PrusaSlicer-NonPlainar/src/libslic3r/SLA/Common.cpp

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#include <cmath>
#include <libslic3r/SLA/Common.hpp>
#include <libslic3r/SLA/Concurrency.hpp>
#include <libslic3r/SLA/SpatIndex.hpp>
#include <libslic3r/SLA/EigenMesh3D.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
#include <libslic3r/SLA/Clustering.hpp>
#include <libslic3r/AABBTreeIndirect.hpp>
// for concave hull merging decisions
#include <libslic3r/SLA/BoostAdapter.hpp>
#include "boost/geometry/index/rtree.hpp"
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#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable: 4244)
#pragma warning(disable: 4267)
#endif
#include <igl/remove_duplicate_vertices.h>
#ifdef SLIC3R_HOLE_RAYCASTER
#include <libslic3r/SLA/Hollowing.hpp>
#endif
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#ifdef _MSC_VER
#pragma warning(pop)
#endif
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namespace Slic3r {
namespace sla {
/* **************************************************************************
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* PointIndex implementation
* ************************************************************************** */
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class PointIndex::Impl {
public:
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using BoostIndex = boost::geometry::index::rtree< PointIndexEl,
boost::geometry::index::rstar<16, 4> /* ? */ >;
BoostIndex m_store;
};
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PointIndex::PointIndex(): m_impl(new Impl()) {}
PointIndex::~PointIndex() {}
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PointIndex::PointIndex(const PointIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
PointIndex::PointIndex(PointIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
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PointIndex& PointIndex::operator=(const PointIndex &cpy)
{
m_impl.reset(new Impl(*cpy.m_impl));
return *this;
}
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PointIndex& PointIndex::operator=(PointIndex &&cpy)
{
m_impl.swap(cpy.m_impl);
return *this;
}
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void PointIndex::insert(const PointIndexEl &el)
{
m_impl->m_store.insert(el);
}
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bool PointIndex::remove(const PointIndexEl& el)
{
return m_impl->m_store.remove(el) == 1;
}
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std::vector<PointIndexEl>
PointIndex::query(std::function<bool(const PointIndexEl &)> fn) const
{
namespace bgi = boost::geometry::index;
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std::vector<PointIndexEl> ret;
m_impl->m_store.query(bgi::satisfies(fn), std::back_inserter(ret));
return ret;
}
std::vector<PointIndexEl> PointIndex::nearest(const Vec3d &el, unsigned k = 1) const
{
namespace bgi = boost::geometry::index;
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std::vector<PointIndexEl> ret; ret.reserve(k);
m_impl->m_store.query(bgi::nearest(el, k), std::back_inserter(ret));
return ret;
}
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size_t PointIndex::size() const
{
return m_impl->m_store.size();
}
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void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn)
{
for(auto& el : m_impl->m_store) fn(el);
}
void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn) const
{
for(const auto &el : m_impl->m_store) fn(el);
}
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/* **************************************************************************
* BoxIndex implementation
* ************************************************************************** */
class BoxIndex::Impl {
public:
using BoostIndex = boost::geometry::index::
