Пример #1
0
        /// <summary>
        /// foreach edge [vid,b] connected to junction vertex vid, remove, add new vertex c,
        /// and then add new edge [b,c]. Optionally move c a bit back along edge from vid.
        /// </summary>
        public static void DisconnectJunction(DGraph3 graph, int vid, double shrinkFactor = 1.0)
        {
            Vector3d v = graph.GetVertex(vid);

            int[] nbr_verts = graph.VtxVerticesItr(vid).ToArray();
            for (int k = 0; k < nbr_verts.Length; ++k)
            {
                int eid = graph.FindEdge(vid, nbr_verts[k]);
                graph.RemoveEdge(eid, true);
                if (graph.IsVertex(nbr_verts[k]))
                {
                    Vector3d newpos = Vector3d.Lerp(graph.GetVertex(nbr_verts[k]), v, shrinkFactor);
                    int      newv   = graph.AppendVertex(newpos);
                    graph.AppendEdge(nbr_verts[k], newv);
                }
            }
        }
Пример #2
0
        protected void compute_full(IEnumerable <int> Triangles, bool bIsFullMeshHint = false)
        {
            Graph = new DGraph3();
            if (WantGraphEdgeInfo)
            {
                GraphEdges = new DVector <GraphEdgeInfo>();
            }

            Vertices = new Dictionary <Vector3d, int>();


            // multithreaded precomputation of per-vertex values
            double[] vertex_values = null;
            if (PrecomputeVertexValues)
            {
                vertex_values = new double[Mesh.MaxVertexID];
                IEnumerable <int> verts = Mesh.VertexIndices();
                if (bIsFullMeshHint == false)
                {
                    MeshVertexSelection vertices = new MeshVertexSelection(Mesh);
                    vertices.SelectTriangleVertices(Triangles);
                    verts = vertices;
                }
                gParallel.ForEach(verts, (vid) => {
                    vertex_values[vid] = ValueF(Mesh.GetVertex(vid));
                });
                VertexValueF = (vid) => { return(vertex_values[vid]); };
            }


            foreach (int tid in Triangles)
            {
                Vector3dTuple3 tv = new Vector3dTuple3();
                Mesh.GetTriVertices(tid, ref tv.V0, ref tv.V1, ref tv.V2);
                Index3i triVerts = Mesh.GetTriangle(tid);

                Vector3d f = (VertexValueF != null) ?
                             new Vector3d(VertexValueF(triVerts.a), VertexValueF(triVerts.b), VertexValueF(triVerts.c))
                    : new Vector3d(ValueF(tv.V0), ValueF(tv.V1), ValueF(tv.V2));

                // round f to 0 within epsilon?

                if (f.x < 0 && f.y < 0 && f.z < 0)
                {
                    continue;
                }
                if (f.x > 0 && f.y > 0 && f.z > 0)
                {
                    continue;
                }

                Index3i triEdges = Mesh.GetTriEdges(tid);

                if (f.x * f.y * f.z == 0)
                {
                    int z0 = (f.x == 0) ? 0 : ((f.y == 0) ? 1 : 2);
                    int i1 = (z0 + 1) % 3, i2 = (z0 + 2) % 3;
                    if (f[i1] * f[i2] > 0)
                    {
                        continue;       // single-vertex-crossing case, skip here and let other edges catch it
                    }
                    if (f[i1] == 0 || f[i2] == 0)
                    {
                        // on-edge case
                        int z1 = f[i1] == 0 ? i1 : i2;
                        if ((z0 + 1) % 3 != z1)
                        {
                            int tmp = z0; z0 = z1; z1 = tmp;        // catch reverse-orientation cases
                        }
                        int e0        = add_or_append_vertex(Mesh.GetVertex(triVerts[z0]));
                        int e1        = add_or_append_vertex(Mesh.GetVertex(triVerts[z1]));
                        int graph_eid = Graph.AppendEdge(e0, e1, (int)TriangleCase.OnEdge);
                        if (graph_eid >= 0 && WantGraphEdgeInfo)
                        {
                            add_on_edge(graph_eid, tid, triEdges[z0], new Index2i(e0, e1));
                        }
                    }
                    else
                    {
                        // edge/vertex case
                        Util.gDevAssert(f[i1] * f[i2] < 0);

