public virtual bool Extrude(int group_id = -1) { // duplicate loop vertices int NV = Loop.Vertices.Length; NewLoop = new EdgeLoop(Mesh); NewLoop.Vertices = new int[NV]; for (int i = 0; i < NV; ++i) { int vid = Loop.Vertices[i]; NewLoop.Vertices[i] = Mesh.AppendVertex(Mesh, vid); } // move to offset positions for (int i = 0; i < NV; ++i) { Vector3D v = Mesh.GetVertex(Loop.Vertices[i]); Vector3F n = Mesh.GetVertexNormal(Loop.Vertices[i]); Vector3D new_v = PositionF(v, n, i); Mesh.SetVertex(NewLoop.Vertices[i], new_v); } // stitch interior MeshEditor edit = new MeshEditor(Mesh); NewTriangles = edit.StitchLoop(Loop.Vertices, NewLoop.Vertices, group_id); return(true); }
public virtual bool Fill(int group_id = -1) { if (Loop.Vertices.Length < 3) { return(false); } // this just needs one triangle if (Loop.Vertices.Length == 3) { Index3i tri = new Index3i(Loop.Vertices[0], Loop.Vertices[2], Loop.Vertices[1]); int new_tid = Mesh.AppendTriangle(tri, group_id); if (new_tid == NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID) { return(false); } NewTriangles = new int[1] { new_tid }; NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID; return(true); } // [TODO] 4-case? could check nbr normals to figure out best internal edge... // compute centroid Vector3D c = Vector3D.Zero; for (int i = 0; i < Loop.Vertices.Length; ++i) { c += Mesh.GetVertex(Loop.Vertices[i]); } c *= 1.0 / Loop.Vertices.Length; // add centroid vtx NewVertex = Mesh.AppendVertex(c); // stitch triangles MeshEditor editor = new MeshEditor(Mesh); try { NewTriangles = editor.AddTriangleFan_OrderedVertexLoop(NewVertex, Loop.Vertices, group_id); } catch { NewTriangles = null; } // if fill failed, back out vertex-add if (NewTriangles == null) { Mesh.RemoveVertex(NewVertex); NewVertex = NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID; } return(true); }
public virtual bool Smooth() { int NV = Loop.Vertices.Length; double a = math.MathUtil.Clamp(Alpha, 0, 1); double num_rounds = math.MathUtil.Clamp(Rounds, 0, 10000); for (int round = 0; round < num_rounds; ++round) { // compute gParallel.ForEach(Interval1i.Range(NV), (i) => { int vid = Loop.Vertices[(i + 1) % NV]; Vector3D prev = Mesh.GetVertex(Loop.Vertices[i]); Vector3D cur = Mesh.GetVertex(vid); Vector3D next = Mesh.GetVertex(Loop.Vertices[(i + 2) % NV]); Vector3D centroid = (prev + next) * 0.5; SmoothedPostions[i] = (1 - a) * cur + (a) * centroid; }); // bake gParallel.ForEach(Interval1i.Range(NV), (i) => { int vid = Loop.Vertices[(i + 1) % NV]; Vector3D pos = SmoothedPostions[i]; if (ProjectF != null) { pos = ProjectF(pos, vid); } Mesh.SetVertex(vid, pos); }); } return(true); }
// Modes: 0: centroids, 1: any vertex, 2: 2 vertices, 3: all vertices // ContainF should return true if 3D position is in set (eg inside box, etc) // If mode = 0, will be called with (centroid, tri_idx) // If mode = 1/2/3, will be called with (vtx_pos, vtx_idx) // AddF is called with triangle IDs that are in set public static void TrianglesContained(NGonsCore.geometry3Sharp.mesh.DMesh3 mesh, Func <Vector3D, int, bool> ContainF, Action <int> AddF, int nMode = 0) { BitArray inV = null; if (nMode != 0) { inV = new BitArray(mesh.MaxVertexID); foreach (int vid in mesh.VertexIndices()) { if (ContainF(mesh.GetVertex(vid), vid)) { inV[vid] = true; } } } foreach (int tid in mesh.TriangleIndices()) { Index3i tri = mesh.GetTriangle(tid); bool bIn = false; if (nMode == 0) { if (ContainF(mesh.GetTriCentroid(tid), tid)) { bIn = true; } } else { int countIn = (inV[tri.a] ? 1 : 0) + (inV[tri.b] ? 1 : 0) + (inV[tri.c] ? 1 : 0); bIn = (countIn >= nMode); } if (bIn) { AddF(tid); } } }
