示例#1
0
        /// <summary>
        /// if before a flip we have normals (n1,n2) and after we have (m1,m2), check if
        /// the dot between any of the 4 pairs changes sign after the flip, or is
        /// less than the dot-product tolerance (ie angle tolerance)
        /// </summary>
        public static bool CheckIfEdgeFlipCreatesFlip(DMesh3 mesh, int eID, double flip_dot_tol = 0.0)
        {
            Util.gDevAssert(mesh.IsBoundaryEdge(eID) == false);
            Index4i einfo = mesh.GetEdge(eID);
            Index2i ov    = mesh.GetEdgeOpposingV(eID);

            int a = einfo.a, b = einfo.b, c = ov.a, d = ov.b;
            int t0 = einfo.c;

            Vector3d vC = mesh.GetVertex(c), vD = mesh.GetVertex(d);
            Index3i  tri_v = mesh.GetTriangle(t0);
            int      oa = a, ob = b;

            IndexUtil.orient_tri_edge(ref oa, ref ob, ref tri_v);
            Vector3d vOA = mesh.GetVertex(oa), vOB = mesh.GetVertex(ob);
            Vector3d n0 = MathUtil.FastNormalDirection(ref vOA, ref vOB, ref vC);
            Vector3d n1 = MathUtil.FastNormalDirection(ref vOB, ref vOA, ref vD);
            Vector3d f0 = MathUtil.FastNormalDirection(ref vC, ref vD, ref vOB);

            if (edge_flip_metric(ref n0, ref f0, flip_dot_tol) <= flip_dot_tol ||
                edge_flip_metric(ref n1, ref f0, flip_dot_tol) <= flip_dot_tol)
            {
                return(true);
            }
            Vector3d f1 = MathUtil.FastNormalDirection(ref vD, ref vC, ref vOA);

            if (edge_flip_metric(ref n0, ref f1, flip_dot_tol) <= flip_dot_tol ||
                edge_flip_metric(ref n1, ref f1, flip_dot_tol) <= flip_dot_tol)
            {
                return(true);
            }
            return(false);
        }
示例#2
0
        /// <summary>
        /// Check if collapsing edge edgeID to point newv will flip normal of any attached face
        /// </summary>
        public static bool CheckIfCollapseCreatesFlip(DMesh3 mesh, int edgeID, Vector3d newv)
        {
            Index4i edge_info = mesh.GetEdge(edgeID);
            int     tc = edge_info.c, td = edge_info.d;

            for (int j = 0; j < 2; ++j)
            {
                int vid    = edge_info[j];
                int vother = edge_info[(j + 1) % 2];

                foreach (int tid in mesh.VtxTrianglesItr(vid))
                {
                    if (tid == tc || tid == td)
                    {
                        continue;
                    }

                    Index3i curt = mesh.GetTriangle(tid);
                    if (curt.a == vother || curt.b == vother || curt.c == vother)
                    {
                        return(true);                               // invalid nbrhood for collapse
                    }

                    Vector3d va   = mesh.GetVertex(curt.a);
                    Vector3d vb   = mesh.GetVertex(curt.b);
                    Vector3d vc   = mesh.GetVertex(curt.c);
                    Vector3d ncur = (vb - va).Cross(vc - va);
                    double   sign = 0;
                    if (curt.a == vid)
                    {
                        Vector3d nnew = (vb - newv).Cross(vc - newv);
                        sign = ncur.Dot(nnew);
                    }
                    else if (curt.b == vid)
                    {
                        Vector3d nnew = (newv - va).Cross(vc - va);
                        sign = ncur.Dot(nnew);
                    }
                    else if (curt.c == vid)
                    {
                        Vector3d nnew = (vb - va).Cross(newv - va);
                        sign = ncur.Dot(nnew);
                    }
                    else
                    {
                        throw new Exception("should never be here!");
                    }

