0]; for (int i = 0; i < outer_loop.EdgeCount; ++i) { if (!mesh.IsEdge(outer_loop.Edges[i])) { continue; } Index2i et = mesh.GetEdgeT(outer_loop.Edges[i]); Vector3d ca = mesh.GetTriCentroid(et.a); bool in_a = gp.Outer.Contains(ca.xy); Vector3d cb = mesh.GetTriCentroid(et.b); bool in_b = gp.Outer.Contains(cb.xy); if (in_a && in_b == false) { seed_tri = et.a; break; } else if (in_b && in_a == false) { seed_tri = et.b; break; } } Util.gDevAssert(seed_tri != -1); // make list of all outer & hole edges HashSet <int> loopEdges = new HashSet <int>(outer_loop.Edges); foreach (var insertion in holes) { foreach (int eid in insertion.Loops[0].Edges) { loopEdges.Add(eid); } } // flood-fill inside loop from seed triangle MeshFaceSelection sel = new MeshFaceSelection(mesh); sel.FloodFill(seed_tri, null, (eid) => { return(loopEdges.Contains(eid) == false); }); letter_interiors.Add(sel); } // extrude regions Func <Vector3d, Vector3f, int, Vector3d> OffsetF = (v, n, i) => { return(v + Vector3d.AxisZ); }; foreach (var interior in letter_interiors) { MeshExtrudeFaces extrude = new MeshExtrudeFaces(mesh, interior); extrude.ExtrudedPositionF = OffsetF; extrude.Extrude(); } TestUtil.WriteTestOutputMesh(mesh, "insert_uv_string.obj"); }
public bool Insert() { Func <int, bool> is_contained_v = (vid) => { Vector3d v = Mesh.GetVertex(vid); Vector2f vf2 = ProjectFrame.ToPlaneUV((Vector3f)v, 2); return(Polygon.Contains(vf2)); }; MeshVertexSelection vertexROI = new MeshVertexSelection(Mesh); Index3i seedT = Mesh.GetTriangle(SeedTriangle); // if a seed vert of seed triangle is containd in polygon, we will // flood-fill out from there, this gives a better ROI. // If not, we will try flood-fill from the seed triangles. List <int> seed_verts = new List <int>(); for (int j = 0; j < 3; ++j) { if (is_contained_v(seedT[j])) { seed_verts.Add(seedT[j]); } } if (seed_verts.Count == 0) { seed_verts.Add(seedT.a); seed_verts.Add(seedT.b); seed_verts.Add(seedT.c); } // flood-fill out from seed vertices until we have found all vertices // contained in polygon vertexROI.FloodFill(seed_verts.ToArray(), is_contained_v); // convert vertex ROI to face ROI MeshFaceSelection faceROI = new MeshFaceSelection(Mesh, vertexROI, 1); faceROI.ExpandToOneRingNeighbours(); faceROI.FillEars(true); // this might be a good idea... // construct submesh RegionOperator regionOp = new RegionOperator(Mesh, faceROI); DSubmesh3 roiSubmesh = regionOp.Region; DMesh3 roiMesh = roiSubmesh.SubMesh; // save 3D positions of unmodified mesh Vector3d[] initialPositions = new Vector3d[roiMesh.MaxVertexID]; // map roi mesh to plane MeshTransforms.PerVertexTransform(roiMesh, roiMesh.VertexIndices(), (v, vid) => { Vector2f uv = ProjectFrame.ToPlaneUV((Vector3f)v, 2); initialPositions[vid] = v; return(new Vector3d(uv.x, uv.y, 0)); }); // save a copy of 2D mesh and construct bvtree. we will use // this later to project back to 3d // [TODO] can we use a better spatial DS here, that takes advantage of 2D? DMesh3 projectMesh = new DMesh3(roiMesh); DMeshAABBTree3 projecter = new DMeshAABBTree3(projectMesh, true); MeshInsertUVPolyCurve insertUV = new MeshInsertUVPolyCurve(roiMesh, Polygon); //insertUV.Validate() bool bOK = insertUV.Apply(); if (!bOK) { throw new Exception("insertUV.Apply() failed"); } if (SimplifyInsertion) { insertUV.Simplify(); } int[] insertedPolyVerts = insertUV.CurveVertices; // grab inserted loop, assuming it worked EdgeLoop insertedLoop = null; if (insertUV.Loops.Count == 1) { insertedLoop = insertUV.Loops[0]; } // find interior triangles List <int> interiorT = new List <int>(); foreach (int tid in roiMesh.TriangleIndices()) { Vector3d centroid = roiMesh.GetTriCentroid(tid); if (Polygon.Contains(centroid.xy)) { interiorT.Add(tid); } } if (RemovePolygonInterior) { MeshEditor editor = new