/// <summary> /// Find the set of boundary EdgeLoops. Note that if we encounter topological /// issues, we will throw MeshBoundaryLoopsException w/ more info (if possible) /// </summary> public bool Compute() { // This algorithm assumes that triangles are oriented consistently, // so closed boundary-loop can be followed by walking edges in-order Loops = new List <EdgeLoop>(); int NE = Mesh.MaxEdgeID; // Temporary memory used to indicate when we have "used" an edge. BitArray used_edge = new BitArray(NE); used_edge.SetAll(false); // current loop is stored here, cleared after each loop extracted List <int> loop_edges = new List <int>(); // [RMS] not sure we need this... List <int> loop_verts = new List <int>(); List <int> bowties = new List <int>(); // Temp buffer for reading back all boundary edges of a vertex. // probably always small but in pathological cases it could be large... int[] all_e = new int[16]; // process all edges of mesh for (int eid = 0; eid < NE; ++eid) { if (!Mesh.IsEdge(eid)) { continue; } if (used_edge[eid] == true) { continue; } if (Mesh.IsBoundaryEdge(eid) == false) { continue; } if (EdgeFilterF != null && EdgeFilterF(eid) == false) { used_edge[eid] = true; continue; } // ok this is start of a boundary chain int eStart = eid; used_edge[eStart] = true; loop_edges.Add(eStart); int eCur = eid; // follow the chain in order of oriented edges bool bClosed = false; while (!bClosed) { Index2i ev = Mesh.GetOrientedBoundaryEdgeV(eCur); int cure_a = ev.a, cure_b = ev.b; loop_verts.Add(cure_a); int e0 = -1, e1 = 1; int bdry_nbrs = Mesh.VtxBoundaryEdges(cure_b, ref e0, ref e1); // have to filter this list, if we are filtering. this is ugly. if (EdgeFilterF != null) { if (bdry_nbrs > 2) { if (bdry_nbrs >= all_e.Length) { all_e = new int[bdry_nbrs]; } // we may repreat this below...irritating... int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e); num_be = BufferUtil.CountValid(all_e, EdgeFilterF, num_be); } else { if (EdgeFilterF(e0) == false) { bdry_nbrs--; } if (EdgeFilterF(e1) == false) { bdry_nbrs--; } } } if (bdry_nbrs < 2) { throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: found broken neighbourhood at vertex " + cure_b) { UnclosedLoop = true } } ; int eNext = -1; if (bdry_nbrs > 2) { // found "bowtie" vertex...things just got complicated! if (cure_b == loop_verts[0]) { // The "end" of the current edge is the same as the start vertex. // This means we can close the loop here. Might as well! eNext = -2; // sentinel value used below } else { // try to find an unused outgoing edge that is oriented properly. // This could create sub-loops, we will handle those later if (bdry_nbrs >= all_e.Length) { all_e = new int[bdry_nbrs]; } int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e); if (EdgeFilterF != null) { num_be = BufferUtil.FilterInPlace(all_e, EdgeFilterF, num_be); } Debug.Assert(num_be == bdry_nbrs); // Try to pick the best "turn left" vertex. eNext = find_left_turn_edge(eCur, cure_b, all_e, num_be, used_edge); if (eNext == -1) { throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: cannot find valid outgoing edge at bowtie vertex " + cure_b) { BowtieFailure = true } } ; } if (bowties.Contains(cure_b) == false) { bowties.Add(cure_b); } } else { Debug.Assert(e0 == eCur || e1 == eCur); eNext = (e0 == eCur) ? e1 : e0; } if (eNext == -2) { // found a bowtie vert that is the same as start-of-loop, so we // are just closing it off explicitly bClosed = true; } else if (eNext == eStart) { // found edge at start of loop, so loop is done. bClosed = true; } else { // push onto accumulated list Debug.Assert(used_edge[eNext] == false); loop_edges.Add(eNext); eCur = eNext; used_edge[eCur] = true; } } // if we saw a bowtie vertex, we might need to break up this loop, // so call extract_subloops if (bowties.Count > 0) { List <EdgeLoop> subloops = extract_subloops(loop_verts, loop_edges, bowties); for (int i = 0; i < subloops.Count; ++i) { Loops.Add(subloops[i]); } } else { // clean simple loop, convert to EdgeLoop instance EdgeLoop loop = new EdgeLoop(Mesh); loop.Vertices = loop_verts.ToArray(); loop.Edges = loop_edges.ToArray(); Loops.Add(loop); } // reset these lists loop_edges.Clear(); loop_verts.Clear(); bowties.Clear(); } return(true); } // [TODO] cache this in a dictionary? we will not need very many, but we will // need each multiple times! Vector3D get_vtx_normal(int vid) { Vector3D n = Vector3D.Zero; foreach (int ti in Mesh.VtxTrianglesItr(vid)) { n += Mesh.GetTriNormal(ti); } n.Normalize(); return(n); } // ok, bdry_edges[0...bdry_edges_count] contains the boundary edges coming out of bowtie_v. // We want to pick the best one to continue the loop that came in to bowtie_v on incoming_e. // If the loops are all sane, then we will get the smallest loops by "turning left" at bowtie_v. // So, we compute the tangent plane at bowtie_v, and then the signed angle for each // viable edge in this plane. // // [TODO] handle degenerate edges. what do we do then? Currently will only chose // degenerate edge if there are no other options (I think...) int find_left_turn_edge(int incoming_e, int bowtie_v, int[] bdry_edges, int bdry_edges_count, BitArray used_edges) { // compute normal and edge [a,bowtie] Vector3D n = get_vtx_normal(bowtie_v); int other_v = Mesh.Edge_other_v(incoming_e, bowtie_v); Vector3D ab = Mesh.GetVertex(bowtie_v) - Mesh.GetVertex(other_v); // our winner int best_e = -1; double best_angle = double.MaxValue; for (int i = 0; i < bdry_edges_count; ++i) { int bdry_eid = bdry_edges[i]; if (used_edges[bdry_eid] == true) { continue; // this edge is already used } Index2i bdry_ev = Mesh.GetOrientedBoundaryEdgeV(bdry_eid); if (bdry_ev.a != bowtie_v) { continue; // have to be able to chain to end of current edge, orientation-wise } // compute projected angle Vector3D bc = Mesh.GetVertex(bdry_ev.b) - Mesh.GetVertex(bowtie_v); float fAngleS = math.MathUtil.PlaneAngleSignedD((Vector3F)ab, (Vector3F)bc, (Vector3F)n); // turn left! if (best_angle == double.MaxValue || fAngleS < best_angle) { best_angle = fAngleS; best_e = bdry_eid; } } Debug.Assert(best_e != -1); return(best_e); } // This is called when loopV contains one or more "bowtie" vertices. // These vertices *might* be duplicated in loopV (but not necessarily) // If they are, we have to break loopV into subloops that don't contain duplicates. // // The list bowties contains all the possible duplicates // (all v in bowties occur in loopV at least once) // // Currently loopE is not used, and the returned EdgeLoop objects do not have their Edges // arrays initialized. Perhaps to improve in future. List <EdgeLoop> extract_subloops(List <int> loopV, List <int> loopE, List <int> bowties) { List <EdgeLoop> subs = new List <EdgeLoop>(); // figure out which bowties we saw are actually duplicated in loopV List <int> dupes = new List <int>(); foreach (int bv in bowties) { if (count_in_list(loopV, bv) > 1) { dupes.Add(bv); } } // we might not actually have any duplicates, if we got luck. Early out in that case if (dupes.Count == 