PrusaSlicer-NonPlainar/src/libslic3r/TriangleMesh.hpp

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#ifndef slic3r_TriangleMesh_hpp_
#define slic3r_TriangleMesh_hpp_
#include "libslic3r.h"
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#include <admesh/stl.h>
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#include <functional>
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#include <vector>
#include "BoundingBox.hpp"
#include "Line.hpp"
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#include "Point.hpp"
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#include "Polygon.hpp"
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#include "ExPolygon.hpp"
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namespace Slic3r {
class TriangleMesh;
class TriangleMeshSlicer;
typedef std::vector<TriangleMesh*> TriangleMeshPtrs;
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class TriangleMesh
{
public:
TriangleMesh() : repaired(false) {}
TriangleMesh(const Pointf3s &points, const std::vector<Vec3i> &facets);
explicit TriangleMesh(const indexed_triangle_set &M);
void clear() { this->stl.clear(); this->its.clear(); this->repaired = false; }
bool ReadSTLFile(const char* input_file) { return stl_open(&stl, input_file); }
bool write_ascii(const char* output_file) { return stl_write_ascii(&this->stl, output_file, ""); }
bool write_binary(const char* output_file) { return stl_write_binary(&this->stl, output_file, ""); }
void repair(bool update_shared_vertices = true);
float volume();
void check_topology();
bool is_manifold() const { return this->stl.stats.connected_facets_3_edge == (int)this->stl.stats.number_of_facets; }
void WriteOBJFile(const char* output_file) const;
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void scale(float factor);
void scale(const Vec3d &versor);
void translate(float x, float y, float z);
void translate(const Vec3f &displacement);
void rotate(float angle, const Axis &axis);
void rotate(float angle, const Vec3d& axis);
void rotate_x(float angle) { this->rotate(angle, X); }
void rotate_y(float angle) { this->rotate(angle, Y); }
void rotate_z(float angle) { this->rotate(angle, Z); }
void mirror(const Axis &axis);
void mirror_x() { this->mirror(X); }
void mirror_y() { this->mirror(Y); }
void mirror_z() { this->mirror(Z); }
void transform(const Transform3d& t, bool fix_left_handed = false);
void transform(const Matrix3d& t, bool fix_left_handed = false);
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void align_to_origin();
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void rotate(double angle, Point* center);
TriangleMeshPtrs split() const;
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void merge(const TriangleMesh &mesh);
ExPolygons horizontal_projection() const;
const float* first_vertex() const { return this->stl.facet_start.empty() ? nullptr : &this->stl.facet_start.front().vertex[0](0); }
// 2D convex hull of a 3D mesh projected into the Z=0 plane.
Polygon convex_hull();
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BoundingBoxf3 bounding_box() const;
// Returns the bbox of this TriangleMesh transformed by the given transformation
BoundingBoxf3 transformed_bounding_box(const Transform3d &trafo) const;
// Return the size of the mesh in coordinates.
Vec3d size() const { return stl.stats.size.cast<double>(); }
/// Return the center of the related bounding box.
Vec3d center() const { return this->bounding_box().center(); }
// Returns the convex hull of this TriangleMesh
TriangleMesh convex_hull_3d() const;
// Slice this mesh at the provided Z levels and return the vector
std::vector<ExPolygons> slice(const std::vector<double>& z) const;
void reset_repair_stats();
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bool needed_repair() const;
void require_shared_vertices();
bool has_shared_vertices() const { return ! this->its.vertices.empty(); }
size_t facets_count() const { return this->stl.stats.number_of_facets; }
bool empty() const { return this->facets_count() == 0; }
bool is_splittable() const;
// Estimate of the memory occupied by this structure, important for keeping an eye on the Undo / Redo stack allocation.
size_t memsize() const;
// Release optional data from the mesh if the object is on the Undo / Redo stack only. Returns the amount of memory released.
size_t release_optional();
// Restore optional data possibly released by release_optional().
void restore_optional();
stl_file stl;
indexed_triangle_set its;
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bool repaired;
private:
std::deque<uint32_t> find_unvisited_neighbors(std::vector<unsigned char> &facet_visited) const;
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};
// Index of face indices incident with a vertex index.