                        int vert_vid = add_or_append_vertex(Mesh.GetVertex(triVerts[z0]));

                        int i = i1, j = i2;
                        if (triVerts[j] < triVerts[i])
                        {
                            int tmp = i; i = j; j = tmp;
                        }
                        Vector3d cross     = find_crossing(tv[i], tv[j], f[i], f[j]);
                        int      cross_vid = add_or_append_vertex(cross);
                        add_edge_pos(triVerts[i], triVerts[j], cross);

                        int graph_eid = Graph.AppendEdge(vert_vid, cross_vid, (int)TriangleCase.EdgeVertex);
                        if (graph_eid >= 0 && WantGraphEdgeInfo)
                        {
                            add_edge_vert(graph_eid, tid, triEdges[(z0 + 1) % 3], triVerts[z0], new Index2i(vert_vid, cross_vid));
                        }
                    }
                }
                else
                {
                    Index3i cross_verts = Index3i.Min;
                    int     less_than   = 0;
                    for (int tei = 0; tei < 3; ++tei)
                    {
                        int i = tei, j = (tei + 1) % 3;
                        if (f[i] < 0)
                        {
                            less_than++;
                        }
                        if (f[i] * f[j] > 0)
                        {
                            continue;
                        }
                        if (triVerts[j] < triVerts[i])
                        {
                            int tmp = i; i = j; j = tmp;
                        }
                        Vector3d cross = find_crossing(tv[i], tv[j], f[i], f[j]);
                        cross_verts[tei] = add_or_append_vertex(cross);
                        add_edge_pos(triVerts[i], triVerts[j], cross);
                    }
                    int e0 = (cross_verts.a == int.MinValue) ? 1 : 0;
                    int e1 = (cross_verts.c == int.MinValue) ? 1 : 2;
                    if (e0 == 0 && e1 == 2)         // preserve orientation order
                    {
                        e0 = 2; e1 = 0;
                    }

                    // preserving orientation does not mean we get a *consistent* orientation across faces.
                    // To do that, we need to assign "sides". Either we have 1 less-than-0 or 1 greater-than-0 vtx.
                    // Arbitrary decide that we want loops oriented like bdry loops would be if we discarded less-than side.
                    // In that case, when we are "cutting off" one vertex, orientation would end up flipped
                    if (less_than == 1)
                    {
                        int tmp = e0; e0 = e1; e1 = tmp;
                    }

                    int ev0 = cross_verts[e0];
                    int ev1 = cross_verts[e1];
                    // [RMS] if function is garbage, we can end up w/ case where both crossings
                    //   happen at same vertex, even though values are not the same (eg if
                    //   some values are double.MaxValue). We will just fail in these cases.
                    if (ev0 != ev1)
                    {
                        Util.gDevAssert(ev0 != int.MinValue && ev1 != int.MinValue);
                        int graph_eid = Graph.AppendEdge(ev0, ev1, (int)TriangleCase.EdgeEdge);
                        if (graph_eid >= 0 && WantGraphEdgeInfo)
                        {
                            add_edge_edge(graph_eid, tid, new Index2i(triEdges[e0], triEdges[e1]), new Index2i(ev0, ev1));
                        }
                    }
                }
            }


            Vertices = null;
        }
Пример #3
0
        protected void compute_full(IEnumerable <int> Triangles)
        {
            Graph = new DGraph3();
            if (WantGraphEdgeInfo)
            {
                GraphEdges = new DVector <GraphEdgeInfo>();
            }

            Vertices = new Dictionary <Vector3d, int>();

            foreach (int tid in Triangles)
            {
                Vector3dTuple3 tv = new Vector3dTuple3();
                Mesh.GetTriVertices(tid, ref tv.V0, ref tv.V1, ref tv.V2);
                Vector3d f = new Vector3d(ValueF(tv.V0), ValueF(tv.V1), ValueF(tv.V2));

                // round f to 0 within epsilon?

                if (f.x < 0 && f.y < 0 && f.z < 0)
                {
                    continue;
                }
                if (f.x > 0 && f.y > 0 && f.z > 0)
                {
                    continue;
                }

