示例#1
0
        public virtual bool Apply()
        {
            Removed = 0;

            double merge_r2 = VertexTolerance * VertexTolerance;

            // construct hash table for edge midpoints
            var pointset = new TriCentroids()
            {
                Mesh = this.Mesh
            };
            var hash  = new PointSetHashtable(pointset);
            int hashN = (Mesh.TriangleCount > 100000) ? 128 : 64;

            hash.Build(hashN);

            Vector3d a = Vector3d.Zero, b = Vector3d.Zero, c = Vector3d.Zero;
            Vector3d x = Vector3d.Zero, y = Vector3d.Zero, z = Vector3d.Zero;

            int MaxTriID = Mesh.MaxTriangleID;

            // remove duplicate triangles
            int[] buffer = new int[1024];
            for (int tid = 0; tid < MaxTriID; ++tid)
            {
                if (!Mesh.IsTriangle(tid))
                {
                    continue;
                }

                Vector3d centroid = Mesh.GetTriCentroid(tid);
                int      N;
                while (hash.FindInBall(centroid, VertexTolerance, buffer, out N) == false)
                {
                    buffer = new int[buffer.Length];
                }

                if (N == 1 && buffer[0] != tid)
                {
                    throw new Exception("RemoveDuplicateTriangles.Apply: how could this happen?!");
                }

                if (N <= 1)
                {
                    continue;                      // unique edge
                }

                Mesh.GetTriVertices(tid, ref a, ref b, ref c);
                Vector3d n = MathUtil.Normal(a, b, c);

                for (int i = 0; i < N; ++i)
                {
                    if (buffer[i] != tid)
                    {
                        Mesh.GetTriVertices(buffer[i], ref x, ref y, ref z);
                        if (is_same_triangle(ref a, ref b, ref c, ref x, ref y, ref z, merge_r2) == false)
                        {
                            continue;
                        }

                        if (CheckOrientation)
                        {
                            Vector3d n2 = MathUtil.Normal(x, y, z);
                            if (n.Dot(n2) < 0.99)
                            {
                                continue;
                            }
                        }

                        MeshResult result = Mesh.RemoveTriangle(buffer[i], true, false);
                        if (result == MeshResult.Ok)
                        {
                            ++Removed;
                        }
                    }
                }
            }

            return(true);
        }
示例#2
0
        public virtual bool Apply()
        {
            merge_r2 = MergeDistance * MergeDistance;

            // construct hash table for edge midpoints
            MeshBoundaryEdgeMidpoints pointset = new MeshBoundaryEdgeMidpoints(this.Mesh);
            PointSetHashtable         hash     = new PointSetHashtable(pointset);
            int hashN = 64;

            if (Mesh.TriangleCount > 100000)
            {
                hashN = 128;
            }
            if (Mesh.TriangleCount > 1000000)
            {
                hashN = 256;
            }
            hash.Build(hashN);

            Vector3d a = Vector3d.Zero, b = Vector3d.Zero;
            Vector3d c = Vector3d.Zero, d = Vector3d.Zero;

            // find edge equivalence sets. First we find all other edges with same
            // midpoint, and then we check if endpoints are the same in second loop
            int[]         buffer    = new int[1024];
            List <int>[]  EquivSets = new List <int> [Mesh.MaxEdgeID];
            HashSet <int> remaining = new HashSet <int>();

            foreach (int eid in Mesh.BoundaryEdgeIndices())
            {
                Vector3d midpt = Mesh.GetEdgePoint(eid, 0.5);
                int      N;
                while (hash.FindInBall(midpt, MergeDistance, buffer, out N) == false)
                {
                    buffer = new int[buffer.Length];
                }
                if (N == 1 && buffer[0] != eid)
                {
                    throw new Exception("MergeCoincidentEdges.Apply: how could this happen?!");
                }
                if (N <= 1)
                {
                    continue;                      // unique edge
                }
                Mesh.GetEdgeV(eid, ref a, ref b);

                // if same endpoints, add to equivalence set
                List <int> equiv = new List <int>(N - 1);
                for (int i = 0; i < N; ++i)
                {
                    if (buffer[i] != eid)
                    {
                        Mesh.GetEdgeV(buffer[i], ref c, ref d);
                        if (is_same_edge(ref a, ref b, ref c, ref d))
                        {
                            equiv.Add(buffer[i]);
                        }
                    }
                }
                if (equiv.Count > 0)
                {
                    EquivSets[eid] = equiv;
                    remaining.Add(eid);
                }
            }

            // [TODO] could replace remaining hashset w/ PQ, and use conservative count?

            // add potential duplicate edges to priority queue, sorted by
            // number of possible matches.
            // [TODO] Does this need to be a PQ? Not updating PQ below anyway...
            DynamicPriorityQueue <DuplicateEdge> Q = new DynamicPriorityQueue <DuplicateEdge>();

            foreach (int i in remaining)
            {
                if (OnlyUniquePairs)
                {
                    if (EquivSets[i].Count != 1)
                    {
                        continue;
                    }
                    foreach (int j in EquivSets[i])
                    {
                        if (EquivSets[j].Count != 1 || EquivSets[j][0] != i)
                        {
                            continue;
                        }
                    }
                }

                Q.Enqueue(new DuplicateEdge()
                {
                    eid = i
                }, EquivSets[i].Count);
            }

            while (Q.Count > 0)
            {
                DuplicateEdge e = Q.Dequeue();
                if (Mesh.IsEdge(e.eid) == false || EquivSets[e.eid] == null || remaining.Contains(e.eid) == false)
                {
                    continue;                                   // dealt with this edge already
                }
                if (Mesh.IsBoundaryEdge(e.eid) == false)
                {
                    continue;
                }

                List <int> equiv = EquivSets[e.eid];

                // find viable match
                // [TODO] how to make good decisions here? prefer planarity?
                bool merged = false;
                int  failed = 0;
                for (int i = 0; i < equiv.Count && merged == false; ++i)
                {
                    int other_eid = equiv[i];
                    if (Mesh.IsEdge(other_eid) == false || Mesh.IsBoundaryEdge(other_eid) == false)
                    {
                        continue;
                    }

                    DMesh3.MergeEdgesInfo info;
                    MeshResult            result = Mesh.MergeEdges(e.eid, other_eid, out info);
                    if (result != MeshResult.Ok)
                    {
                        equiv.RemoveAt(i);
                        i--;

                        EquivSets[other_eid].Remove(e.eid);
                        //Q.UpdatePriority(...);  // how need ref to queue node to do this...??
                        //   maybe equiv set is queue node??

                        failed++;
                    }
                    else
                    {
                        // ok we merged, other edge is no longer free
                        merged = true;
                        EquivSets[other_eid] = null;
                        remaining.Remove(other_eid);
                    }
                }

                if (merged)
                {
                    EquivSets[e.eid] = null;
                    remaining.Remove(e.eid);
                }
                else
                {
                    // should we do something else here? doesn't make sense to put
                    // back into Q, as it should be at the top, right?
                    EquivSets[e.eid] = null;
                    remaining.Remove(e.eid);
                }
            }

            return(true);
        }