struct VertexFaceIndex
{
public:
using iterator = std::vector<size_t>::const_iterator;
VertexFaceIndex(const indexed_triangle_set &its) { this->create(its); }
VertexFaceIndex() {}
void create(const indexed_triangle_set &its);
void clear() { m_vertex_to_face_start.clear(); m_vertex_faces_all.clear(); }
// Iterators of face indices incident with the input vertex_id.
iterator begin(size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id]; }
iterator end (size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id + 1]; }
// Vertex incidence.
size_t count(size_t vertex_id) const throw() { return m_vertex_to_face_start[vertex_id + 1] - m_vertex_to_face_start[vertex_id]; }
const Range<iterator> operator[](size_t vertex_id) const { return {begin(vertex_id), end(vertex_id)}; }
private:
std::vector<size_t> m_vertex_to_face_start;
std::vector<size_t> m_vertex_faces_all;
};
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// Map from a face edge to a unique edge identifier or -1 if no neighbor exists.
// Two neighbor faces share a unique edge identifier even if they are flipped.
// Used for chaining slice lines into polygons.
Renamed create_face_neighbors_index() to its_face_edge_ids(). Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par(). New variant of its_face_edge_ids() to create edge IDs from face neighbors. Fixed some incorrect use of _NDEBUG, it should be NDEBUG. PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons. Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons. TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated. New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation. TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers. When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps. When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure. GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3. Improved MMU painting refresh speed by optimizing generation of the vertex buffers. Refactored MMU segmentation - projection of painted surfaces from top / bottom. 1) Parallelized. 2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
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std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its);
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback);
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, const std::vector<bool> &face_mask);
Renamed create_face_neighbors_index() to its_face_edge_ids(). Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par(). New variant of its_face_edge_ids() to create edge IDs from face neighbors. Fixed some incorrect use of _NDEBUG, it should be NDEBUG. PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons. Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons. TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated. New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation. TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers. When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps. When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure. GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3. Improved MMU painting refresh speed by optimizing generation of the vertex buffers. Refactored MMU segmentation - projection of painted surfaces from top / bottom. 1) Parallelized. 2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
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// Having the face neighbors available, assign unique edge IDs to face edges for chaining of polygons over slices.
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, std::vector<Vec3i> &face_neighbors, bool assign_unbound_edges = false, int *num_edges = nullptr);
// Create index that gives neighbor faces for each face. Ignores face orientations.
Renamed create_face_neighbors_index() to its_face_edge_ids(). Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par(). New variant of its_face_edge_ids() to create edge IDs from face neighbors. Fixed some incorrect use of _NDEBUG, it should be NDEBUG. PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons. Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons. TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated. New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation. TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers. When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps. When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure. GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3. Improved MMU painting refresh speed by optimizing generation of the vertex buffers. Refactored MMU segmentation - projection of painted surfaces from top / bottom. 1) Parallelized. 2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
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std::vector<Vec3i> its_face_neighbors(const indexed_triangle_set &its);
std::vector<Vec3i> its_face_neighbors_par(const indexed_triangle_set &its);
// After applying a transformation with negative determinant, flip the faces to keep the transformed mesh volume positive.
void its_flip_triangles(indexed_triangle_set &its);
// Merge duplicate vertices, return number of vertices removed.
// This function will happily create non-manifolds if more than two faces share the same vertex position
// or more than two faces share the same edge position!
int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
// Remove degenerate faces, return number of faces removed.
int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit = true);
// Remove vertices, which none of the faces references. Return number of freed vertices.
int its_compactify_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
std::vector<indexed_triangle_set> its_split(const indexed_triangle_set &its);
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bool its_is_splittable(const indexed_triangle_set &its);
// Shrink the vectors of its.vertices and its.faces to a minimum size by reallocating the two vectors.
void its_shrink_to_fit(indexed_triangle_set &its);
// For convex hull calculation: Transform mesh, trim it by the Z plane and collect all vertices. Duplicate vertices will be produced.
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Matrix3f &m, const float z, Points &all_pts);
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Transform3f &t, const float z, Points &all_pts);
// Calculate 2D convex hull of a transformed and clipped mesh. Uses the function above.
