Make the text cache look in static data if can't find cache
Made persistable work on decimate and repair
This commit is contained in:
parent
6ef0df24cc
commit
7d3cce547d
4 changed files with 26 additions and 4 deletions
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@ -1,195 +0,0 @@
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/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using System;
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using System.ComponentModel;
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using System.Threading.Tasks;
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using g3;
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using MatterHackers.Agg;
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.PolygonMesh;
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namespace MatterHackers.MatterControl.DesignTools
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{
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public class DecimateObject3D : OperationSourceContainerObject3D, IPropertyGridModifier
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{
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public DecimateObject3D()
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{
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Name = "Reduce".Localize();
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}
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public enum ReductionMode
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{
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Polygon_Count,
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Polygon_Percent
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}
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public ReductionMode Mode { get; set; } = ReductionMode.Polygon_Percent;
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[ReadOnly(true)]
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[Description("The original number of polygons.")]
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public int SourcePolygonCount
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{
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get
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{
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var total = 0;
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foreach (var sourceItem in SourceContainer.VisibleMeshes())
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{
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total += sourceItem.Mesh.Faces.Count;
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}
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return total;
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}
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set
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{
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}
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}
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[Description("The target number of polygons.")]
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public int TargetCount { get; set; } = -1;
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[Description("The percentage of polygons to keep.")]
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public double TargetPercent { get; set; } = 50;
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[Description("Ensure that each reduced point is on the surface of the original mesh. This is not normally required and slows the computation significantly.")]
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public bool MaintainSurface { get; set; } = false;
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[ReadOnly(true)]
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[Description("The number of polygons determined by the percentage reduction.")]
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[DisplayName("Final Count")]
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public int CountAfterPercentReduction
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{
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get
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{
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return TargetCount;
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}
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set
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{
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}
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}
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public Mesh Reduce(Mesh inMesh, int targetCount)
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{
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var mesh = inMesh.ToDMesh3();
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var reducer = new Reducer(mesh);
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if (MaintainSurface)
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{
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var tree = new DMeshAABBTree3(new DMesh3(mesh));
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tree.Build();
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var target = new MeshProjectionTarget(tree.Mesh, tree);
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reducer.SetProjectionTarget(target);
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reducer.ProjectionMode = Reducer.TargetProjectionMode.Inline;
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}
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reducer.ReduceToTriangleCount(Math.Max(4, targetCount));
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return reducer.Mesh.ToMesh();
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}
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public override Task Rebuild()
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{
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this.DebugDepth("Rebuild");
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var rebuildLocks = this.RebuilLockAll();
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var valuesChanged = false;
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// check if we have be initialized
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if (Mode == ReductionMode.Polygon_Count)
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{
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TargetCount = agg_basics.Clamp(TargetCount, 4, SourcePolygonCount, ref valuesChanged);
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TargetPercent = TargetCount / (double)SourcePolygonCount * 100;
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}
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else
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{
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TargetPercent = agg_basics.Clamp(TargetPercent, 0, 100, ref valuesChanged);
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TargetCount = (int)(SourcePolygonCount * TargetPercent / 100);
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}
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return TaskBuilder(
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"Reduce".Localize(),
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(reporter, cancellationToken) =>
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{
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SourceContainer.Visible = true;
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RemoveAllButSource();
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foreach (var sourceItem in SourceContainer.VisibleMeshes())
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{
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var originalMesh = sourceItem.Mesh;
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var targetCount = (int)(originalMesh.Faces.Count * TargetPercent / 100);
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var reducedMesh = Reduce(originalMesh, targetCount);
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var newMesh = new Object3D()
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{
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Mesh = reducedMesh,
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OwnerID = sourceItem.ID
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};
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newMesh.CopyProperties(sourceItem, Object3DPropertyFlags.All);
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this.Children.Add(newMesh);
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}
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SourceContainer.Visible = false;
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rebuildLocks.Dispose();
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if (valuesChanged)
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{
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Invalidate(InvalidateType.DisplayValues);
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}
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Parent?.Invalidate(new InvalidateArgs(this, InvalidateType.Children));
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return Task.CompletedTask;
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});
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}
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public void UpdateControls(PublicPropertyChange change)
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{
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if (change.Context.GetEditRow(nameof(TargetPercent)) is GuiWidget percentWidget)
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{
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percentWidget.Visible = Mode == ReductionMode.Polygon_Percent;
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}
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if (change.Context.GetEditRow(nameof(CountAfterPercentReduction)) is GuiWidget roTargetCountWidget)
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{
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roTargetCountWidget.Visible = Mode == ReductionMode.Polygon_Percent;
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}
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if (change.Context.GetEditRow(nameof(TargetCount)) is GuiWidget countWidget)
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{
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countWidget.Visible = Mode == ReductionMode.Polygon_Count;
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}
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}
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}
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}
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@ -1,442 +0,0 @@
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/*
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Copyright (c) Ryan Schmidt (rms@gradientspace.com) - All Rights Reserved
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Distributed under the Boost Software License, Version 1.0. http://www.boost.org/LICENSE_1_0.txt
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Copyright (c) 2018, Lars Brubaker
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All rights reserved.
