2019-12-13 16:58:04 +01:00

217 lines
9.3 KiB
Python

import itertools
import meshutil
import stl.mesh
import numpy
class Cage(object):
"""An ordered list of polygons (or polytopes, technically)."""
def __init__(self, verts, splits):
# Element i of 'self.splits' gives the row index in 'self.verts'
# in which polygon i begins.
self.splits = splits
# NumPy array of shape (N,3)
self.verts = verts
@classmethod
def from_arrays(cls, *arrs):
"""
Pass any number of array-like objects, with each one being a
nested array with 3 elements - e.g. [[0,0,0], [1,1,1], [2,2,2]] -
providing points.
Each array-like object is treated as vertices describing a
polygon/polytope.
"""
n = 0
splits = [0]*len(arrs)
for i,arr in enumerate(arrs):
splits[i] = n
n += len(arr)
verts = numpy.zeros((n,3), dtype=numpy.float64)
# Populate it accordingly:
i0 = 0
for arr in arrs:
i1 = i0 + len(arr)
verts[i0:i1, :] = arr
i0 = i1
return cls(verts, splits)
def polys(self):
"""Return iterable of polygons as (views of) NumPy arrays."""
count = len(self.splits)
for i,n0 in enumerate(self.splits):
if i+1 < count:
n1 = self.splits[i+1]
yield self.verts[n0:n1,:]
else:
yield self.verts[n0:,:]
def subdivide_deprecated(self):
# assume self.verts has shape (4,3).
# Midpoints of every segment:
mids = (self.verts + numpy.roll(self.verts, -1, axis=0)) / 2
# Centroid:
centroid = numpy.mean(self.verts, axis=0)
# Now, every single new boundary has: one vertex of 'bound', an
# adjacent midpoint, a centroid, and the other adjacent midpoint.
arrs = [
[self.verts[0,:], mids[0,:], centroid, mids[3,:]],
[mids[0,:], self.verts[1,:], mids[1,:], centroid],
[centroid, mids[1,:], self.verts[2,:], mids[2,:]],
[mids[3,:], centroid, mids[2,:], self.verts[3,:]],
]
# The above respects winding order and should not add any rotation.
# I'm sure it has a pattern I can factor out, but I've not tried
# yet.
cages = [Cage(numpy.array(a), self.splits) for a in arrs]
return cages
def is_fork(self):
return False
def transform(self, xform):
"""Apply a Transform to all vertices, returning a new Cage."""
return Cage(xform.apply_to(self.verts), self.splits)
def classify_overlap(self, cages):
"""Classifies each vertex in a list of cages according to some rules.
(This is mostly used in order to verify that certain rules are
followed when a mesh is undergoing forking/branching.)
Returns:
v -- List of length len(cages). v[i] is a numpy array of shape (N,)
where N is the number of vertices in cages[i] (i.e. rows of
cages[i].verts). Element v[i][j] gives a classification of
X=l[i].verts[j] that will take values below:
0 -- None of the below apply to X.
1 -- X lies on an edge in this Cage (i.e. self).
2 -- X equals another (different) vertex somewhere in 'cages', and
case 1 does not apply.
3 -- X equals a vertex in self.verts.
"""
v = [numpy.zeros((cage.verts.shape[0],), dtype=numpy.uint8)
for cage in cages]
# for cage i of all the cages...
for i, cage in enumerate(cages):
# for vertex j within cage i...
for j, vert in enumerate(cage.verts):
# Check against every vert in our own (self.verts):
for vert2 in self.verts:
if numpy.allclose(vert, vert2):
v[i][j] = 3
break
if v[i][j] > 0:
continue
# Check against every edge of our own polygons:
for poly in self.polys():
for k,_ in enumerate(poly):
# Below is because 'poly' is cyclic (last vertex
# has an edge to the first):
k2 = (k + 1) % len(poly)
# Find distance from 'vert' to each vertex of the edge:
d1 = numpy.linalg.norm(poly[k,:] - vert)
d2 = numpy.linalg.norm(poly[k2,:] - vert)
# Find the edge's length:
d = numpy.linalg.norm(poly[k2,:] - poly[k,:])
# These are equal if and only if the vertex lies along
# that edge:
if numpy.isclose(d, d1 + d2):
v[i][j] = 1
break
if v[i][j] > 0:
break
if v[i][j] > 0:
continue
# Check against every *other* vert in cages:
for i2, cage2 in enumerate(cages):
for j2, vert2 in enumerate(cage.verts):
if i == i2 and j == j2:
# same cage, same vertex - ignore:
continue
if numpy.allclose(vert, vert2):
v[i][j] = 2
break
if v[i][j] > 0:
break
return v
class CageFork(object):
"""A series of generators that all split off in such a way that their
initial polygons collectively cover all of some larger polygon, with
no overlap. The individual generators must produce either Cage, or
more CageFork.
"""
def __init__(self, gens):
self.gens = gens
def is_fork(self):
return True
class CageGen(object):
"""A generator, finite or infinite, that produces objects of type Cage.
It can also produce CageFork, but only a single one as the final value
of a finite generator."""
def __init__(self, gen):
self.gen = gen
def to_mesh(self, count=None, flip_order=False, loop=False, close_first=False,
close_last=False, join_fn=meshutil.join_boundary_simple):
#print("to_mesh(count={})".format(count))
# Get 'opening' polygons of generator:
cage_first = next(self.gen)
# TODO: Avoid 'next' here so that we can use a list, not solely a
# generator/iterator.
if cage_first.is_fork():
# TODO: Can it be a fork? Does that make sense?
raise Exception("First element in CageGen can't be a fork.")
cage_last = cage_first
meshes = []
# Close off the first polygon if necessary:
if close_first:
for poly in cage_first.polys():
meshes.append(meshutil.close_boundary_simple(poly))
# Generate all polygons from there and connect them:
#print(self.gen)
for i, cage_cur in enumerate(self.gen):
#print("{}: {}".format(i, cage_cur))
if count is not None and i >= count:
# We stop recursing here, so close things off if needed:
if close_last:
for poly in cage_last.polys():
meshes.append(meshutil.close_boundary_simple(poly, reverse=True))
# TODO: Fix the winding order hack here.
break
# If it's a fork, then recursively generate all the geometry
# from them, depth-first:
if cage_cur.is_fork():
# TODO: Clean up these recursive calls; parameters are ugly.
# Some of them also make no sense in certain combinations
# (e.g. loop with fork)
for gen in cage_cur.gens:
m = gen.to_mesh(count=count - i, flip_order=flip_order, loop=loop,
close_first=False, close_last=close_last,
join_fn=join_fn)
meshes.append(m)
# TODO: This has bugs that produce non-manifold geometry.
# Whatever the next generator *starts* with, I may need
# to subdivide where I *end*: all of their edges must be
# shared (not just incident).
# A fork can be only the final element, so disregard anything
# after one and just quit:
break
if flip_order:
for b0,b1 in zip(cage_cur.polys(), cage_last.polys()):
m = join_fn(b0, b1)
meshes.append(m)
else:
for b0,b1 in zip(cage_cur.polys(), cage_last.polys()):
m = join_fn(b1, b0)
meshes.append(m)
cage_last = cage_cur
if loop:
for b0,b1 in zip(cage_last.polys(), cage_first.polys()):
if flip_order:
m = join_fn(b1, b0)
else:
m = join_fn(b0, b1)
meshes.append(m)
# TODO: close_last?
# or should this just look for whether or not the
# generator ends here (without a CageFork)?
mesh = meshutil.FaceVertexMesh.concat_many(meshes)
return mesh