                    if (sign <= 0.0)
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
示例#3
0
 public static void DebugEdgeInfo(DMesh3 mesh, params int[] edgeIds)
 {
     foreach (var edgeId in edgeIds)
     {
         Debug.Write($"Info on edge {edgeId}... ");
         if (!mesh.IsEdge(edgeId))
         {
             Debug.WriteLine("Not an edge.");
             continue;
         }
         var e = mesh.GetEdge(edgeId);
         Debug.WriteLine($"IsBorder: {mesh.IsBoundaryEdge(edgeId)}");
         var from = mesh.GetVertex(e.a);
         var to   = mesh.GetVertex(e.b);
         Debug.WriteLine($"  from: {from.x},{from.y},{from.z} to {to.x},{to.y},{to.z}");
     }
 }
示例#4
0
        /// <summary>
        /// For given edge, return it's triangles and the triangles that would
        /// be created if it was flipped (used in edge-flip optimizers)
        /// </summary>
        public static void GetEdgeFlipTris(DMesh3 mesh, int eID,
                                           out Index3i orig_t0, out Index3i orig_t1,
                                           out Index3i flip_t0, out Index3i flip_t1)
        {
            Index4i einfo = mesh.GetEdge(eID);
            Index2i ov = mesh.GetEdgeOpposingV(eID);
            int     a = einfo.a, b = einfo.b, c = ov.a, d = ov.b;
            int     t0 = einfo.c;
            Index3i tri_v = mesh.GetTriangle(t0);
            int     oa = a, ob = b;

            IndexUtil.orient_tri_edge(ref oa, ref ob, ref tri_v);
            orig_t0 = new Index3i(oa, ob, c);
            orig_t1 = new Index3i(ob, oa, d);
            flip_t0 = new Index3i(c, d, ob);
            flip_t1 = new Index3i(d, c, oa);
        }
示例#5
0
        /// <summary>
        /// For given edge, return normals of it's two triangles, and normals
        /// of the triangles created if edge is flipped (used in edge-flip optimizers)
        /// </summary>
        public static void GetEdgeFlipNormals(DMesh3 mesh, int eID,
                                              out Vector3d n1, out Vector3d n2,
                                              out Vector3d on1, out Vector3d on2)
        {
            Index4i  einfo = mesh.GetEdge(eID);
            Index2i  ov = mesh.GetEdgeOpposingV(eID);
            int      a = einfo.a, b = einfo.b, c = ov.a, d = ov.b;
            int      t0 = einfo.c;
            Vector3d vC = mesh.GetVertex(c), vD = mesh.GetVertex(d);
            Index3i  tri_v = mesh.GetTriangle(t0);
            int      oa = a, ob = b;

            IndexUtil.orient_tri_edge(ref oa, ref ob, ref tri_v);
            Vector3d vOA = mesh.GetVertex(oa), vOB = mesh.GetVertex(ob);

            n1  = MathUtil.Normal(ref vOA, ref vOB, ref vC);
            n2  = MathUtil.Normal(ref vOB, ref vOA, ref vD);
            on1 = MathUtil.Normal(ref vC, ref vD, ref vOB);
            on2 = MathUtil.Normal(ref vD, ref vC, ref vOA);
        }
        // Walk along edge loop and collapse to inserted curve vertices.
        EdgeLoop simplify(EdgeLoop loop)
        {
            HashSet <int> curve_verts = new HashSet <int>(CurveVertices);

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

            for (int li = 0; li < loop.EdgeCount; ++li)
            {
                int     eid = loop.Edges[li];
                Index2i ev  = Mesh.GetEdgeV(eid);

                // cannot collapse edge between two "original" polygon verts (ie created by face pokes)
                if (curve_verts.Contains(ev.a) && curve_verts.Contains(ev.b))
                {
                    remaining_edges.Add(eid);
                    continue;
                }

                // if we have an original vert, we need to keep it (and its position!)
                int      keep = ev.a, discard = ev.b;
                Vector3d set_to = Vector3d.Zero;
                if (curve_verts.Contains(ev.b))
                {
                    keep    = ev.b;
                    discard = ev.a;
                    set_to  = Mesh.GetVertex(ev.b);
                }
                else if (curve_verts.Contains(ev.a))
                {
                    set_to = Mesh.GetVertex(ev.a);
                }
                else
                {
                    set_to = 0.5 * (Mesh.GetVertex(ev.a) + Mesh.GetVertex(ev.b));
                }

