unions much better
This commit is contained in:
parent
c064090ef0
commit
82ff9c646d
2 changed files with 212 additions and 173 deletions
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@ -273,6 +273,8 @@ namespace MatterHackers.PolygonMesh
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var face = mesh1.Faces[faceIndex];
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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 flattenedMatrix = CoPlanarFaces.GetFlattenedMatrix(cutPlane);
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var flattenedMatrixInverted = flattenedMatrix.Inverted;
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var totalSlice = new Polygons();
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var firstSlice = true;
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@ -295,75 +297,75 @@ namespace MatterHackers.PolygonMesh
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{
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totalSlice = totalSlice.Union(slice);
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}
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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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// 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 = CoPlanarFaces.GetFacePolygon(mesh1, faceIndex, cutPlane, flattenedMatrix);
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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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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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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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coPlanarFaces.StoreFaceAdd(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, flattenedMatrixInverted);
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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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coPlanarFaces.StoreFaceAdd(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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coPlanarFaces.StoreFaceAdd(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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coPlanarFaces.StoreFaceAdd(cutPlane, mesh1Index, faceIndex, -1);
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}
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percentCompleted += amountPerOperation;
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@ -383,84 +385,18 @@ namespace MatterHackers.PolygonMesh
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if (meshIndices.Count() > 1)
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{
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// check if more than one mesh has this polygons on this plan
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var flattenedMatrix = GetFlattenedMatrix(plane);
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var flattenedMatrix = CoPlanarFaces.GetFlattenedMatrix(plane);
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// depending on the opperation add or remove polygons that are planar
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switch (operation)
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{
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case CsgModes.Union:
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{
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// we need to add polygons for the intersection of all the co-planar faces
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// find the Polygons for each mesh and union per mesh
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var totalSlices = new List<Polygons>();
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foreach (var meshIndex in coPlanarFaces.MeshIndicesForPlane(plane))
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{
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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 coPlanarFaces.PolygonsForPlaneAndMesh(plane, meshIndex))
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{
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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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}
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// get the intersection of all thp Polygons sets
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var polygonShape = new Polygons();
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while (totalSlices.Count > 1)
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{
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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.AddPaths(totalSlices[0], PolyType.ptSubject, true);
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clipper.AddPaths(totalSlices[1], PolyType.ptClip, true);
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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totalSlices.RemoveAt(1);
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}
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// teselate and add all the new polygons
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polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
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}
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break;
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coPlanarFaces.UnionFaces(plane, transformedMeshes, resultsMesh, flattenedMatrix);
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break;
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case CsgModes.Subtract:
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{
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// remove every added co-planar face
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// subtract every face from the mesh 0 faces
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// teselate and add what is left
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var totalSlices = new List<Polygons>();
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var facesToRemove = new List<int>();
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foreach (var meshIndex in coPlanarFaces.MeshIndicesForPlane(plane))
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{
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var facePolygons = new Polygons();
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foreach (var (sourceFaceIndex, destFaceIndex) in coPlanarFaces.PolygonsForPlaneAndMesh(plane, meshIndex))
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{
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facePolygons.Add(GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
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facesToRemove.Add(destFaceIndex);
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}
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totalSlices.Add(facePolygons);
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}
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var polygonShape = new Polygons();
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while (totalSlices.Count > 1)
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{
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var clipper = new Clipper();
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clipper.AddPaths(totalSlices[0], PolyType.ptSubject, true);
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clipper.AddPaths(totalSlices[1], PolyType.ptClip, true);
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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totalSlices.RemoveAt(1);
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}
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// teselate and add all the new polygons
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polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
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}
