2021-10-19 10:39:16 +00:00
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#include <catch2/catch.hpp>
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#include <libslic3r/Emboss.hpp>
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#include <libslic3r/SVG.hpp> // only debug visualization
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#include <optional>
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#include <libslic3r/AABBTreeIndirect.hpp>
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using namespace Slic3r;
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namespace Private{
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// calculate multiplication of ray dir to intersect - inspired by
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// segment_segment_intersection when ray dir is normalized retur distance from
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// ray point to intersection No value mean no intersection
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std::optional<double> ray_segment_intersection(const Vec2d &r_point,
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const Vec2d &r_dir,
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const Vec2d &s0,
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const Vec2d &s1)
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{
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auto denominate = [](const Vec2d &v0, const Vec2d &v1) -> double {
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return v0.x() * v1.y() - v1.x() * v0.y();
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};
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Vec2d segment_dir = s1 - s0;
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double d = denominate(segment_dir, r_dir);
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if (std::abs(d) < std::numeric_limits<double>::epsilon())
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// Line and ray are collinear.
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return {};
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Vec2d s12 = s0 - r_point;
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double s_number = denominate(r_dir, s12);
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bool change_sign = false;
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if (d < 0.) {
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change_sign = true;
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d = -d;
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s_number = -s_number;
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}
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if (s_number < 0. || s_number > d)
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// Intersection outside of segment.
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return {};
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double r_number = denominate(segment_dir, s12);
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if (change_sign) r_number = -r_number;
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if (r_number < 0.)
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// Intersection before ray start.
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return {};
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return r_number / d;
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}
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Vec2d get_intersection(const Vec2d & point,
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const Vec2d & dir,
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const std::array<Vec2d, 3> &triangle)
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{
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std::optional<double> t;
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for (size_t i = 0; i < 3; ++i) {
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size_t i2 = i + 1;
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if (i2 == 3) i2 = 0;
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if (!t.has_value()) {
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t = ray_segment_intersection(point, dir, triangle[i],
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triangle[i2]);
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continue;
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}
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// small distance could be preccission inconsistance
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std::optional<double> t2 = ray_segment_intersection(point, dir,
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triangle[i],
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triangle[i2]);
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if (t2.has_value() && *t2 > *t) t = t2;
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}
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assert(t.has_value()); // Not found intersection.
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return point + dir * (*t);
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}
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Vec3d calc_hit_point(const igl::Hit & h,
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const Vec3i & triangle,
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const std::vector<Vec3f> &vertices)
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{
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double c1 = h.u;
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double c2 = h.v;
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double c0 = 1.0 - c1 - c2;
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Vec3d v0 = vertices[triangle[0]].cast<double>();
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Vec3d v1 = vertices[triangle[1]].cast<double>();
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Vec3d v2 = vertices[triangle[2]].cast<double>();
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return v0 * c0 + v1 * c1 + v2 * c2;
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}
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Vec3d calc_hit_point(const igl::Hit &h, indexed_triangle_set &its)
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{
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return calc_hit_point(h, its.indices[h.id], its.vertices);
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}
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} // namespace Private
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2021-10-21 06:36:38 +00:00
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#include <libslic3r/Utils.hpp>
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TEST_CASE("Emboss text", "[Emboss]")
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2021-10-19 10:39:16 +00:00
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{
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2021-10-21 06:36:38 +00:00
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std::string font_path = std::string(TEST_DATA_DIR) + "/fonts/NotoSans-Regular.ttf";
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char letter = '%';
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float flatness = 2.;
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2021-10-19 10:39:16 +00:00
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2021-10-21 06:36:38 +00:00
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std::optional<Emboss::Font> font = Emboss::load_font(font_path.c_str());
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2021-10-19 10:39:16 +00:00
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REQUIRE(font.has_value());
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std::optional<Emboss::Glyph> glyph = Emboss::letter2glyph(*font, letter, flatness);
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REQUIRE(glyph.has_value());
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ExPolygons shape = glyph->shape;
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REQUIRE(!shape.empty());
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float z_depth = 1.f;
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Emboss::ProjectZ projection(z_depth);
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indexed_triangle_set its = Emboss::polygons2model(shape, projection);
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CHECK(!its.indices.empty());
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2021-10-21 06:36:38 +00:00
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}
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2021-10-19 10:39:16 +00:00
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TEST_CASE("Test hit point", "[AABBTreeIndirect]")
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{
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indexed_triangle_set its;
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its.vertices = {
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Vec3f(1, 1, 1),
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Vec3f(2, 10, 2),
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Vec3f(10, 0, 2),
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};
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its.indices = {Vec3i(0, 2, 1)};
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auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
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its.vertices, its.indices);
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Vec3d ray_point(8, 1, 0);
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Vec3d ray_dir(0, 0, 1);
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igl::Hit hit;
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AABBTreeIndirect::intersect_ray_first_hit(its.vertices, its.indices, tree,
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ray_point, ray_dir, hit);
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Vec3d hp = Private::calc_hit_point(hit, its);
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CHECK(abs(hp.x() - ray_point.x()) < .1);
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CHECK(abs(hp.y() - ray_point.y()) < .1);
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}
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TEST_CASE("ray segment intersection", "[MeshBoolean]")
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{
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Vec2d r_point(1, 1);
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Vec2d r_dir(1, 0);
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// colinear
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(0, 0), Vec2d(2, 0)).has_value());
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 0), Vec2d(0, 0)).has_value());
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// before ray
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(0, 0), Vec2d(0, 2)).has_value());
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(0, 2), Vec2d(0, 0)).has_value());
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// above ray
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 2), Vec2d(2, 3)).has_value());
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 3), Vec2d(2, 2)).has_value());
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// belove ray
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 0), Vec2d(2, -1)).has_value());
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CHECK(!Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, -1), Vec2d(2, 0)).has_value());
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// intersection at [2,1] distance 1
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auto t1 = Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 0), Vec2d(2, 2));
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REQUIRE(t1.has_value());
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auto t2 = Private::ray_segment_intersection(r_point, r_dir, Vec2d(2, 2), Vec2d(2, 0));
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REQUIRE(t2.has_value());
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CHECK(abs(*t1 - *t2) < std::numeric_limits<double>::epsilon());
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}
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TEST_CASE("triangle intersection", "[]")
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{
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Vec2d point(1, 1);
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Vec2d dir(-1, 0);
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std::array<Vec2d, 3> triangle = {Vec2d(0, 0), Vec2d(5, 0), Vec2d(0, 5)};
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Vec2d i = Private::get_intersection(point, dir, triangle);
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CHECK(abs(i.x()) < std::numeric_limits<double>::epsilon());
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CHECK(abs(i.y() - 1.) < std::numeric_limits<double>::epsilon());
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}
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