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Matrix3f &m, const float z);
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Transform3f &t, const float z);
Renamed create_face_neighbors_index() to its_face_edge_ids(). Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par(). New variant of its_face_edge_ids() to create edge IDs from face neighbors. Fixed some incorrect use of _NDEBUG, it should be NDEBUG. PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons. Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons. TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated. New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation. TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers. When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps. When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure. GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3. Improved MMU painting refresh speed by optimizing generation of the vertex buffers. Refactored MMU segmentation - projection of painted surfaces from top / bottom. 1) Parallelized. 2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
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// Index of a vertex inside triangle_indices.
inline int its_triangle_vertex_index(const stl_triangle_vertex_indices &triangle_indices, int vertex_idx)
{
return vertex_idx == triangle_indices[0] ? 0 :
vertex_idx == triangle_indices[1] ? 1 :
vertex_idx == triangle_indices[2] ? 2 : -1;
}
inline Vec2i its_triangle_edge(const stl_triangle_vertex_indices &triangle_indices, int edge_idx)
{
int next_edge_idx = (edge_idx == 2) ? 0 : edge_idx + 1;
return { triangle_indices[edge_idx], triangle_indices[next_edge_idx] };
}
// Index of an edge inside triangle.
inline int its_triangle_edge_index(const stl_triangle_vertex_indices &triangle_indices, const Vec2i &triangle_edge)
{
return triangle_edge(0) == triangle_indices[0] && triangle_edge(1) == triangle_indices[1] ? 0 :
triangle_edge(0) == triangle_indices[1] && triangle_edge(1) == triangle_indices[2] ? 1 :
triangle_edge(0) == triangle_indices[2] && triangle_edge(1) == triangle_indices[0] ? 2 : -1;
}
using its_triangle = std::array<stl_vertex, 3>;
inline its_triangle its_triangle_vertices(const indexed_triangle_set &its,
size_t face_id)
{
return {its.vertices[its.indices[face_id](0)],
its.vertices[its.indices[face_id](1)],
its.vertices[its.indices[face_id](2)]};
}
inline stl_normal its_unnormalized_normal(const indexed_triangle_set &its,
size_t face_id)
{
its_triangle tri = its_triangle_vertices(its, face_id);
return (tri[1] - tri[0]).cross(tri[2] - tri[0]);
}
float its_volume(const indexed_triangle_set &its);
void its_merge(indexed_triangle_set &A, const indexed_triangle_set &B);
void its_merge(indexed_triangle_set &A, const std::vector<Vec3f> &triangles);
void its_merge(indexed_triangle_set &A, const Pointf3s &triangles);
indexed_triangle_set its_make_cube(double x, double y, double z);
TriangleMesh make_cube(double x, double y, double z);
// Generate a TriangleMesh of a cylinder
indexed_triangle_set its_make_cylinder(double r, double h, double fa=(2*PI/360));
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TriangleMesh make_cylinder(double r, double h, double fa=(2*PI/360));
indexed_triangle_set its_make_sphere(double rho, double fa=(2*PI/360));
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TriangleMesh make_cone(double r, double h, double fa=(2*PI/360));
TriangleMesh make_sphere(double rho, double fa=(2*PI/360));
inline BoundingBoxf3 bounding_box(const TriangleMesh &m) { return m.bounding_box(); }
inline BoundingBoxf3 bounding_box(const indexed_triangle_set& its)
{
if (its.vertices.empty())
return {};
Vec3f bmin = its.vertices.front(), bmax = its.vertices.front();
for (const Vec3f &p : its.vertices) {
bmin = p.cwiseMin(bmin);
bmax = p.cwiseMax(bmax);
}
return {bmin.cast<double>(), bmax.cast<double>()};
}
}
// Serialization through the Cereal library
#include <cereal/access.hpp>
namespace cereal {
template <class Archive> struct specialize<Archive, Slic3r::TriangleMesh, cereal::specialization::non_member_load_save> {};
template<class Archive> void load(Archive &archive, Slic3r::TriangleMesh &mesh) {
stl_file &stl = mesh.stl;
stl.stats.type = inmemory;
archive(stl.stats.number_of_facets, stl.stats.original_num_facets);
stl_allocate(&stl);
archive.loadBinary((char*)stl.facet_start.data(), stl.facet_start.size() * 50);
stl_get_size(&stl);
mesh.repair();
}
template<class Archive> void save(Archive &archive, const Slic3r::TriangleMesh &mesh) {
const stl_file& stl = mesh.stl;
archive(stl.stats.number_of_facets, stl.stats.original_num_facets);
archive.saveBinary((char*)stl.facet_start.data(), stl.facet_start.size() * 50);
}
}
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#endif