MeshEditor(roiMesh); editor.RemoveTriangles(interiorT, true); InteriorTriangles = null; } else { InteriorTriangles = interiorT.ToArray(); } // map back to 3d Vector3d a = Vector3d.Zero, b = Vector3d.Zero, c = Vector3d.Zero; foreach (int vid in roiMesh.VertexIndices()) { // [TODO] somehow re-use exact positions from regionOp maps? // construct new 3D pos w/ barycentric interpolation Vector3d v = roiMesh.GetVertex(vid); int tid = projecter.FindNearestTriangle(v); Index3i tri = projectMesh.GetTriangle(tid); projectMesh.GetTriVertices(tid, ref a, ref b, ref c); Vector3d bary = MathUtil.BarycentricCoords(ref v, ref a, ref b, ref c); Vector3d pos = bary.x * initialPositions[tri.a] + bary.y * initialPositions[tri.b] + bary.z * initialPositions[tri.c]; roiMesh.SetVertex(vid, pos); } bOK = BackPropagate(regionOp, insertedPolyVerts, insertedLoop); return(bOK); }
public static void test_uv_insert_segment() { DMesh3 mesh = TestUtil.LoadTestInputMesh("plane_250v.obj"); mesh.EnableVertexUVs(Vector2f.Zero); MeshTransforms.ConvertYUpToZUp(mesh); DMeshAABBTree3 spatial = new DMeshAABBTree3(mesh); spatial.Build(); int tid = spatial.FindNearestTriangle(Vector3d.Zero); //Polygon2d poly = Polygon2d.MakeRectangle(Vector2d.Zero, 5, 5); Polygon2d poly = Polygon2d.MakeCircle(5, 13); //PolyLine2d poly = new PolyLine2d( new Vector2d[] { -5 * Vector2d.One, 5 * Vector2d.One }); //int tri_edge0 = mesh.GetTriEdge(tid, 0); //Index2i edge0_tris = mesh.GetEdgeT(tri_edge0); //Index2i edge0_verts = mesh.GetEdgeV(tri_edge0); //Vector3d v0 = mesh.GetVertex(edge0_verts.a), v1 = mesh.GetVertex(edge0_verts.b); //Vector3d c = mesh.GetTriCentroid(tid); //Polygon2d poly = new Polygon2d(new Vector2d[] { // Vector2d.Lerp(v0.xy, v1.xy, -0.25), // Vector2d.Lerp(v0.xy, v1.xy, 1.5), // c.xy //}); MeshInsertUVPolyCurve insert = new MeshInsertUVPolyCurve(mesh, poly); insert.Apply(); Polygon2d test_poly = new Polygon2d(); List <double> distances = new List <double>(); List <int> nearests = new List <int>(); for (int i = 0; i < insert.Loops[0].VertexCount; ++i) { Vector2d v = mesh.GetVertex(insert.Loops[0].Vertices[i]).xy; test_poly.AppendVertex(v); int iNear; double fNear; distances.Add(poly.DistanceSquared(v, out iNear, out fNear)); nearests.Add(iNear); } System.Console.WriteLine("inserted loop poly has {0} edges", insert.Loops[0].EdgeCount); // find a triangle connected to loop that is inside the polygon // [TODO] maybe we could be a bit more robust about this? at least // check if triangle is too degenerate... int seed_tri = -1; for (int i = 0; i < insert.Loops[0].EdgeCount; ++i) { Index2i et = mesh.GetEdgeT(insert.Loops[0].Edges[i]); Vector3d ca = mesh.GetTriCentroid(et.a); bool in_a = poly.Contains(ca.xy); Vector3d cb = mesh.GetTriCentroid(et.b); bool in_b = poly.Contains(cb.xy); if (in_a && in_b == false) { seed_tri = et.a; break; } else if (in_b && in_a == false) { seed_tri = et.b; break; } } Util.gDevAssert(seed_tri != -1); // flood-fill inside loop HashSet <int> loopEdges = new HashSet <int>(insert.Loops[0].Edges); MeshFaceSelection sel = new MeshFaceSelection(mesh); sel.FloodFill(seed_tri, null, (eid) => { return(loopEdges.Contains(eid) == false); }); // delete inside loop MeshEditor editor = new MeshEditor(mesh); editor.RemoveTriangles(sel, true); MeshTransforms.ConvertZUpToYUp(mesh); TestUtil.WriteTestOutputMesh(mesh, "insert_uv_segment.obj"); //OBJWriter writer = new OBJWriter(); //var s = new System.IO.StreamWriter(Program.TEST_OUTPUT_PATH + "mesh_local_param.obj", false); //List<WriteMesh> wm = new List<WriteMesh>() { new WriteMesh(mesh) }; //WriteOptions opt = new WriteOptions() { // bCombineMeshes = false, bWriteGroups = false, bPerVertexColors = true, bPerVertexUVs = true, // AsciiHeaderFunc = () => { return "mttllib checkerboard.mtl\r\nusemtl checkerboard\r\n"; } //}; //writer.Write(s, wm, opt); //s.Close(); }