Union working better

This commit is contained in:
Lars Brubaker 2021-11-16 10:41:42 -08:00
parent deca6799b8
commit 5fe2940a32

View file

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