Added edges property to mesh,
Added a simple mesh smoother git-svn-id: https://triangle.svn.codeplex.com/svn@70496 0e2699bc-83d4-4a8f-98e7-55e24ab8c7a5
This commit is contained in:
@@ -134,6 +134,7 @@ namespace MeshExplorer
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darkListBox1.Items.Add(new RandomPointsCircle());
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darkListBox1.Items.Add(new StarInBox());
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darkListBox1.Items.Add(new RingPolygon());
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darkListBox1.Items.Add(new BoxWithHole());
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darkListBox1.SelectedIndex = 0;
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}
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Generated
+1
@@ -51,6 +51,7 @@
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this.listLog.UseCompatibleStateImageBehavior = false;
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this.listLog.View = System.Windows.Forms.View.Details;
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this.listLog.DoubleClick += new System.EventHandler(this.listLog_DoubleClick);
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this.listLog.KeyDown += new System.Windows.Forms.KeyEventHandler(this.listLog_KeyDown);
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//
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// colMessage
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//
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@@ -74,6 +74,18 @@ namespace MeshExplorer
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}
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}
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private void listLog_KeyDown(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.Delete)
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{
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if (ModifierKeys == Keys.Control)
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{
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listLog.Items.Clear();
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SimpleLog.Instance.Clear();
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}
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}
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}
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private void listLog_DoubleClick(object sender, EventArgs e)
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{
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StringBuilder sb = new StringBuilder();
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@@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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|
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Version 2.0
|
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|
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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||||
|
||||
There are any number of "resheader" rows that contain simple
|
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name/value pairs.
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||||
|
||||
Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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|
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
|
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extensible. For a given mimetype the value must be set accordingly:
|
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|
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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||||
</xsd:schema>
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||||
<resheader name="resmimetype">
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||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
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||||
<value>2.0</value>
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||||
</resheader>
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||||
<resheader name="reader">
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||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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||||
</resheader>
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||||
<resheader name="writer">
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||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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@@ -289,7 +289,7 @@ namespace MeshExplorer
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// Update Statistic view
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statisticView.HandleMeshChange(mesh);
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// TODO: Should the Voronoi diagram automaticaly update?
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// TODO: Should the Voronoi diagram automatically update?
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menuViewVoronoi.Checked = false;
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// Enable menu items
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@@ -534,7 +534,7 @@ namespace MeshExplorer
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statisticView.UpdateStatistic(mesh);
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HandleMeshChange();
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HandleMeshUpdate();
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}
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catch (Exception ex)
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{
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@@ -650,8 +650,6 @@ namespace MeshExplorer
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voronoi = new Voronoi(mesh);
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}
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voronoi.Generate();
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renderData.SetVoronoi(voronoi);
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renderManager.SetData(renderData);
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@@ -0,0 +1,163 @@
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// -----------------------------------------------------------------------
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// <copyright file="StarInBox.cs" company="">
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// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace MeshExplorer.Generators
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{
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TriangleNet.Geometry;
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/// <summary>
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/// Generates a star contained in a box.
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/// </summary>
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public class BoxWithHole : IGenerator
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{
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public string Name
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{
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get { return "Box with Hole"; }
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}
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public string Description
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{
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get { return ""; }
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}
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public int ParameterCount
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{
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get { return 3; }
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}
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public string ParameterDescription(int paramIndex)
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{
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if (paramIndex == 1)
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{
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return "Points on box sides:";
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}
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if (paramIndex == 2)
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{
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return "Points on hole:";
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}
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if (paramIndex == 3)
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{
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return "Radius:";
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}
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return "";
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}
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public string ParameterDescription(int paramIndex, double paramValue)
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{
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if (paramIndex == 1)
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{
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int numPoints = (int)((50.0 - 5.0) / 100.0 * paramValue + 5.0);