                // make sure we are not going to flip any normals
                // [OPTIMIZATION] May be possible to do this more efficiently because we know we are in
                //   2D and each tri should have same cw/ccw orientation. But we don't quite "know" we
                //   are in 2D here, as CollapseEdge function is operating on the mesh coordinates...
                if (MeshUtil.CheckIfCollapseCreatesFlip(Mesh, eid, set_to))
                {
                    remaining_edges.Add(eid);
                    continue;
                }

                // cannot collapse if the 'other' edges we would discard are OnCutEdges. This would
                // result in loop potentially being broken. bad!
                Index4i einfo = Mesh.GetEdge(eid);
                int     c     = IndexUtil.find_tri_other_vtx(keep, discard, Mesh.GetTriangle(einfo.c));
                int     d     = IndexUtil.find_tri_other_vtx(keep, discard, Mesh.GetTriangle(einfo.d));
                int     ec    = Mesh.FindEdge(discard, c);
                int     ed    = Mesh.FindEdge(discard, d);
                if (OnCutEdges.Contains(ec) || OnCutEdges.Contains(ed))
                {
                    remaining_edges.Add(eid);
                    continue;
                }

                // do collapse and update internal data structures
                DMesh3.EdgeCollapseInfo collapse;
                MeshResult result = Mesh.CollapseEdge(keep, discard, out collapse);
                if (result == MeshResult.Ok)
                {
                    Mesh.SetVertex(collapse.vKept, set_to);
                    OnCutEdges.Remove(collapse.eCollapsed);
                }
                else
                {
                    remaining_edges.Add(eid);
                }
            }

            return(EdgeLoop.FromEdges(Mesh, remaining_edges));
        }
示例#7
0
        protected virtual ProcessResult CollapseEdge(int edgeID, Vector3d vNewPos, out int collapseToV)
        {
            collapseToV = DMesh3.InvalidID;
            RuntimeDebugCheck(edgeID);

            EdgeConstraint constraint =
                (constraints == null) ? EdgeConstraint.Unconstrained : constraints.GetEdgeConstraint(edgeID);

            if (constraint.NoModifications)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }
            if (constraint.CanCollapse == false)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }


            // look up verts and tris for this edge
            int a = 0, b = 0, t0 = 0, t1 = 0;

            if (mesh.GetEdge(edgeID, ref a, ref b, ref t0, ref t1) == false)
            {
                return(ProcessResult.Failed_NotAnEdge);
            }
            bool bIsBoundaryEdge = (t1 == DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index3i T0tv         = mesh.GetTriangle(t0);
            int     c            = IndexUtil.find_tri_other_vtx(a, b, T0tv);
            Index3i T1tv         = (bIsBoundaryEdge) ? DMesh3.InvalidTriangle : mesh.GetTriangle(t1);
            int     d            = (bIsBoundaryEdge) ? DMesh3.InvalidID : IndexUtil.find_tri_other_vtx(a, b, T1tv);

            Vector3d vA           = mesh.GetVertex(a);
            Vector3d vB           = mesh.GetVertex(b);
            double   edge_len_sqr = (vA - vB).LengthSquared;

            if (edge_len_sqr > MinEdgeLength * MinEdgeLength)
            {
                return(ProcessResult.Ignored_EdgeTooLong);
            }

            begin_collapse();

            // check if we should collapse, and also find which vertex we should collapse to,
            // in cases where we have constraints/etc
            int  collapse_to  = -1;
            bool bCanCollapse = can_collapse_constraints(edgeID, a, b, c, d, t0, t1, out collapse_to);

            if (bCanCollapse == false)
            {
                return(ProcessResult.Ignored_Constrained);
            }

            // if we have a boundary, we want to collapse to boundary
            if (PreserveBoundary && HaveBoundary)
            {
                if (collapse_to != -1)
                {
                    if ((IsBoundaryV(b) && collapse_to != b) ||
                        (IsBoundaryV(a) && collapse_to != a))
                    {
                        return(ProcessResult.Ignored_Constrained);
                    }
                }
                if (IsBoundaryV(b))
                {
                    collapse_to = b;
                }
                else if (IsBoundaryV(a))
                {
                    collapse_to = a;
                }
            }