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*/
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using System;
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using System.ComponentModel;
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using System.Threading;
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using System.Threading.Tasks;
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using g3;
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using gs;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.PolygonMesh;
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using static gs.MeshAutoRepair;
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namespace MatterHackers.MatterControl.DesignTools
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{
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public class RepairObject3D : OperationSourceContainerObject3D, IPropertyGridModifier
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{
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public RepairObject3D()
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{
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Name = "Repair".Localize();
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}
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[Description("Make all the faces have a consistent orientation.")]
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public bool FaceOrientation { get; set; } = true;
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[Description("Repair any small cracks or bad seams in the model.")]
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public bool WeldEdges { get; set; } = true;
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[Description("Try to fill in any holes that are in the model.")]
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public bool FillHoles { get; set; } = true;
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[Description("Remove interior faces and bodies. This should only be used if the interior bodies are separate from the external faces, otherwise it may remove requried faces.")]
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public RemoveModes RemoveMode { get; set; } = RemoveModes.None;
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public override Task Rebuild()
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{
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this.DebugDepth("Rebuild");
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var rebuildLocks = this.RebuilLockAll();
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var valuesChanged = false;
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// check if we have be initialized
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return TaskBuilder(
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"Repair".Localize(),
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(reporter, cancellationToken) =>
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{
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SourceContainer.Visible = true;
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RemoveAllButSource();
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foreach (var sourceItem in SourceContainer.VisibleMeshes())
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{
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var originalMesh = sourceItem.Mesh;
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var reducedMesh = Repair(originalMesh, cancellationToken);
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var newMesh = new Object3D()
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{
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Mesh = reducedMesh
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};
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newMesh.CopyProperties(sourceItem, Object3DPropertyFlags.All);
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this.Children.Add(newMesh);
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}
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SourceContainer.Visible = false;
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rebuildLocks.Dispose();
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if (valuesChanged)
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{
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Invalidate(InvalidateType.DisplayValues);
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}
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Parent?.Invalidate(new InvalidateArgs(this, InvalidateType.Children));
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return Task.CompletedTask;
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});
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}
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public Mesh Repair(Mesh inMesh, CancellationToken cancellationToken)
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{
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try
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{
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var mesh = inMesh.ToDMesh3();
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int repeatCount = 0;
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int erosionIterations = 5;
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double repairTolerance = MathUtil.ZeroTolerancef;
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double minEdgeLengthTol = 0.0001;
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repeat_all:
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if (FaceOrientation)
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{
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// make sure orientation of connected components is consistent
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// TODO: what about mobius strip problems?
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RepairOrientation(mesh, cancellationToken, true);
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}
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if (RemoveMode != RemoveModes.None)
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{
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// Remove parts of the mesh we don't want before we bother with anything else
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// TODO: maybe we need to repair orientation first? if we want to use MWN (MeshWindingNumber)...
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RremoveInside(mesh);
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cancellationToken.ThrowIfCancellationRequested();
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}
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if (WeldEdges || FillHoles)
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{
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// Do safe close-cracks to handle easy cases
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RepairCracks(mesh, true, repairTolerance);
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if (mesh.IsClosed())
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{
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goto all_done;
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}
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cancellationToken.ThrowIfCancellationRequested();
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// Collapse tiny edges and then try easy cases again, and
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// then allow for handling of ambiguous cases
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CollapseAllDegenerateEdges(mesh, cancellationToken, repairTolerance * 0.5, true);
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cancellationToken.ThrowIfCancellationRequested();
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RepairCracks(mesh, true, 2 * repairTolerance);
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cancellationToken.ThrowIfCancellationRequested();
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RepairCracks(mesh, false, 2 * repairTolerance);
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cancellationToken.ThrowIfCancellationRequested();
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if (mesh.IsClosed())
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{
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goto all_done;
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}
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// Possibly we have joined regions with different orientation (is it?), fix that
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// TODO: mobius strips again
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RepairOrientation(mesh, cancellationToken, true);
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cancellationToken.ThrowIfCancellationRequested();
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// get rid of any remaining single-triangles before we start filling holes
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MeshEditor.RemoveIsolatedTriangles(mesh);
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}
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if (FillHoles)
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{
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// Ok, fill simple holes.
