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|
// DO NOT EDIT !
// This file is generated using the MantaFlow preprocessor (prep generate).
/******************************************************************************
*
* MantaFlow fluid solver framework
* Copyright 2011 Tobias Pfaff, Nils Thuerey
*
* This program is free software, distributed under the terms of the
* GNU General Public License (GPL)
* http://www.gnu.org/licenses
*
* Smoothing etc. for meshes
*
******************************************************************************/
/******************************************************************************/
// Copyright note:
//
// These functions (C) Chris Wojtan
// Long-term goal is to unify with his split&merge codebase
//
/******************************************************************************/
#include <queue>
#include <algorithm>
#include "mesh.h"
#include "kernel.h"
#include "edgecollapse.h"
#include <mesh.h>
#include <stack>
using namespace std;
namespace Manta {
//! Mesh smoothing
/*! see Desbrun 99 "Implicit fairing of of irregular meshes using diffusion and curvature flow"*/
void smoothMesh(Mesh& mesh, Real strength, int steps = 1, Real minLength=1e-5) {
const Real dt = mesh.getParent()->getDt();
const Real str = min(dt * strength, (Real)1);
mesh.rebuildQuickCheck();
// calculate original mesh volume
Vec3 origCM;
Real origVolume = mesh.computeCenterOfMass(origCM);
// temp vertices
const int numCorners = mesh.numTris() * 3;
const int numNodes= mesh.numNodes();
vector<Vec3> temp(numNodes);
vector<bool> visited(numNodes);
for (int s = 0; s<steps; s++) {
// reset markers
for(size_t i=0; i<visited.size(); i++) visited[i] = false;
for (int c = 0; c < numCorners; c++) {
const int node = mesh.corners(c).node;
if (visited[node]) continue;
const Vec3 pos = mesh.nodes(node).pos;
Vec3 dx(_0);
Real totalLen = 0;
// rotate around vertex
set<int>& ring = mesh.get1Ring(node).nodes;
for(set<int>::iterator it=ring.begin(); it!=ring.end(); it++) {
Vec3 edge = mesh.nodes(*it).pos - pos;
Real len = norm(edge);
if (len > minLength) {
dx += edge * (_1/len);
totalLen += len;
} else {
totalLen = _0;
break;
}
}
visited[node] = true;
temp[node] = pos;
if (totalLen != 0)
temp[node] += dx * (str / totalLen);
}
// copy back
for (int n=0; n<numNodes; n++)
if (!mesh.isNodeFixed(n))
mesh.nodes(n).pos = temp[n];
}
// calculate new mesh volume
Vec3 newCM;
Real newVolume = mesh.computeCenterOfMass(newCM);
// preserve volume : scale relative to CM
Real beta;
#if defined(WIN32) || defined(_WIN32)
beta = pow( (Real)abs(origVolume/newVolume), (Real)(1./3.) );
#else
beta = cbrt( origVolume/newVolume );
# endif
for (int n=0; n<numNodes; n++)
if (!mesh.isNodeFixed(n))
mesh.nodes(n).pos = origCM + (mesh.nodes(n).pos - newCM) * beta;
} static PyObject* _W_0 (PyObject* _self, PyObject* _linargs, PyObject* _kwds) { try { PbArgs _args(_linargs, _kwds); FluidSolver *parent = _args.obtainParent(); pbPreparePlugin(parent, "smoothMesh" ); PyObject *_retval = 0; { ArgLocker _lock; Mesh& mesh = *_args.getPtr<Mesh >("mesh",0,&_lock); Real strength = _args.get<Real >("strength",1,&_lock); int steps = _args.getOpt<int >("steps",2,1,&_lock); Real minLength = _args.getOpt<Real >("minLength",3,1e-5,&_lock); _retval = getPyNone(); smoothMesh(mesh,strength,steps,minLength); _args.check(); } pbFinalizePlugin(parent,"smoothMesh" ); return _retval; } catch(std::exception& e) { pbSetError("smoothMesh",e.what()); return 0; } } static const Pb::Register _RP_smoothMesh ("","smoothMesh",_W_0);
//! Subdivide and edgecollapse to guarantee mesh with edgelengths between
