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#ifndef SLA_EIGENMESH3D_H
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#define SLA_EIGENMESH3D_H
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#include <libslic3r/SLA/Common.hpp>
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namespace Slic3r {
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class TriangleMesh;
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namespace sla {
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struct Contour3D;
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struct DrainHole;
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/// An index-triangle structure for libIGL functions. Also serves as an
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/// alternative (raw) input format for the SLASupportTree.
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// Implemented in libslic3r/SLA/Common.cpp
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class EigenMesh3D {
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class AABBImpl;
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Eigen::MatrixXd m_V;
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Eigen::MatrixXi m_F;
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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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public:
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EigenMesh3D(const TriangleMesh&);
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EigenMesh3D(const EigenMesh3D& other);
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EigenMesh3D(const Contour3D &other);
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EigenMesh3D& operator=(const EigenMesh3D&);
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~EigenMesh3D();
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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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inline const Eigen::MatrixXd& V() const { return m_V; }
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inline const Eigen::MatrixXi& F() const { return m_F; }
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// Result of a raycast
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class hit_result {
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double m_t = std::nan("");
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int m_face_id = -1;
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const EigenMesh3D *m_mesh = nullptr;
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Vec3d m_dir;
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Vec3d m_source;
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friend class EigenMesh3D;
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// A valid object of this class can only be obtained from
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// EigenMesh3D::query_ray_hit method.
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explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {}
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public:
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// This can create a placeholder object which is invalid (not created
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// by a query_ray_hit call) but the distance can be preset to
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// a specific value for distinguishing the placeholder.
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inline hit_result(double val = std::nan("")): 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 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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// Hit_result can decay into a double as the hit distance.
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inline operator double() const { return distance(); }
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inline Vec3d normal() const {
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if(m_face_id < 0 || !is_valid()) return {};
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auto trindex = m_mesh->m_F.row(m_face_id);
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const Vec3d& p1 = m_mesh->V().row(trindex(0));
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const Vec3d& p2 = m_mesh->V().row(trindex(1));
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const Vec3d& p3 = m_mesh->V().row(trindex(2));
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Eigen::Vector3d U = p2 - p1;
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Eigen::Vector3d V = p3 - p1;
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return U.cross(V).normalized();
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}
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inline bool is_inside() {
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return m_face_id >= 0 && normal().dot(m_dir) > 0;
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}
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};
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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,
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const Vec3d &dir,
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const std::vector<DrainHole>* holes = nullptr) 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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class si_result {
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double m_value;
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int m_fidx;
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Vec3d m_p;
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si_result(double val, int i, const Vec3d& c):
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m_value(val), m_fidx(i), m_p(c) {}
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friend class EigenMesh3D;
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public:
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si_result() = delete;
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double value() const { return m_value; }
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operator double() const { return m_value; }
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const Vec3d& point_on_mesh() const { return m_p; }
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int F_idx() const { return m_fidx; }
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};
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#ifdef SLIC3R_SLA_NEEDS_WINDTREE
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// The signed distance from a point to the mesh. Outputs the distance,
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// the index of the triangle and the closest point in mesh coordinate space.
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si_result signed_distance(const Vec3d& p) const;
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bool inside(const Vec3d& p) const;
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#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
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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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};
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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 EigenMesh3D& 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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}} // namespace Slic3r::sla
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#endif // EIGENMESH3D_H
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