0) { subs.Add(new EdgeLoop(Mesh) { Vertices = loopV.ToArray(), Edges = loopE.ToArray(), BowtieVertices = bowties.ToArray() }); return(subs); } // This loop extracts subloops until we have dealt with all the // duplicate vertices in loopV while (dupes.Count > 0) { // Find shortest "simple" loop, ie a loop from a bowtie to itself that // does not contain any other bowties. This is an independent loop. // We're doing a lot of extra work here if we only have one element in dupes... int bi = 0, bv = 0; int start_i = -1, end_i = -1; int bv_shortest = -1; int shortest = int.MaxValue; for ( ; bi < dupes.Count; ++bi) { bv = dupes[bi]; if (is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i)) { int len = count_span(loopV, start_i, end_i); if (len < shortest) { bv_shortest = bv; shortest = len; } } } if (bv_shortest == -1) { throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: Cannot find a valid simple loop"); } if (bv != bv_shortest) { bv = bv_shortest; // running again just to get start_i and end_i... is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i); } Debug.Assert(loopV[start_i] == bv && loopV[end_i] == bv); EdgeLoop loop = new EdgeLoop(Mesh); loop.Vertices = extract_span(loopV, start_i, end_i, true); loop.Edges = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices); loop.BowtieVertices = bowties.ToArray(); subs.Add(loop); // If there are no more duplicates of this bowtie, we can treat // it like a regular vertex now if (count_in_list(loopV, bv) < 2) { dupes.Remove(bv); } } // Should have one loop left that contains duplicates. // Extract this as a separate loop int nLeft = 0; for (int i = 0; i < loopV.Count; ++i) { if (loopV[i] != -1) { nLeft++; } } if (nLeft > 0) { EdgeLoop loop = new EdgeLoop(Mesh); loop.Vertices = new int[nLeft]; int vi = 0; for (int i = 0; i < loopV.Count; ++i) { if (loopV[i] != -1) { loop.Vertices[vi++] = loopV[i]; } } loop.Edges = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices); loop.BowtieVertices = bowties.ToArray(); subs.Add(loop); } return(subs); } /* * In all the functions below, the list loopV is assumed to possibly * contain "removed" vertices indicated by -1. These are ignored. */ // Check if the loop from bowtieV to bowtieV inside loopV contains any other bowtie verts. // Also returns start and end indices in loopV of "clean" loop // Note that start may be < end, if the "clean" loop wraps around the end bool is_simple_bowtie_loop(List <int> loopV, List <int> bowties, int bowtieV, out int start_i, out int end_i) { // find two indices of bowtie vert start_i = find_index(loopV, 0, bowtieV); end_i = find_index(loopV, start_i + 1, bowtieV); if (is_simple_path(loopV, bowties, bowtieV, start_i, end_i)) { return(true); } else if (is_simple_path(loopV, bowties, bowtieV, end_i, start_i)) { int tmp = start_i; start_i = end_i; end_i = tmp; return(true); } else { return(false); // not a simple bowtie loop! } } // check if forward path from loopV[i1] to loopV[i2] contains any bowtie verts other than bowtieV bool is_simple_path(List <int> loopV, List <int> bowties, int bowtieV, int i1, int i2) { int N = loopV.Count; for (int i = i1; i != i2; i = (i + 1) % N) { int vi = loopV[i]; if (vi == -1) { continue; // skip removed vertices } if (vi != bowtieV && bowties.Contains(vi)) { return(false); } } return(true); } // Read out the span from loop[i0] to loop [i1-1] into an array. // If bMarkInvalid, then these values are set to -1 in loop int[] extract_span(List <int> loop, int i0, int i1, bool bMarkInvalid) { int num = count_span(loop, i0, i1); int[] a = new int[num]; int ai = 0; int N = loop.Count; for (int i = i0; i != i1; i = (i + 1) % N) { if (loop[i] != -1) { a[ai++] = loop[i]; if (bMarkInvalid) { loop[i] = -1; } } } return(a); } // count number of valid vertices in l between loop[i0] and loop[i1-1] int count_span(List <int> l, int i0, int i1) { int c = 0; int N = l.Count; for (int i = i0; i != i1; i = (i + 1) % N) { if (l[i] != -1) { c++; } } return(c); } // find the index of item in loop, starting at start index int find_index(List <int> loop, int start, int item) { for (int i = start; i < loop.Count; ++i) { if (loop[i] == item) { return(i); } } return(-1); } // count number of times item appears in loop int count_in_list(List <int> loop, int item) { int c = 0; for (int i = 0; i < loop.Count; ++i) { if (loop[i] == item) { c++; } } return(c); } }
public virtual bool Cut() { double invalidDist = double.MinValue; // compute signs int MaxVID = Mesh.MaxVertexID; double[] signs = new double[MaxVID]; gParallel.ForEach(Interval1i.Range(MaxVID), (vid) => { if (Mesh.IsVertex(vid)) { Vector3D v = Mesh.GetVertex(vid); signs[vid] = (v - PlaneOrigin).Dot(PlaneNormal); } else { signs[vid] = invalidDist; } }); HashSet <int> ZeroEdges = new HashSet <int>(); HashSet <int> ZeroVertices = new HashSet <int>(); HashSet <int> OnCutEdges = new HashSet <int>(); // have to skip processing of new edges. If edge id // is > max at start, is new. Otherwise if in NewEdges list, also new. int MaxEID = Mesh.MaxEdgeID; HashSet <int> NewEdges = new HashSet <int>(); // cut existing edges with plane, using edge split for (int eid = 0; eid < MaxEID; ++eid) { if (Mesh.IsEdge(eid) == false) { continue; } if (eid >= MaxEID || NewEdges.Contains(eid)) { continue; } Index2i ev = Mesh.GetEdgeV(eid); double f0 = signs[ev.a]; double f1 = signs[ev.b]; // If both signs are 0, this edge is on-contour // If one sign is 0, that vertex is on-contour int n0 = (Math.Abs(f0) < math.MathUtil.Epsilon) ? 1 : 0; int n1 = (Math.Abs(f1) < math.MathUtil.Epsilon) ? 1 : 0; if (n0 + n1 > 0) { if (n0 + n1 == 2) { ZeroEdges.Add(eid); } else { ZeroVertices.Add((n0 == 1) ? ev[0] : ev[1]); } continue; } // no crossing if (f0 * f1 > 0) { continue; } NGonsCore.geometry3Sharp.mesh.DMesh3.EdgeSplitInfo splitInfo; MeshResult result = Mesh.SplitEdge(eid, out splitInfo); if (result != MeshResult.Ok) { throw new Exception("MeshPlaneCut.Cut: failed in SplitEdge"); //return false; } // SplitEdge just bisects edge - use plane intersection instead double t = f0 / (f0 - f1); Vector3D newPos = (1 - t) * Mesh.GetVertex(ev.a) + (t) * Mesh.GetVertex(ev.b); Mesh.SetVertex(splitInfo.vNew, newPos); NewEdges.Add(splitInfo.eNewBN); NewEdges.Add(splitInfo.eNewCN); OnCutEdges.Add(splitInfo.eNewCN); if (splitInfo.eNewDN != NGonsCore.geometry3Sharp.mesh.DMesh3.InvalidID) { NewEdges.Add(splitInfo.eNewDN); OnCutEdges.Add(splitInfo.eNewDN); } } // remove one-rings of all positive-side vertices. for (int i = 0; i < signs.Length; ++i) { if (signs[i] > 0 && Mesh.IsVertex(i)) { Mesh.RemoveVertex(i, true, false); } } // ok now we extract boundary loops, but restricted // to either the zero-edges we found, or the edges we created! bang!! Func <int, bool> CutEdgeFilterF = (eid) => { if (OnCutEdges.Contains(eid) || ZeroEdges.Contains(eid)) { return(true); } return(false); }; try { MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh, false); loops.EdgeFilterF = CutEdgeFilterF; loops.Compute(); CutLoops = loops.Loops; CutLoopsFailed = false; } catch { CutLoops = new List <EdgeLoop>(); CutLoopsFailed = true; } return(true); } // Cut()