                Index3i triVerts = Mesh.GetTriangle(tid);
                Index3i triEdges = Mesh.GetTriEdges(tid);

                if (f.x * f.y * f.z == 0)
                {
                    int z0 = (f.x == 0) ? 0 : ((f.y == 0) ? 1 : 2);
                    int i1 = (z0 + 1) % 3, i2 = (z0 + 2) % 3;
                    if (f[i1] * f[i2] > 0)
                    {
                        continue;       // single-vertex-crossing case, skip here and let other edges catch it
                    }
                    if (f[i1] == 0 || f[i2] == 0)
                    {
                        // on-edge case
                        int z1        = f[i1] == 0 ? i1 : i2;
                        int e0        = add_or_append_vertex(Mesh.GetVertex(triVerts[z0]));
                        int e1        = add_or_append_vertex(Mesh.GetVertex(triVerts[z1]));
                        int graph_eid = Graph.AppendEdge(e0, e1, (int)TriangleCase.OnEdge);
                        if (WantGraphEdgeInfo)
                        {
                            add_on_edge(graph_eid, tid, triEdges[z0]);
                        }
                    }
                    else
                    {
                        // edge/vertex case
                        Util.gDevAssert(f[i1] * f[i2] < 0);

                        int vert_vid = add_or_append_vertex(Mesh.GetVertex(triVerts[z0]));

                        int i = i1, j = i2;
                        if (triVerts[j] < triVerts[i])
                        {
                            int tmp = i; i = j; j = tmp;
                        }
                        Vector3d cross     = find_crossing(tv[i], tv[j], f[i], f[j]);
                        int      cross_vid = add_or_append_vertex(cross);

                        int graph_eid = Graph.AppendEdge(vert_vid, cross_vid, (int)TriangleCase.EdgeVertex);
                        if (WantGraphEdgeInfo)
                        {
                            add_edge_edge(graph_eid, tid, new Index2i(triEdges[(z0 + 1) % 3], triVerts[z0]));
                        }
                    }
                }
                else
                {
                    Index3i cross_verts = Index3i.Min;
                    for (int ti = 0; ti < 3; ++ti)
                    {
                        int i = ti, j = (ti + 1) % 3;
                        if (f[i] * f[j] > 0)
                        {
                            continue;
                        }
                        if (triVerts[j] < triVerts[i])
                        {
                            int tmp = i; i = j; j = tmp;
                        }
                        Vector3d cross = find_crossing(tv[i], tv[j], f[i], f[j]);
                        cross_verts[ti] = add_or_append_vertex(cross);
                    }
                    int e0  = (cross_verts.a == int.MinValue) ? 1 : 0;
                    int e1  = (cross_verts.c == int.MinValue) ? 1 : 2;
                    int ev0 = cross_verts[e0];
                    int ev1 = cross_verts[e1];
                    Util.gDevAssert(ev0 != int.MinValue && ev1 != int.MinValue);
                    int graph_eid = Graph.AppendEdge(ev0, ev1, (int)TriangleCase.EdgeEdge);
                    if (WantGraphEdgeInfo)
                    {
                        add_edge_edge(graph_eid, tid, new Index2i(triEdges[e0], triEdges[e1]));
                    }
                }
            }


            Vertices = null;
        }
        void generate_graph(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField)
        {
            int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk;
            float dx = (float)CellSize;
            Vector3f origin = this.GridOrigin;

            // parameters for initializing cost grid
            float MODEL_SPACE = 0.01f;      // needs small positive so that points on triangles count as inside (eg on ground plane)
            //float MODEL_SPACE = 2.0f*(float)CellSize;
            float CRAZY_DISTANCE = 99999.0f;
            bool UNIFORM_DISTANCE = true;
            float MAX_DIST = 10 * (float)CellSize;

            // parameters for sorting seeds
            Vector3i center_idx = new Vector3i(ni / 2, 0, nk / 2);      // middle
            //Vector3i center_idx = new Vector3i(0, 0, 0);              // corner
            bool reverse_per_layer = true;

