/* Copyright (c) 2019, Lars Brubaker 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.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading; using ClipperLib; using MatterHackers.Agg.Image; using MatterHackers.Agg.Image.ThresholdFunctions; using MatterHackers.MarchingSquares; using MatterHackers.PolygonMesh; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl { using Polygon = List; using Polygons = List>; public static class CreateDiscreteMeshes { public static List SplitVolumesIntoMeshes(Mesh meshToSplit, CancellationToken cancellationToken, Action reportProgress) { Stopwatch maxProgressReport = Stopwatch.StartNew(); List discreetVolumes = new List(); var facesThatHaveBeenAdded = new HashSet(); Mesh meshFromCurrentVolume = null; var attachedFaces = new Stack(); int faceCount = meshToSplit.Faces.Count; var totalBounds = meshToSplit.GetAxisAlignedBoundingBox(); var facesSharingVertex = meshToSplit.GetVertexFaceLists(); for (int faceIndex = 0; faceIndex < faceCount; faceIndex++) { if (reportProgress != null) { if (maxProgressReport.ElapsedMilliseconds > 200) { reportProgress(faceIndex / (double)faceCount, "Merging Mesh Edges"); maxProgressReport.Restart(); if (cancellationToken.IsCancellationRequested) { return null; } } } // If this face as not been added to any volume, create a new volume and add all of the attached faces. if (!facesThatHaveBeenAdded.Contains(faceIndex)) { attachedFaces.Push(faceIndex); meshFromCurrentVolume = new Mesh(); while (attachedFaces.Count > 0) { var faceToAdd = meshToSplit.Faces[attachedFaces.Pop()]; var vertices = new int[] { faceToAdd.v0, faceToAdd.v1, faceToAdd.v2 }; foreach (var attachedVertex in vertices) { foreach (var sharedFaceIndex in facesSharingVertex[attachedVertex].Faces) { if (!facesThatHaveBeenAdded.Contains(sharedFaceIndex)) { // mark that this face has been taken care of facesThatHaveBeenAdded.Add(sharedFaceIndex); // add it to the list of faces we need to walk attachedFaces.Push(sharedFaceIndex); // Add a new face to the new mesh we are creating. meshFromCurrentVolume.CreateFace(new Vector3Float[] { meshToSplit.Vertices[meshToSplit.Faces[sharedFaceIndex].v0], meshToSplit.Vertices[meshToSplit.Faces[sharedFaceIndex].v1], meshToSplit.Vertices[meshToSplit.Faces[sharedFaceIndex].v2]}); } } } } meshFromCurrentVolume.CleanAndMerge(); var bounds = meshFromCurrentVolume.GetAxisAlignedBoundingBox(); var oneTenThousandth = totalBounds.Size.Length / 10000.0; if (meshFromCurrentVolume.Vertices.Count > 2 && (bounds.XSize > oneTenThousandth || bounds.YSize > oneTenThousandth || bounds.ZSize > oneTenThousandth) && meshFromCurrentVolume.Faces.Any(f => f.GetArea(meshFromCurrentVolume) > oneTenThousandth)) { discreetVolumes.Add(meshFromCurrentVolume); } meshFromCurrentVolume = null; } if (reportProgress != null) { double progress = faceIndex / (double)meshToSplit.Faces.Count; reportProgress(progress, "Split Into Meshes"); } } return discreetVolumes; } public static bool PointInPolygon(Polygon polygon, IntPoint testPosition) { int numPoints = polygon.Count; bool result = false; for (int i = 0; i < numPoints; i++) { int prevIndex = i - 1; if (prevIndex < 0) { prevIndex += numPoints; } if ((((polygon[i].Y <= testPosition.Y) && (testPosition.Y < polygon[prevIndex].Y)) || ((polygon[prevIndex].Y <= testPosition.Y) && (testPosition.Y < polygon[i].Y))) && (testPosition.X - polygon[i].X < (polygon[prevIndex].X - polygon[i].X) * (testPosition.Y - polygon[i].Y) / (polygon[prevIndex].Y - polygon[i].Y))) { result = !result; } } return result; } private static void GetAreasRecursive(PolyNode polyTreeForPlate, Polygons discreteAreas) { if (!polyTreeForPlate.IsHole) { discreteAreas.Add(polyTreeForPlate.Contour); } foreach (PolyNode child in polyTreeForPlate.Childs) { GetAreasRecursive(child, discreteAreas); } } public static PolyTree FindDistictObjectBounds(ImageBuffer image) { var intensity = new MapOnMaxIntensity(); MarchingSquaresByte marchingSquaresData = new MarchingSquaresByte(image, intensity.ZeroColor, intensity.Threshold, 0); marchingSquaresData.CreateLineSegments(); Polygons lineLoops = marchingSquaresData.CreateLineLoops(1); if (lineLoops.Count == 1) { return null; } // create a bounding polygon to clip against IntPoint min = new IntPoint(long.MaxValue, long.MaxValue); IntPoint max = new IntPoint(long.MinValue, long.MinValue); foreach (Polygon polygon in lineLoops) { foreach (IntPoint point in polygon) { min.X = Math.Min(point.X - 10, min.X); min.Y = Math.Min(point.Y - 10, min.Y); max.X = Math.Max(point.X + 10, max.X); max.Y = Math.Max(point.Y + 10, max.Y); } } Polygon boundingPoly = new Polygon(); boundingPoly.Add(min); boundingPoly.Add(new IntPoint(min.X, max.Y)); boundingPoly.Add(max); boundingPoly.Add(new IntPoint(max.X, min.Y)); // now clip the polygons to get the inside and outside polys Clipper clipper = new Clipper(); clipper.AddPaths(lineLoops, PolyType.ptSubject, true); clipper.AddPath(boundingPoly, PolyType.ptClip, true); PolyTree polyTreeForPlate = new PolyTree(); clipper.Execute(ClipType.ctIntersection, polyTreeForPlate); return polyTreeForPlate; } } }