Пример #1
0
        protected virtual DMesh3 compute_standard()
        {
            DMesh3   sourceMesh    = MeshSource.GetDMeshUnsafe();
            ISpatial sourceSpatial = MeshSource.GetSpatial();
            DMesh3   meshIn        = new DMesh3(sourceMesh);

            RemesherPro remesh = new RemesherPro(meshIn);

            //Remesher remesh = new Remesher(meshIn);

            remesh.SetTargetEdgeLength(TargetEdgeLength);
            remesh.PreventNormalFlips = this.PreventNormalFlips;
            remesh.EnableFlips        = this.EnableFlips;
            remesh.EnableSplits       = this.EnableSplits;
            remesh.EnableCollapses    = this.EnableCollapses;
            remesh.EnableSmoothing    = this.EnableSmoothing;
            remesh.SmoothSpeedT       = this.SmoothingSpeed;

            if (ReprojectToInput)
            {
                MeshProjectionTarget target = new MeshProjectionTarget(sourceMesh, sourceSpatial);
                remesh.SetProjectionTarget(target);
            }


            // if we are preserving creases, this will also automatically constrain boundary
            // edges boundary loops/spans.
            if (preserve_creases)
            {
                if (remesh.Constraints == null)
                {
                    remesh.SetExternalConstraints(new MeshConstraints());
                }

                MeshTopology topo = new MeshTopology(meshIn);
                topo.CreaseAngle = this.CreaseAngle;
                topo.AddRemeshConstraints(remesh.Constraints);

                // replace boundary edge constraints if we want other behaviors
                if (BoundaryMode == BoundaryModes.FixedBoundaries)
                {
                    MeshConstraintUtil.FixEdges(remesh.Constraints, meshIn, topo.BoundaryEdges);
                }
            }
            else if (sourceMesh.CachedIsClosed == false)
            {
                if (remesh.Constraints == null)
                {
                    remesh.SetExternalConstraints(new MeshConstraints());
                }

                if (BoundaryMode == BoundaryModes.FreeBoundaries)
                {
                    MeshConstraintUtil.PreserveBoundaryLoops(remesh.Constraints, meshIn);
                }
                else if (BoundaryMode == BoundaryModes.FixedBoundaries)
                {
                    MeshConstraintUtil.FixAllBoundaryEdges(remesh.Constraints, meshIn);
                }
                else if (BoundaryMode == BoundaryModes.ConstrainedBoundaries)
                {
                    MeshConstraintUtil.FixAllBoundaryEdges_AllowSplit(remesh.Constraints, meshIn, 0);
                }
            }

            remesh.Progress = new ProgressCancel(is_invalidated);

            remesh.FastestRemesh(RemeshRounds, true);
            //for (int k = 0; k < RemeshRounds; ++k)
            //    remesh.BasicRemeshPass();

            // free boundary remesh can leave sliver triangles around the border. clean that up.
            if (sourceMesh.CachedIsClosed == false && BoundaryMode == BoundaryModes.FreeBoundaries)
            {
                MeshEditor.RemoveFinTriangles(meshIn, (mesh, tid) => {
                    Index3i tv = mesh.GetTriangle(tid);
                    return(MathUtil.AspectRatio(mesh.GetVertex(tv.a), mesh.GetVertex(tv.b), mesh.GetVertex(tv.c)) > 2);
                });
            }

            if (is_invalidated())
            {
                return(null);
            }
            return(meshIn);
        }