public static DGraph2 perturb_fill_2(DGraph2 graphIn, GeneralPolygon2d bounds, double waveWidth, double stepSize) { DGraph2Util.Curves curves = DGraph2Util.ExtractCurves(graphIn); Polygon2d poly = curves.Loops[0]; GeneralPolygon2dBoxTree gpTree = new GeneralPolygon2dBoxTree(bounds); Polygon2dBoxTree outerTree = new Polygon2dBoxTree(bounds.Outer); Polygon2dBoxTree innerTree = new Polygon2dBoxTree(bounds.Holes[0]); DGraph2 graph = new DGraph2(); graph.EnableVertexColors(Vector3f.Zero); graph.AppendPolygon(poly); DGraph2Resampler resampler = new DGraph2Resampler(graph); resampler.CollapseToMinEdgeLength(waveWidth); if (graph.VertexCount % 2 != 0) { // TODO smallest edge Index2i ev = graph.GetEdgeV(graph.EdgeIndices().First()); DGraph2.EdgeCollapseInfo cinfo; graph.CollapseEdge(ev.a, ev.b, out cinfo); } // move to borders int startv = graph.VertexIndices().First(); int eid = graph.VtxEdgesItr(startv).First(); int curv = startv; bool outer = true; do { Polygon2dBoxTree use_tree = (outer) ? outerTree : innerTree; outer = !outer; graph.SetVertex(curv, use_tree.NearestPoint(graph.GetVertex(curv))); Index2i next = DGraph2Util.NextEdgeAndVtx(eid, curv, graph); eid = next.a; curv = next.b; } while (curv != startv); return(graph); }
private void FilterSelfOverlaps(double overlapRadius, bool bResample = true) { // [RMS] this tolerance business is not workign properly right now. The problem is // that decimator loses corners! // To simplify the computation we are going to resample the curve so that no adjacent // are within a given distance. Then we can use distance-to-segments, with the two adjacent // segments filtered out, to measure self-distance double dist_thresh = overlapRadius; double sharp_thresh_deg = 45; //Profiler.Start("InitialResample"); // resample graph. the degenerate-edge thing is necessary to // filter out tiny segments that are functionally sharp corners, // but geometrically are made of multiple angles < threshold // (maybe there is a better way to do this?) DGraph2Resampler r = new DGraph2Resampler(Graph); r.CollapseDegenerateEdges(overlapRadius / 10); if (bResample) { r.SplitToMaxEdgeLength(overlapRadius / 2); r.CollapseToMinEdgeLength(overlapRadius / 3); } r.CollapseDegenerateEdges(overlapRadius / 10); //Profiler.StopAndAccumulate("InitialResample"); //Profiler.Start("SharpCorners"); // find sharp corners List <int> sharp_corners = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle < sharp_thresh_deg) { sharp_corners.Add(vid); } } // disconnect at sharp corners foreach (int vid in sharp_corners) { if (Graph.IsVertex(vid) == false) { continue; } int e0 = Graph.GetVtxEdges(vid)[0]; Index2i ev = Graph.GetEdgeV(e0); int otherv = (ev.a == vid) ? ev.b : ev.a; Vector2d newpos = Graph.GetVertex(vid); //0.5 * (Graph.GetVertex(vid) + Graph.GetVertex(otherv)); Graph.RemoveEdge(e0, false); int newvid = Graph.AppendVertex(newpos); Graph.AppendEdge(newvid, otherv); } //Profiler.StopAndAccumulate("SharpCorners"); //Profiler.Start("HashTable"); // build edge hash table (cell size is just a ballpark guess here...) edge_hash = new SegmentHashGrid2d <int>(3 * overlapRadius, -1); foreach (int eid in Graph.EdgeIndices()) { Segment2d seg = Graph.GetEdgeSegment(eid); edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } if (CollisionGraph.EdgeCount > 0) { collision_edge_hash = new SegmentHashGrid2d <int>(3 * CollisionRadius, -1); foreach (int eid in CollisionGraph.EdgeIndices()) { Segment2d seg = CollisionGraph.GetEdgeSegment(eid); collision_edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } } //Profiler.StopAndAccumulate("HashTable"); //Profiler.Start("Erode1"); // Step 1: erode from boundary vertices List <int> boundaries = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (Graph.GetVtxEdgeCount(vid) == 1) { boundaries.Add(vid); } } foreach (int vid in boundaries) { if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); double collision_dist = MinCollisionConstraintDistance(vid, CollisionRadius); if (dist < dist_thresh || collision_dist < CollisionRadius) { int eid = Graph.GetVtxEdges(vid)[0]; decimate_forward(vid, eid, dist_thresh); } } //Profiler.StopAndAccumulate("Erode1"); //Profiler.Start("OpenAngleSort"); // // Step 2: find any other possible self-overlaps and erode them. // // sort all vertices by opening angle. For any overlap, we can erode // on either side. Prefer to erode on side with higher curvature. List <Vector2d> remaining_v = new List <Vector2d>(Graph.MaxVertexID); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle == double.MaxValue) { continue; } remaining_v.Add(new Vector2d(vid, open_angle)); } remaining_v.Sort((a, b) => { return((a.y < b.y) ? -1 : (a.y > b.y ? 1 : 0)); }); //Profiler.StopAndAccumulate("OpenAngleSort"); //Profiler.Start("Erode2"); // look for overlap vertices. When we find one, erode on both sides. foreach (Vector2d vinfo in remaining_v) { int vid = (int)vinfo.x; if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); if (dist < dist_thresh) { List <int> nbrs = new List <int>(Graph.GetVtxEdges(vid)); foreach (int eid in nbrs) { if (Graph.IsEdge(eid)) // may have been decimated! { decimate_forward(vid, eid, dist_thresh); } } } } //Profiler.StopAndAccumulate("Erode2"); //Profiler.Start("FlatCollapse"); // get rid of extra vertices r.CollapseFlatVertices(FinalFlatCollapseAngleThreshDeg); //Profiler.StopAndAccumulate("FlatCollapse"); }