TriangleSelector: Separated frontend/backend, support of multiple volumes, etc.
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b250c08ec9
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7 changed files with 856 additions and 855 deletions
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@ -187,6 +187,8 @@ add_library(libslic3r STATIC
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Utils.hpp
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Time.cpp
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Time.hpp
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TriangleSelector.cpp
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TriangleSelector.hpp
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MTUtils.hpp
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VoronoiOffset.cpp
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VoronoiOffset.hpp
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@ -2,6 +2,7 @@
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#include "ModelArrange.hpp"
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#include "Geometry.hpp"
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#include "MTUtils.hpp"
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#include "TriangleSelector.hpp"
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#include "Format/AMF.hpp"
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#include "Format/OBJ.hpp"
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@ -1833,25 +1834,21 @@ arrangement::ArrangePolygon ModelInstance::get_arrange_polygon() const
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std::vector<int> FacetsAnnotation::get_facets(FacetSupportType type) const
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{
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std::vector<int> out;
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for (auto& [facet_idx, this_type] : m_data)
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/*for (auto& [facet_idx, this_type] : m_data)
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if (this_type == type)
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out.push_back(facet_idx);
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return out;
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*/return out;
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}
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void FacetsAnnotation::set_facet(int idx, FacetSupportType type)
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void FacetsAnnotation::set(const TriangleSelector& selector)
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{
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bool changed = true;
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if (type == FacetSupportType::NONE)
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changed = m_data.erase(idx) != 0;
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else
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m_data[idx] = type;
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if (changed)
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std::map<int, std::vector<bool>> sel_map = selector.serialize();
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if (sel_map != m_data) {
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m_data = sel_map;
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update_timestamp();
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}
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}
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@ -39,6 +39,7 @@ class ModelVolume;
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class ModelWipeTower;
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class Print;
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class SLAPrint;
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class TriangleSelector;
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namespace UndoRedo {
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class StackImpl;
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@ -404,8 +405,9 @@ class FacetsAnnotation {
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public:
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using ClockType = std::chrono::steady_clock;
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const std::map<int, std::vector<bool>>& get_data() const { return m_data; }
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void set(const TriangleSelector& selector);
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std::vector<int> get_facets(FacetSupportType type) const;
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void set_facet(int idx, FacetSupportType type);
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void clear();
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ClockType::time_point get_timestamp() const { return timestamp; }
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@ -419,7 +421,7 @@ public:
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}
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private:
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std::map<int, FacetSupportType> m_data;
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std::map<int, std::vector<bool>> m_data;
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ClockType::time_point timestamp;
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void update_timestamp() {
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654
src/libslic3r/TriangleSelector.cpp
Normal file
654
src/libslic3r/TriangleSelector.cpp
Normal file
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@ -0,0 +1,654 @@
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#include "TriangleSelector.hpp"
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#include "Model.hpp"
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namespace Slic3r {
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// sides_to_split==-1 : just restore previous split
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void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
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{
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assert(sides_to_split >=-1 && sides_to_split <= 3);
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assert(special_side_idx >=-1 && special_side_idx < 3);
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// If splitting one or two sides, second argument must be provided.
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assert(sides_to_split != 1 || special_side_idx != -1);
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assert(sides_to_split != 2 || special_side_idx != -1);
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if (sides_to_split != -1) {
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this->number_of_splits = sides_to_split;
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if (sides_to_split != 0) {
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assert(old_number_of_splits == 0);
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this->special_side_idx = special_side_idx;
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this->old_number_of_splits = sides_to_split;
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}
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}
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else {
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assert(old_number_of_splits != 0);
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this->number_of_splits = old_number_of_splits;
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// indices of children should still be there.
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}
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}
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void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
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const Vec3f& source, const Vec3f& dir,
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float radius_sqr, FacetSupportType new_state)
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{
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assert(facet_start < m_orig_size_indices);
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assert(is_approx(dir.norm(), 1.f));
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// Save current cursor center, squared radius and camera direction,
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// so we don't have to pass it around.
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m_cursor = {hit, source, dir, radius_sqr};
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// Now start with the facet the pointer points to and check all adjacent facets.
