// open cylinder (ie a tube) should collapse down to having two boundary loops with 3 verts/edges each public static void collapse_test_convergence_opencyl() { DMesh3 mesh = TestUtil.MakeOpenCylinder(false); mesh.CheckValidity(); collapse_to_convergence(mesh); int bdry_v = 0, bdry_t = 0, bdry_e = 0; foreach (int eid in mesh.EdgeIndices()) { if (mesh.IsBoundaryEdge(eid)) { bdry_e++; } } Util.gDevAssert(bdry_e == 6); foreach (int tid in mesh.TriangleIndices()) { if (mesh.tri_is_boundary(tid)) { bdry_t++; } } Util.gDevAssert(bdry_t == 6); foreach (int vid in mesh.VertexIndices()) { if (mesh.IsBoundaryVertex(vid)) { bdry_v++; } } Util.gDevAssert(bdry_v == 6); }
void find_crease_edges(double angle_tol) { CreaseEdges = new HashSet <int>(); BoundaryEdges = new HashSet <int>(); double dot_tol = Math.Cos(angle_tol * MathUtil.Deg2Rad); foreach (int eid in Mesh.EdgeIndices()) { Index2i et = Mesh.GetEdgeT(eid); if (et.b == DMesh3.InvalidID) { BoundaryEdges.Add(eid); continue; } Vector3d n0 = Mesh.GetTriNormal(et.a); Vector3d n1 = Mesh.GetTriNormal(et.b); if (Math.Abs(n0.Dot(n1)) < dot_tol) { CreaseEdges.Add(eid); } } AllEdges = new HashSet <int>(CreaseEdges);; foreach (int eid in BoundaryEdges) { AllEdges.Add(eid); } AllVertices = new HashSet <int>(); IndexUtil.EdgesToVertices(Mesh, AllEdges, AllVertices); }
public DMesh3 remesh_constraints_fixedverts(int iterations, DMesh3 mesh, double min, double max, double angle) { AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > angle) { cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags)); Index2i ev = mesh.GetEdgeV(eid); int nSetID0 = (mesh.GetVertex(ev[0]).y > bounds.Center.y) ? 1 : 2; int nSetID1 = (mesh.GetVertex(ev[1]).y > bounds.Center.y) ? 1 : 2; cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(true, nSetID0)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(true, nSetID1)); } } Remesher r = new Remesher(mesh); r.Precompute(); r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = min; r.MaxEdgeLength = max; r.EnableSmoothing = true; r.SmoothSpeedT = 1; for (int k = 0; k < iterations; ++k) { r.BasicRemeshPass(); mesh.CheckValidity(); } return(mesh); }
// closed mesh should collapse to a tetrahedron public static void collapse_test_closed_mesh() { DMesh3 mesh = TestUtil.MakeCappedCylinder(false); mesh.CheckValidity(); collapse_to_convergence(mesh); Util.gDevAssert(mesh.TriangleCount == 4); Util.gDevAssert(mesh.VertexCount == 4); foreach (int eid in mesh.EdgeIndices()) { Util.gDevAssert(mesh.edge_is_boundary(eid) == false); } }
public static DMesh3 MakeRemeshedCappedCylinder(double fResFactor = 1.0) { DMesh3 mesh = MakeCappedCylinder(false, 128); MeshUtil.ScaleMesh(mesh, Frame3f.Identity, new g3.Vector3f(1, 2, 1)); // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; MeshConstraints cons = new MeshConstraints(); EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0f) { cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags)); Index2i ev = mesh.GetEdgeV(eid); int nSetID0 = (mesh.GetVertex(ev[0]).y > 1) ? 1 : 2; int nSetID1 = (mesh.GetVertex(ev[1]).y > 1) ? 1 : 2; cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(true, nSetID0)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(true, nSetID1)); } } Remesher r = new Remesher(mesh); r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.Precompute(); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = 0.1f * fResFactor; r.MaxEdgeLength = 0.2f * fResFactor; r.EnableSmoothing = true; r.SmoothSpeedT = 0.5f; for (int k = 0; k < 20; ++k) { r.BasicRemeshPass(); } return(mesh); }