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if (numPoints < 5)
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{
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numPoints = 5;
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}
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return numPoints.ToString();
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}
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if (paramIndex == 2)
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{
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int numPoints = (int)((100.0 - 10.0) / 100.0 * paramValue + 10.0);
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numPoints = (numPoints / 5) * 5;
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if (numPoints < 10)
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{
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numPoints = 10;
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}
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return numPoints.ToString();
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}
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if (paramIndex == 3)
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{
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int radius = (int)((20.0 - 5.0) / 100.0 * paramValue + 5.0);
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return radius.ToString();
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}
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return "";
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}
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public InputGeometry Generate(double param1, double param2, double param3)
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{
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int numPoints = (int)((100.0 - 10.0) / 100.0 * param2 + 10.0);
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InputGeometry input = new InputGeometry(numPoints + 4);
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double x, y, step = 2 * Math.PI / numPoints;
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double r = (int)((20.0 - 5.0) / 100.0 * param3 + 5.0);
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// Generate circle
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for (int i = 0; i < numPoints; i++)
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{
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x = r * Math.Cos(i * step);
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y = r * Math.Sin(i * step);
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input.AddPoint(x, y, 2);
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input.AddSegment(i, (i + 1) % numPoints, 2);
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}
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numPoints = input.Count;
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int numPointsB = (int)((50.0 - 5.0) / 100.0 * param1 + 5.0);
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// Box sides are 100 units long
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step = 100.0 / numPointsB;
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// Left box boundary points
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for (int i = 0; i < numPointsB; i++)
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{
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input.AddPoint(-50, -50 + i * step, 1);
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}
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// Top box boundary points
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for (int i = 0; i < numPointsB; i++)
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{
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input.AddPoint(-50 + i * step, 50, 1);
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}
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// Right box boundary points
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for (int i = 0; i < numPointsB; i++)
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{
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input.AddPoint(50, 50 - i * step, 1);
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}
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// Bottom box boundary points
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for (int i = 0; i < numPointsB; i++)
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{
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input.AddPoint(50 - i * step, -50, 1);
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}
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// Add box segments
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for (int i = numPoints; i < input.Count - 1; i++)
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{
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input.AddSegment(i, i + 1, 1);
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||||
}
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// Add last segments which closes the box
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||||
input.AddSegment(input.Count - 1, numPoints, 1);
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||||
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||||
// Add hole
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||||
input.AddHole(0, 0);
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||||
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||||
return input;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return this.Name;
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -96,6 +96,7 @@
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||||
<Compile Include="FormMain.Designer.cs">
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||||
<DependentUpon>FormMain.cs</DependentUpon>
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||||
</Compile>
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||||
<Compile Include="Generators\BoxWithHole.cs" />
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||||
<Compile Include="Generators\IGenerator.cs" />
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||||
<Compile Include="Generators\RandomPoints.cs" />
|
||||
<Compile Include="Generators\RandomPointsCircle.cs" />
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||||
@@ -138,6 +139,9 @@
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||||
<EmbeddedResource Include="FormGenerator.resx">
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||||
<DependentUpon>FormGenerator.cs</DependentUpon>
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||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="FormLog.resx">
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||||
<DependentUpon>FormLog.cs</DependentUpon>
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||||
</EmbeddedResource>
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||||
<EmbeddedResource Include="FormMain.resx">
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||||
<DependentUpon>FormMain.cs</DependentUpon>
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||||
</EmbeddedResource>
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||||
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@@ -129,6 +129,21 @@ namespace TriangleNet
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||||
get { return this.subsegs.Values; }
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||||
}
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||||
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||||
/// <summary>
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||||
/// Gets the mesh edges.
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||||
/// </summary>
|
||||
public IEnumerable<Edge> Edges
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||||
{
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||||
get
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||||
{
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||||
EdgeEnumerator e = new EdgeEnumerator(this);
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||||
while (e.MoveNext())
|
||||
{
|
||||
yield return e.Current;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of input vertices.
|
||||
/// </summary>
|
||||
@@ -457,8 +472,8 @@ namespace TriangleNet
|
||||
{
|
||||
numbering = NodeNumbering.None;
|
||||
|
||||
//ISmoother smoother = new CvdSmoother(this);
|
||||
//smoother.Smooth();
|
||||
ISmoother smoother = new SimpleSmoother(this);
|
||||
smoother.Smooth();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
// -----------------------------------------------------------------------
|
||||
// <copyright file="SimpleSmoother.cs" company="">
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace TriangleNet.Smoothing
|
||||
{
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using TriangleNet.Geometry;
|
||||
using TriangleNet.Tools;
|
||||
|
||||
/// <summary>
|
||||
/// Simple mesh smoother implementation.
|
||||
/// </summary>
|
||||
public class SimpleSmoother : ISmoother
|
||||
{
|
||||
Mesh mesh;
|
||||
|
||||
public SimpleSmoother(Mesh mesh)
|
||||
{
|
||||
this.mesh = mesh;
|
||||
}
|
||||
|
||||
public void Smooth()
|
||||
{
|
||||
// Take a few smoothing rounds.
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
Step();
|
||||
|
||||
// Actually, we only want to rebuild, if mesh is no longer
|
||||
// Delaunay. Flipping edges could be the right choice instead
|
||||
// of re-triangulating...
|
||||
var geometry = Rebuild();
|
||||
|
||||
mesh.SetOption(Options.Quality, false);
|
||||
mesh.Triangulate(geometry);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smooth all free nodes.
|
||||
/// </summary>
|
||||
private void Step()
|
||||
{
|
||||
BoundedVoronoi voronoi = new BoundedVoronoi(this.mesh, false);
|
||||
|
||||
var cells = voronoi.Regions;
|
||||
|
||||
double x, y;
|
||||
int n;
|
||||
|
||||
foreach (var cell in cells)
|
||||
{
|
||||
n = 0;
|
||||
x = y = 0.0;
|
||||
foreach (var p in cell.Vertices)
|
||||
{
|
||||
n++;
|
||||
x += p.x;
|
||||
y += p.y;
|
||||
}
|
||||
|
||||
cell.Generator.x = x / n;
|
||||
cell.Generator.y = y / n;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuild the input geometry.
|
||||
/// </summary>
|
||||
private InputGeometry Rebuild()
|
||||
{
|
||||
InputGeometry geometry = new InputGeometry(mesh.vertices.Count);
|
||||
|
||||
foreach (var vertex in mesh.vertices.Values)
|
||||
{
|
||||
geometry.AddPoint(vertex.x, vertex.y, vertex.mark);
|
||||
}
|
||||
|
||||
foreach (var segment in mesh.subsegs.Values)
|
||||
{
|
||||
geometry.AddSegment(segment.P0, segment.P1, segment.Boundary);
|
||||
}
|
||||
|
||||
foreach (var hole in mesh.holes)
|
||||
{
|
||||
geometry.AddHole(hole.x, hole.y);
|
||||
}
|
||||
|
||||
return geometry;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -31,13 +31,27 @@ namespace TriangleNet.Tools
|
||||
|
||||
Dictionary<int, Segment> subsegMap;
|
||||
|
||||
bool includeBoundary = true;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="BoundedVoronoi" /> class.
|
||||
/// </summary>
|
||||
/// <param name="mesh">Mesh instance.</param>
|
||||
public BoundedVoronoi(Mesh mesh)
|
||||
: this(mesh, true)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="BoundedVoronoi" /> class.
|
||||
/// </summary>
|
||||
/// <param name="mesh">Mesh instance.</param>
|
||||
public BoundedVoronoi(Mesh mesh, bool includeBoundary)
|
||||
{
|
||||
this.mesh = mesh;
|
||||
this.includeBoundary = includeBoundary;
|
||||
|
||||
Generate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -59,7 +73,7 @@ namespace TriangleNet.Tools
|
||||
/// <summary>
|
||||
/// Computes the bounded voronoi diagram.
|
||||
/// </summary>
|
||||
public void Generate()
|
||||
private void Generate()
|
||||
{
|
||||
mesh.Renumber();
|
||||
mesh.MakeVertexMap();
|
||||
@@ -79,7 +93,7 @@ namespace TriangleNet.Tools
|
||||
{
|
||||
ConstructBvdCell(v);
|
||||
}
|
||||
else
|
||||
else if (includeBoundary)
|
||||
{
|
||||
ConstructBoundaryBvdCell(v);
|
||||
}
|
||||
|
||||
@@ -20,10 +20,8 @@ namespace TriangleNet.Tools
|
||||
Point[] Points { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the directions for infinite Voronoi edges.
|
||||
/// Gets the list of Voronoi regions.
|
||||
/// </summary>
|
||||
List<VoronoiRegion> Regions { get; }
|
||||
|
||||
void Generate();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -34,6 +34,8 @@ namespace TriangleNet.Tools
|
||||
public Voronoi(Mesh mesh)
|
||||
{
|
||||
this.mesh = mesh;
|
||||
|
||||
Generate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -63,7 +65,7 @@ namespace TriangleNet.Tools
|
||||
/// triangles, and the Voronoi edges are listed by traversing the Delaunay
|
||||
/// edges.
|
||||
///</remarks>
|
||||
public void Generate()
|
||||
private void Generate()
|
||||
{
|
||||
mesh.Renumber();
|
||||
mesh.MakeVertexMap();
|
||||
|
||||
@@ -81,6 +81,7 @@
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Sampler.cs" />
|
||||
<Compile Include="Smoothing\ISmoother.cs" />
|
||||
<Compile Include="Smoothing\SimpleSmoother.cs" />
|
||||
<Compile Include="Tools\BoundedVoronoi.cs" />
|
||||
<Compile Include="Tools\CuthillMcKee.cs" />
|
||||
<Compile Include="Tools\IVoronoi.cs" />
|
||||
|
||||
Reference in New Issue
Block a user