            // optimization: if edge cd exists, we cannot collapse or flip. look that up here?
            //  funcs will do it internally...
            //  (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)
            ProcessResult retVal = ProcessResult.Failed_OpNotSuccessful;

            int iKeep = b, iCollapse = a;

            // if either vtx is fixed, collapse to that position
            if (collapse_to == b)
            {
                vNewPos = vB;
            }
            else if (collapse_to == a)
            {
                iKeep   = a; iCollapse = b;
                vNewPos = vA;
            }
            else
            {
                vNewPos = get_projected_collapse_position(iKeep, vNewPos);
            }

            // check if this collapse will create a normal flip. Also checks
            // for invalid collapse nbrhood, since we are doing one-ring iter anyway.
            // [TODO] could we skip this one-ring check in CollapseEdge? pass in hints?
            if (creates_flip_or_invalid(a, b, ref vNewPos, t0, t1) || creates_flip_or_invalid(b, a, ref vNewPos, t0, t1))
            {
                retVal = ProcessResult.Ignored_CreatesFlip;
                goto skip_to_end;
            }

            // lots of cases where we cannot collapse, but we should just let
            // mesh sort that out, right?
            COUNT_COLLAPSES++;
            DMesh3.EdgeCollapseInfo collapseInfo;
            MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);

            if (result == MeshResult.Ok)
            {
                collapseToV = iKeep;
                mesh.SetVertex(iKeep, vNewPos);
                if (constraints != null)
                {
                    constraints.ClearEdgeConstraint(edgeID);
                    constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                    if (collapseInfo.eRemoved1 != DMesh3.InvalidID)
                    {
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved1);
                    }
                    constraints.ClearVertexConstraint(iCollapse);
                }
                OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
                DoDebugChecks();

                retVal = ProcessResult.Ok_Collapsed;
            }

skip_to_end:
            end_collapse();
            return(retVal);
        }
示例#8
0
 /// <summary>
 /// Check if this m2 is the same as this mesh. By default only checks
 /// vertices and triangles, turn on other parameters w/ flags
 /// </summary>
 public bool IsSameMesh(DMesh3 m2, bool bCheckEdges = false,
                        bool bCheckNormals          = false, bool bCheckColors = false, bool bCheckUVs = false,
                        bool bCheckGroups           = false,
                        float Epsilon = MathUtil.Epsilonf)
 {
     if (VertexCount != m2.VertexCount)
     {
         return(false);
     }
     if (TriangleCount != m2.TriangleCount)
     {
         return(false);
     }
     foreach (int vid in VertexIndices())
     {
         if (m2.IsVertex(vid) == false || GetVertex(vid).EpsilonEqual(m2.GetVertex(vid), Epsilon) == false)
         {
             return(false);
         }
     }
     foreach (int tid in TriangleIndices())
     {
         if (m2.IsTriangle(tid) == false || GetTriangle(tid).Equals(m2.GetTriangle(tid)) == false)
         {
             return(false);
         }
     }
     if (bCheckEdges)
     {
         if (EdgeCount != m2.EdgeCount)
         {
             return(false);
         }
         foreach (int eid in EdgeIndices())
         {
             if (m2.IsEdge(eid) == false || GetEdge(eid).Equals(m2.GetEdge(eid)) == false)
             {
                 return(false);
             }
         }
     }
     if (bCheckNormals)
     {
         if (HasVertexNormals != m2.HasVertexNormals)
         {
             return(false);
         }
         if (HasVertexNormals)
         {
             foreach (int vid in VertexIndices())
             {
                 if (GetVertexNormal(vid).EpsilonEqual(m2.GetVertexNormal(vid), Epsilon) == false)
                 {
                     return(false);
                 }
             }
         }
     }
     if (bCheckColors)
     {
         if (HasVertexColors != m2.HasVertexColors)
         {
             return(false);
         }
         if (HasVertexColors)
         {
             foreach (int vid in VertexIndices())
             {
                 if (GetVertexColor(vid).EpsilonEqual(m2.GetVertexColor(vid), Epsilon) == false)
                 {
                     return(false);
                 }
             }
         }
     }
     if (bCheckUVs)
     {
         if (HasVertexUVs != m2.HasVertexUVs)
         {
             return(false);
         }
         if (HasVertexUVs)
         {
             foreach (int vid in VertexIndices())
             {
                 if (GetVertexUV(vid).EpsilonEqual(m2.GetVertexUV(vid), Epsilon) == false)
                 {
                     return(false);
                 }
             }
         }
     }
     if (bCheckGroups)
     {
         if (HasTriangleGroups != m2.HasTriangleGroups)
         {
             return(false);
         }
         if (HasTriangleGroups)
         {
             foreach (int tid in TriangleIndices())
             {
                 if (GetTriangleGroup(tid) != m2.GetTriangleGroup(tid))
                 {
                     return(false);
                 }
             }
         }
     }
     return(true);
 }
示例#9
0
        protected virtual ProcessResult ProcessEdge(int edgeID)
        {
            RuntimeDebugCheck(edgeID);

