Mesh reduce is working now (a bit)

This commit is contained in:
Lars Brubaker 2020-02-19 18:19:17 -08:00
parent d85edc858d
commit cbeb86d3f1
5 changed files with 192 additions and 65 deletions

View file

@ -954,8 +954,20 @@ namespace MatterHackers.MatterControl
TitleResolver = () => "Hollow Out".Localize(),
Action = (sceneContext) =>
{
var inflate = new HollowOutObject3D();
inflate.WrapSelectedItemAndSelect(sceneContext.Scene);
var hollowOut = new HollowOutObject3D();
hollowOut.WrapSelectedItemAndSelect(sceneContext.Scene);
},
Icon = (invertIcon) => AggContext.StaticData.LoadIcon("pinch.png", 16, 16, invertIcon),
IsEnabled = (sceneContext) => sceneContext.Scene.SelectedItem != null,
},
new SceneSelectionOperation()
{
OperationType = typeof(DecimateObject3D),
TitleResolver = () => "Reduce".Localize(),
Action = (sceneContext) =>
{
var hollowOut = new DecimateObject3D();
hollowOut.WrapSelectedItemAndSelect(sceneContext.Scene);
},
Icon = (invertIcon) => AggContext.StaticData.LoadIcon("pinch.png", 16, 16, invertIcon),
IsEnabled = (sceneContext) => sceneContext.Scene.SelectedItem != null,

View file

@ -0,0 +1,50 @@
using System;
using g3;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools
{
public static class MeshExtensions
{
public static DMesh3 ToDMesh3(this Mesh inMesh)
{
var outMesh = new DMesh3();
foreach (var vertex in inMesh.Vertices)
{
outMesh.AppendVertex(new Vector3d(vertex.X, vertex.Y, vertex.Z));
}
foreach (var face in inMesh.Faces)
{
outMesh.AppendTriangle(face.v0, face.v1, face.v2);
}
return outMesh;
}
public static Mesh ToMesh(this DMesh3 mesh)
{
var outMesh = new Mesh();
int[] mapV = new int[mesh.MaxVertexID];
int nAccumCountV = 0;
foreach (int vi in mesh.VertexIndices())
{
mapV[vi] = nAccumCountV++;
Vector3d v = mesh.GetVertex(vi);
outMesh.Vertices.Add(new Vector3(v[0], v[1], v[2]));
}
foreach (int ti in mesh.TriangleIndices())
{
Index3i t = mesh.GetTriangle(ti);
t[0] = mapV[t[0]];
t[1] = mapV[t[1]];
t[2] = mapV[t[2]];
outMesh.Faces.Add(t[0], t[1], t[2], outMesh.Vertices);
}
return outMesh;
}
}
}

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@ -0,0 +1,119 @@
/*
Copyright (c) 2018, Lars Brubaker, John Lewin
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those
of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using System;
using System.Threading.Tasks;
using g3;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools
{
public class DecimateObject3D : OperationSourceContainerObject3D
{
public DecimateObject3D()
{
Name = "Reduce".Localize();
}
public double ReduceRatio { get; set; } = .9;
public bool MaintainSurface { get; set; } = true;
public bool PreserveBoundries { get; set; } = true;
public Mesh Reduce(Mesh inMesh)
{
DMesh3 mesh = inMesh.ToDMesh3();
MeshProjectionTarget target = null;
if (MaintainSurface)
{
var tree = new DMeshAABBTree3(new DMesh3(mesh));
tree.Build();
target = new MeshProjectionTarget(tree.Mesh, tree);
}
Reducer reducer = new Reducer(mesh);
if (PreserveBoundries)
{
reducer.SetExternalConstraints(new MeshConstraints());
MeshConstraintUtil.FixAllBoundaryEdges(reducer.Constraints, mesh);
}
if (target != null)
{
reducer.SetProjectionTarget(target);
reducer.ProjectionMode = Reducer.TargetProjectionMode.Inline;
}
reducer.ReduceToTriangleCount(Math.Max(4, (int)(mesh.TriangleCount * ReduceRatio)));
return reducer.Mesh.ToMesh();
}
public override Task Rebuild()
{
this.DebugDepth("Rebuild");
var rebuildLocks = this.RebuilLockAll();
return ApplicationController.Instance.Tasks.Execute(
"Reduce".Localize(),
null,
(reporter, cancellationToken) =>
{
SourceContainer.Visible = true;
RemoveAllButSource();
foreach (var sourceItem in SourceContainer.VisibleMeshes())
{
var originalMesh = sourceItem.Mesh;
var reducedMesh = Reduce(originalMesh);
var newMesh = new Object3D()
{
Mesh = reducedMesh
};
newMesh.CopyWorldProperties(sourceItem, this, Object3DPropertyFlags.All);
this.Children.Add(newMesh);
}
SourceContainer.Visible = false;
rebuildLocks.Dispose();
Invalidate(InvalidateType.Children);
return Task.CompletedTask;
});
}
}
}

