co-planar union is working better

This commit is contained in:
LarsBrubaker 2021-11-14 08:13:45 -08:00
parent ce340546bb
commit 91e46cb000
2 changed files with 168 additions and 102 deletions

View file

@ -317,94 +317,92 @@ namespace MatterHackers.PolygonMesh
accumulatedSlices++;
if (accumulatedSlices == transformedMeshes.Count - 1)
{
// 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);
{
// 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);
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 faceWinding = facePolygon.GetWindingDirection();
var isSubtractFace = false;
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 faceWinding = facePolygon.GetWindingDirection2();
var isSubtractFace = false;
switch (operation)
{
case CsgModes.Union:
clipper.Execute(ClipType.ctDifference, polygonShape);
break;
switch (operation)
{
case CsgModes.Union:
clipper.Execute(ClipType.ctDifference, polygonShape);
break;
case CsgModes.Subtract:
if (mesh1Index == 0)
{
clipper.Execute(ClipType.ctDifference, polygonShape);
}
else
{
isSubtractFace = true;
clipper.Execute(ClipType.ctIntersection, polygonShape);
// the face needs to be added reversed so flip the expected winding
faceWinding *= -1;
}
case CsgModes.Subtract:
if (mesh1Index == 0)
{
clipper.Execute(ClipType.ctDifference, polygonShape);
}
else
{
isSubtractFace = true;
clipper.Execute(ClipType.ctIntersection, polygonShape);
// the face needs to be added reversed so flip the expected winding
faceWinding *= -1;
}
break;
break;
case CsgModes.Intersect:
clipper.Execute(ClipType.ctIntersection, polygonShape);
break;
}
case CsgModes.Intersect:
clipper.Execute(ClipType.ctIntersection, polygonShape);
break;
}
// make sure the face we are adding is facing the right direction
foreach (var polygon in polygonShape)
{
if (polygon.GetWindingDirection() != faceWinding)
{
polygon.Reverse();
}
}
// make sure the face we are adding is facing the right direction
foreach (var polygon in polygonShape)
{
if (polygon.GetWindingDirection2() != faceWinding)
{
polygon.Reverse();
}
}
var faceCountPreAdd = resultsMesh.Faces.Count;
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]))
{
var newFace = resultsMesh.CopyFace(mesh1, faceIndex);
if (isSubtractFace)
{
// flip the face normal and winding
var hold = newFace.v0;
newFace.v0 = newFace.v2;
newFace.v2 = hold;
newFace.normal *= -1;
}
}
else
{
// mesh the new polygon and add it to the resultsMesh
var asVertices = polygonShape.Vertices();
if (polygonShape.Count == 1
&& polygonShape[0].Count == 3
&& facePolygon.Contains(polygonShape[0][0])
&& facePolygon.Contains(polygonShape[0][1])
&& facePolygon.Contains(polygonShape[0][2]))
{
var newFace = resultsMesh.CopyFace(mesh1, faceIndex);
if (isSubtractFace)
{
// flip the face normal and winding
var hold = newFace.v0;
newFace.v0 = newFace.v2;
newFace.v2 = hold;
newFace.normal *= -1;
}
}
else
{
// mesh the new polygon and add it to the resultsMesh
polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
}
asVertices.TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
}
if (faceCountPreAdd == resultsMesh.Faces.Count)
{
if (false )//faceCountPreAdd < resultsMesh.Faces.Count)
{
// 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);
}
}
else // we did not add any faces but we will still keep track of this polygons plan
{
StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, -1);
}
}
}
{
StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, i);
}
}
else // we did not add any faces but we will still keep track of this polygons plan
{
StoreFaceAdd(coPlanarFaces, cutPlane, mesh1Index, faceIndex, -1);
}
}
}
percentCompleted += amountPerOperation;
progressStatus.Progress0To1 = percentCompleted;
@ -418,53 +416,121 @@ namespace MatterHackers.PolygonMesh
}
foreach (var kvp in coPlanarFaces)
{
{
var plane = kvp.Key;
var flattenedMatrix = GetFlattenedMatrix(plane);
var polygonsByMeshIndex = kvp.Value;
// check if more than one mesh has this polygons on this plan
if (polygonsByMeshIndex.Count > 1)
{
foreach (var kvp2 in polygonsByMeshIndex)