rtree<BoxIndexEl, boost::geometry::index::rstar<16, 4> /* ? */>;
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BoostIndex m_store;
};
BoxIndex::BoxIndex(): m_impl(new Impl()) {}
BoxIndex::~BoxIndex() {}
BoxIndex::BoxIndex(const BoxIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
BoxIndex::BoxIndex(BoxIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
BoxIndex& BoxIndex::operator=(const BoxIndex &cpy)
{
m_impl.reset(new Impl(*cpy.m_impl));
return *this;
}
BoxIndex& BoxIndex::operator=(BoxIndex &&cpy)
{
m_impl.swap(cpy.m_impl);
return *this;
}
void BoxIndex::insert(const BoxIndexEl &el)
{
m_impl->m_store.insert(el);
}
bool BoxIndex::remove(const BoxIndexEl& el)
{
return m_impl->m_store.remove(el) == 1;
}
std::vector<BoxIndexEl> BoxIndex::query(const BoundingBox &qrbb,
BoxIndex::QueryType qt)
{
namespace bgi = boost::geometry::index;
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std::vector<BoxIndexEl> ret; ret.reserve(m_impl->m_store.size());
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switch (qt) {
case qtIntersects:
m_impl->m_store.query(bgi::intersects(qrbb), std::back_inserter(ret));
break;
case qtWithin:
m_impl->m_store.query(bgi::within(qrbb), std::back_inserter(ret));
}
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return ret;
}
size_t BoxIndex::size() const
{
return m_impl->m_store.size();
}
void BoxIndex::foreach(std::function<void (const BoxIndexEl &)> fn)
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{
for(auto& el : m_impl->m_store) fn(el);
}
/* ****************************************************************************
* EigenMesh3D implementation
* ****************************************************************************/
class EigenMesh3D::AABBImpl {
private:
AABBTreeIndirect::Tree3f m_tree;
public:
void init(const TriangleMesh& tm)
{
m_tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
tm.its.vertices, tm.its.indices);
}
void intersect_ray(const TriangleMesh& tm,
const Vec3d& s, const Vec3d& dir, igl::Hit& hit)
{
AABBTreeIndirect::intersect_ray_first_hit(tm.its.vertices,
tm.its.indices,
m_tree,
s, dir, hit);
}
void intersect_ray(const TriangleMesh& tm,
const Vec3d& s, const Vec3d& dir, std::vector<igl::Hit>& hits)
{
AABBTreeIndirect::intersect_ray_all_hits(tm.its.vertices,
tm.its.indices,
m_tree,
s, dir, hits);
}
double squared_distance(const TriangleMesh& tm,
const Vec3d& point, int& i, Eigen::Matrix<double, 1, 3>& closest) {
size_t idx_unsigned = 0;
Vec3d closest_vec3d(closest);
double dist = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
tm.its.vertices,
tm.its.indices,
m_tree, point, idx_unsigned, closest_vec3d);
i = int(idx_unsigned);
closest = closest_vec3d;
return dist;
}
};
static const constexpr double MESH_EPS = 1e-6;
void to_eigen_mesh(const TriangleMesh &tmesh, Eigen::MatrixXd &V, Eigen::MatrixXi &F)
{
const stl_file& stl = tmesh.stl;
V.resize(3*stl.stats.number_of_facets, 3);
F.resize(stl.stats.number_of_facets, 3);
for (unsigned int i = 0; i < stl.stats.number_of_facets; ++i) {
const stl_facet &facet = stl.facet_start[i];
V.block<1, 3>(3 * i + 0, 0) = facet.vertex[0].cast<double>();
V.block<1, 3>(3 * i + 1, 0) = facet.vertex[1].cast<double>();
V.block<1, 3>(3 * i + 2, 0) = facet.vertex[2].cast<double>();
F(i, 0) = int(3*i+0);
F(i, 1) = int(3*i+1);
F(i, 2) = int(3*i+2);
}
if (!tmesh.has_shared_vertices())
{
Eigen::MatrixXd rV;
Eigen::MatrixXi rF;
// We will convert this to a proper 3d mesh with no duplicate points.
Eigen::VectorXi SVI, SVJ;
igl::remove_duplicate_vertices(V, F, MESH_EPS, rV, SVI, SVJ, rF);
V = std::move(rV);
F = std::move(rF);
}
}
void to_triangle_mesh(const Eigen::MatrixXd &V, const Eigen::MatrixXi &F, TriangleMesh &out);
#if 0
Does this function really work? There seems to be an issue with it.
Currently it is not used anywhere, this way it stays visible but
trigger linking error when attempting to use it.