            EdgeConstraint constraint =
                (constraints == null) ? EdgeConstraint.Unconstrained : constraints.GetEdgeConstraint(edgeID);

            if (constraint.NoModifications)
            {
                return(ProcessResult.Ignored_EdgeIsFullyConstrained);
            }

            // look up verts and tris for this edge
            int a = 0, b = 0, t0 = 0, t1 = 0;

            if (mesh.GetEdge(edgeID, ref a, ref b, ref t0, ref t1) == false)
            {
                return(ProcessResult.Failed_NotAnEdge);
            }
            bool bIsBoundaryEdge = (t1 == DMesh3.InvalidID);

            // look up 'other' verts c (from t0) and d (from t1, if it exists)
            Index3i T0tv         = mesh.GetTriangle(t0);
            int     c            = IndexUtil.find_tri_other_vtx(a, b, T0tv);
            Index3i T1tv         = (bIsBoundaryEdge) ? DMesh3.InvalidTriangle : mesh.GetTriangle(t1);
            int     d            = (bIsBoundaryEdge) ? DMesh3.InvalidID : IndexUtil.find_tri_other_vtx(a, b, T1tv);

            Vector3d vA           = mesh.GetVertex(a);
            Vector3d vB           = mesh.GetVertex(b);
            double   edge_len_sqr = (vA - vB).LengthSquared;

            begin_collapse();

            // check if we should collapse, and also find which vertex we should collapse to,
            // in cases where we have constraints/etc
            int  collapse_to  = -1;
            bool bCanCollapse = EnableCollapses &&
                                constraint.CanCollapse &&
                                edge_len_sqr < MinEdgeLength * MinEdgeLength &&
                                can_collapse_constraints(edgeID, a, b, c, d, t0, t1, out collapse_to);

            // optimization: if edge cd exists, we cannot collapse or flip. look that up here?
            //  funcs will do it internally...
            //  (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)

            // if edge length is too short, we want to collapse it
            bool bTriedCollapse = false;

            if (bCanCollapse)
            {
                int      iKeep = b, iCollapse = a;
                Vector3d vNewPos = (vA + vB) * 0.5;

                // if either vtx is fixed, collapse to that position
                if (collapse_to == b)
                {
                    vNewPos = vB;
                }
                else if (collapse_to == a)
                {
                    iKeep   = a; iCollapse = b;
                    vNewPos = vA;
                }
                else
                {
                    vNewPos = get_projected_collapse_position(iKeep, vNewPos);
                }

                // TODO be smart about picking b (keep vtx).
                //    - swap if one is bdry vtx, for example?
                // lots of cases where we cannot collapse, but we should just let
                // mesh sort that out, right?
                COUNT_COLLAPSES++;
                DMesh3.EdgeCollapseInfo collapseInfo;
                MeshResult result = mesh.CollapseEdge(iKeep, iCollapse, out collapseInfo);
                if (result == MeshResult.Ok)
                {
                    mesh.SetVertex(iKeep, vNewPos);
                    if (constraints != null)
                    {
                        constraints.ClearEdgeConstraint(edgeID);
                        constraints.ClearEdgeConstraint(collapseInfo.eRemoved0);
                        if (collapseInfo.eRemoved1 != DMesh3.InvalidID)
                        {
                            constraints.ClearEdgeConstraint(collapseInfo.eRemoved1);
                        }
                        constraints.ClearVertexConstraint(iCollapse);
                    }
                    OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
                    DoDebugChecks();

                    return(ProcessResult.Ok_Collapsed);
                }
                else
                {
                    bTriedCollapse = true;
                }
            }

            end_collapse();
            begin_flip();

            // if this is not a boundary edge, maybe we want to flip
            bool bTriedFlip = false;

            if (EnableFlips && constraint.CanFlip && bIsBoundaryEdge == false)
            {
                // don't want to flip if it will invert triangle...tetrahedron sign??