View file

@ -27,16 +27,13 @@ of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using System.ComponentModel;
using System.Threading.Tasks;
using g3;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
using System;
using System.ComponentModel;
using System.Threading;
using System.Threading.Tasks;
namespace MatterHackers.MatterControl.DesignTools
{
@ -50,20 +47,9 @@ namespace MatterHackers.MatterControl.DesignTools
[DisplayName("Back Ratio")]
public double PinchRatio { get; set; } = .5;
public void HollowOut()
public Mesh HollowOut(Mesh inMesh)
{
}
/// <summary>
/// Good for reducing a mesh.
/// http://www.gradientspace.com/tutorials/2017/8/30/mesh-simplification
/// </summary>
/// <param name="mesh"></param>
/// <returns></returns>
public Mesh Reduce(Mesh inMesh)
{
DMesh3 mesh = MeshToDMesh3(inMesh);
DMesh3 mesh = inMesh.ToDMesh3();
var maintainSurface = true;
@ -92,17 +78,7 @@ namespace MatterHackers.MatterControl.DesignTools
reducer.ReduceToTriangleCount(500);
return DMesh3ToMesh(reducer.Mesh);
}
private DMesh3 MeshToDMesh3(Mesh inMesh)
{
throw new NotImplementedException();
}
private Mesh DMesh3ToMesh(DMesh3 mesh)
{
throw new NotImplementedException();
return reducer.Mesh.ToMesh();
}
public override Task Rebuild()
@ -112,57 +88,26 @@ namespace MatterHackers.MatterControl.DesignTools
var rebuildLocks = this.RebuilLockAll();
return ApplicationController.Instance.Tasks.Execute(
"Pinch".Localize(),
"Reduce".Localize(),
null,
(reporter, cancellationToken) =>
{
SourceContainer.Visible = true;
RemoveAllButSource();
// remember the current matrix then clear it so the parts will rotate at the original wrapped position
var currentMatrix = Matrix;
Matrix = Matrix4X4.Identity;
var aabb = SourceContainer.GetAxisAlignedBoundingBox();
foreach (var sourceItem in SourceContainer.VisibleMeshes())
{
var originalMesh = sourceItem.Mesh;
var transformedMesh = originalMesh.Copy(CancellationToken.None);
var itemMatrix = sourceItem.WorldMatrix(SourceContainer);
var invItemMatrix = itemMatrix.Inverted;
for (int i = 0; i < originalMesh.Vertices.Count; i++)
{
var pos = originalMesh.Vertices[i];
pos = pos.Transform(itemMatrix);
var ratioToApply = PinchRatio;
var distFromCenter = pos.X - aabb.Center.X;
var distanceToPinch = distFromCenter * (1 - PinchRatio);
var delta = (aabb.Center.X + distFromCenter * ratioToApply) - pos.X;
// find out how much to pinch based on y position
var amountOfRatio = (pos.Y - aabb.MinXYZ.Y) / aabb.YSize;
var newPos = new Vector3Float(pos.X + delta * amountOfRatio, pos.Y, pos.Z);
transformedMesh.Vertices[i] = newPos.Transform(invItemMatrix);
}
transformedMesh.CalculateNormals();
var reducedMesh = HollowOut(originalMesh);
var newMesh = new Object3D()
{
Mesh = transformedMesh
Mesh = reducedMesh
};
newMesh.CopyWorldProperties(sourceItem, this, Object3DPropertyFlags.All);
this.Children.Add(newMesh);
}
// set the matrix back
Matrix = currentMatrix;
SourceContainer.Visible = false;
rebuildLocks.Dispose();
Invalidate(InvalidateType.Children);

View file

@ -79,6 +79,7 @@
<ProjectReference Include="..\Submodules\agg-sharp\PolygonMesh\PolygonMesh.csproj" />
<ProjectReference Include="..\Submodules\agg-sharp\Localizations\Localizations.csproj" />
<ProjectReference Include="..\Submodules\agg-sharp\agg\Agg.csproj" />
<ProjectReference Include="..\Submodules\geometry3Sharp\geometry3Sharp.csproj" />
<ProjectReference Include="..\Submodules\MatterSlice\MatterSliceLib\MatterSliceLib.csproj" />
</ItemGroup>