2020-06-25 11:58:51 +00:00
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#ifndef SLA_INDEXEDMESH_H
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#define SLA_INDEXEDMESH_H
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2019-02-01 15:12:00 +00:00
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2020-06-16 11:17:06 +00:00
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#include <memory>
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#include <vector>
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2020-05-22 15:21:54 +00:00
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2020-06-16 11:17:06 +00:00
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#include <libslic3r/Point.hpp>
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2020-05-22 15:21:54 +00:00
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// There is an implementation of a hole-aware raycaster that was eventually
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// not used in production version. It is now hidden under following define
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// for possible future use.
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2020-06-02 15:15:08 +00:00
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// #define SLIC3R_HOLE_RAYCASTER
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2020-05-22 15:21:54 +00:00
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#ifdef SLIC3R_HOLE_RAYCASTER
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#include "libslic3r/SLA/Hollowing.hpp"
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#endif
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2019-02-01 15:12:00 +00:00
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namespace Slic3r {
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class TriangleMesh;
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2019-11-11 10:41:14 +00:00
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namespace sla {
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2020-06-16 11:17:06 +00:00
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using PointSet = Eigen::MatrixXd;
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2019-02-04 07:40:20 +00:00
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/// An index-triangle structure for libIGL functions. Also serves as an
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2019-11-04 13:33:29 +00:00
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/// alternative (raw) input format for the SLASupportTree.
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2019-11-15 14:48:52 +00:00
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// Implemented in libslic3r/SLA/Common.cpp
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class IndexedMesh {
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class AABBImpl;
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const TriangleMesh* m_tm;
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2019-06-11 15:57:39 +00:00
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double m_ground_level = 0, m_gnd_offset = 0;
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std::unique_ptr<AABBImpl> m_aabb;
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2019-11-26 10:36:09 +00:00
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#ifdef SLIC3R_HOLE_RAYCASTER
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// This holds a copy of holes in the mesh. Initialized externally
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// by load_mesh setter.
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std::vector<DrainHole> m_holes;
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#endif
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public:
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explicit IndexedMesh(const TriangleMesh&);
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IndexedMesh(const IndexedMesh& other);
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IndexedMesh& operator=(const IndexedMesh&);
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IndexedMesh(IndexedMesh &&other);
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IndexedMesh& operator=(IndexedMesh &&other);
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~IndexedMesh();
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inline double ground_level() const { return m_ground_level + m_gnd_offset; }
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inline void ground_level_offset(double o) { m_gnd_offset = o; }
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inline double ground_level_offset() const { return m_gnd_offset; }
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const std::vector<Vec3f>& vertices() const;
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const std::vector<Vec3i>& indices() const;
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const Vec3f& vertices(size_t idx) const;
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const Vec3i& indices(size_t idx) const;
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// Result of a raycast
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class hit_result {
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// m_t holds a distance from m_source to the intersection.
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double m_t = infty();
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int m_face_id = -1;
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const IndexedMesh *m_mesh = nullptr;
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Vec3d m_dir;
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Vec3d m_source;
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Vec3d m_normal;
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friend class IndexedMesh;
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// A valid object of this class can only be obtained from
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// IndexedMesh::query_ray_hit method.
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explicit inline hit_result(const IndexedMesh& em): m_mesh(&em) {}
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public:
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// This denotes no hit on the mesh.
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static inline constexpr double infty() { return std::numeric_limits<double>::infinity(); }
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explicit inline hit_result(double val = infty()) : m_t(val) {}
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inline double distance() const { return m_t; }
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inline const Vec3d& direction() const { return m_dir; }
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inline const Vec3d& source() const { return m_source; }
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inline Vec3d position() const { return m_source + m_dir * m_t; }
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inline int face() const { return m_face_id; }
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inline bool is_valid() const { return m_mesh != nullptr; }
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inline bool is_hit() const { return m_face_id >= 0 && !std::isinf(m_t); }
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inline const Vec3d& normal() const {
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assert(is_valid());
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return m_normal;
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}
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inline bool is_inside() const {
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return is_hit() && normal().dot(m_dir) > 0;
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}
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};
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#ifdef SLIC3R_HOLE_RAYCASTER
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// Inform the object about location of holes
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// creates internal copy of the vector
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void load_holes(const std::vector<DrainHole>& holes) {
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m_holes = holes;
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}
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2019-11-19 13:27:05 +00:00
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// Iterates over hits and holes and returns the true hit, possibly
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// on the inside of a hole.
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2020-02-29 10:39:54 +00:00
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// This function is currently not used anywhere, it was written when the
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// holes were subtracted on slices, that is, before we started using CGAL
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// to actually cut the holes into the mesh.
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hit_result filter_hits(const std::vector<IndexedMesh::hit_result>& obj_hits) const;
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#endif
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// Casting a ray on the mesh, returns the distance where the hit occures.
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hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const;
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// Casts a ray on the mesh and returns all hits
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std::vector<hit_result> query_ray_hits(const Vec3d &s, const Vec3d &dir) const;
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2019-02-26 16:13:33 +00:00
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double squared_distance(const Vec3d& p, int& i, Vec3d& c) const;
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inline double squared_distance(const Vec3d &p) const
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{
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int i;
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Vec3d c;
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return squared_distance(p, i, c);
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}
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Vec3d normal_by_face_id(int face_id) const;
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2020-06-05 18:19:19 +00:00
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const TriangleMesh * get_triangle_mesh() const { return m_tm; }
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};
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// Calculate the normals for the selected points (from 'points' set) on the
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// mesh. This will call squared distance for each point.
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PointSet normals(const PointSet& points,
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const IndexedMesh& convert_mesh,
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double eps = 0.05, // min distance from edges
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std::function<void()> throw_on_cancel = [](){},
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const std::vector<unsigned>& selected_points = {});
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2019-11-11 10:41:14 +00:00
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}} // namespace Slic3r::sla
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2020-06-25 11:58:51 +00:00
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#endif // INDEXEDMESH_H
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