//! min/maxLength and an angle below minAngle
void subdivideMesh(Mesh& mesh, Real minAngle, Real minLength, Real maxLength, bool cutTubes = false) {
// gather some statistics
int edgeSubdivs = 0, edgeCollsAngle = 0, edgeCollsLen = 0, edgeKill = 0;
mesh.rebuildQuickCheck();
vector<int> deletedNodes;
map<int,bool> taintedTris;
priority_queue<pair<Real,int> > pq;
//////////////////////////////////////////
// EDGE COLLAPSE //
// - particles marked for deletation //
//////////////////////////////////////////
for (int t=0; t<mesh.numTris(); t++) {
if(taintedTris.find(t)!=taintedTris.end())
continue;
// check if at least 2 nodes are marked for delete
bool k[3];
int numKill = 0;
for (int i=0; i<3; i++) {
k[i] = mesh.nodes(mesh.tris(t).c[i]).flags & Mesh::NfKillme;
if (k[i]) numKill++;
}
if (numKill<2) continue;
if (k[0] && k[1])
CollapseEdge(mesh, t, 2, mesh.getEdge(t,0), mesh.getNode(t,0), deletedNodes, taintedTris, edgeKill, cutTubes);
else if (k[1] && k[2])
CollapseEdge(mesh, t, 0, mesh.getEdge(t,1), mesh.getNode(t,1), deletedNodes, taintedTris, edgeKill, cutTubes);
else if (k[2] && k[0])
CollapseEdge(mesh, t, 1, mesh.getEdge(t,2), mesh.getNode(t,2), deletedNodes, taintedTris, edgeKill, cutTubes);
}
//////////////////////////////////////////
// EDGE COLLAPSING //
// - based on small triangle angle //
//////////////////////////////////////////
if (minAngle > 0) {
for(int t=0; t<mesh.numTris(); t++) {
// we only want to run through the edge list ONCE.
// we achieve this in a method very similar to the above subdivision method.
// if this triangle has already been deleted, ignore it
if(taintedTris.find(t)!=taintedTris.end())
continue;
// first we find the angles of this triangle
Vec3 e0 = mesh.getEdge(t,0), e1 = mesh.getEdge(t,1), e2 = mesh.getEdge(t,2);
Vec3 ne0 = e0;
Vec3 ne1 = e1;
Vec3 ne2 = e2;
normalize(ne0);
normalize(ne1);
normalize(ne2);
//Real thisArea = sqrMag(cross(-e2,e0));
// small angle approximation says sin(x) = arcsin(x) = x,
// arccos(x) = pi/2 - arcsin(x),
// cos(x) = dot(A,B),
// so angle is approximately 1 - dot(A,B).
Real angle[3];
angle[0] = 1.0-dot(ne0,-ne2);
angle[1] = 1.0-dot(ne1,-ne0);
angle[2] = 1.0-dot(ne2,-ne1);
Real worstAngle = angle[0];
int which = 0;
if(angle[1]<worstAngle) {
worstAngle = angle[1];
which = 1;
}
if(angle[2]<worstAngle) {
worstAngle = angle[2];
which = 2;
}
// then we see if the angle is too small
if(worstAngle<minAngle) {
Vec3 edgevect;
Vec3 endpoint;
switch(which) {
case 0:
endpoint = mesh.getNode(t,1);
edgevect = e1;
break;
case 1:
endpoint = mesh.getNode(t,2);
edgevect = e2;
break;
case 2:
endpoint = mesh.getNode(t,0);
edgevect = e0;
break;
default:
break;
}
CollapseEdge(mesh, t,which,edgevect,endpoint,deletedNodes,taintedTris, edgeCollsAngle, cutTubes);
}
}
}
//////////////////////
// EDGE SUBDIVISION //
//////////////////////
Real maxLength2 = maxLength*maxLength;
for (int t=0; t<mesh.numTris(); t++) {
// first we find the maximum length edge in this triangle
Vec3 e0 = mesh.getEdge(t,0), e1 = mesh.getEdge(t,1), e2 = mesh.getEdge(t,2);
Real d0 = normSquare(e0);
Real d1 = normSquare(e1);
Real d2 = normSquare(e2);
Real longest = max(d0,max(d1,d2));
if(longest > maxLength2) {
pq.push(pair<Real,int>(longest,t));
}
}
if (maxLength > 0) {
while(!pq.empty() && pq.top().first>maxLength2) {
// we only want to run through the edge list ONCE
// and we want to subdivide the original edges before we subdivide any newer, shorter edges,
// so whenever we subdivide, we add the 2 new triangles on the end of the SurfaceTri vector
// and mark the original subdivided triangles for deletion.
