Another improvement in robustness of mesh slicing.
This commit is contained in:
parent
b67f32a94d
commit
13ce087606
@ -469,7 +469,7 @@ size_t TriangleMesh::number_of_patches() const
|
||||
facet_visited[facet_idx] = true;
|
||||
for (int j = 0; j < 3; ++ j) {
|
||||
int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
|
||||
if (! facet_visited[neighbor_idx])
|
||||
if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
|
||||
facet_queue[facet_queue_cnt ++] = neighbor_idx;
|
||||
}
|
||||
}
|
||||
@ -787,7 +787,7 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons
|
||||
svg.Close();
|
||||
}
|
||||
#if 0
|
||||
//FIXME the slice_facet() creates zero length edges.
|
||||
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
||||
for (Polygon &poly : polygons) {
|
||||
for (size_t i = 1; i < poly.points.size(); ++ i)
|
||||
assert(poly.points[i-1] != poly.points[i]);
|
||||
@ -888,8 +888,7 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
|
||||
{
|
||||
IntersectionPoint points[3];
|
||||
size_t num_points = 0;
|
||||
size_t points_on_layer[3];
|
||||
size_t num_points_on_layer = 0;
|
||||
size_t point_on_layer = size_t(-1);
|
||||
|
||||
// Reorder vertices so that the first one is the one with lowest Z.
|
||||
// This is needed to get all intersection lines in a consistent order
|
||||
@ -1026,46 +1025,57 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
|
||||
|
||||
if (a->z == slice_z) {
|
||||
// Only point a alings with the cutting plane.
|
||||
points_on_layer[num_points_on_layer ++] = num_points;
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
||||
point_on_layer = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point.x = a->x;
|
||||
point.y = a->y;
|
||||
point.point_id = a_id;
|
||||
}
|
||||
} else if (b->z == slice_z) {
|
||||
// Only point b alings with the cutting plane.
|
||||
points_on_layer[num_points_on_layer ++] = num_points;
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
||||
point_on_layer = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point.x = b->x;
|
||||
point.y = b->y;
|
||||
point.point_id = b_id;
|
||||
}
|
||||
} else if ((a->z < slice_z && b->z > slice_z) || (b->z < slice_z && a->z > slice_z)) {
|
||||
// A general case. The face edge intersects the cutting plane. Calculate the intersection point.
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
assert(a_id != b_id);
|
||||
// Sort the edge to give a consistent answer.
|
||||
if (a_id > b_id) {
|
||||
std::swap(a_id, b_id);
|
||||
std::swap(a, b);
|
||||
}
|
||||
IntersectionPoint &point = points[num_points];
|
||||
double t = (double(slice_z) - double(b->z)) / (double(a->z) - double(b->z));
|
||||
point.x = float(double(b->x) + (double(a->x) - double(b->x)) * t);
|
||||
point.y = float(double(b->y) + (double(a->y) - double(b->y)) * t);
|
||||
if (t <= 0.) {
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
||||
point.x = a->x;
|
||||
point.y = a->y;
|
||||
point_on_layer = num_points ++;
|
||||
point.point_id = a_id;
|
||||
}
|
||||
} else if (t >= 1.) {
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
||||
point.x = b->x;
|
||||
point.y = b->y;
|
||||
point_on_layer = num_points ++;
|
||||
point.point_id = b_id;
|
||||
}
|
||||
} else {
|
||||
point.x = coord_t(floor(double(b->x) + (double(a->x) - double(b->x)) * t + 0.5));
|
||||
point.y = coord_t(floor(double(b->y) + (double(a->y) - double(b->y)) * t + 0.5));
|
||||
point.edge_id = edge_id;
|
||||
++ num_points;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We can't have only one point on layer because each vertex gets detected
|
||||
// twice (once for each edge), and we can't have three points on layer,
|
||||
// because we assume this code is not getting called for horizontal facets.
|
||||
assert(num_points_on_layer == 0 || num_points_on_layer == 2);
|
||||
if (num_points_on_layer > 0) {
|
||||
assert(points[points_on_layer[0]].point_id == points[points_on_layer[1]].point_id);
|
||||
assert(num_points == 2 || num_points == 3);
|
||||
if (num_points < 3)
|
||||
// This triangle touches the cutting plane with a single vertex. Ignore it.
|
||||
return NoSlice;
|
||||
// Erase one of the duplicate points.
|
||||
-- num_points;
|
||||
for (int i = points_on_layer[1]; i < num_points; ++ i)
|
||||
points[i] = points[i + 1];
|
||||
}
|
||||
|
||||
// Facets must intersect each plane 0 or 2 times.
|
||||
assert(num_points == 0 || num_points == 2);
|
||||
// Facets must intersect each plane 0 or 2 times, or it may touch the plane at a single vertex only.
|
||||
assert(num_points < 3);
|
||||
if (num_points == 2) {
|
||||
line_out->edge_type = feGeneral;
|
||||
line_out->a = (Point)points[1];
|
||||
@ -1074,18 +1084,27 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
|
||||
line_out->b_id = points[0].point_id;
|
||||
line_out->edge_a_id = points[1].edge_id;
|
||||
line_out->edge_b_id = points[0].edge_id;
|
||||
// Not a zero lenght edge.
|
||||
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
||||
//assert(line_out->a != line_out->b);
|
||||
// The plane cuts at least one edge in a general position.
|
||||
assert(line_out->a_id == -1 || line_out->b_id == -1);
|
||||
assert(line_out->edge_a_id != -1 || line_out->edge_b_id != -1);
|
||||
// General slicing position, use the segment for both slicing and object cutting.
|
||||
#if 0
|
||||
// In a degenerate case where a plane cuts the triangle very close to its vertex, it is possible, that
|
||||
// a zero length edge is created. In that case the zero length edge could be safely ignored
|
||||
// as the polyline will still be connected, because both the sliced edges of the triangle will be
|
||||
// sliced the same way at the neighbor triangles.
|
||||
return (line_out->a == line_out->b) ? NoSlice : Slicing;
|
||||
#else
|
||||
// The chaining code primarily relies on the IDs of the edges.
|
||||
// Even though there may be a zero length edge generated, it is still important,
|
||||
return Slicing;
|
||||
if (line_out->a_id != -1 && line_out->b_id != -1) {
|
||||
// Solving a degenerate case, where both the intersections snapped to an edge.
|
||||
// Correctly classify the face as below or above based on the position of the 3rd point.
|
||||
int i = vertices[0];
|
||||
if (i == line_out->a_id || i == line_out->b_id)
|
||||
i = vertices[1];
|
||||
if (i == line_out->a_id || i == line_out->b_id)
|
||||
i = vertices[2];
|
||||
assert(i != line_out->a_id && i != line_out->b_id);
|
||||
line_out->edge_type = (this->v_scaled_shared[i].z < slice_z) ? feTop : feBottom;
|
||||
}
|
||||
#endif
|
||||
return Slicing;
|
||||
}
|
||||
return NoSlice;
|
||||
}
|
||||
@ -1157,7 +1176,7 @@ static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
|
||||
void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
|
||||
{
|
||||
#if 0
|
||||
//FIXME the slice_facet() creates zero length edges.
|
||||
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
||||
//#ifdef _DEBUG
|
||||
for (const Line &l : lines)
|
||||
assert(l.a != l.b);
|
||||
|
Loading…
Reference in New Issue
Block a user