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std::vector<int> facets_to_check{facet_start};
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std::vector<bool> visited(m_orig_size_indices, false); // keep track of facets we already processed
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int facet_idx = 0; // index into facets_to_check
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while (facet_idx < int(facets_to_check.size())) {
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int facet = facets_to_check[facet_idx];
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if (! visited[facet]) {
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if (select_triangle(facet, new_state)) {
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// add neighboring facets to list to be proccessed later
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for (int n=0; n<3; ++n) {
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if (faces_camera(m_mesh->stl.neighbors_start[facet].neighbor[n]))
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facets_to_check.push_back(m_mesh->stl.neighbors_start[facet].neighbor[n]);
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}
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}
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}
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visited[facet] = true;
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++facet_idx;
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}
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}
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// Selects either the whole triangle (discarding any children it had), or divides
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// the triangle recursively, selecting just subtriangles truly inside the circle.
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// This is done by an actual recursive call. Returns false if the triangle is
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// outside the cursor.
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bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, bool recursive_call)
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{
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assert(facet_idx < int(m_triangles.size()));
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Triangle* tr = &m_triangles[facet_idx];
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if (! tr->valid)
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return false;
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int num_of_inside_vertices = vertices_inside(facet_idx);
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if (num_of_inside_vertices == 0
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&& ! is_pointer_in_triangle(facet_idx)
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&& ! is_edge_inside_cursor(facet_idx))
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return false;
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if (num_of_inside_vertices == 3) {
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// dump any subdivision and select whole triangle
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undivide_triangle(facet_idx);
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tr->set_state(type);
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} else {
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// the triangle is partially inside, let's recursively divide it
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// (if not already) and try selecting its children.
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if (! tr->is_split() && tr->get_state() == type) {
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// This is leaf triangle that is already of correct type as a whole.
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// No need to split, all children would end up selected anyway.
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return true;
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}
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split_triangle(facet_idx);
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tr = &m_triangles[facet_idx]; // might have been invalidated
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int num_of_children = tr->number_of_split_sides() + 1;
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if (num_of_children != 1) {
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for (int i=0; i<num_of_children; ++i) {
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assert(i < int(tr->children.size()));
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assert(tr->children[i] < int(m_triangles.size()));
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select_triangle(tr->children[i], type, true);
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tr = &m_triangles[facet_idx]; // might have been invalidated
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}
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}
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}
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if (! recursive_call) {
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// In case that all children are leafs and have the same state now,
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// they may be removed and substituted by the parent triangle.
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remove_useless_children(facet_idx);
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// Make sure that we did not lose track of invalid triangles.
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assert(m_invalid_triangles == std::count_if(m_triangles.begin(), m_triangles.end(),
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[](const Triangle& tr) { return ! tr.valid; }));
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// Do garbage collection maybe?
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if (2*m_invalid_triangles > int(m_triangles.size()))
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garbage_collect();
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}
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return true;
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}
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void TriangleSelector::split_triangle(int facet_idx)
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{
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if (m_triangles[facet_idx].is_split()) {
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// The triangle is divided already.
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return;
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}
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Triangle* tr = &m_triangles[facet_idx];
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FacetSupportType old_type = tr->get_state();
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if (tr->was_split_before() != 0) {
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// This triangle is not split at the moment, but was at one point
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// in history. We can just restore it and resurrect its children.
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tr->set_division(-1);
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for (int i=0; i<=tr->number_of_split_sides(); ++i) {
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m_triangles[tr->children[i]].set_state(old_type);
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m_triangles[tr->children[i]].valid = true;
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--m_invalid_triangles;
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}
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return;
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}
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// If we got here, we are about to actually split the triangle.
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const double limit_squared = m_edge_limit_sqr;
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std::array<int, 3>& facet = tr->verts_idxs;
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const stl_vertex* pts[3] = { &m_vertices[facet[0]].v, &m_vertices[facet[1]].v, &m_vertices[facet[2]].v};
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double sides[3] = { (*pts[2]-*pts[1]).squaredNorm(),
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(*pts[0]-*pts[2]).squaredNorm(),
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(*pts[1]-*pts[0]).squaredNorm() };
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std::vector<int> sides_to_split;
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int side_to_keep = -1;
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for (int pt_idx = 0; pt_idx<3; ++pt_idx) {
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if (sides[pt_idx] > limit_squared)
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sides_to_split.push_back(pt_idx);
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else
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side_to_keep = pt_idx;
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}
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if (sides_to_split.empty()) {
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// This shall be unselected.
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tr->set_division(0);
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return;
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}
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// Save how the triangle will be split. Second argument makes sense only for one
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// or two split sides, otherwise the value is ignored.
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tr->set_division(sides_to_split.size(),
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sides_to_split.size() == 2 ? side_to_keep : sides_to_split[0]);
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perform_split(facet_idx, old_type);
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}
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// Calculate distance of a point from a line.