{
Pointf3s points(size_t(V.rows()));
std::vector<Vec3i> facets(size_t(F.rows()));
for (Eigen::Index i = 0; i < V.rows(); ++i)
points[size_t(i)] = V.row(i);
for (Eigen::Index i = 0; i < F.rows(); ++i)
facets[size_t(i)] = F.row(i);
out = {points, facets};
}
#endif
EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh)
: m_aabb(new AABBImpl()), m_tm(tmesh)
{
auto&& bb = tmesh.bounding_box();
m_ground_level += bb.min(Z);
// Build the AABB accelaration tree
m_aabb->init(tmesh);
}
EigenMesh3D::~EigenMesh3D() {}
EigenMesh3D::EigenMesh3D(const EigenMesh3D &other):
m_tm(other.m_tm), m_ground_level(other.m_ground_level),
m_aabb( new AABBImpl(*other.m_aabb) ) {}
/*EigenMesh3D::EigenMesh3D(const Contour3D &other)
{
m_V.resize(Eigen::Index(other.points.size()), 3);
m_F.resize(Eigen::Index(other.faces3.size() + 2 * other.faces4.size()), 3);
for (Eigen::Index i = 0; i < Eigen::Index(other.points.size()); ++i)
m_V.row(i) = other.points[size_t(i)];
for (Eigen::Index i = 0; i < Eigen::Index(other.faces3.size()); ++i)
m_F.row(i) = other.faces3[size_t(i)];
size_t N = other.faces3.size() + 2 * other.faces4.size();
for (size_t i = other.faces3.size(); i < N; i += 2) {
size_t quad_idx = (i - other.faces3.size()) / 2;
auto & quad = other.faces4[quad_idx];
m_F.row(Eigen::Index(i)) = Vec3i{quad(0), quad(1), quad(2)};
m_F.row(Eigen::Index(i + 1)) = Vec3i{quad(2), quad(3), quad(0)};
}
}*/
EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
{
m_tm = other.m_tm;
m_ground_level = other.m_ground_level;
m_aabb.reset(new AABBImpl(*other.m_aabb)); return *this;
}
EigenMesh3D &EigenMesh3D::operator=(EigenMesh3D &&other) = default;
EigenMesh3D::EigenMesh3D(EigenMesh3D &&other) = default;
EigenMesh3D::hit_result
EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
{
assert(is_approx(dir.norm(), 1.));
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igl::Hit hit;
hit.t = std::numeric_limits<float>::infinity();
#ifdef SLIC3R_HOLE_RAYCASTER
if (! m_holes.empty()) {
// If there are holes, the hit_results will be made by
// query_ray_hits (object) and filter_hits (holes):
return filter_hits(query_ray_hits(s, dir));
}
#endif
m_aabb->intersect_ray(m_tm, s, dir, hit);
hit_result ret(*this);
ret.m_t = double(hit.t);
ret.m_dir = dir;
ret.m_source = s;
if(!std::isinf(hit.t) && !std::isnan(hit.t)) {
ret.m_normal = this->normal_by_face_id(hit.id);
ret.m_face_id = hit.id;
}
return ret;
}
std::vector<EigenMesh3D::hit_result>
EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
{
std::vector<EigenMesh3D::hit_result> outs;
std::vector<igl::Hit> hits;
m_aabb->intersect_ray(m_tm, s, dir, hits);
// The sort is necessary, the hits are not always sorted.
std::sort(hits.begin(), hits.end(),
[](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
// Remove duplicates. They sometimes appear, for example when the ray is cast
// along an axis of a cube due to floating-point approximations in igl (?)
hits.erase(std::unique(hits.begin(), hits.end(),
[](const igl::Hit& a, const igl::Hit& b)
{ return a.t == b.t; }),
hits.end());
// Convert the igl::Hit into hit_result
outs.reserve(hits.size());
for (const igl::Hit& hit : hits) {
outs.emplace_back(EigenMesh3D::hit_result(*this));
outs.back().m_t = double(hit.t);
outs.back().m_dir = dir;
outs.back().m_source = s;
if(!std::isinf(hit.t) && !std::isnan(hit.t)) {
outs.back().m_normal = this->normal_by_face_id(hit.id);
outs.back().m_face_id = hit.id;
}
}
return outs;
}
#ifdef SLIC3R_HOLE_RAYCASTER
EigenMesh3D::hit_result EigenMesh3D::filter_hits(
const std::vector<EigenMesh3D::hit_result>& object_hits) const
{
assert(! m_holes.empty());
hit_result out(*this);
if (object_hits.empty())
return out;
const Vec3d& s = object_hits.front().source();
const Vec3d& dir = object_hits.front().direction();
// A helper struct to save an intersetion with a hole
struct HoleHit {
HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
t(t_p), normal(normal_p), entry(entry_p) {}
float t;
Vec3d normal;
bool entry;
};
std::vector<HoleHit> hole_isects;
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hole_isects.reserve(m_holes.size());
auto sf = s.cast<float>();
auto dirf = dir.cast<float>();
// Collect hits on all holes, preserve information about entry/exit
for (const sla::DrainHole& hole : m_holes) {
std::array<std::pair<float, Vec3d>, 2> isects;
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if (hole.get_intersections(sf, dirf, isects)) {
// Ignore hole hits behind the source
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if (isects[0].first > 0.f) hole_isects.emplace_back(isects[0].first, isects[0].second, true);
if (isects[1].first > 0.f) hole_isects.emplace_back(isects[1].first, isects[1].second, false);
}
}
// Holes can intersect each other, sort the hits by t
std::sort(hole_isects.begin(), hole_isects.end(),
[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
// Now inspect the intersections with object and holes, in the order of
// increasing distance. Keep track how deep are we nested in mesh/holes and
// pick the correct intersection.