// when we are done subdividing, we delete the obsolete triangles
int triA = pq.top().second;
pq.pop();
if(taintedTris.find(triA)!=taintedTris.end())
continue;
// first we find the maximum length edge in this triangle
Vec3 e0 = mesh.getEdge(triA,0), e1 = mesh.getEdge(triA,1), e2 = mesh.getEdge(triA,2);
Real d0 = normSquare(e0);
Real d1 = normSquare(e1);
Real d2 = normSquare(e2);
Vec3 edgevect;
Vec3 endpoint;
int which;
if(d0>d1) {
if(d0>d2) {
edgevect = e0;
endpoint = mesh.getNode(triA, 0);;
which = 2; // 2 opposite of edge 0-1
} else {
edgevect = e2;
endpoint = mesh.getNode(triA, 2);
which = 1; // 1 opposite of edge 2-0
}
} else {
if(d1>d2) {
edgevect = e1;
endpoint = mesh.getNode(triA, 1);
which = 0; // 0 opposite of edge 1-2
} else {
edgevect = e2;
endpoint = mesh.getNode(triA, 2);
which = 1; // 1 opposite of edge 2-0
}
}
// This edge is too long, so we split it in the middle
// *
// / \.
// /C0 \.
// / \.
// / \.
// / B \.
// / \.
// /C1 C2 \.
// *---------------*
// \C2 C1 /
// \ /
// \ A /
// \ /
// \ /
// \C0 /
// \ /
// *
//
// BECOMES
//
// *
// /|\.
// / | \.
// /C0|C0\.
// / | \.
// / B1 | B2 \.
// / | \.
// /C1 C2|C1 C2 \.
// *-------*-------*
// \C2 C1|C2 C1/
// \ | /
// \ A2 | A1 /
// \ | /
// \C0|C0/
// \ | /
// \|/
// *
int triB = -1; bool haveB = false;
Corner ca_old[3],cb_old[3];
ca_old[0] = mesh.corners(triA, which);
ca_old[1] = mesh.corners(ca_old[0].next);
ca_old[2] = mesh.corners(ca_old[0].prev);
if (ca_old[0].opposite>=0) {
cb_old[0] = mesh.corners(ca_old[0].opposite);
cb_old[1] = mesh.corners(cb_old[0].next);
cb_old[2] = mesh.corners(cb_old[0].prev);
triB = cb_old[0].tri;
haveB = true;
}
//else throw Error("nonmanifold");
// subdivide in the middle of the edge and create new triangles
Node newNode;
newNode.flags = 0;
newNode.pos = endpoint + 0.5*edgevect; // fallback: linear average
// default: use butterfly
if (haveB)
newNode.pos = ModifiedButterflySubdivision(mesh, ca_old[0], cb_old[0], newNode.pos);
// find indices of two points of 'which'-edge
// merge flags
int P0 = ca_old[1].node;
int P1 = ca_old[2].node;
newNode.flags = mesh.nodes(P0).flags | mesh.nodes(P1).flags;
Real len0 = norm(mesh.nodes(P0).pos - newNode.pos);
Real len1 = norm(mesh.nodes(P1).pos - newNode.pos);
// remove P0/P1 1-ring connection
mesh.get1Ring(P0).nodes.erase(P1);
mesh.get1Ring(P1).nodes.erase(P0);
mesh.get1Ring(P0).tris.erase(triA);
mesh.get1Ring(P1).tris.erase(triA);
mesh.get1Ring(ca_old[0].node).tris.erase(triA);
if (haveB) {
mesh.get1Ring(P0).tris.erase(triB);
mesh.get1Ring(P1).tris.erase(triB);
mesh.get1Ring(cb_old[0].node).tris.erase(triB);
}
// init channel properties for new node
for(int i=0; i<mesh.numNodeChannels(); i++) {
mesh.nodeChannel(i)->addInterpol(P0, P1, len0/(len0+len1));
}
// write to array
mesh.addTri(Triangle(ca_old[0].node, ca_old[1].node, mesh.numNodes()));