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int nRemainingBowties = 0;
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FillTrivialHoles(mesh, cancellationToken, out int nHoles, out bool bSawSpans);
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cancellationToken.ThrowIfCancellationRequested();
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if (mesh.IsClosed())
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{
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goto all_done;
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}
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// Now fill harder holes. If we saw spans, that means boundary loops could
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// not be resolved in some cases, do we disconnect bowties and try again.
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FillAnyHoles(mesh, cancellationToken, out nHoles, out bSawSpans);
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cancellationToken.ThrowIfCancellationRequested();
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if (bSawSpans)
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{
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DisconnectBowties(mesh, out nRemainingBowties);
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FillAnyHoles(mesh, cancellationToken, out nHoles, out bSawSpans);
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}
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cancellationToken.ThrowIfCancellationRequested();
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if (mesh.IsClosed())
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{
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goto all_done;
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}
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// We may have a closed mesh now but it might still have bowties (eg
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// tetrahedra sharing vtx case). So disconnect those.
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DisconnectBowties(mesh, out nRemainingBowties);
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cancellationToken.ThrowIfCancellationRequested();
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// If the mesh is not closed, we will do one more round to try again.
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if (repeatCount == 0 && mesh.IsClosed() == false)
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{
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repeatCount++;
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goto repeat_all;
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}
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// Ok, we didn't get anywhere on our first repeat. If we are still not
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// closed, we will try deleting boundary triangles and repeating.
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// Repeat this N times.
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if (repeatCount <= erosionIterations && mesh.IsClosed() == false)
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{
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repeatCount++;
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var bdry_faces = new MeshFaceSelection(mesh);
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foreach (int eid in MeshIterators.BoundaryEdges(mesh))
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{
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bdry_faces.SelectEdgeTris(eid);
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}
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MeshEditor.RemoveTriangles(mesh, bdry_faces, true);
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goto repeat_all;
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}
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}
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all_done:
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// and do a final clean up of the model
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if (FillHoles)
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{
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// Remove tiny edges
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if (minEdgeLengthTol > 0)
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{
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CollapseAllDegenerateEdges(mesh, cancellationToken, minEdgeLengthTol, false);
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}
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cancellationToken.ThrowIfCancellationRequested();
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// finally do global orientation
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RepairOrientation(mesh, cancellationToken, true);
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cancellationToken.ThrowIfCancellationRequested();
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}
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return mesh.ToMesh();
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}
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catch (OperationCanceledException)
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{
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return inMesh;
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}
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}
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public void UpdateControls(PublicPropertyChange change)
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{
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// if (change.Context.GetEditRow(nameof(TargetPercent)) is GuiWidget percentWidget)
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// {
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// percentWidget.Visible = Mode == ReductionMode.Polygon_Percent;
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// }
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}
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private bool CollapseAllDegenerateEdges(DMesh3 mesh,
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CancellationToken cancellationToken,
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double minLength,
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bool bBoundaryOnly)
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{
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bool repeat = true;
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while (repeat)
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{
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cancellationToken.ThrowIfCancellationRequested();
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CollapseDegenerateEdges(mesh, cancellationToken, minLength, bBoundaryOnly, out int collapseCount);
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if (collapseCount == 0)
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{
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repeat = false;
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}
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}
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return true;
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}
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private bool CollapseDegenerateEdges(DMesh3 mesh,
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CancellationToken cancellationToken,
