SLA gimzmo: Sharing the Mesh's indexed triangle set with IGL AABB
structure directly, without having to make a copy.
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@ -27,6 +27,7 @@ GLGizmoSlaSupports::GLGizmoSlaSupports(GLCanvas3D& parent, unsigned int sprite_i
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: GLGizmoBase(parent, sprite_id)
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#endif // ENABLE_SVG_ICONS
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, m_quadric(nullptr)
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, m_its(nullptr)
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{
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m_quadric = ::gluNewQuadric();
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if (m_quadric != nullptr)
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@ -379,36 +380,24 @@ bool GLGizmoSlaSupports::is_point_clipped(const Vec3d& point) const
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bool GLGizmoSlaSupports::is_mesh_update_necessary() const
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{
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return ((m_state == On) && (m_model_object != nullptr) && !m_model_object->instances.empty())
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&& ((m_model_object->id() != m_current_mesh_model_id) || m_V.size()==0);
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&& ((m_model_object->id() != m_current_mesh_model_id) || m_its == nullptr);
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}
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void GLGizmoSlaSupports::update_mesh()
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{
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wxBusyCursor wait;
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Eigen::MatrixXf& V = m_V;
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Eigen::MatrixXi& F = m_F;
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// We rely on SLA model object having a single volume,
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// this way we can use that mesh directly.
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// This mesh does not account for the possible Z up SLA offset.
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m_mesh = &m_model_object->volumes.front()->mesh;
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const_cast<TriangleMesh*>(m_mesh)->require_shared_vertices(); // TriangleMeshSlicer needs this
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const stl_file& stl = m_mesh->stl;
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V.resize(3 * stl.stats.number_of_facets, 3);
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F.resize(stl.stats.number_of_facets, 3);
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for (unsigned int i=0; i<stl.stats.number_of_facets; ++i) {
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const stl_facet &facet = stl.facet_start[i];
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V.block<1, 3>(3 * i + 0, 0) = facet.vertex[0];
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V.block<1, 3>(3 * i + 1, 0) = facet.vertex[1];
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V.block<1, 3>(3 * i + 2, 0) = facet.vertex[2];
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F(i, 0) = 3*i+0;
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F(i, 1) = 3*i+1;
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F(i, 2) = 3*i+2;
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}
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m_its = &m_mesh->its;
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m_current_mesh_model_id = m_model_object->id();
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m_editing_mode = false;
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m_AABB = igl::AABB<Eigen::MatrixXf,3>();
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m_AABB.init(m_V, m_F);
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m_AABB.deinit();
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m_AABB.init(
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MapMatrixXfUnaligned(m_its->vertices.front().data(), m_its->vertices.size(), 3),
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MapMatrixXiUnaligned(m_its->indices.front().data(), m_its->indices.size(), 3));
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}
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// Unprojects the mouse position on the mesh and return the hit point and normal of the facet.
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@ -416,7 +405,7 @@ void GLGizmoSlaSupports::update_mesh()
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std::pair<Vec3f, Vec3f> GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse_pos)
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{
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// if the gizmo doesn't have the V, F structures for igl, calculate them first:
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if (m_V.size() == 0)
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if (m_its == nullptr)
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update_mesh();
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const Camera& camera = m_parent.get_camera();
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@ -442,7 +431,10 @@ std::pair<Vec3f, Vec3f> GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse
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point1 = inv * point1;
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point2 = inv * point2;
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if (!m_AABB.intersect_ray(m_V, m_F, point1.cast<float>(), (point2-point1).cast<float>(), hits))
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if (!m_AABB.intersect_ray(
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MapMatrixXfUnaligned(m_its->vertices.front().data(), m_its->vertices.size(), 3),
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MapMatrixXiUnaligned(m_its->indices.front().data(), m_its->indices.size(), 3),
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point1.cast<float>(), (point2-point1).cast<float>(), hits))
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throw std::invalid_argument("unproject_on_mesh(): No intersection found.");
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std::sort(hits.begin(), hits.end(), [](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
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@ -457,9 +449,9 @@ std::pair<Vec3f, Vec3f> GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse
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igl::Hit& hit = hits[i];
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int fid = hit.id; // facet id
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bc = Vec3f(1-hit.u-hit.v, hit.u, hit.v); // barycentric coordinates of the hit
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a = (m_V.row(m_F(fid, 1)) - m_V.row(m_F(fid, 0)));
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b = (m_V.row(m_F(fid, 2)) - m_V.row(m_F(fid, 0)));
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result = bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2));
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a = (m_its->vertices[m_its->indices[fid](1)] - m_its->vertices[m_its->indices[fid](0)]);
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b = (m_its->vertices[m_its->indices[fid](2)] - m_its->vertices[m_its->indices[fid](0)]);
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result = bc(0) * m_its->vertices[m_its->indices[fid](0)] + bc(1) * m_its->vertices[m_its->indices[fid](1)] + bc(2)*m_its->vertices[m_its->indices[fid](2)];
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if (m_clipping_plane_distance == 0.f || !is_point_clipped(result.cast<double>()))
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break;
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}
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@ -564,15 +556,18 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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// Cast a ray in the direction of the camera and look for intersection with the mesh:
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std::vector<igl::Hit> hits;
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// Offset the start of the ray to the front of the ball + EPSILON to account for numerical inaccuracies.