// This needs to be done twice - first to find out how deep in the structure
// the source is, then to pick the correct intersection.
int hole_nested = 0;
int object_nested = 0;
for (int dry_run=1; dry_run>=0; --dry_run) {
hole_nested = -hole_nested;
object_nested = -object_nested;
bool is_hole = false;
bool is_entry = false;
const HoleHit* next_hole_hit = hole_isects.empty() ? nullptr : &hole_isects.front();
const hit_result* next_mesh_hit = &object_hits.front();
while (next_hole_hit || next_mesh_hit) {
if (next_hole_hit && next_mesh_hit) // still have hole and obj hits
is_hole = (next_hole_hit->t < next_mesh_hit->m_t);
else
is_hole = next_hole_hit; // one or the other ran out
// Is this entry or exit hit?
is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
if (! dry_run) {
if (! is_hole && hole_nested == 0) {
// This is a valid object hit
return *next_mesh_hit;
}
if (is_hole && ! is_entry && object_nested != 0) {
// This holehit is the one we seek
out.m_t = next_hole_hit->t;
out.m_normal = next_hole_hit->normal;
out.m_source = s;
out.m_dir = dir;
return out;
}
}
// Increase/decrease the counter
(is_hole ? hole_nested : object_nested) += (is_entry ? 1 : -1);
// Advance the respective pointer
if (is_hole && next_hole_hit++ == &hole_isects.back())
next_hole_hit = nullptr;
if (! is_hole && next_mesh_hit++ == &object_hits.back())
next_mesh_hit = nullptr;
}
}
// if we got here, the ray ended up in infinity
return out;
}
#endif
double EigenMesh3D::squared_distance(const Vec3d &p, int& i, Vec3d& c) const {
double sqdst = 0;
Eigen::Matrix<double, 1, 3> pp = p;
Eigen::Matrix<double, 1, 3> cc;
sqdst = m_aabb->squared_distance(m_tm, pp, i, cc);
c = cc;
return sqdst;
}
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/* ****************************************************************************
* Misc functions
* ****************************************************************************/
namespace {
bool point_on_edge(const Vec3d& p, const Vec3d& e1, const Vec3d& e2,
double eps = 0.05)
{
using Line3D = Eigen::ParametrizedLine<double, 3>;
auto line = Line3D::Through(e1, e2);
double d = line.distance(p);
return std::abs(d) < eps;
}
template<class Vec> double distance(const Vec& pp1, const Vec& pp2) {
auto p = pp2 - pp1;
return std::sqrt(p.transpose() * p);
}
}
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PointSet normals(const PointSet& points,
const EigenMesh3D& mesh,
double eps,
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std::function<void()> thr, // throw on cancel
const std::vector<unsigned>& pt_indices)
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{
if (points.rows() == 0 || mesh.vertices().empty() || mesh.indices().empty())
return {};
std::vector<unsigned> range = pt_indices;
if (range.empty()) {
range.resize(size_t(points.rows()), 0);
std::iota(range.begin(), range.end(), 0);
}
PointSet ret(range.size(), 3);
// for (size_t ridx = 0; ridx < range.size(); ++ridx)
ccr::enumerate(
range.begin(), range.end(),
[&ret, &mesh, &points, thr, eps](unsigned el, size_t ridx) {
thr();
auto eidx = Eigen::Index(el);
int faceid = 0;
Vec3d p;
mesh.squared_distance(points.row(eidx), faceid, p);
auto trindex = mesh.indices(faceid);
const Vec3d &p1 = mesh.vertices(trindex(0)).cast<double>();
const Vec3d &p2 = mesh.vertices(trindex(1)).cast<double>();
const Vec3d &p3 = mesh.vertices(trindex(2)).cast<double>();
// We should check if the point lies on an edge of the hosting
// triangle. If it does then all the other triangles using the
// same two points have to be searched and the final normal should
// be some kind of aggregation of the participating triangle
// normals. We should also consider the cases where the support
// point lies right on a vertex of its triangle. The procedure is
// the same, get the neighbor triangles and calculate an average
// normal.
// mark the vertex indices of the edge. ia and ib marks and edge
// ic will mark a single vertex.
int ia = -1, ib = -1, ic = -1;
if (std::abs(distance(p, p1)) < eps) {
ic = trindex(0);
} else if (std::abs(distance(p, p2)) < eps) {
ic = trindex(1);
} else if (std::abs(distance(p, p3)) < eps) {
ic = trindex(2);
} else if (point_on_edge(p, p1, p2, eps)) {
ia = trindex(0);
ib = trindex(1);
} else if (point_on_edge(p, p2, p3, eps)) {
ia = trindex(1);
ib = trindex(2);
} else if (point_on_edge(p, p1, p3, eps)) {
ia = trindex(0);
ib = trindex(2);
}
// vector for the neigboring triangles including the detected one.
std::vector<Vec3i> neigh;
if (ic >= 0) { // The point is right on a vertex of the triangle
for (size_t n = 0; n < mesh.indices().size(); ++n) {
thr();
Vec3i ni = mesh.indices(n);
if ((ni(X) == ic || ni(Y) == ic || ni(Z) == ic))
neigh.emplace_back(ni);
}
} else if (ia >= 0 && ib >= 0) { // the point is on and edge
// now get all the neigboring triangles
for (size_t n = 0; n < mesh.indices().size(); ++n) {
thr();
Vec3i ni = mesh.indices(n);
if ((ni(X) == ia || ni(Y) == ia || ni(Z) == ia) &&
(ni(X) == ib || ni(Y) == ib || ni(Z) == ib))
neigh.emplace_back(ni);
}
}
// Calculate the normals for the neighboring triangles
std::vector<Vec3d> neighnorms;
neighnorms.reserve(neigh.size());
for (const Vec3i &tri : neigh) {
const Vec3d & pt1 = mesh.vertices(tri(0)).cast<double>();
const Vec3d & pt2 = mesh.vertices(tri(1)).cast<double>();
const Vec3d & pt3 = mesh.vertices(tri(2)).cast<double>();
Eigen::Vector3d U = pt2 - pt1;
Eigen::Vector3d V = pt3 - pt1;
neighnorms.emplace_back(U.cross(V).normalized());
}
// Throw out duplicates. They would cause trouble with summing. We
// will use std::unique which works on sorted ranges. We will sort
// by the coefficient-wise sum of the normals. It should force the
// same elements to be consecutive.
std::sort(neighnorms.begin(), neighnorms.end(),
[](const Vec3d &v1, const Vec3d &v2) {
return v1.sum() < v2.sum();
});
auto lend = std::unique(neighnorms.begin(), neighnorms.end(),
[](const Vec3d &n1, const Vec3d &n2) {
// Compare normals for equivalence.
// This is controvers stuff.
auto deq = [](double a, double b) {
return std::abs(a - b) < 1e-3;
};
return deq(n1(X), n2(X)) &&
deq(n1(Y), n2(Y)) &&
deq(n1(Z), n2(Z));
});
if (!neighnorms.empty()) { // there were neighbors to count with
// sum up the normals and then normalize the result again.
// This unification seems to be enough.