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double minLength,
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bool bBoundaryOnly,
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out int collapseCount)
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{
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collapseCount = 0;
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// don't iterate sequentially because there may be pathological cases
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foreach (int eid in MathUtil.ModuloIteration(mesh.MaxEdgeID))
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{
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cancellationToken.ThrowIfCancellationRequested();
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if (mesh.IsEdge(eid) == false)
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{
|
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continue;
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}
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bool isBoundaryEdge = mesh.IsBoundaryEdge(eid);
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if (bBoundaryOnly && isBoundaryEdge == false)
|
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{
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continue;
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}
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Index2i ev = mesh.GetEdgeV(eid);
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Vector3d a = mesh.GetVertex(ev.a), b = mesh.GetVertex(ev.b);
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if (a.Distance(b) < minLength)
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{
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int keep = mesh.IsBoundaryVertex(ev.a) ? ev.a : ev.b;
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int discard = (keep == ev.a) ? ev.b : ev.a;
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MeshResult result = mesh.CollapseEdge(keep, discard, out DMesh3.EdgeCollapseInfo collapseInfo);
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if (result == MeshResult.Ok)
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{
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++collapseCount;
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if (mesh.IsBoundaryVertex(keep) == false || isBoundaryEdge)
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{
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mesh.SetVertex(keep, (a + b) * 0.5);
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}
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}
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}
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}
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return true;
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}
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private bool DisconnectBowties(DMesh3 mesh, out int nRemaining)
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{
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var editor = new MeshEditor(mesh);
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nRemaining = editor.DisconnectAllBowties();
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return true;
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}
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private bool RremoveInside(DMesh3 mesh)
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{
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if (RemoveMode == RemoveModes.Interior)
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{
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return RemoveInterior(mesh, out _);
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}
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else if (RemoveMode == RemoveModes.Occluded)
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{
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return RemoveOccluded(mesh, out _);
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}
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return true;
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}
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private void FillAnyHoles(DMesh3 mesh,
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CancellationToken cancellationToken,
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out int nRemaining,
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out bool sawSpans)
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{
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var loops = new MeshBoundaryLoops(mesh);
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nRemaining = 0;
|
||||
sawSpans = loops.SawOpenSpans;
|
||||
|
||||
foreach (var loop in loops)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
var filler = new MinimalHoleFill(mesh, loop);
|
||||
bool filled = filler.Apply();
|
||||
if (filled == false)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
var fallback = new SimpleHoleFiller(mesh, loop);
|
||||
fallback.Fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FillTrivialHoles(DMesh3 mesh,
|
||||
CancellationToken cancellationToken,
|
||||
out int nRemaining,
|
||||
out bool sawSpans)
|
||||
{
|
||||
var loops = new MeshBoundaryLoops(mesh);
|
||||
nRemaining = 0;
|
||||
sawSpans = loops.SawOpenSpans;
|
||||
|
||||
foreach (var loop in loops)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
bool filled = false;
|
||||
if (loop.VertexCount == 3)
|
||||
{
|
||||
var filler = new SimpleHoleFiller(mesh, loop);
|
||||
filled = filler.Fill();
|
||||
}
|
||||
else if (loop.VertexCount == 4)
|
||||
{
|
||||
var filler = new MinimalHoleFill(mesh, loop);
|
||||
filled = filler.Apply();
|
||||
if (filled == false)
|
||||
{
|
||||
var fallback = new SimpleHoleFiller(mesh, loop);
|
||||
filled = fallback.Fill();
|
||||
}
|
||||
}
|
||||
|
||||
if (filled == false)
|
||||
{
|
||||
++nRemaining;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool RemoveInterior(DMesh3 mesh, out int nRemoved)
|
||||
{
|
||||
var remove = new RemoveOccludedTriangles(mesh)
|
||||
{
|
||||
PerVertex = true,
|
||||
InsideMode = RemoveOccludedTriangles.CalculationMode.FastWindingNumber
|
||||
};
|
||||
remove.Apply();
|
||||
nRemoved = remove.RemovedT.Count;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool RemoveOccluded(DMesh3 mesh, out int nRemoved)
|
||||
{
|
||||
var remove = new RemoveOccludedTriangles(mesh)
|
||||
{
|
||||
PerVertex = true,
|
||||
InsideMode = RemoveOccludedTriangles.CalculationMode.SimpleOcclusionTest
|
||||
};
|
||||
remove.Apply();
|
||||
nRemoved = remove.RemovedT.Count;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool RepairCracks(DMesh3 mesh, bool bUniqueOnly, double mergeDist)
|
||||
{
|
||||
try
|
||||
{
|
||||
var merge = new MergeCoincidentEdges(mesh)
|
||||
{
|
||||
OnlyUniquePairs = bUniqueOnly,
|
||||
MergeDistance = mergeDist
|
||||
};
|
||||
return merge.Apply();
|
||||
}
|
||||
catch (Exception /*e*/)
|
||||
{
|
||||
// ??
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private void RepairOrientation(DMesh3 mesh,
|
||||
CancellationToken cancellationToken,
|
||||
bool bGlobal)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
var orient = new MeshRepairOrientation(mesh);
|
||||
orient.OrientComponents();
|
||||
|
||||
if (bGlobal)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
orient.SolveGlobalOrientation();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue