Union working better
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1 changed files with 77 additions and 70 deletions
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@ -245,6 +245,16 @@ namespace MatterHackers.PolygonMesh
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int sourceFaceIndex,
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int destFaceIndex)
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{
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foreach(var plane in addedFaces.Keys)
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{
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// check if they are close enough
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if (facePlane.Equals(plane))
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{
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facePlane = plane;
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break;
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}
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}
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if (!addedFaces.ContainsKey(facePlane))
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{
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addedFaces[facePlane] = new Dictionary<int, List<(int sourceFace, int destFace)>>();
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@ -289,8 +299,6 @@ namespace MatterHackers.PolygonMesh
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var cutPlane = new Plane(mesh1.Vertices[face.v0].AsVector3(), mesh1.Vertices[face.v1].AsVector3(), mesh1.Vertices[face.v2].AsVector3());
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var totalSlice = new Polygons();
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var accumulatedSlices = 0;
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var firstSlice = true;
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for (var sliceMeshIndex = 0; sliceMeshIndex < transformedMeshes.Count; sliceMeshIndex++)
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@ -313,79 +321,73 @@ namespace MatterHackers.PolygonMesh
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totalSlice = totalSlice.Union(slice);
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}
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// keep track of how many slices we have added in
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accumulatedSlices++;
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// now we have the total loops that this polygon can intersect from the other meshes
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// make a polygon for this face
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var facePolygon = GetFacePolygon(mesh1, faceIndex, cutPlane, out Matrix4X4 flattenedMatrix);
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if (accumulatedSlices == transformedMeshes.Count - 1)
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var polygonShape = new Polygons();
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// clip against the slice based on the parameters
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var clipper = new Clipper();
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clipper.AddPath(facePolygon, PolyType.ptSubject, true);
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clipper.AddPaths(totalSlice, PolyType.ptClip, true);
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var expectedFaceNormal = face.normal;
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switch (operation)
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{
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// now we have the total loops that this polygon can intersect from the other meshes
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// make a polygon for this face
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var facePolygon = GetFacePolygon(mesh1, faceIndex, cutPlane, out Matrix4X4 flattenedMatrix);
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case CsgModes.Union:
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clipper.Execute(ClipType.ctDifference, polygonShape);
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break;
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var polygonShape = new Polygons();
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// clip against the slice based on the parameters
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var clipper = new Clipper();
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clipper.AddPath(facePolygon, PolyType.ptSubject, true);
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clipper.AddPaths(totalSlice, PolyType.ptClip, true);
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var expectedFaceNormal = face.normal;
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switch (operation)
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{
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case CsgModes.Union:
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clipper.Execute(ClipType.ctDifference, polygonShape);
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break;
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case CsgModes.Subtract:
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if (mesh1Index == 0)
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{
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clipper.Execute(ClipType.ctDifference, polygonShape);
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}
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else
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{
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expectedFaceNormal *= -1;
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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}
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break;
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case CsgModes.Intersect:
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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break;
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}
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var faceCountPreAdd = resultsMesh.Faces.Count;
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if (polygonShape.Count == 1
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&& polygonShape[0].Count == 3
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&& facePolygon.Contains(polygonShape[0][0])
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&& facePolygon.Contains(polygonShape[0][1])
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&& facePolygon.Contains(polygonShape[0][2]))
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{
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resultsMesh.AddFaceCopy(mesh1, faceIndex);
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}
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else
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{
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// mesh the new polygon and add it to the resultsMesh
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polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
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}
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if (resultsMesh.Faces.Count - faceCountPreAdd > 0)
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{
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// keep track of the adds so we can process the coplanar faces after
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for (int i = faceCountPreAdd; i < resultsMesh.Faces.Count; i++)
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case CsgModes.Subtract:
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if (mesh1Index == 0)
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{
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StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, i);
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// make sure our added faces are the right direction
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if (resultsMesh.Faces[i].normal.Dot(expectedFaceNormal) < 0)
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{
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resultsMesh.FlipFace(i);
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}
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clipper.Execute(ClipType.ctDifference, polygonShape);
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}
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else
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{
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expectedFaceNormal *= -1;
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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}
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break;
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case CsgModes.Intersect:
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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break;
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}
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var faceCountPreAdd = resultsMesh.Faces.Count;
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if (polygonShape.Count == 1
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&& polygonShape[0].Count == 3
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&& facePolygon.Contains(polygonShape[0][0])
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&& facePolygon.Contains(polygonShape[0][1])
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&& facePolygon.Contains(polygonShape[0][2]))
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{
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resultsMesh.AddFaceCopy(mesh1, faceIndex);
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}
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else
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{
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// mesh the new polygon and add it to the resultsMesh
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polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
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}
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if (resultsMesh.Faces.Count - faceCountPreAdd > 0)
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{
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// keep track of the adds so we can process the coplanar faces after
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for (int i = faceCountPreAdd; i < resultsMesh.Faces.Count; i++)
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{
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StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, i);
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// make sure our added faces are the right direction
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if (resultsMesh.Faces[i].normal.Dot(expectedFaceNormal) < 0)
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{
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resultsMesh.FlipFace(i);
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}
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}
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else // we did not add any faces but we will still keep track of this polygons plan
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{
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StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, -1);
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}
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}
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else // we did not add any faces but we will still keep track of this polygons plan
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{
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StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, -1);
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}
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}
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@ -422,10 +424,15 @@ namespace MatterHackers.PolygonMesh
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var meshIndex = kvp2.Key;
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var faceList = kvp2.Value;
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var addedFaces = new HashSet<int>();
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var facePolygons = new Polygons();
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foreach (var (sourceFaceIndex, destFaceIndex) in faceList)
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{
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facePolygons.Add(GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
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if (!addedFaces.Contains(sourceFaceIndex))
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{
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facePolygons.Add(GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
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addedFaces.Add(sourceFaceIndex);
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}
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}
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totalSlices.Add(facePolygons);
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