Vec3d sumnorm(0, 0, 0);
sumnorm = std::accumulate(neighnorms.begin(), lend, sumnorm);
sumnorm.normalize();
ret.row(long(ridx)) = sumnorm;
} else { // point lies safely within its triangle
Eigen::Vector3d U = p2 - p1;
Eigen::Vector3d V = p3 - p1;
ret.row(long(ridx)) = U.cross(V).normalized();
}
});
return ret;
}
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namespace bgi = boost::geometry::index;
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using Index3D = bgi::rtree< PointIndexEl, bgi::rstar<16, 4> /* ? */ >;
namespace {
bool cmp_ptidx_elements(const PointIndexEl& e1, const PointIndexEl& e2)
{
return e1.second < e2.second;
};
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ClusteredPoints cluster(Index3D &sindex,
unsigned max_points,
std::function<std::vector<PointIndexEl>(
const Index3D &, const PointIndexEl &)> qfn)
{
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using Elems = std::vector<PointIndexEl>;
// Recursive function for visiting all the points in a given distance to
// each other
std::function<void(Elems&, Elems&)> group =
[&sindex, &group, max_points, qfn](Elems& pts, Elems& cluster)
{
for(auto& p : pts) {
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std::vector<PointIndexEl> tmp = qfn(sindex, p);
std::sort(tmp.begin(), tmp.end(), cmp_ptidx_elements);
Elems newpts;
std::set_difference(tmp.begin(), tmp.end(),
cluster.begin(), cluster.end(),
std::back_inserter(newpts), cmp_ptidx_elements);
int c = max_points && newpts.size() + cluster.size() > max_points?
int(max_points - cluster.size()) : int(newpts.size());
cluster.insert(cluster.end(), newpts.begin(), newpts.begin() + c);
std::sort(cluster.begin(), cluster.end(), cmp_ptidx_elements);
if(!newpts.empty() && (!max_points || cluster.size() < max_points))
group(newpts, cluster);
}
};
std::vector<Elems> clusters;
for(auto it = sindex.begin(); it != sindex.end();) {
Elems cluster = {};
Elems pts = {*it};
group(pts, cluster);
for(auto& c : cluster) sindex.remove(c);
it = sindex.begin();
clusters.emplace_back(cluster);
}
ClusteredPoints result;
for(auto& cluster : clusters) {
result.emplace_back();
for(auto c : cluster) result.back().emplace_back(c.second);
}
return result;
}
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std::vector<PointIndexEl> distance_queryfn(const Index3D& sindex,
const PointIndexEl& p,
double dist,
unsigned max_points)
{
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std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
sindex.query(
bgi::nearest(p.first, max_points),
std::back_inserter(tmp)
);
for(auto it = tmp.begin(); it < tmp.end(); ++it)
if(distance(p.first, it->first) > dist) it = tmp.erase(it);
return tmp;
}
} // namespace
// Clustering a set of points by the given criteria
ClusteredPoints cluster(
const std::vector<unsigned>& indices,
std::function<Vec3d(unsigned)> pointfn,
double dist,
unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
// Build the index
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for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
return cluster(sindex, max_points,
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[dist, max_points](const Index3D& sidx, const PointIndexEl& p)
{
return distance_queryfn(sidx, p, dist, max_points);
});
}
// Clustering a set of points by the given criteria
ClusteredPoints cluster(
const std::vector<unsigned>& indices,
std::function<Vec3d(unsigned)> pointfn,
std::function<bool(const PointIndexEl&, const PointIndexEl&)> predicate,
unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
// Build the index
for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
return cluster(sindex, max_points,
[max_points, predicate](const Index3D& sidx, const PointIndexEl& p)
{
std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
sidx.query(bgi::satisfies([p, predicate](const PointIndexEl& e){
return predicate(p, e);
}), std::back_inserter(tmp));
return tmp;
});
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}
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ClusteredPoints cluster(const PointSet& pts, double dist, unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
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// Build the index
for(Eigen::Index i = 0; i < pts.rows(); i++)
sindex.insert(std::make_pair(Vec3d(pts.row(i)), unsigned(i)));
return cluster(sindex, max_points,
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[dist, max_points](const Index3D& sidx, const PointIndexEl& p)
{
return distance_queryfn(sidx, p, dist, max_points);
});
}
} // namespace sla
} // namespace Slic3r