public bool Apply() { // do a simple fill SimpleHoleFiller simplefill = new SimpleHoleFiller(Mesh, FillLoop); int fill_gid = Mesh.AllocateTriangleGroup(); bool bOK = simplefill.Fill(fill_gid); if (bOK == false) { return(false); } if (FillLoop.Vertices.Length <= 3) { FillTriangles = simplefill.NewTriangles; FillVertices = new int[0]; return(true); } // extract the simple fill mesh as a submesh, via RegionOperator, so we can backsub later HashSet <int> intial_fill_tris = new HashSet <int>(simplefill.NewTriangles); regionop = new RegionOperator(Mesh, simplefill.NewTriangles, (submesh) => { submesh.ComputeTriMaps = true; }); fillmesh = regionop.Region.SubMesh; // for each boundary vertex, compute the exterior angle sum // we will use this to compute gaussian curvature later boundaryv = new HashSet <int>(MeshIterators.BoundaryEdgeVertices(fillmesh)); exterior_angle_sums = new Dictionary <int, double>(); if (IgnoreBoundaryTriangles == false) { foreach (int sub_vid in boundaryv) { double angle_sum = 0; int base_vid = regionop.Region.MapVertexToBaseMesh(sub_vid); foreach (int tid in regionop.BaseMesh.VtxTrianglesItr(base_vid)) { if (intial_fill_tris.Contains(tid) == false) { Index3i et = regionop.BaseMesh.GetTriangle(tid); int idx = IndexUtil.find_tri_index(base_vid, ref et); angle_sum += regionop.BaseMesh.GetTriInternalAngleR(tid, idx); } } exterior_angle_sums[sub_vid] = angle_sum; } } // try to guess a reasonable edge length that will give us enough geometry to work with in simplify pass double loop_mine, loop_maxe, loop_avge, fill_mine, fill_maxe, fill_avge; MeshQueries.EdgeLengthStatsFromEdges(Mesh, FillLoop.Edges, out loop_mine, out loop_maxe, out loop_avge); MeshQueries.EdgeLengthStats(fillmesh, out fill_mine, out fill_maxe, out fill_avge); double remesh_target_len = loop_avge; if (fill_maxe / remesh_target_len > 10) { remesh_target_len = fill_maxe / 10; } //double remesh_target_len = Math.Min(loop_avge, fill_avge / 4); // remesh up to target edge length, ideally gives us some triangles to work with RemesherPro remesh1 = new RemesherPro(fillmesh); remesh1.SmoothSpeedT = 1.0; MeshConstraintUtil.FixAllBoundaryEdges(remesh1); //remesh1.SetTargetEdgeLength(remesh_target_len / 2); // would this speed things up? on large regions? //remesh1.FastestRemesh(); remesh1.SetTargetEdgeLength(remesh_target_len); remesh1.FastestRemesh(); /* * first round: collapse to minimal mesh, while flipping to try to * get to ballpark minimal mesh. We stop these passes as soon as * we have done two rounds where we couldn't do another collapse * * This is the most unstable part of the algorithm because there * are strong ordering effects. maybe we could sort the edges somehow?? */ int zero_collapse_passes = 0; int collapse_passes = 0; while (collapse_passes++ < 20 && zero_collapse_passes < 2) { // collapse pass int NE = fillmesh.MaxEdgeID; int collapses = 0; for (int ei = 0; ei < NE; ++ei) { if (fillmesh.IsEdge(ei) == false || fillmesh.IsBoundaryEdge(ei)) { continue; } Index2i ev = fillmesh.GetEdgeV(ei); bool a_bdry = boundaryv.Contains(ev.a), b_bdry = boundaryv.Contains(ev.b); if (a_bdry && b_bdry) { continue; } int keepv = (a_bdry) ? ev.a : ev.b; int otherv = (keepv == ev.a) ? ev.b : ev.a; Vector3d newv = fillmesh.GetVertex(keepv); if (MeshUtil.CheckIfCollapseCreatesFlip(fillmesh, ei, newv)) { continue; } DMesh3.EdgeCollapseInfo info; MeshResult result = fillmesh.CollapseEdge(keepv, otherv, out info); if (result == MeshResult.Ok) { collapses++; } } if (collapses == 0) { zero_collapse_passes++; } else { zero_collapse_passes = 0; } // flip pass. we flip in these cases: // 1) if angle between current triangles is too small (slightly more than 90 degrees, currently) // 2) if angle between flipped triangles is smaller than between current triangles // 3) if flipped edge length is shorter *and* such a flip won't flip the