mesh.addTri(Triangle(ca_old[0].node, mesh.numNodes(), ca_old[2].node));
if (haveB) {
mesh.addTri(Triangle(cb_old[0].node, cb_old[1].node, mesh.numNodes()));
mesh.addTri(Triangle(cb_old[0].node, mesh.numNodes(), cb_old[2].node));
}
mesh.addNode(newNode);
const int nt = haveB ? 4 : 2;
int triA1 = mesh.numTris()-nt;
int triA2 = mesh.numTris()-nt+1;
int triB1=0, triB2=0;
if (haveB) {
triB1 = mesh.numTris()-nt+2;
triB2 = mesh.numTris()-nt+3;
}
mesh.tris(triA1).flags = mesh.tris(triA).flags;
mesh.tris(triA2).flags = mesh.tris(triA).flags;
mesh.tris(triB1).flags = mesh.tris(triB).flags;
mesh.tris(triB2).flags = mesh.tris(triB).flags;
// connect new triangles to outside triangles,
// and connect outside triangles to these new ones
for (int c=0; c<3; c++) mesh.addCorner(Corner(triA1,mesh.tris(triA1).c[c]));
for (int c=0; c<3; c++) mesh.addCorner(Corner(triA2,mesh.tris(triA2).c[c]));
if (haveB) {
for (int c=0; c<3; c++) mesh.addCorner(Corner(triB1,mesh.tris(triB1).c[c]));
for (int c=0; c<3; c++) mesh.addCorner(Corner(triB2,mesh.tris(triB2).c[c]));
}
int baseIdx = 3*(mesh.numTris()-nt);
Corner* cBase = &mesh.corners(baseIdx);
// set next/prev
for (int t=0; t<nt; t++)
for (int c=0; c<3; c++) {
cBase[t*3+c].next = baseIdx+t*3+((c+1)%3);
cBase[t*3+c].prev = baseIdx+t*3+((c+2)%3);
}
// set opposites
// A1
cBase[0].opposite = haveB ? (baseIdx+9) : -1;
cBase[1].opposite = baseIdx+5;
cBase[2].opposite = -1;
if (ca_old[2].opposite>=0) {
cBase[2].opposite = ca_old[2].opposite;
mesh.corners(cBase[2].opposite).opposite = baseIdx+2;
}
// A2
cBase[3].opposite = haveB ? (baseIdx+6) : -1;
cBase[4].opposite = -1;
if (ca_old[1].opposite>=0) {
cBase[4].opposite = ca_old[1].opposite;
mesh.corners(cBase[4].opposite).opposite = baseIdx+4;
}
cBase[5].opposite = baseIdx+1;
if (haveB) {
// B1
cBase[6].opposite = baseIdx+3;
cBase[7].opposite = baseIdx+11;
cBase[8].opposite = -1;
if (cb_old[2].opposite>=0) {
cBase[8].opposite = cb_old[2].opposite;
mesh.corners(cBase[8].opposite).opposite = baseIdx+8;
}
// B2
cBase[9].opposite = baseIdx+0;
cBase[10].opposite = -1;
if (cb_old[1].opposite>=0) {
cBase[10].opposite = cb_old[1].opposite;
mesh.corners(cBase[10].opposite).opposite = baseIdx+10;
}
cBase[11].opposite = baseIdx+7;
}
////////////////////
// mark the two original triangles for deletion
taintedTris[triA] = true;
mesh.removeTriFromLookup(triA);
if (haveB) {
taintedTris[triB] = true;
mesh.removeTriFromLookup(triB);
}
Real areaA1 = mesh.getFaceArea(triA1), areaA2 = mesh.getFaceArea(triA2);
Real areaB1=0, areaB2=0;
if (haveB) {
areaB1 = mesh.getFaceArea(triB1);
areaB2 = mesh.getFaceArea(triB2);
}
// add channel props for new triangles
for(int i=0; i<mesh.numTriChannels(); i++) {
mesh.triChannel(i)->addSplit(triA, areaA1/(areaA1+areaA2));
mesh.triChannel(i)->addSplit(triA, areaA2/(areaA1+areaA2));
if (haveB) {
mesh.triChannel(i)->addSplit(triB, areaB1/(areaB1+areaB2));