                // can we do this more efficiently somehow?
                bool a_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.vertex_is_boundary(a));
                bool b_is_boundary_vtx = (MeshIsClosed) ? false : (bIsBoundaryEdge || mesh.vertex_is_boundary(b));
                bool c_is_boundary_vtx = (MeshIsClosed) ? false : mesh.vertex_is_boundary(c);
                bool d_is_boundary_vtx = (MeshIsClosed) ? false :  mesh.vertex_is_boundary(d);
                int  valence_a = mesh.GetVtxEdgeCount(a), valence_b = mesh.GetVtxEdgeCount(b);
                int  valence_c = mesh.GetVtxEdgeCount(c), valence_d = mesh.GetVtxEdgeCount(d);
                int  valence_a_target = (a_is_boundary_vtx) ? valence_a : 6;
                int  valence_b_target = (b_is_boundary_vtx) ? valence_b : 6;
                int  valence_c_target = (c_is_boundary_vtx) ? valence_c : 6;
                int  valence_d_target = (d_is_boundary_vtx) ? valence_d : 6;


                // if total valence error improves by flip, we want to do it
                int curr_err = Math.Abs(valence_a - valence_a_target) + Math.Abs(valence_b - valence_b_target)
                               + Math.Abs(valence_c - valence_c_target) + Math.Abs(valence_d - valence_d_target);
                int flip_err = Math.Abs((valence_a - 1) - valence_a_target) + Math.Abs((valence_b - 1) - valence_b_target)
                               + Math.Abs((valence_c + 1) - valence_c_target) + Math.Abs((valence_d + 1) - valence_d_target);

                if (flip_err < curr_err)
                {
                    // try flip
                    DMesh3.EdgeFlipInfo flipInfo;
                    COUNT_FLIPS++;
                    MeshResult result = mesh.FlipEdge(edgeID, out flipInfo);
                    if (result == MeshResult.Ok)
                    {
                        DoDebugChecks();
                        return(ProcessResult.Ok_Flipped);
                    }
                    else
                    {
                        bTriedFlip = true;
                    }
                }
            }

            end_flip();
            begin_split();

            // if edge length is too long, we want to split it
            bool bTriedSplit = false;

            if (EnableSplits && constraint.CanSplit && edge_len_sqr > MaxEdgeLength * MaxEdgeLength)
            {
                DMesh3.EdgeSplitInfo splitInfo;
                COUNT_SPLITS++;
                MeshResult result = mesh.SplitEdge(edgeID, out splitInfo);
                if (result == MeshResult.Ok)
                {
                    update_after_split(edgeID, a, b, splitInfo);
                    OnEdgeSplit(edgeID, a, b, splitInfo);
                    DoDebugChecks();
                    return(ProcessResult.Ok_Split);
                }
                else
                {
                    bTriedSplit = true;
                }
            }

            end_split();


            if (bTriedFlip || bTriedSplit || bTriedCollapse)
            {
                return(ProcessResult.Failed_OpNotSuccessful);
            }
            else
            {
                return(ProcessResult.Ignored_EdgeIsFine);
            }
        }
示例#10
0
        /// <summary>
        /// Stitch two sets of boundary edges that are provided as unordered pairs of edges, by
        /// adding triangulated quads between each edge pair.
        /// If a failure is encountered during stitching, the triangles added up to that point are removed.
        /// </summary>
        public virtual int[] StitchUnorderedEdges(List <Index2i> EdgePairs, int group_id = -1)
        {
            int N = EdgePairs.Count;

            int[] new_tris = new int[N * 2];

            int i = 0;

            for (; i < N; ++i)
            {
                Index2i edges = EdgePairs[i];

                // look up and orient the first edge
                Index4i edge_a = Mesh.GetEdge(edges.a);
                if (edge_a.d != DMesh3.InvalidID)
                {
                    goto operation_failed;
                }
                Index3i edge_a_tri = Mesh.GetTriangle(edge_a.c);
                int     a = edge_a.a, b = edge_a.b;
                IndexUtil.orient_tri_edge(ref a, ref b, edge_a_tri);

                // look up and orient the second edge
                Index4i edge_b = Mesh.GetEdge(edges.b);
                if (edge_b.d != DMesh3.InvalidID)
                {
                    goto operation_failed;
                }
                Index3i edge_b_tri = Mesh.GetTriangle(edge_b.c);
                int     c = edge_b.a, d = edge_b.b;
                IndexUtil.orient_tri_edge(ref c, ref d, edge_b_tri);

                // swap second edge (right? should this be a parameter?)
                int tmp = c; c = d; d = tmp;

                Index3i t1 = new Index3i(b, a, d);
                Index3i t2 = new Index3i(a, c, d);

                int tid1 = Mesh.AppendTriangle(t1, group_id);
                int tid2 = Mesh.AppendTriangle(t2, group_id);

                if (tid1 == DMesh3.InvalidID || tid2 == DMesh3.InvalidID)
                {
                    goto operation_failed;
                }

                new_tris[2 * i]     = tid1;
                new_tris[2 * i + 1] = tid2;
            }

            return(new_tris);

operation_failed:
            // remove what we added so far
            if (i > 0)
            {
                if (remove_triangles(new_tris, 2 * (i - 1)) == false)
                {
                    throw new Exception("MeshConstructor.StitchLoop: failed to add all triangles, and also failed to back out changes.");
                }
            }
            return(null);
        }
示例#11
0
        /// <summary>
        /// Stitch two sets of boundary edges that are provided as unordered pairs of edges, by
        /// adding triangulated quads between each edge pair.
        /// If bAbortOnFailure==true and a failure is encountered during stitching, the triangles added up to that point are removed.
        /// If bAbortOnFailure==false, failures are ignored and the returned triangle list may contain invalid values!
        /// </summary>
        public virtual int[] StitchUnorderedEdges(List <Index2i> EdgePairs, int group_id, bool bAbortOnFailure, out bool stitch_incomplete)
        {
            int N = EdgePairs.Count;

            int[] new_tris = new int[N * 2];
            if (bAbortOnFailure == false)
            {
                for (int k = 0; k < new_tris.Length; ++k)
                {
                    new_tris[k] = DMesh3.InvalidID;
                }
            }
            stitch_incomplete = false;

            int i = 0;

            for (; i < N; ++i)
            {
                Index2i edges = EdgePairs[i];

                // look up and orient the first edge
                Index4i edge_a = Mesh.GetEdge(edges.a);
                if (edge_a.d != DMesh3.InvalidID)
                {
                    if (bAbortOnFailure)
                    {
                        goto operation_failed;
                    }
                    else
                    {
                        stitch_incomplete = true; continue;
                    }
                }
                Index3i edge_a_tri = Mesh.GetTriangle(edge_a.c);
                int     a = edge_a.a, b = edge_a.b;
                IndexUtil.orient_tri_edge(ref a, ref b, edge_a_tri);

                // look up and orient the second edge
                Index4i edge_b = Mesh.GetEdge(edges.b);
                if (edge_b.d != DMesh3.InvalidID)
                {
                    if (bAbortOnFailure)
                    {
                        goto operation_failed;
                    }
                    else
                    {
                        stitch_incomplete = true; continue;
                    }
                }
                Index3i edge_b_tri = Mesh.GetTriangle(edge_b.c);
                int     c = edge_b.a, d = edge_b.b;
                IndexUtil.orient_tri_edge(ref c, ref d, edge_b_tri);