            DenseGrid3f costGrid = new DenseGrid3f(supportGrid);
            foreach ( Vector3i ijk in costGrid.Indices() ) {
                Vector3d cell_center = new Vector3f(ijk.x * dx, ijk.y * dx, ijk.z * dx) + origin;
                float f = (float)distanceField.Value(ref cell_center);
                if (f <= MODEL_SPACE)
                    f = CRAZY_DISTANCE;
                else if (UNIFORM_DISTANCE)
                    f = 1.0f;
                else if (f > MAX_DIST)
                    f = MAX_DIST;
                costGrid[ijk] = f;
            }

            // Find seeds on each layer, sort, and add to accumulated bottom-up seeds list.
            // This sorting has an *enormous* effect on the support generation.

            List<Vector3i> seeds = new List<Vector3i>();
            List<Vector3i> layer_seeds = new List<Vector3i>();
            for (int j = 0; j < nj; ++j) {
                layer_seeds.Clear();
                for (int k = 0; k < nk; ++k) {
                    for (int i = 0; i < ni; ++i) {
                        if (supportGrid[i, j, k] == SUPPORT_TIP_BASE)
                            layer_seeds.Add(new Vector3i(i, j, k));
                    }
                }

                layer_seeds.Sort((a, b) => {
                    Vector3i pa = a; pa.y = 0;
                    Vector3i pb = b; pb.y = 0;
                    int sa = (pa-center_idx).LengthSquared, sb = (pb-center_idx).LengthSquared;
                    return sa.CompareTo(sb);
                });

                // reversing sort order is intresting?
                if(reverse_per_layer)
                    layer_seeds.Reverse();

                seeds.AddRange(layer_seeds);
            }
            HashSet<Vector3i> seed_indices = new HashSet<Vector3i>(seeds);

            // gives very different results...
            if (ProcessBottomUp == false)
                seeds.Reverse();

            // for linear index a, is this a node we allow in graph? (ie graph bounds)
            Func<int, bool> node_filter_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                // why not y check??
                return ai.x > 0 &&  ai.z > 0 && ai.x != ni - 1 && ai.y != nj - 1 && ai.z != nk - 1;
            };

            // distance from linear index a to linear index b
            // this defines the cost field we want to find shortest path through
            Func<int, int, float> node_dist_f = (a, b) => {
                Vector3i ai = costGrid.to_index(a), bi = costGrid.to_index(b);
                if (bi.y >= ai.y)               // b.y should always be a.y-1
                    return float.MaxValue;
                float sg = supportGrid[bi];

                // don't connect to tips
                //if (sg == SUPPORT_TIP_BASE || sg == SUPPORT_TIP_TOP)
                //    return float.MaxValue;
                if (sg == SUPPORT_TIP_TOP)
                    return float.MaxValue;

                if (sg < 0)
                    return -999999;    // if b is already used, we will terminate there, so this is a good choice

                // otherwise cost is sqr-grid-distance + costGrid value  (which is basically distance to surface)
                float c = costGrid[b];
                float f = (float)(Math.Sqrt((bi - ai).LengthSquared) * CellSize);
                //float f = 0;
                return c + f;
            };

            // which linear-index nbrs to consider for linear index a
            Func<int, IEnumerable<int>> neighbour_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                return down_neighbours(ai, costGrid);
            };

            // when do we terminate
            Func<int, bool> terminate_f = (a) => {
                Vector3i ai = costGrid.to_index(a);
                // terminate if we hit existing support path
                if (seed_indices.Contains(ai) == false && supportGrid[ai] < 0)
                    return true;
                // terminate if we hit ground plane
                if (ai.y == 0)
                    return true;
                return false;
            };

            DijkstraGraphDistance dijkstra = new DijkstraGraphDistance(ni * nj * nk, false,
                node_filter_f, node_dist_f, neighbour_f);
            dijkstra.TrackOrder = true;

            List<int> path = new List<int>();

            Graph = new DGraph3();
            Dictionary<Vector3i, int> CellToGraph = new Dictionary<Vector3i, int>();
            TipVertices = new HashSet<int>();
            TipBaseVertices = new HashSet<int>();
            GroundVertices = new HashSet<int>();