normal NE = fillmesh.MaxEdgeID; Vector3d n1, n2, on1, on2; for (int ei = 0; ei < NE; ++ei) { if (fillmesh.IsEdge(ei) == false || fillmesh.IsBoundaryEdge(ei)) { continue; } bool do_flip = false; Index2i ev = fillmesh.GetEdgeV(ei); MeshUtil.GetEdgeFlipNormals(fillmesh, ei, out n1, out n2, out on1, out on2); double dot_cur = n1.Dot(n2); double dot_flip = on1.Dot(on2); if (n1.Dot(n2) < 0.1 || dot_flip > dot_cur + MathUtil.Epsilonf) { do_flip = true; } if (do_flip == false) { Index2i otherv = fillmesh.GetEdgeOpposingV(ei); double len_e = fillmesh.GetVertex(ev.a).Distance(fillmesh.GetVertex(ev.b)); double len_flip = fillmesh.GetVertex(otherv.a).Distance(fillmesh.GetVertex(otherv.b)); if (len_flip < len_e) { if (MeshUtil.CheckIfEdgeFlipCreatesFlip(fillmesh, ei) == false) { do_flip = true; } } } if (do_flip) { DMesh3.EdgeFlipInfo info; MeshResult result = fillmesh.FlipEdge(ei, out info); } } } // Sometimes, for some reason, we have a remaining interior vertex (have only ever seen one?) // Try to force removal of such vertices, even if it makes ugly mesh remove_remaining_interior_verts(); // enable/disable passes. bool DO_FLATTER_PASS = true; bool DO_CURVATURE_PASS = OptimizeDevelopability && true; bool DO_AREA_PASS = OptimizeDevelopability && OptimizeTriangles && true; /* * In this pass we repeat the flipping iterations from the previous pass. * * Note that because of the always-flip-if-dot-is-small case (commented), * this pass will frequently not converge, as some number of edges will * be able to flip back and forth (because neither has large enough dot). * This is not ideal, but also, if we remove this behavior, then we * generally get worse fills. This case basically introduces a sort of * randomization factor that lets us escape local minima... * */ HashSet <int> remaining_edges = new HashSet <int>(fillmesh.EdgeIndices()); HashSet <int> updated_edges = new HashSet <int>(); int flatter_passes = 0; int zero_flips_passes = 0; while (flatter_passes++ < 40 && zero_flips_passes < 2 && remaining_edges.Count() > 0 && DO_FLATTER_PASS) { zero_flips_passes++; foreach (int ei in remaining_edges) { if (fillmesh.IsBoundaryEdge(ei)) { continue; } bool do_flip = false; Index2i ev = fillmesh.GetEdgeV(ei); Vector3d n1, n2, on1, on2; MeshUtil.GetEdgeFlipNormals(fillmesh, ei, out n1, out n2, out on1, out on2); double dot_cur = n1.Dot(n2); double dot_flip = on1.Dot(on2); if (flatter_passes < 20 && dot_cur < 0.1) // this check causes oscillatory behavior { do_flip = true; } if (dot_flip > dot_cur + MathUtil.Epsilonf) { do_flip = true; } if (do_flip) { DMesh3.EdgeFlipInfo info; MeshResult result = fillmesh.FlipEdge(ei, out info); if (result == MeshResult.Ok) { zero_flips_passes = 0; add_all_edges(ei, updated_edges); } } } var tmp = remaining_edges; remaining_edges = updated_edges; updated_edges = tmp; updated_edges.Clear(); } int curvature_passes = 0; if (DO_CURVATURE_PASS) { curvatures = new double[fillmesh.MaxVertexID]; foreach (int vid in fillmesh.VertexIndices()) { update_curvature(vid); } remaining_edges = new HashSet <int>(fillmesh.EdgeIndices()); updated_edges = new HashSet <int>(); /* * In this pass we try to minimize gaussian curvature at all the vertices. * This will recover sharp edges, etc, and do lots of good stuff. * However, this pass will not make much progress if we are not already * relatively close to a minimal mesh, so it really relies on the previous * passes getting us in the ballpark. */ while (curvature_passes++ < 40 && remaining_edges.Count() > 0 && DO_CURVATURE_PASS) { foreach (int ei in remaining_edges) { if (fillmesh.IsBoundaryEdge(ei)) { continue; } Index2i ev = fillmesh.GetEdgeV(ei); Index2i ov = fillmesh.GetEdgeOpposingV(ei); int find_other = fillmesh.FindEdge(ov.a, ov.b); if (find_other != DMesh3.InvalidID) { continue; } double total_curv_cur = curvature_metric_cached(ev.a, ev.b, ov.a, ov.b); if (total_curv_cur < MathUtil.ZeroTolerancef) { continue; } DMesh3.EdgeFlipInfo info; MeshResult result = fillmesh.FlipEdge(ei, out info); if (result != MeshResult.Ok) { continue; } double total_curv_flip = curvature_metric_eval(ev.a, ev.b, ov.a, ov.b); bool keep_flip = total_curv_flip < total_curv_cur - MathUtil.ZeroTolerancef; if (keep_flip == false) { result = fillmesh.FlipEdge(ei, out info); } else { update_curvature(ev.a); update_curvature(ev.b); update_curvature(ov.a); update_curvature(ov.b); add_all_edges(ei, updated_edges); } } var tmp = remaining_edges; remaining_edges = updated_edges; updated_edges = tmp; updated_edges.Clear(); } } //System.Console.WriteLine("collapse {0} flatter {1} curvature {2}", collapse_passes, flatter_passes, curvature_passes); /* * In this final pass, we try to improve triangle quality. We flip if * the flipped triangles have better total aspect ratio, and the * curvature doesn't change **too** much. The .DevelopabilityTolerance * parameter determines what is "too much" curvature change. */ if (DO_AREA_PASS) { remaining_edges = new HashSet <int>(fillmesh.EdgeIndices()); updated_edges = new HashSet <int>(); int area_passes = 0; while (remaining_edges.Count() > 0 && area_passes < 20) { area_passes++; foreach (int ei in remaining_edges) { if (fillmesh.IsBoundaryEdge(ei)) { continue; } Index2i ev = fillmesh.GetEdgeV(ei); Index2i ov = fillmesh.GetEdgeOpposingV(ei); int find_other = fillmesh.FindEdge(ov.a, ov.b); if (find_other != DMesh3.InvalidID) { continue; } double total_curv_cur = curvature_metric_cached(ev.a, ev.b, ov.a, ov.b); double a = aspect_metric(ei); if (a > 1) { continue; } DMesh3.EdgeFlipInfo info; MeshResult result = fillmesh.FlipEdge(ei, out info); if (result != MeshResult.Ok) { continue; } double total_curv_flip = curvature_metric_eval(ev.a, ev.b, ov.a, ov.b); bool keep_flip = Math.Abs(total_curv_cur - total_curv_flip) < DevelopabilityTolerance; if (keep_flip == false) { result = fillmesh.FlipEdge(ei, out info); } else { update_curvature(ev.a); update_curvature(ev.b); update_curvature(ov.a); update_curvature(ov.b); add_all_edges(ei, updated_edges); } } var tmp = remaining_edges; remaining_edges = updated_edges; updated_edges = tmp; updated_edges.Clear(); } } regionop.BackPropropagate(); FillTriangles = regionop.CurrentBaseTriangles; FillVertices = regionop.CurrentBaseInteriorVertices().ToArray(); return(true); }
public static void test_reduce_constraints_fixedverts() { int Slices = 128; DMesh3 mesh = TestUtil.MakeCappedCylinder(false, Slices); MeshUtil.ScaleMesh(mesh, Frame3f.Identity, new Vector3f(1, 2, 1)); mesh.CheckValidity(); AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; if (WriteDebugMeshes) { TestUtil.WriteTestOutputMesh(mesh, "reduce_fixed_constraints_test_before.obj"); } // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.PreserveTopology; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0f) { cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags) { TrackingSetID = 1 }); Index2i ev = mesh.GetEdgeV(eid); int nSetID0 = (mesh.GetVertex(ev[0]).y > bounds.Center.y) ? 1 : 2; int nSetID1 = (mesh.GetVertex(ev[1]).y > bounds.Center.y) ? 1 : 2; cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(true, nSetID0)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(true, nSetID1)); } } Reducer r = new Reducer(mesh); r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.ReduceToTriangleCount(50); mesh.CheckValidity(); if (WriteDebugMeshes) { TestUtil.WriteTestOutputMesh(mesh, "reduce_fixed_constraints_test_after.obj"); } }