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break;
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coPlanarFaces.SubtractFaces(plane, transformedMeshes, resultsMesh, flattenedMatrix);
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break;
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case CsgModes.Intersect:
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break;
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@ -473,40 +409,6 @@ namespace MatterHackers.PolygonMesh
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return resultsMesh;
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}
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private static Matrix4X4 GetFlattenedMatrix(Plane cutPlane)
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{
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var rotation = new Quaternion(cutPlane.Normal, Vector3.UnitZ);
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var flattenedMatrix = Matrix4X4.CreateRotation(rotation);
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flattenedMatrix *= Matrix4X4.CreateTranslation(0, 0, -cutPlane.DistanceFromOrigin);
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return flattenedMatrix;
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}
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private static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, out Matrix4X4 flattenedMatrix)
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{
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flattenedMatrix = GetFlattenedMatrix(cutPlane);
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return GetFacePolygon(mesh1, faceIndex, cutPlane, flattenedMatrix);
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}
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private static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, Matrix4X4 flattenedMatrix)
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{
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var meshTo0Plane = flattenedMatrix * Matrix4X4.CreateScale(1000);
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var facePolygon = new Polygon();
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var vertices = mesh1.Vertices;
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var face = mesh1.Faces[faceIndex];
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var vertIndices = new int[] { face.v0, face.v1, face.v2 };
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var vertsOnPlane = new Vector3[3];
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for (int i = 0; i < 3; i++)
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{
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vertsOnPlane[i] = Vector3Ex.Transform(vertices[vertIndices[i]].AsVector3(), meshTo0Plane);
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var pointOnPlane = new IntPoint(vertsOnPlane[i].X, vertsOnPlane[i].Y);
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facePolygon.Add(pointOnPlane);
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}
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return facePolygon;
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}
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private static Mesh ExactLegacy(IEnumerable<(Mesh mesh, Matrix4X4 matrix)> items, CsgModes operation, ProcessingModes processingMode, ProcessingResolution inputResolution, ProcessingResolution outputResolution, IProgress<ProgressStatus> reporter, CancellationToken cancellationToken)
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{
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var progressStatus = new ProgressStatus();
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@ -28,12 +28,18 @@ either expressed or implied, of the FreeBSD Project.
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*/
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using System.Collections.Generic;
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using System.Linq;
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using ClipperLib;
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using MatterHackers.DataConverters3D;
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using MatterHackers.PolygonMesh.Csg;
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using MatterHackers.VectorMath;
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namespace MatterHackers.PolygonMesh
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{
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public class CoPlanarFaces
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using Polygon = List<IntPoint>;
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using Polygons = List<List<IntPoint>>;
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public class CoPlanarFaces
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{
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private new Dictionary<Plane, Dictionary<int, List<(int sourceFaceIndex, int destFaceIndex)>>> coPlanarFaces
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= new Dictionary<Plane, Dictionary<int, List<(int sourceFaceIndex, int destFaceIndex)>>>();
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@ -59,12 +65,143 @@ namespace MatterHackers.PolygonMesh
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public IEnumerable<(int sourceFaceIndex, int destFaceIndex)> PolygonsForPlaneAndMesh(Plane plane, int meshIndex)
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{
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foreach(var faceIndices in coPlanarFaces[plane][meshIndex])
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{
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yield return faceIndices;
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}
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if (coPlanarFaces[plane].ContainsKey(meshIndex))
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{
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foreach (var faceIndices in coPlanarFaces[plane][meshIndex])
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{
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yield return faceIndices;
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}
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}
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}
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public static Matrix4X4 GetFlattenedMatrix(Plane cutPlane)
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{
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var rotation = new Quaternion(cutPlane.Normal, Vector3.UnitZ);
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var flattenedMatrix = Matrix4X4.CreateRotation(rotation);
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flattenedMatrix *= Matrix4X4.CreateTranslation(0, 0, -cutPlane.DistanceFromOrigin);
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return flattenedMatrix;
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}
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public static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, Matrix4X4 flattenedMatrix)
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{
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var meshTo0Plane = flattenedMatrix * Matrix4X4.CreateScale(1000);
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var facePolygon = new Polygon();
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var vertices = mesh1.Vertices;
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var face = mesh1.Faces[faceIndex];
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var vertIndices = new int[] { face.v0, face.v1, face.v2 };
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var vertsOnPlane = new Vector3[3];
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for (int i = 0; i < 3; i++)
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{
