public MeshFaceSelection ToSelection()
        {
            MeshFaceSelection selection = new MeshFaceSelection(Mesh);

            //selection.Select(PathT);
            selection.Select(InteriorT);
            return(selection);
        }
        // assumes PathT contains set of triangles
        // that are fully connected, ie a flood-fill cannot escape!
        void find_interior_from_seed(int tSeed)
        {
            MeshFaceSelection selection = new MeshFaceSelection(Mesh);

            selection.Select(PathT);
            selection.FloodFill(tSeed);

            InteriorT = new List <int>(selection);
        }
示例#3
0
        /// <summary>
        /// Automatically construct fastest projection target for region of mesh
        /// </summary>
        public static MeshProjectionTarget Auto(DMesh3 mesh, IEnumerable <int> triangles, int nExpandRings = 5)
        {
            var targetRegion = new MeshFaceSelection(mesh);

            targetRegion.Select(triangles);
            targetRegion.ExpandToOneRingNeighbours(nExpandRings);
            var submesh = new DSubmesh3(mesh, targetRegion);

            return(new MeshProjectionTarget(submesh.SubMesh));
        }
        // assumes PathT is contains set of triangles
        // that are fully connected, ie a flood-fill cannot escape!
        void find_interior_from_tris()
        {
            var pathNbrs = new MeshFaceSelection(Mesh);

            pathNbrs.Select(PathT);
            pathNbrs.ExpandToOneRingNeighbours();
            pathNbrs.Deselect(PathT);

            var connected = new MeshConnectedComponents(Mesh);

            connected.FilterSet = pathNbrs;
            connected.FindConnectedT();
            int N = connected.Count;

            if (N < 2)
            {
                throw new Exception("MeshFacesFromLoop.find_interior: only found one connected component!");
            }

            // only consider 2 largest. somehow we are sometimes getting additional
            // "outside" components, and if we do growing from there, it covers whole mesh??
            connected.SortByCount(false);
            N = 2;

            var selections = new MeshFaceSelection[N];

            bool[] done = new bool[N];
            for (int i = 0; i < N; ++i)
            {
                selections[i] = new MeshFaceSelection(Mesh);
                selections[i].Select(connected.Components[i].Indices);
                done[i] = false;
            }

            var border_tris          = new HashSet <int>(PathT);
            Func <int, bool> borderF = (tid) => { return(border_tris.Contains(tid) == false); };

            // 'largest' flood fill is expensive...if we had a sense of tooth size we could reduce cost?
            for (int i = 0; i < N; ++i)
            {
                selections[i].FloodFill(connected.Components[i].Indices, borderF);
            }
            Array.Sort(selections, (a, b) => { return(a.Count.CompareTo(b.Count)); });
            InteriorT = new List <int>(selections[0]);
        }
        /// <summary>
        /// Apply LaplacianMeshSmoother to subset of mesh triangles.
        /// border of subset always has soft constraint with borderWeight,
        /// but is then snapped back to original vtx pos after solve.
        /// nConstrainLoops inner loops are also soft-constrained, with weight falloff via square roots (defines continuity)
        /// interiorWeight is soft constraint added to all vertices
        /// </summary>
        public static void RegionSmooth(DMesh3 mesh, IEnumerable <int> triangles,
                                        int nConstrainLoops,
                                        int nIncludeExteriorRings,
                                        bool bPreserveExteriorRings,
                                        double borderWeight = 10.0, double interiorWeight = 0.0)
        {
            HashSet <int> fixedVerts = new HashSet <int>();

            if (nIncludeExteriorRings > 0)
            {
                MeshFaceSelection expandTris = new MeshFaceSelection(mesh);
                expandTris.Select(triangles);
                if (bPreserveExteriorRings)
                {
                    MeshEdgeSelection bdryEdges = new MeshEdgeSelection(mesh);
                    bdryEdges.SelectBoundaryTriEdges(expandTris);
                    expandTris.ExpandToOneRingNeighbours(nIncludeExteriorRings);
                    MeshVertexSelection startVerts = new MeshVertexSelection(mesh);
                    startVerts.SelectTriangleVertices(triangles);
                    startVerts.DeselectEdges(bdryEdges);
                    MeshVertexSelection expandVerts = new MeshVertexSelection(mesh, expandTris);
                    foreach (int vid in expandVerts)
                    {
                        if (startVerts.IsSelected(vid) == false)
                        {
                            fixedVerts.Add(vid);
                        }
                    }
                }
                else
                {
                    expandTris.ExpandToOneRingNeighbours(nIncludeExteriorRings);
                }
                triangles = expandTris;
            }

            RegionOperator        region     = new RegionOperator(mesh, triangles);
            DSubmesh3             submesh    = region.Region;
            DMesh3                smoothMesh = submesh.SubMesh;
            LaplacianMeshSmoother smoother   = new LaplacianMeshSmoother(smoothMesh);

            // map fixed verts to submesh
            HashSet <int> subFixedVerts = new HashSet <int>();

            foreach (int base_vid in fixedVerts)
            {
                subFixedVerts.Add(submesh.MapVertexToSubmesh(base_vid));
            }

            // constrain borders
            double w = borderWeight;

            HashSet <int> constrained = (submesh.BaseBorderV.Count > 0) ? new HashSet <int>() : null;

            foreach (int base_vid in submesh.BaseBorderV)
            {
                int sub_vid = submesh.BaseToSubV[base_vid];
                smoother.SetConstraint(sub_vid, smoothMesh.GetVertex(sub_vid), w, true);
                if (constrained != null)
                {
                    constrained.Add(sub_vid);
                }
            }

            if (constrained.Count > 0)
            {
                w = Math.Sqrt(w);
                for (int k = 0; k < nConstrainLoops; ++k)
                {
                    HashSet <int> next_layer = new HashSet <int>();

                    foreach (int sub_vid in constrained)
                    {
                        foreach (int nbr_vid in smoothMesh.VtxVerticesItr(sub_vid))
                        {
                            if (constrained.Contains(nbr_vid) == false)
                            {
                                if (smoother.IsConstrained(nbr_vid) == false)
                                {
                                    smoother.SetConstraint(nbr_vid, smoothMesh.GetVertex(nbr_vid), w, subFixedVerts.Contains(nbr_vid));
                                }
                                next_layer.Add(nbr_vid);
                            }
                        }
                    }

                    constrained.UnionWith(next_layer);
                    w = Math.Sqrt(w);
                }
            }

            // soft constraint on all interior vertices, if requested
            if (interiorWeight > 0)
            {
                foreach (int vid in smoothMesh.VertexIndices())
                {
                    if (smoother.IsConstrained(vid) == false)
                    {
                        smoother.SetConstraint(vid, smoothMesh.GetVertex(vid), interiorWeight, subFixedVerts.Contains(vid));
                    }
                }
            }
            else if (subFixedVerts.Count > 0)
            {
                foreach (int vid in subFixedVerts)
                {
                    if (smoother.IsConstrained(vid) == false)
                    {
                        smoother.SetConstraint(vid, smoothMesh.GetVertex(vid), 0, true);
                    }
                }
            }

            smoother.SolveAndUpdateMesh();
            region.BackPropropagateVertices(true);
        }
示例#6
0
        public void Close_Flat()
        {
            double minlen, maxlen, avglen;

            MeshQueries.EdgeLengthStats(Mesh, out minlen, out maxlen, out avglen, 1000);
            double target_edge_len = (TargetEdgeLen <= 0) ? avglen : TargetEdgeLen;

            // massage around boundary loop
            List <int> refinedBorderEdges;

            cleanup_boundary(Mesh, InitialBorderLoop, avglen, out refinedBorderEdges, 3);

            // find new border loop. try to find new loop containing edges from loop we refined in cleanup_boundary,
            // if that fails just use largest loop.
            MeshBoundaryLoops loops = new MeshBoundaryLoops(Mesh);
            int iloop = loops.FindLoopContainingEdge(refinedBorderEdges[0]);

            if (iloop == -1)
            {
                iloop = loops.MaxVerticesLoopIndex;
            }
            EdgeLoop fill_loop = loops.Loops[iloop];

            int extrude_group = (ExtrudeGroup == -1) ? Mesh.AllocateTriangleGroup() : ExtrudeGroup;
            int fill_group    = (FillGroup == -1) ? Mesh.AllocateTriangleGroup() : FillGroup;

            // decide on projection plane
            //AxisAlignedBox3d loopbox = fill_loop.GetBounds();
            //Vector3d topPt = loopbox.Center;
            //if ( bIsUpper ) {
            //    topPt.y = loopbox.Max.y + 0.25 * dims.y;
            //} else {
            //    topPt.y = loopbox.Min.y - 0.25 * dims.y;
            //}
            //Frame3f plane = new Frame3f((Vector3f)topPt);

            // extrude loop to this plane
            MeshExtrudeLoop extrude = new MeshExtrudeLoop(Mesh, fill_loop);

            extrude.PositionF = (v, n, i) => {
                return(FlatClosePlane.ProjectToPlane((Vector3f)v, 1));
            };
            extrude.Extrude(extrude_group);
            MeshValidation.IsBoundaryLoop(Mesh, extrude.NewLoop);

            Debug.Assert(Mesh.CheckValidity());

            // smooth the extrude loop
            MeshLoopSmooth loop_smooth = new MeshLoopSmooth(Mesh, extrude.NewLoop);

            loop_smooth.ProjectF = (v, i) => {
                return(FlatClosePlane.ProjectToPlane((Vector3f)v, 1));
            };
            loop_smooth.Alpha  = 0.5f;
            loop_smooth.Rounds = 100;
            loop_smooth.Smooth();

            Debug.Assert(Mesh.CheckValidity());

            // fill result
            SimpleHoleFiller filler = new SimpleHoleFiller(Mesh, extrude.NewLoop);

            filler.Fill(fill_group);

            Debug.Assert(Mesh.CheckValidity());

            // make selection for remesh region
            MeshFaceSelection remesh_roi = new MeshFaceSelection(Mesh);

            remesh_roi.Select(extrude.NewTriangles);
            remesh_roi.Select(filler.NewTriangles);
            remesh_roi.ExpandToOneRingNeighbours();
            remesh_roi.ExpandToOneRingNeighbours();
            remesh_roi.LocalOptimize(true, true);
            int[] new_roi = remesh_roi.ToArray();

            // get rid of extrude group
            FaceGroupUtil.SetGroupToGroup(Mesh, extrude_group, 0);

            /*  clean up via remesh
             *     - constrain loop we filled to itself
             */

            RegionRemesher r = new RegionRemesher(Mesh, new_roi);

            DCurve3 top_curve = MeshUtil.ExtractLoopV(Mesh, extrude.NewLoop.Vertices);
            DCurveProjectionTarget curve_target = new DCurveProjectionTarget(top_curve);

            int[] top_loop = (int[])extrude.NewLoop.Vertices.Clone();
            r.Region.MapVerticesToSubmesh(top_loop);
            MeshConstraintUtil.ConstrainVtxLoopTo(r.Constraints, r.Mesh, top_loop, curve_target);

            DMeshAABBTree3 spatial = new DMeshAABBTree3(Mesh);

            spatial.Build();
            MeshProjectionTarget target = new MeshProjectionTarget(Mesh, spatial);

            r.SetProjectionTarget(target);

            bool bRemesh = true;

            if (bRemesh)
            {
                r.Precompute();
                r.EnableFlips     = r.EnableSplits = r.EnableCollapses = true;
                r.MinEdgeLength   = target_edge_len;
                r.MaxEdgeLength   = 2 * target_edge_len;
                r.EnableSmoothing = true;
                r.SmoothSpeedT    = 1.0f;
                for (int k = 0; k < 40; ++k)
                {
                    r.BasicRemeshPass();
                }
                r.SetProjectionTarget(null);
                r.SmoothSpeedT = 0.25f;
                for (int k = 0; k < 10; ++k)
                {
                    r.BasicRemeshPass();
                }
                Debug.Assert(Mesh.CheckValidity());

                r.BackPropropagate();
            }

            // smooth around the join region to clean up ugliness
            smooth_region(Mesh, r.Region.BaseBorderV, 3);
        }