public static Mesh RemeshTest(Mesh inMesh, double fResScale = 1.0, int iterations = 50) { inMesh.Faces.ConvertQuadsToTriangles(); DMesh3 mesh = inMesh.ToDMesh3(); mesh.CheckValidity(); AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0) { cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags)); Index2i ev = mesh.GetEdgeV(eid); int nSetID0 = (mesh.GetVertex(ev[0]).y > bounds.Center.y) ? 1 : 2; int nSetID1 = (mesh.GetVertex(ev[1]).y > bounds.Center.y) ? 1 : 2; cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(true, nSetID0)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(true, nSetID1)); } } Remesher r = new Remesher(mesh); r.Precompute(); r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = 0.5 * fResScale; r.MaxEdgeLength = 1.0 * fResScale; r.EnableSmoothing = true; r.SmoothSpeedT = 0.5; try { for (int k = 0; k < iterations; ++k) { r.BasicRemeshPass(); // mesh.CheckValidity(); } } catch { // ignore } return(mesh.ToRhinoMesh()); }
public static void test_remesh_constraints_vertcurves() { int Slices = 16; DMesh3 mesh = TestUtil.MakeCappedCylinder(false, Slices); MeshUtil.ScaleMesh(mesh, Frame3f.Identity, new Vector3f(1, 2, 1)); //DMesh3 mesh = TestUtil.MakeRemeshedCappedCylinder(0.25); //DMesh3 mesh = TestUtil.MakeRemeshedCappedCylinder(1.0); mesh.CheckValidity(); AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget mesh_target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; // cylinder projection target CylinderProjectionTarget cyl_target = new CylinderProjectionTarget() { Cylinder = new Cylinder3d(new Vector3d(0, 1, 0), Vector3d.AxisY, 1, 2) }; //IProjectionTarget target = mesh_target; IProjectionTarget target = cyl_target; // construct projection target circles CircleProjectionTarget bottomCons = new CircleProjectionTarget() { Circle = new Circle3d(bounds.Center, 1.0) }; bottomCons.Circle.Center.y = bounds.Min.y; CircleProjectionTarget topCons = new CircleProjectionTarget() { Circle = new Circle3d(bounds.Center, 1.0) }; topCons.Circle.Center.y = bounds.Max.y; if (WriteDebugMeshes) { TestUtil.WriteDebugMesh(mesh, "remesh_analytic_constraints_test_before.obj"); } // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; bool bConstrainVertices = true; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0f) { Index2i ev = mesh.GetEdgeV(eid); Vector3d ev0 = mesh.GetVertex(ev[0]); Vector3d ev1 = mesh.GetVertex(ev[1]); CircleProjectionTarget loopTarget = null; if (ev0.y > bounds.Center.y && ev1.y > bounds.Center.y) { loopTarget = topCons; } else if (ev0.y < bounds.Center.y && ev1.y < bounds.Center.y) { loopTarget = bottomCons; } cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags, loopTarget)); if (bConstrainVertices && loopTarget != null) { cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(loopTarget)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(loopTarget)); } } } Remesher r = new Remesher(mesh); //r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.Precompute(); r.ENABLE_PROFILING = true; var stopwatch = Stopwatch.StartNew(); //double fResScale = 1.0f; double fResScale = 0.5f; r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = 0.1f * fResScale; r.MaxEdgeLength = 0.2f * fResScale; r.EnableSmoothing = true; r.SmoothSpeedT = 1.0f; try { for (int k = 0; k < 20; ++k) { r.BasicRemeshPass(); mesh.CheckValidity(); } } catch { // continue; } stopwatch.Stop(); System.Console.WriteLine("Second Pass Timing: " + stopwatch.Elapsed); if (WriteDebugMeshes) { TestUtil.WriteDebugMesh(mesh, "remesh_analytic_constraints_test_after.obj"); } }