mesh.triChannel(i)->addSplit(triB, areaB2/(areaB1+areaB2));
}
}
// add the four new triangles to the prority queue
for(int i=mesh.numTris()-nt; i<mesh.numTris(); i++) {
// find the maximum length edge in this triangle
Vec3 ne0 = mesh.getEdge(i, 0), ne1 = mesh.getEdge(i, 1), ne2 = mesh.getEdge(i, 2);
Real nd0 = normSquare(ne0);
Real nd1 = normSquare(ne1);
Real nd2 = normSquare(ne2);
Real longest = max(nd0,max(nd1,nd2));
//longest = (int)(longest * 1e2) / 1e2; // HACK: truncate
pq.push(pair<Real,int>(longest,i));
}
edgeSubdivs++;
}
}
//////////////////////////////////////////
// EDGE COLLAPSING //
// - based on short edge length //
//////////////////////////////////////////
if (minLength > 0) {
const Real minLength2 = minLength*minLength;
for(int t=0; t<mesh.numTris(); t++) {
// we only want to run through the edge list ONCE.
// we achieve this in a method very similar to the above subdivision method.
// NOTE:
// priority queue does not work so great in the edge collapse case,
// because collapsing one triangle affects the edge lengths
// of many neighbor triangles,
// and we do not update their maximum edge length in the queue.
// if this triangle has already been deleted, ignore it
//if(taintedTris[t])
// continue;
if(taintedTris.find(t)!=taintedTris.end())
continue;
// first we find the minimum length edge in this triangle
Vec3 e0 = mesh.getEdge(t,0), e1 = mesh.getEdge(t,1), e2 = mesh.getEdge(t,2);
Real d0 = normSquare(e0);
Real d1 = normSquare(e1);
Real d2 = normSquare(e2);
Vec3 edgevect;
Vec3 endpoint;
Real dist2;
int which;
if(d0<d1) {
if(d0<d2) {
dist2 = d0;
edgevect = e0;
endpoint = mesh.getNode(t,0);
which = 2; // 2 opposite of edge 0-1
} else {
dist2 = d2;
edgevect = e2;
endpoint = mesh.getNode(t,2);
which = 1; // 1 opposite of edge 2-0
}
} else {
if(d1<d2) {
dist2 = d1;
edgevect = e1;
endpoint = mesh.getNode(t,1);
which = 0; // 0 opposite of edge 1-2
} else {
dist2 = d2;
edgevect = e2;
endpoint = mesh.getNode(t,2);
which = 1; // 1 opposite of edge 2-0
}
}
// then we see if the min length edge is too short
if(dist2<minLength2) {
CollapseEdge(mesh, t,which,edgevect,endpoint, deletedNodes,taintedTris, edgeCollsLen, cutTubes);
}
}
}
// cleanup nodes and triangles marked for deletion
// we run backwards through the deleted array,
// replacing triangles with ones from the back
// (this avoids the potential problem of overwriting a triangle
// with a to-be-deleted triangle)
std::map<int,bool>::reverse_iterator tti = taintedTris.rbegin();
for(;tti!=taintedTris.rend(); tti++)
mesh.removeTri(tti->first);
mesh.removeNodes(deletedNodes);
cout << "Surface subdivision finished with " << mesh.numNodes() << " surface nodes and " << mesh.numTris();
cout << " surface triangles, edgeSubdivs:" << edgeSubdivs << ", edgeCollapses: " << edgeCollsLen;