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if (m_AABB.intersect_ray(m_V, m_F, support_point.pos + direction_to_camera_mesh * (support_point.head_front_radius + EPSILON), direction_to_camera_mesh, hits)) {
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if (m_AABB.intersect_ray(
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MapMatrixXfUnaligned(m_its->vertices.front().data(), m_its->vertices.size(), 3),
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MapMatrixXiUnaligned(m_its->indices.front().data(), m_its->indices.size(), 3),
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support_point.pos + direction_to_camera_mesh * (support_point.head_front_radius + EPSILON), direction_to_camera_mesh, hits)) {
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std::sort(hits.begin(), hits.end(), [](const igl::Hit& h1, const igl::Hit& h2) { return h1.t < h2.t; });
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if (m_clipping_plane_distance != 0.f) {
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// If the closest hit facet normal points in the same direction as the ray,
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// we are looking through the mesh and should therefore discard the point:
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int fid = hits.front().id; // facet id
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Vec3f a = (m_V.row(m_F(fid, 1)) - m_V.row(m_F(fid, 0)));
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Vec3f b = (m_V.row(m_F(fid, 2)) - m_V.row(m_F(fid, 0)));
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Vec3f a = (m_its->vertices[m_its->indices[fid](1)] - m_its->vertices[m_its->indices[fid](0)]);
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Vec3f b = (m_its->vertices[m_its->indices[fid](2)] - m_its->vertices[m_its->indices[fid](0)]);
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if ((a.cross(b)).dot(direction_to_camera_mesh) > 0.f)
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is_obscured = true;
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@ -582,7 +577,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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int fid = hit.id; // facet id
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Vec3f bc = Vec3f(1-hit.u-hit.v, hit.u, hit.v); // barycentric coordinates of the hit
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Vec3f hit_pos = bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2));
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Vec3f hit_pos = bc(0) * m_its->vertices[m_its->indices[fid](0)] + bc(1) * m_its->vertices[m_its->indices[fid](1)] + bc(2)*m_its->vertices[m_its->indices[fid](2)];
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if (is_point_clipped(hit_pos.cast<double>())) {
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hits.erase(hits.begin()+j);
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--j;
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@ -759,9 +754,12 @@ void GLGizmoSlaSupports::update_cache_entry_normal(unsigned int i) const
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int idx = 0;
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Eigen::Matrix<float, 1, 3> pp = m_editing_mode_cache[i].support_point.pos;
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Eigen::Matrix<float, 1, 3> cc;
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m_AABB.squared_distance(m_V, m_F, pp, idx, cc);
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Vec3f a = (m_V.row(m_F(idx, 1)) - m_V.row(m_F(idx, 0)));
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Vec3f b = (m_V.row(m_F(idx, 2)) - m_V.row(m_F(idx, 0)));
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m_AABB.squared_distance(
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MapMatrixXfUnaligned(m_its->vertices.front().data(), m_its->vertices.size(), 3),
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MapMatrixXiUnaligned(m_its->indices.front().data(), m_its->indices.size(), 3),
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pp, idx, cc);
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Vec3f a = (m_its->vertices[m_its->indices[idx](1)] - m_its->vertices[m_its->indices[idx](0)]);
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Vec3f b = (m_its->vertices[m_its->indices[idx](2)] - m_its->vertices[m_its->indices[idx](0)]);
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m_editing_mode_cache[i].normal = a.cross(b);
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}
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@ -1067,8 +1065,7 @@ void GLGizmoSlaSupports::on_set_state()
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m_clipping_plane_distance = 0.f;
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// Release triangle mesh slicer and the AABB spatial search structure.
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m_AABB.deinit();
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m_V = Eigen::MatrixXf();
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m_F = Eigen::MatrixXi();
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m_its = nullptr;
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m_tms.reset();
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m_supports_tms.reset();
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});
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@ -35,10 +35,11 @@ private:
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const float RenderPointScale = 1.f;
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GLUquadricObj* m_quadric;
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Eigen::MatrixXf m_V; // vertices
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Eigen::MatrixXi m_F; // facets indices
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igl::AABB<Eigen::MatrixXf,3> m_AABB;
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typedef Eigen::Map<const Eigen::Matrix<float, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>> MapMatrixXfUnaligned;
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typedef Eigen::Map<const Eigen::Matrix<int, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>> MapMatrixXiUnaligned;
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igl::AABB<MapMatrixXfUnaligned, 3> m_AABB;
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const TriangleMesh* m_mesh;
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const indexed_triangle_set* m_its;
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mutable const TriangleMesh* m_supports_mesh;
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mutable std::vector<Vec2f> m_triangles;
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mutable std::vector<Vec2f> m_supports_triangles;
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