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vertsOnPlane[i] = Vector3Ex.Transform(vertices[vertIndices[i]].AsVector3(), meshTo0Plane);
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var pointOnPlane = new IntPoint(vertsOnPlane[i].X, vertsOnPlane[i].Y);
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facePolygon.Add(pointOnPlane);
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}
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return facePolygon;
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}
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public void SubtractFaces(Plane plane, List<Mesh> transformedMeshes, Mesh resultsMesh, Matrix4X4 flattenedMatrix)
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{
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var flattenedMatrixInverted = flattenedMatrix.Inverted;
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// remove every added co-planar face
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// subtract every face from the mesh 0 faces
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// teselate and add what is left
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var totalSlices = new List<Polygons>();
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var facesToRemove = new List<int>();
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foreach (var meshIndex in MeshIndicesForPlane(plane))
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{
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var facePolygons = new Polygons();
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foreach (var (sourceFaceIndex, destFaceIndex) in PolygonsForPlaneAndMesh(plane, meshIndex))
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{
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facePolygons.Add(CoPlanarFaces.GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
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facesToRemove.Add(destFaceIndex);
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}
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totalSlices.Add(facePolygons);
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}
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var polygonShape = new Polygons();
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while (totalSlices.Count > 1)
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{
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var clipper = new Clipper();
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clipper.AddPaths(totalSlices[0], PolyType.ptSubject, true);
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clipper.AddPaths(totalSlices[1], PolyType.ptClip, true);
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clipper.Execute(ClipType.ctIntersection, polygonShape);
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totalSlices.RemoveAt(1);
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}
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// teselate and add all the new polygons
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polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrixInverted);
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}
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public void UnionFaces(Plane plane, List<Mesh> transformedMeshes, Mesh resultsMesh, Matrix4X4 flattenedMatrix)
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{
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var flattenedMatrixInverted = flattenedMatrix.Inverted;
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// get all meshes that have faces on this plane
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var meshesWithFaces = MeshIndicesForPlane(plane).ToList();
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if (meshesWithFaces.Count < 2)
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{
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// no faces to add
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return;
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}
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// sort them so we can process each group into intersections
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meshesWithFaces.Sort();
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var meshPolygons = new List<Polygons>();
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for (int i = 0; i < meshesWithFaces.Count; i++)
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{
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meshPolygons.Add(new Polygons());
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var addedFaces = new HashSet<int>();
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foreach (var (sourceFaceIndex, destFaceIndex) in this.PolygonsForPlaneAndMesh(plane, i))
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{
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if (!addedFaces.Contains(sourceFaceIndex))
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{
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meshPolygons[i].Add(GetFacePolygon(transformedMeshes[i], sourceFaceIndex, plane, flattenedMatrix));
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addedFaces.Add(sourceFaceIndex);
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}
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}
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}
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var intersectionSets = new List<Polygons>();
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// now intersect each set of meshes to get all the sets of intersections
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for (int i = 0; i < meshesWithFaces.Count; i++)
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{
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// add all the faces for mesh j
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for (int j=i+1; j<meshesWithFaces.Count; j++)
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{
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var clipper = new Clipper();
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clipper.AddPaths(meshPolygons[i], PolyType.ptSubject, true);
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clipper.AddPaths(meshPolygons[j], PolyType.ptClip, true);
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var intersection = new Polygons();
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clipper.Execute(ClipType.ctIntersection, intersection);
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intersectionSets.Add(intersection);
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}
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}
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// now union all the intersections
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var totalSlices = new Polygons(intersectionSets[0]);
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for (int i = 1; i < intersectionSets.Count; i++)
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{
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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.AddPaths(totalSlices, PolyType.ptSubject, true);
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clipper.AddPaths(intersectionSets[i], PolyType.ptClip, true);
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clipper.Execute(ClipType.ctUnion, totalSlices);
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}
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// teselate and add all the new polygons
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totalSlices.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrixInverted);
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}
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public void StoreFaceAdd(Plane facePlane,
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int sourceMeshIndex,
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int sourceFaceIndex,
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