PrusaSlicer-NonPlainar/src/libslic3r/SLA/EigenMesh3D.hpp

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#ifndef SLA_EIGENMESH3D_H
#define SLA_EIGENMESH3D_H
#include <libslic3r/SLA/Common.hpp>
#include "libslic3r/SLA/Hollowing.hpp"
namespace Slic3r {
class TriangleMesh;
namespace sla {
struct Contour3D;
void to_eigen_mesh(const TriangleMesh &mesh, Eigen::MatrixXd &V, Eigen::MatrixXi &F);
void to_triangle_mesh(const Eigen::MatrixXd &V, const Eigen::MatrixXi &F, TriangleMesh &);
/// An index-triangle structure for libIGL functions. Also serves as an
/// alternative (raw) input format for the SLASupportTree.
// Implemented in libslic3r/SLA/Common.cpp
class EigenMesh3D {
class AABBImpl;
Eigen::MatrixXd m_V;
Eigen::MatrixXi m_F;
double m_ground_level = 0, m_gnd_offset = 0;
std::unique_ptr<AABBImpl> m_aabb;
// This holds a copy of holes in the mesh. Initialized externally
// by load_mesh setter.
std::vector<DrainHole> m_holes;
public:
explicit EigenMesh3D(const TriangleMesh&);
explicit EigenMesh3D(const Contour3D &other);
EigenMesh3D(const EigenMesh3D& other);
EigenMesh3D& operator=(const EigenMesh3D&);
EigenMesh3D(EigenMesh3D &&other);
EigenMesh3D& operator=(EigenMesh3D &&other);
~EigenMesh3D();
inline double ground_level() const { return m_ground_level + m_gnd_offset; }
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; }
inline const Eigen::MatrixXd& V() const { return m_V; }
inline const Eigen::MatrixXi& F() const { return m_F; }
// Result of a raycast
class hit_result {
// m_t holds a distance from m_source to the intersection.
double m_t = infty();
const EigenMesh3D *m_mesh = nullptr;
Vec3d m_dir;
Vec3d m_source;
Vec3d m_normal;
friend class EigenMesh3D;
// A valid object of this class can only be obtained from
// EigenMesh3D::query_ray_hit method.
explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {}
public:
// This denotes no hit on the mesh.
static inline constexpr double infty() { return std::numeric_limits<double>::infinity(); }
explicit inline hit_result(double val = infty()) : m_t(val) {}
inline double distance() const { return m_t; }
inline const Vec3d& direction() const { return m_dir; }
inline const Vec3d& source() const { return m_source; }
inline Vec3d position() const { return m_source + m_dir * m_t; }
inline bool is_valid() const { return m_mesh != nullptr; }
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inline bool is_hit() const { return !std::isinf(m_t); }
inline const Vec3d& normal() const {
assert(is_valid());
return m_normal;
}
inline bool is_inside() const {
return is_hit() && normal().dot(m_dir) > 0;
}
};
// Inform the object about location of holes
// creates internal copy of the vector
void load_holes(const std::vector<DrainHole>& holes) {
m_holes = holes;
}
// Casting a ray on the mesh, returns the distance where the hit occures.
hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const;
// Casts a ray on the mesh and returns all hits
std::vector<hit_result> query_ray_hits(const Vec3d &s, const Vec3d &dir) const;
// Iterates over hits and holes and returns the true hit, possibly
// on the inside of a hole.
// This function is currently not used anywhere, it was written when the
// holes were subtracted on slices, that is, before we started using CGAL
// to actually cut the holes into the mesh.
hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits) const;
class si_result {
double m_value;
int m_fidx;
Vec3d m_p;
si_result(double val, int i, const Vec3d& c):
m_value(val), m_fidx(i), m_p(c) {}
friend class EigenMesh3D;
public:
si_result() = delete;
double value() const { return m_value; }
operator double() const { return m_value; }
const Vec3d& point_on_mesh() const { return m_p; }
int F_idx() const { return m_fidx; }
};
#ifdef SLIC3R_SLA_NEEDS_WINDTREE
// The signed distance from a point to the mesh. Outputs the distance,
// the index of the triangle and the closest point in mesh coordinate space.
si_result signed_distance(const Vec3d& p) const;
bool inside(const Vec3d& p) const;
#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
double squared_distance(const Vec3d& p, int& i, Vec3d& c) const;
inline double squared_distance(const Vec3d &p) const
{
int i;
Vec3d c;
return squared_distance(p, i, c);
}
Vec3d normal_by_face_id(int face_id) const {
auto trindex = F().row(face_id);
const Vec3d& p1 = V().row(trindex(0));
const Vec3d& p2 = V().row(trindex(1));
const Vec3d& p3 = V().row(trindex(2));
Eigen::Vector3d U = p2 - p1;
Eigen::Vector3d V = p3 - p1;
return U.cross(V).normalized();
}
};
// Calculate the normals for the selected points (from 'points' set) on the
// mesh. This will call squared distance for each point.
PointSet normals(const PointSet& points,
const EigenMesh3D& convert_mesh,
double eps = 0.05, // min distance from edges
std::function<void()> throw_on_cancel = [](){},
const std::vector<unsigned>& selected_points = {});
}} // namespace Slic3r::sla
#endif // EIGENMESH3D_H