            // seeds are tip-base points
            for (int k = 0; k < seeds.Count; ++k) {
                // add seed point (which is a tip-base vertex) as seed for dijkstra prop
                int seed = costGrid.to_linear(seeds[k]);
                dijkstra.Reset();
                dijkstra.AddSeed(seed, 0);

                // compute to termination (ground, existing node, etc)
                int base_node = dijkstra.ComputeToNode(terminate_f);
                if (base_node < 0)
                    base_node = dijkstra.GetOrder().Last();

                // extract the path
                path.Clear();
                dijkstra.GetPathToSeed(base_node, path);
                int N = path.Count;

                // first point on path is termination point.
                // create vertex for it if we have not yet
                Vector3i basept_idx = supportGrid.to_index(path[0]);
                int basept_vid;
                if ( CellToGraph.TryGetValue(basept_idx, out basept_vid) == false ) {
                    Vector3d curv = get_cell_center(basept_idx);
                    if (basept_idx.y == 0) {
                        curv.y = 0;
                    }
                    basept_vid = Graph.AppendVertex(curv);
                    if (basept_idx.y == 0) {
                        GroundVertices.Add(basept_vid);
                    }
                    CellToGraph[basept_idx] = basept_vid;
                }

                int cur_vid = basept_vid;

                // now walk up path and create vertices as necessary
                for (int i = 0; i < N; ++i) {
                    int idx = path[i];
                    if ( supportGrid[idx] >= 0 )
                        supportGrid[idx] = SUPPORT_GRID_USED;
                    if ( i > 0 ) {
                        Vector3i next_idx = supportGrid.to_index(path[i]);
                        int next_vid;
                        if (CellToGraph.TryGetValue(next_idx, out next_vid) == false) {
                            Vector3d nextv = get_cell_center(next_idx);
                            next_vid = Graph.AppendVertex(nextv);
                            CellToGraph[next_idx] = next_vid;
                        }
                        Graph.AppendEdge(cur_vid, next_vid);
                        cur_vid = next_vid;
                    }
                }

                // seed was tip-base so we should always get back there. Then we
                // explicitly add tip-top and edge to it.
                if ( supportGrid[path[N-1]] == SUPPORT_TIP_BASE ) {
                    Vector3i vec_idx = supportGrid.to_index(path[N-1]);
                    TipBaseVertices.Add(CellToGraph[vec_idx]);

                    Vector3i tip_idx = vec_idx + Vector3i.AxisY;
                    int tip_vid;
                    if (CellToGraph.TryGetValue(tip_idx, out tip_vid) == false) {
                        Vector3d tipv = get_cell_center(tip_idx);
                        tip_vid = Graph.AppendVertex(tipv);
                        CellToGraph[tip_idx] = tip_vid;
                        Graph.AppendEdge(cur_vid, tip_vid);
                        TipVertices.Add(tip_vid);
                    }
                }

            }

            /*
             * Snap tips to surface
             */

            gParallel.ForEach(TipVertices, (tip_vid) => {
                bool snapped = false;
                Vector3d v = Graph.GetVertex(tip_vid);
                Frame3f hitF;
                // try shooting ray straight up. if that hits, and point is close, we use it
                if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, Vector3d.AxisY), out hitF)) {
                    if (v.Distance(hitF.Origin) < 2 * CellSize) {
                        v = hitF.Origin;
                        snapped = true;
                    }
                }

                // if that failed, try straight down
                if (!snapped) {
                    if (MeshQueries.RayHitPointFrame(Mesh, MeshSpatial, new Ray3d(v, -Vector3d.AxisY), out hitF)) {
                        if (v.Distance(hitF.Origin) < CellSize) {
                            v = hitF.Origin;
                            snapped = true;
                        }
                    }
                }

                // if it missed, or hit pt was too far, find nearest point and try that
                if (!snapped) {
                    hitF = MeshQueries.NearestPointFrame(Mesh, MeshSpatial, v);
                    if (v.Distance(hitF.Origin) < 2 * CellSize) {
                        v = hitF.Origin;
                        snapped = true;
                    }
                    // can this ever fail? tips should always be within 2 cells...
                }
                if (snapped)
                    Graph.SetVertex(tip_vid, v);
            });
        }