public static void test_remesh_constraints_fixedverts() { int Slices = 128; DMesh3 mesh = TestUtil.MakeCappedCylinder(false, Slices); MeshUtil.ScaleMesh(mesh, Frame3f.Identity, new Vector3f(1, 2, 1)); mesh.CheckValidity(); AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; if (WriteDebugMeshes) { TestUtil.WriteDebugMesh(mesh, "remesh_fixed_constraints_test_before.obj"); } // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0f) { cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags)); Index2i ev = mesh.GetEdgeV(eid); int nSetID0 = (mesh.GetVertex(ev[0]).y > bounds.Center.y) ? 1 : 2; int nSetID1 = (mesh.GetVertex(ev[1]).y > bounds.Center.y) ? 1 : 2; cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(true, nSetID0)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(true, nSetID1)); } } Remesher r = new Remesher(mesh); r.Precompute(); r.SetExternalConstraints(cons); r.SetProjectionTarget(target); var stopwatch = Stopwatch.StartNew(); //double fResScale = 1.0f; double fResScale = 0.5f; r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = 0.1f * fResScale; r.MaxEdgeLength = 0.2f * fResScale; r.EnableSmoothing = true; r.SmoothSpeedT = 0.5f; try { for (int k = 0; k < 20; ++k) { r.BasicRemeshPass(); mesh.CheckValidity(); } } catch { // ignore } stopwatch.Stop(); System.Console.WriteLine("Second Pass Timing: " + stopwatch.Elapsed); if (WriteDebugMeshes) { TestUtil.WriteDebugMesh(mesh, "remesh_fixed_constraints_test_after.obj"); } }
public DMesh3 remesh_constraints_vertcurves(int iterations, DMesh3 mesh, double min, double max, double angle) { mesh.CheckValidity(); AxisAlignedBox3d bounds = mesh.CachedBounds; // construct mesh projection target DMesh3 meshCopy = new DMesh3(mesh); meshCopy.CheckValidity(); DMeshAABBTree3 tree = new DMeshAABBTree3(meshCopy); tree.Build(); MeshProjectionTarget mesh_target = new MeshProjectionTarget() { Mesh = meshCopy, Spatial = tree }; // cylinder projection target CylinderProjectionTarget cyl_target = new CylinderProjectionTarget() { Cylinder = new Cylinder3d(new Vector3D(0, 1, 0), Vector3D.AxisY, 1, 2) }; //IProjectionTarget target = mesh_target; IProjectionTarget target = cyl_target; // construct projection target circles CircleProjectionTarget bottomCons = new CircleProjectionTarget() { Circle = new Circle3d(bounds.Center, 1.0) }; bottomCons.Circle.Center.y = bounds.Min.y; CircleProjectionTarget topCons = new CircleProjectionTarget() { Circle = new Circle3d(bounds.Center, 1.0) }; topCons.Circle.Center.y = bounds.Max.y; // construct constraint set MeshConstraints cons = new MeshConstraints(); //EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip | EdgeRefineFlags.NoCollapse; EdgeRefineFlags useFlags = EdgeRefineFlags.NoFlip; bool bConstrainVertices = true; foreach (int eid in mesh.EdgeIndices()) { double fAngle = MeshUtil.OpeningAngleD(mesh, eid); if (fAngle > 30.0f) { Index2i ev = mesh.GetEdgeV(eid); Vector3D ev0 = mesh.GetVertex(ev[0]); Vector3D ev1 = mesh.GetVertex(ev[1]); CircleProjectionTarget loopTarget = null; if (ev0.y > bounds.Center.y && ev1.y > bounds.Center.y) { loopTarget = topCons; } else if (ev0.y < bounds.Center.y && ev1.y < bounds.Center.y) { loopTarget = bottomCons; } cons.SetOrUpdateEdgeConstraint(eid, new EdgeConstraint(useFlags, loopTarget)); if (bConstrainVertices && loopTarget != null) { cons.SetOrUpdateVertexConstraint(ev[0], new VertexConstraint(loopTarget)); cons.SetOrUpdateVertexConstraint(ev[1], new VertexConstraint(loopTarget)); } } } Remesher r = new Remesher(mesh); //r.SetExternalConstraints(cons); r.SetProjectionTarget(target); r.Precompute(); r.ENABLE_PROFILING = true; r.EnableFlips = r.EnableSplits = r.EnableCollapses = true; r.MinEdgeLength = min; r.MaxEdgeLength = max; r.EnableSmoothing = true; r.SmoothSpeedT = 1.0f; for (int k = 0; k < iterations; ++k) { r.BasicRemeshPass(); mesh.CheckValidity(); } return(mesh); }