Пример #1
0
        // insert point at bary_coords inside tid. If point is at vtx, just use that vtx.
        // If it is on an edge, do an edge split. Otherwise poke face.
        int insert_corner_from_bary(int iCorner, int tid, Vector3d bary_coords, double tol = MathUtil.ZeroTolerance)
        {
            Vector2d vInsert = Curve[iCorner];
            Index3i  tv      = Mesh.GetTriangle(tid);

            // handle cases where corner is on a vertex
            if (bary_coords.x > 1 - tol)
            {
                return(tv.a);
            }
            else if (bary_coords.y > 1 - tol)
            {
                return(tv.b);
            }
            else if (bary_coords.z > 1 - tol)
            {
                return(tv.c);
            }

            // handle cases where corner is on an edge
            int split_edge = -1;

            if (bary_coords.x < tol)
            {
                split_edge = 1;
            }
            else if (bary_coords.y < tol)
            {
                split_edge = 2;
            }
            else if (bary_coords.z < tol)
            {
                split_edge = 0;
            }
            if (split_edge >= 0)
            {
                int eid = Mesh.GetTriEdge(tid, split_edge);

                DMesh3.EdgeSplitInfo split_info;
                MeshResult           splitResult = Mesh.SplitEdge(eid, out split_info);
                if (splitResult != MeshResult.Ok)
                {
                    throw new Exception("MeshInsertUVPolyCurve.insert_corner_special: edge split failed in case sum==2");
                }
                SetPointF(split_info.vNew, vInsert);
                return(split_info.vNew);
            }

            // otherwise corner is inside triangle
            DMesh3.PokeTriangleInfo pokeinfo;
            MeshResult result = Mesh.PokeTriangle(tid, bary_coords, out pokeinfo);

            if (result != MeshResult.Ok)
            {
                throw new Exception("MeshInsertUVPolyCurve.insert_corner_special: face poke failed!");
            }

            SetPointF(pokeinfo.new_vid, vInsert);
            return(pokeinfo.new_vid);
        }
Пример #2
0
        /// <summary>
        /// For each on-face vtx, we poke the face, and re-sort
        /// the remaining vertices on that face onto new faces/edges
        /// </summary>
        void insert_face_vertices()
        {
            while (FaceVertices.Count > 0)
            {
                var pair = FaceVertices.First();
                int tid  = pair.Key;
                List <SegmentVtx> triVerts = pair.Value;
                SegmentVtx        v        = triVerts[triVerts.Count - 1];
                triVerts.RemoveAt(triVerts.Count - 1);

                DMesh3.PokeTriangleInfo pokeInfo;
                MeshResult result = Target.PokeTriangle(tid, out pokeInfo);
                if (result != MeshResult.Ok)
                {
                    throw new Exception("shit");
                }

                int new_v = pokeInfo.new_vid;

                Target.SetVertex(new_v, v.v);
                v.vtx_id = new_v;
                VIDToSegVtxMap[v.vtx_id] = v;
                PointHash.InsertPoint(v.vtx_id, v.v);

                // remove this triangles vtx list because it is no longer valid
                FaceVertices.Remove(tid);

                // update remaining verts
                Index3i pokeEdges = pokeInfo.new_edges;
                var     pokeTris  = new Index3i(tid, pokeInfo.new_t1, pokeInfo.new_t2);
                foreach (SegmentVtx sv in triVerts)
                {
                    update_from_poke(sv, pokeEdges, pokeTris);
                    if (sv.type == 1)
                    {
                        add_edge_vtx(sv.elem_id, sv);
                    }
                    else if (sv.type == 2)
                    {
                        add_face_vtx(sv.elem_id, sv);
                    }
                }

                // track poke subfaces
                add_poke_subfaces(tid, ref pokeInfo);
            }
        }
        // insert point at bary_coords inside tid. If point is at vtx, just use that vtx.
        // If it is on an edge, do an edge split. Otherwise poke face.
        int insert_corner_from_bary(int iCorner, int tid, Vector3d bary_coords,
                                    double bary_tol, double spatial_tol, out bool is_existing_v)
        {
            is_existing_v = false;
            Vector2d vInsert = Curve[iCorner];
            Index3i  tv      = Mesh.GetTriangle(tid);

            // handle cases where corner is on a vertex
            int cornerv = -1;

            if (bary_coords.x > 1 - bary_tol)
            {
                cornerv = tv.a;
            }
            else if (bary_coords.y > 1 - bary_tol)
            {
                cornerv = tv.b;
            }
            else if (bary_coords.z > 1 - bary_tol)
            {
                cornerv = tv.c;
            }
            if (cornerv != -1 && PointF(cornerv).Distance(vInsert) < spatial_tol)
            {
                is_existing_v = true;
                return(cornerv);
            }

            // handle cases where corner is on an edge
            int split_edge = -1;

            if (bary_coords.x < bary_tol)
            {
                split_edge = 1;
            }
            else if (bary_coords.y < bary_tol)
            {
                split_edge = 2;
            }
            else if (bary_coords.z < bary_tol)
            {
                split_edge = 0;
            }
            if (split_edge >= 0)
            {
                int eid = Mesh.GetTriEdge(tid, split_edge);

                Index2i   ev  = Mesh.GetEdgeV(eid);
                Segment2d seg = new Segment2d(PointF(ev.a), PointF(ev.b));
                if (seg.DistanceSquared(vInsert) < spatial_tol * spatial_tol)
                {
                    Index2i et = Mesh.GetEdgeT(eid);
                    spatial_remove_triangles(et.a, et.b);

                    DMesh3.EdgeSplitInfo split_info;
                    MeshResult           splitResult = Mesh.SplitEdge(eid, out split_info);
                    if (splitResult != MeshResult.Ok)
                    {
                        throw new Exception("MeshInsertUVPolyCurve.insert_corner_from_bary: edge split failed in case sum==2 - " + splitResult.ToString());
                    }
                    SetPointF(split_info.vNew, vInsert);

                    spatial_add_triangles(et.a, et.b);
                    spatial_add_triangles(split_info.eNewT2, split_info.eNewT3);

                    return(split_info.vNew);
                }
            }

            spatial_remove_triangle(tid);

            // otherwise corner is inside triangle
            DMesh3.PokeTriangleInfo pokeinfo;
            MeshResult result = Mesh.PokeTriangle(tid, bary_coords, out pokeinfo);

            if (result != MeshResult.Ok)
            {
                throw new Exception("MeshInsertUVPolyCurve.insert_corner_from_bary: face poke failed - " + result.ToString());
            }

            SetPointF(pokeinfo.new_vid, vInsert);

            spatial_add_triangle(tid);
            spatial_add_triangle(pokeinfo.new_t1);
            spatial_add_triangle(pokeinfo.new_t2);

            return(pokeinfo.new_vid);
        }