PrusaSlicer-NonPlainar/src/libslic3r/TriangulateWall.hpp

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#ifndef TRIANGULATEWALL_HPP
#define TRIANGULATEWALL_HPP
#include "libslic3r/Polygon.hpp"
namespace Slic3r {
namespace trianglulate_wall_detail {
class Ring {
size_t idx = 0, nextidx = 1, startidx = 0, begin = 0, end = 0;
public:
explicit Ring(size_t from, size_t to) : begin(from), end(to) { init(begin); }
size_t size() const { return end - begin; }
std::pair<size_t, size_t> pos() const { return {idx, nextidx}; }
bool is_lower() const { return idx < size(); }
void inc()
{
if (nextidx != startidx) nextidx++;
if (nextidx == end) nextidx = begin;
idx ++;
if (idx == end) idx = begin;
}
void init(size_t pos)
{
startidx = begin + (pos - begin) % size();
idx = startidx;
nextidx = begin + (idx + 1 - begin) % size();
}
bool is_finished() const { return nextidx == idx; }
};
template<class Sc>
static Sc sq_dst(const Vec<3, Sc> &v1, const Vec<3, Sc>& v2)
{
Vec<3, Sc> v = v1 - v2;
return v.x() * v.x() + v.y() * v.y() /*+ v.z() * v.z()*/;
}
template<class Sc>
static Sc trscore(const Ring & onring,
const Ring & offring,
const std::vector<Vec<3, Sc>> &pts)
{
Sc a = sq_dst(pts[onring.pos().first], pts[offring.pos().first]);
Sc b = sq_dst(pts[onring.pos().second], pts[offring.pos().first]);
return (std::abs(a) + std::abs(b)) / 2.;
}
template<class Sc>
class Triangulator {
const std::vector<Vec<3, Sc>> *pts;
Ring *onring, *offring;
double calc_score() const
{
return trscore(*onring, *offring, *pts);
}
void synchronize_rings()
{
Ring lring = *offring;
auto minsc = trscore(*onring, lring, *pts);
size_t imin = lring.pos().first;
lring.inc();
while(!lring.is_finished()) {
double score = trscore(*onring, lring, *pts);
if (score < minsc) { minsc = score; imin = lring.pos().first; }
lring.inc();
}
offring->init(imin);
}
void emplace_indices(std::vector<Vec3i> &indices)
{
Vec3i tr{int(onring->pos().first), int(onring->pos().second),
int(offring->pos().first)};
if (onring->is_lower()) std::swap(tr(0), tr(1));
indices.emplace_back(tr);
}
public:
void run(std::vector<Vec3i> &indices)
{
synchronize_rings();
double score = 0, prev_score = 0;
while (!onring->is_finished() || !offring->is_finished()) {
prev_score = score;
if (onring->is_finished() || (score = calc_score()) > prev_score) {
std::swap(onring, offring);
} else {
emplace_indices(indices);
onring->inc();
}
}
}
explicit Triangulator(const std::vector<Vec<3, Sc>> *points,
Ring & lower,
Ring & upper)
: pts{points}, onring{&upper}, offring{&lower}
{}
};
} // namespace trianglulate_wall_detail
template<class Sc, class I>
void triangulate_wall(std::vector<Vec<3, Sc>> &pts,
std::vector<Vec<3, I>> & ind,
const Polygon & lower,
const Polygon & upper,
double lower_z_mm,
double upper_z_mm)
{
using namespace trianglulate_wall_detail;
if (upper.points.size() < 3 || lower.points.size() < 3) return;
pts.reserve(lower.points.size() + upper.points.size());
for (auto &p : lower.points)
pts.emplace_back(unscaled(p.x()), unscaled(p.y()), lower_z_mm);
for (auto &p : upper.points)
pts.emplace_back(unscaled(p.x()), unscaled(p.y()), upper_z_mm);
ind.reserve(2 * (lower.size() + upper.size()));
Ring lring{0, lower.points.size()}, uring{lower.points.size(), pts.size()};
Triangulator t{&pts, lring, uring};
t.run(ind);
}
//using Wall = std::pair<std::vector<Vec3d>, std::vector<Vec3i>>;
//Wall triangulate_wall(
// const Polygon & lower,
// const Polygon & upper,
// double lower_z_mm,
// double upper_z_mm);
//}
} // namespace Slic3r
#endif // TRIANGULATEWALL_HPP