                // swap second edge (right? should this be a parameter?)
                int tmp = c; c = d; d = tmp;

                var t1 = new Index3i(b, a, d);
                var t2 = new Index3i(a, c, d);

                int tid1 = Mesh.AppendTriangle(t1, group_id);
                int tid2 = Mesh.AppendTriangle(t2, group_id);

                if (tid1 < 0 || tid2 < 0)
                {
                    if (bAbortOnFailure)
                    {
                        goto operation_failed;
                    }
                    else
                    {
                        stitch_incomplete = true; continue;
                    }
                }

                new_tris[2 * i]     = tid1;
                new_tris[2 * i + 1] = tid2;
            }

            return(new_tris);

operation_failed:
            // remove what we added so far
            if (i > 0)
            {
                if (remove_triangles(new_tris, 2 * (i - 1)) == false)
                {
                    throw new Exception("MeshEditor.StitchLoop: failed to add all triangles, and also failed to back out changes.");
                }
            }
            return(null);
        }
示例#12
0
        /// <summary>
        /// Check if this m2 is the same as this mesh. By default only checks
        /// vertices and triangles, turn on other parameters w/ flags
        /// </summary>
        public bool IsSameMesh(DMesh3 m2, bool bCheckConnectivity, bool bCheckEdgeIDs = false,
                               bool bCheckNormals = false, bool bCheckColors = false, bool bCheckUVs = false,
                               bool bCheckGroups  = false,
                               float Epsilon      = MathUtil.Epsilonf)
        {
            if (VertexCount != m2.VertexCount)
            {
                return(false);
            }

            if (TriangleCount != m2.TriangleCount)
            {
                return(false);
            }

            foreach (int vid in VertexIndices())
            {
                if (m2.IsVertex(vid) == false || GetVertex(vid).EpsilonEqual(m2.GetVertex(vid), Epsilon) == false)
                {
                    return(false);
                }
            }
            foreach (int tid in TriangleIndices())
            {
                if (m2.IsTriangle(tid) == false || GetTriangle(tid).Equals(m2.GetTriangle(tid)) == false)
                {
                    return(false);
                }
            }
            if (bCheckConnectivity)
            {
                foreach (int eid in EdgeIndices())
                {
                    Index4i e         = GetEdge(eid);
                    int     other_eid = m2.FindEdge(e.a, e.b);
                    if (other_eid == InvalidID)
                    {
                        return(false);
                    }

                    Index4i oe = m2.GetEdge(other_eid);
                    if (Math.Min(e.c, e.d) != Math.Min(oe.c, oe.d) || Math.Max(e.c, e.d) != Math.Max(oe.c, oe.d))
                    {
                        return(false);
                    }
                }
            }
            if (bCheckEdgeIDs)
            {
                if (EdgeCount != m2.EdgeCount)
                {
                    return(false);
                }

                foreach (int eid in EdgeIndices())
                {
                    if (m2.IsEdge(eid) == false || GetEdge(eid).Equals(m2.GetEdge(eid)) == false)
                    {
                        return(false);
                    }
                }
            }
            if (bCheckNormals)
            {
                if (HasVertexNormals != m2.HasVertexNormals)
                {
                    return(false);
                }

                if (HasVertexNormals)
                {
                    foreach (int vid in VertexIndices())
                    {
                        if (GetVertexNormal(vid).EpsilonEqual(m2.GetVertexNormal(vid), Epsilon) == false)
                        {
                            return(false);
                        }
                    }
                }
            }
            if (bCheckColors)
            {
                if (HasVertexColors != m2.HasVertexColors)
                {
                    return(false);
                }

                if (HasVertexColors)
                {
                    foreach (int vid in VertexIndices())
                    {
                        if (GetVertexColor(vid).EpsilonEqual(m2.GetVertexColor(vid), Epsilon) == false)
                        {
                            return(false);
                        }
                    }
                }
            }
            if (bCheckUVs)
            {
                if (HasVertexUVs != m2.HasVertexUVs)
                {
                    return(false);
                }

                if (HasVertexUVs)
                {
                    foreach (int vid in VertexIndices())
                    {
                        if (GetVertexUV(vid).EpsilonEqual(m2.GetVertexUV(vid), Epsilon) == false)
                        {
                            return(false);
                        }
                    }
                }
            }
            if (bCheckGroups)
            {
                if (HasTriangleGroups != m2.HasTriangleGroups)
                {
                    return(false);
                }

                if (HasTriangleGroups)
                {
                    foreach (int tid in TriangleIndices())
                    {
                        if (GetTriangleGroup(tid) != m2.GetTriangleGroup(tid))
                        {
                            return(false);
                        }
                    }
                }
            }
            return(true);
        }