cout << " + " << edgeCollsAngle << " + " << edgeKill << endl;
//mesh.sanityCheck();
} static PyObject* _W_1 (PyObject* _self, PyObject* _linargs, PyObject* _kwds) { try { PbArgs _args(_linargs, _kwds); FluidSolver *parent = _args.obtainParent(); pbPreparePlugin(parent, "subdivideMesh" ); PyObject *_retval = 0; { ArgLocker _lock; Mesh& mesh = *_args.getPtr<Mesh >("mesh",0,&_lock); Real minAngle = _args.get<Real >("minAngle",1,&_lock); Real minLength = _args.get<Real >("minLength",2,&_lock); Real maxLength = _args.get<Real >("maxLength",3,&_lock); bool cutTubes = _args.getOpt<bool >("cutTubes",4,false,&_lock); _retval = getPyNone(); subdivideMesh(mesh,minAngle,minLength,maxLength,cutTubes); _args.check(); } pbFinalizePlugin(parent,"subdivideMesh" ); return _retval; } catch(std::exception& e) { pbSetError("subdivideMesh",e.what()); return 0; } } static const Pb::Register _RP_subdivideMesh ("","subdivideMesh",_W_1);
void killSmallComponents(Mesh& mesh, int elements = 10) {
const int num = mesh.numTris();
vector<int> comp(num);
vector<int> numEl;
vector<int> deletedNodes;
vector<bool> isNodeDel(mesh.numNodes());
map<int,bool> taintedTris;
// enumerate components
int cur=0;
for (int i=0; i<num; i++) {
if (comp[i]==0) {
cur++;
comp[i] = cur;
stack<int> stack;
stack.push(i);
int cnt = 1;
while(!stack.empty()) {
int tri = stack.top();
stack.pop();
for (int c=0; c<3; c++) {
int op = mesh.corners(tri,c).opposite;
if (op < 0) continue;
int ntri = mesh.corners(op).tri;
if (comp[ntri]==0) {
comp[ntri] = cur;
stack.push(ntri);
cnt++;
}
}
}
numEl.push_back(cnt);
}
}
// kill small components
for (int j=0; j<num; j++) {
if (numEl[comp[j]-1] < elements) {
taintedTris[j] = true;
for (int c=0; c<3; c++) {
int n=mesh.tris(j).c[c];
if (!isNodeDel[n]) {
isNodeDel[n] = true;
deletedNodes.push_back(n);
}
}
}
}
std::map<int,bool>::reverse_iterator tti = taintedTris.rbegin();
for(;tti!=taintedTris.rend(); tti++)
mesh.removeTri(tti->first);
mesh.removeNodes(deletedNodes);
if (!taintedTris.empty())
cout << "Killed small components : " << deletedNodes.size() << " nodes, " << taintedTris.size() << " tris deleted." << endl;
} static PyObject* _W_2 (PyObject* _self, PyObject* _linargs, PyObject* _kwds) { try { PbArgs _args(_linargs, _kwds); FluidSolver *parent = _args.obtainParent(); pbPreparePlugin(parent, "killSmallComponents" ); PyObject *_retval = 0; { ArgLocker _lock; Mesh& mesh = *_args.getPtr<Mesh >("mesh",0,&_lock); int elements = _args.getOpt<int >("elements",1,10,&_lock); _retval = getPyNone(); killSmallComponents(mesh,elements); _args.check(); } pbFinalizePlugin(parent,"killSmallComponents" ); return _retval; } catch(std::exception& e) { pbSetError("killSmallComponents",e.what()); return 0; } } static const Pb::Register _RP_killSmallComponents ("","killSmallComponents",_W_2);
} //namespace
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