Another improvement in robustness of mesh slicing.
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@ -469,7 +469,7 @@ size_t TriangleMesh::number_of_patches() const
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
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if (! facet_visited[neighbor_idx])
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if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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@ -787,7 +787,7 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons
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svg.Close();
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}
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#if 0
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//FIXME the slice_facet() creates zero length edges.
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//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
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for (Polygon &poly : polygons) {
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for (size_t i = 1; i < poly.points.size(); ++ i)
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assert(poly.points[i-1] != poly.points[i]);
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@ -888,15 +888,14 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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{
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IntersectionPoint points[3];
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size_t num_points = 0;
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size_t points_on_layer[3];
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size_t num_points_on_layer = 0;
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size_t point_on_layer = size_t(-1);
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// Reorder vertices so that the first one is the one with lowest Z.
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// This is needed to get all intersection lines in a consistent order
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// (external on the right of the line)
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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int i = (facet.vertex[1].z == min_z) ? 1 : ((facet.vertex[2].z == min_z) ? 2 : 0);
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for (int j = i; j - i < 3; ++j) { // loop through facet edges
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int i = (facet.vertex[1].z == min_z) ? 1 : ((facet.vertex[2].z == min_z) ? 2 : 0);
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for (int j = i; j - i < 3; ++j) { // loop through facet edges
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int edge_id = this->facets_edges[facet_idx * 3 + (j % 3)];
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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@ -1026,46 +1025,57 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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if (a->z == slice_z) {
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// Only point a alings with the cutting plane.
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points_on_layer[num_points_on_layer ++] = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x = a->x;
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point.y = a->y;
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point.point_id = a_id;
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
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point_on_layer = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x = a->x;
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point.y = a->y;
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point.point_id = a_id;
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}
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} else if (b->z == slice_z) {
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// Only point b alings with the cutting plane.
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points_on_layer[num_points_on_layer ++] = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x = b->x;
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point.y = b->y;
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point.point_id = b_id;
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
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point_on_layer = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x = b->x;
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point.y = b->y;
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point.point_id = b_id;
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}
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} else if ((a->z < slice_z && b->z > slice_z) || (b->z < slice_z && a->z > slice_z)) {
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// A general case. The face edge intersects the cutting plane. Calculate the intersection point.
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IntersectionPoint &point = points[num_points ++];
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double t = (double(slice_z) - double(b->z)) / (double(a->z) - double(b->z));
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point.x = float(double(b->x) + (double(a->x) - double(b->x)) * t);
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point.y = float(double(b->y) + (double(a->y) - double(b->y)) * t);
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point.edge_id = edge_id;
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assert(a_id != b_id);
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// Sort the edge to give a consistent answer.
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if (a_id > b_id) {
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std::swap(a_id, b_id);
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std::swap(a, b);
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}
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IntersectionPoint &point = points[num_points];
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double t = (double(slice_z) - double(b->z)) / (double(a->z) - double(b->z));
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if (t <= 0.) {
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
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point.x = a->x;
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point.y = a->y;
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point_on_layer = num_points ++;
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point.point_id = a_id;
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}
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} else if (t >= 1.) {
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
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point.x = b->x;
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point.y = b->y;
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point_on_layer = num_points ++;
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point.point_id = b_id;
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}
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} else {
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point.x = coord_t(floor(double(b->x) + (double(a->x) - double(b->x)) * t + 0.5));
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point.y = coord_t(floor(double(b->y) + (double(a->y) - double(b->y)) * t + 0.5));
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point.edge_id = edge_id;
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++ num_points;
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}
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}
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}
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// We can't have only one point on layer because each vertex gets detected
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// twice (once for each edge), and we can't have three points on layer,
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// because we assume this code is not getting called for horizontal facets.
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assert(num_points_on_layer == 0 || num_points_on_layer == 2);
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if (num_points_on_layer > 0) {
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assert(points[points_on_layer[0]].point_id == points[points_on_layer[1]].point_id);
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assert(num_points == 2 || num_points == 3);
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if (num_points < 3)
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// This triangle touches the cutting plane with a single vertex. Ignore it.
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return NoSlice;
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// Erase one of the duplicate points.
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-- num_points;
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for (int i = points_on_layer[1]; i < num_points; ++ i)
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points[i] = points[i + 1];
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}
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// Facets must intersect each plane 0 or 2 times.
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assert(num_points == 0 || num_points == 2);
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// Facets must intersect each plane 0 or 2 times, or it may touch the plane at a single vertex only.
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assert(num_points < 3);
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if (num_points == 2) {
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line_out->edge_type = feGeneral;
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line_out->a = (Point)points[1];
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@ -1074,18 +1084,27 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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line_out->b_id = points[0].point_id;
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line_out->edge_a_id = points[1].edge_id;
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line_out->edge_b_id = points[0].edge_id;
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// Not a zero lenght edge.
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//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
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//assert(line_out->a != line_out->b);
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// The plane cuts at least one edge in a general position.
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assert(line_out->a_id == -1 || line_out->b_id == -1);
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assert(line_out->edge_a_id != -1 || line_out->edge_b_id != -1);
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// General slicing position, use the segment for both slicing and object cutting.
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#if 0
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// In a degenerate case where a plane cuts the triangle very close to its vertex, it is possible, that
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// a zero length edge is created. In that case the zero length edge could be safely ignored
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// as the polyline will still be connected, because both the sliced edges of the triangle will be
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// sliced the same way at the neighbor triangles.
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return (line_out->a == line_out->b) ? NoSlice : Slicing;
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#else
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// The chaining code primarily relies on the IDs of the edges.
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// Even though there may be a zero length edge generated, it is still important,
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return Slicing;
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if (line_out->a_id != -1 && line_out->b_id != -1) {
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// Solving a degenerate case, where both the intersections snapped to an edge.
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// Correctly classify the face as below or above based on the position of the 3rd point.
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int i = vertices[0];
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if (i == line_out->a_id || i == line_out->b_id)
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i = vertices[1];
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if (i == line_out->a_id || i == line_out->b_id)
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i = vertices[2];
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assert(i != line_out->a_id && i != line_out->b_id);
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line_out->edge_type = (this->v_scaled_shared[i].z < slice_z) ? feTop : feBottom;
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}
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#endif
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return Slicing;
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}
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return NoSlice;
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}
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@ -1157,7 +1176,7 @@ static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
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void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
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{
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#if 0
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//FIXME the slice_facet() creates zero length edges.
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//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
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//#ifdef _DEBUG
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for (const Line &l : lines)
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assert(l.a != l.b);
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