{
var meshIndex = kvp2.Key;
var faceList = kvp2.Value;
foreach (var (sourceFaceIndex, destFaceIndex) in faceList)
{
var facePolygon = GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, out Matrix4X4 flattenedMatrix);
}
}
{
// depending on the opperation add or remove polygons that are planar
switch (operation)
{
case CsgModes.Union:
// we need to add polygons for the intersection of all the co-planar faces
// find the Polygons for each mesh (combine all the polygons)
// get the intersection of all thp Polygons sets
// teselate and add all the new polygons
{
// we need to add polygons for the intersection of all the co-planar faces
// find the Polygons for each mesh and union per mesh
var totalSlices = new List<Polygons>();
foreach (var kvp2 in polygonsByMeshIndex)
{
var meshIndex = kvp2.Key;
var faceList = kvp2.Value;
var facePolygons = new Polygons();
foreach (var (sourceFaceIndex, destFaceIndex) in faceList)
{
facePolygons.Add(GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
}
totalSlices.Add(facePolygons);
}
// get the intersection of all thp Polygons sets
var polygonShape = new Polygons();
while (totalSlices.Count > 1)
{
// clip against the slice based on the parameters
var clipper = new Clipper();
clipper.AddPaths(totalSlices[0], PolyType.ptSubject, true);
clipper.AddPaths(totalSlices[1], PolyType.ptClip, true);
clipper.Execute(ClipType.ctIntersection, polygonShape);
totalSlices.RemoveAt(1);
}
// teselate and add all the new polygons
polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
}
break;
case CsgModes.Subtract:
{
// remove every added co-planar face
// subtract every face from the mesh 0 faces
// teselate and add what is left
var totalSlices = new List<Polygons>();
var facesToRemove = new List<int>();
foreach (var kvp2 in polygonsByMeshIndex)
{
var meshIndex = kvp2.Key;
var faceList = kvp2.Value;
var facePolygons = new Polygons();
foreach (var (sourceFaceIndex, destFaceIndex) in faceList)
{
facePolygons.Add(GetFacePolygon(transformedMeshes[meshIndex], sourceFaceIndex, plane, flattenedMatrix));
facesToRemove.Add(destFaceIndex);
}
totalSlices.Add(facePolygons);
}
var polygonShape = new Polygons();
while (totalSlices.Count > 1)
{
var clipper = new Clipper();
clipper.AddPaths(totalSlices[0], PolyType.ptSubject, true);
clipper.AddPaths(totalSlices[1], PolyType.ptClip, true);
clipper.Execute(ClipType.ctIntersection, polygonShape);
totalSlices.RemoveAt(1);
}
// teselate and add all the new polygons
polygonShape.Vertices().TriangulateFaces(null, resultsMesh, 0, flattenedMatrix.Inverted);
}
break;
case CsgModes.Intersect:
break;
}
}
}
return resultsMesh;
}
return resultsMesh;
}
private static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, out Matrix4X4 flattenedMatrix)
private static Matrix4X4 GetFlattenedMatrix(Plane cutPlane)
{
var rotation = new Quaternion(cutPlane.Normal, Vector3.UnitZ);
flattenedMatrix = Matrix4X4.CreateRotation(rotation);
flattenedMatrix *= Matrix4X4.CreateTranslation(0, 0, -cutPlane.DistanceFromOrigin);
var meshTo0Plane = flattenedMatrix * Matrix4X4.CreateScale(1000);
var rotation = new Quaternion(cutPlane.Normal, Vector3.UnitZ);
var flattenedMatrix = Matrix4X4.CreateRotation(rotation);
flattenedMatrix *= Matrix4X4.CreateTranslation(0, 0, -cutPlane.DistanceFromOrigin);
var facePolygon = new Polygon();
return flattenedMatrix;
}
private static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, out Matrix4X4 flattenedMatrix)
{
flattenedMatrix = GetFlattenedMatrix(cutPlane);
return GetFacePolygon(mesh1, faceIndex, cutPlane, flattenedMatrix);
}
private static Polygon GetFacePolygon(Mesh mesh1, int faceIndex, Plane cutPlane, Matrix4X4 flattenedMatrix)
{
var meshTo0Plane = flattenedMatrix * Matrix4X4.CreateScale(1000);
var facePolygon = new Polygon();
var vertices = mesh1.Vertices;
var face = mesh1.Faces[faceIndex];
var vertIndices = new int[] { face.v0, face.v1, face.v2 };

@ -1 +1 @@
Subproject commit 799fea026085a0d1a57c25176b5c8870f1268447
Subproject commit 7cc098c0cecc09b32471df85b80135e95f4724b9