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bool TriangleSelector::is_point_inside_cursor(const Vec3f& point) const
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{
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Vec3f diff = m_cursor.center - point;
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return (diff - diff.dot(m_cursor.dir) * m_cursor.dir).squaredNorm() < m_cursor.radius_sqr;
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}
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// Is pointer in a triangle?
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bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
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{
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auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
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const Vec3f& c, const Vec3f& d) -> bool {
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return ((b-a).cross(c-a)).dot(d-a) > 0.;
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};
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const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
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const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
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const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
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const Vec3f& q1 = m_cursor.center + m_cursor.dir;
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const Vec3f q2 = m_cursor.center - m_cursor.dir;
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if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3)) {
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bool pos = signed_volume_sign(q1,q2,p1,p2);
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if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
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return true;
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}
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return false;
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}
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// Determine whether this facet is potentially visible (still can be obscured).
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bool TriangleSelector::faces_camera(int facet) const
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{
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assert(facet < m_orig_size_indices);
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// The normal is cached in mesh->stl, use it.
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return (m_mesh->stl.facet_start[facet].normal.dot(m_cursor.dir) < 0.);
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}
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// How many vertices of a triangle are inside the circle?
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int TriangleSelector::vertices_inside(int facet_idx) const
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{
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int inside = 0;
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for (size_t i=0; i<3; ++i) {
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if (is_point_inside_cursor(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
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++inside;
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}
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return inside;
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}
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// Is edge inside cursor?
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bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
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{
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Vec3f pts[3];
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for (int i=0; i<3; ++i)
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pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
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const Vec3f& p = m_cursor.center;
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for (int side = 0; side < 3; ++side) {
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const Vec3f& a = pts[side];
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const Vec3f& b = pts[side<2 ? side+1 : 0];
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Vec3f s = (b-a).normalized();
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float t = (p-a).dot(s);
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Vec3f vector = a+t*s - p;
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// vector is 3D vector from center to the intersection. What we want to
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// measure is length of its projection onto plane perpendicular to dir.
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float dist_sqr = vector.squaredNorm() - std::pow(vector.dot(m_cursor.dir), 2.f);
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if (dist_sqr < m_cursor.radius_sqr && t>=0.f && t<=(b-a).norm())
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return true;
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}
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return false;
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}
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// Recursively remove all subtriangles.
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void TriangleSelector::undivide_triangle(int facet_idx)
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{
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assert(facet_idx < int(m_triangles.size()));
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Triangle& tr = m_triangles[facet_idx];
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if (tr.is_split()) {
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for (int i=0; i<=tr.number_of_split_sides(); ++i) {
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undivide_triangle(tr.children[i]);
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m_triangles[tr.children[i]].valid = false;
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++m_invalid_triangles;
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}
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tr.set_division(0); // not split
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}
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}
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void TriangleSelector::remove_useless_children(int facet_idx)
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{
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// Check that all children are leafs of the same type. If not, try to
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// make them (recursive call). Remove them if sucessful.
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assert(facet_idx < int(m_triangles.size()) && m_triangles[facet_idx].valid);
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Triangle& tr = m_triangles[facet_idx];
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if (! tr.is_split()) {
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// This is a leaf, there nothing to do. This can happen during the
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// first (non-recursive call). Shouldn't otherwise.
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return;
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}
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// Call this for all non-leaf children.
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for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
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assert(child_idx < int(m_triangles.size()) && m_triangles[child_idx].valid);
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if (m_triangles[tr.children[child_idx]].is_split())
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remove_useless_children(tr.children[child_idx]);
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}
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// Return if a child is not leaf or two children differ in type.
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FacetSupportType first_child_type = FacetSupportType::NONE;
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for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
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if (m_triangles[tr.children[child_idx]].is_split())
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return;
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if (child_idx == 0)
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first_child_type = m_triangles[tr.children[0]].get_state();
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else if (m_triangles[tr.children[child_idx]].get_state() != first_child_type)
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return;
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}
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// If we got here, the children can be removed.
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undivide_triangle(facet_idx);
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tr.set_state(first_child_type);
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}
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void TriangleSelector::garbage_collect()
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{
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// First make a map from old to new triangle indices.
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int new_idx = m_orig_size_indices;
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std::vector<int> new_triangle_indices(m_triangles.size(), -1);
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for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
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if (m_triangles[i].valid) {
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new_triangle_indices[i] = new_idx;
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++new_idx;
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} else {
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// Decrement reference counter for the vertices.
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for (int j=0; j<3; ++j)
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--m_vertices[m_triangles[i].verts_idxs[j]].ref_cnt;
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}
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}
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// Now we know which vertices are not referenced anymore. Make a map
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// from old idxs to new ones, like we did for triangles.
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new_idx = m_orig_size_vertices;
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std::vector<int> new_vertices_indices(m_vertices.size(), -1);
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for (int i=m_orig_size_vertices; i<int(m_vertices.size()); ++i) {
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assert(m_vertices[i].ref_cnt >= 0);
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if (m_vertices[i].ref_cnt != 0) {
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new_vertices_indices[i] = new_idx;
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++new_idx;
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}
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}
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// We can remove all invalid triangles and vertices that are no longer referenced.
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m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
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[](const Triangle& tr) { return ! tr.valid; }),
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m_triangles.end());
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m_vertices.erase(std::remove_if(m_vertices.begin()+m_orig_size_vertices, m_vertices.end(),
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[](const Vertex& vert) { return vert.ref_cnt == 0; }),
|
||||
m_vertices.end());
|
||||
|
||||
// Now go through all remaining triangles and update changed indices.
|
||||
for (Triangle& tr : m_triangles) {
|
||||
assert(tr.valid);
|
||||
|
||||
if (tr.is_split()) {
|
||||
// There are children. Update their indices.
|
||||
for (int j=0; j<=tr.number_of_split_sides(); ++j) {
|
||||
assert(new_triangle_indices[tr.children[j]] != -1);
|
||||
tr.children[j] = new_triangle_indices[tr.children[j]];
|
||||
}
|
||||
}
|
||||
|
||||
// Update indices into m_vertices. The original vertices are never
|
||||
// touched and need not be reindexed.
|
||||
for (int& idx : tr.verts_idxs) {
|
||||
if (idx >= m_orig_size_vertices) {
|
||||
assert(new_vertices_indices[idx] != -1);
|
||||
idx = new_vertices_indices[idx];
|
||||
}
|
||||
}
|
||||
|
||||
// If this triangle was split before, forget it.
|
||||
// Children referenced in the cache are dead by now.
|
||||
tr.forget_history();
|
||||
}
|
||||
|
||||
m_invalid_triangles = 0;
|
||||
}
|
||||
|
||||
TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
|
||||
: m_mesh{&mesh}
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::reset()
|
||||
{
|
||||
if (! m_orig_size_indices != 0) // unless this is run from constructor
|
||||
garbage_collect();
|
||||
m_vertices.clear();
|
||||
m_triangles.clear();
|
||||
for (const stl_vertex& vert : m_mesh->its.vertices)
|
||||
m_vertices.emplace_back(vert);
|
||||
for (const stl_triangle_vertex_indices& ind : m_mesh->its.indices)
|
||||
push_triangle(ind[0], ind[1], ind[2]);
|
||||
m_orig_size_vertices = m_vertices.size();
|
||||
m_orig_size_indices = m_triangles.size();
|
||||
m_invalid_triangles = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void TriangleSelector::set_edge_limit(float edge_limit)
|
||||
{
|
||||
float new_limit_sqr = std::pow(edge_limit, 2.f);
|
||||
|
||||
if (new_limit_sqr != m_edge_limit_sqr) {
|
||||
m_edge_limit_sqr = new_limit_sqr;
|
||||
|
||||
// The way how triangles split may be different now, forget
|
||||
// all cached splits.
|
||||
garbage_collect();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TriangleSelector::push_triangle(int a, int b, int c)
|
||||
{
|
||||
for (int i : {a, b, c}) {
|
||||
assert(i >= 0 && i < int(m_vertices.size()));
|
||||
++m_vertices[i].ref_cnt;
|
||||
}
|
||||
m_triangles.emplace_back(a, b, c);
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::perform_split(int facet_idx, FacetSupportType old_state)
|
||||
{
|
||||
Triangle* tr = &m_triangles[facet_idx];
|
||||
|
||||
assert(tr->is_split());
|
||||
|
||||
// Read info about how to split this triangle.
|
||||
int sides_to_split = tr->number_of_split_sides();
|
||||
|
||||
// indices of triangle vertices
|
||||
std::vector<int> verts_idxs;
|
||||
int idx = tr->special_side();
|
||||
for (int j=0; j<3; ++j) {
|
||||
verts_idxs.push_back(tr->verts_idxs[idx++]);
|
||||
if (idx == 3)
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
if (sides_to_split == 1) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[1]].v + m_vertices[verts_idxs[2]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+2, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[2]);
|
||||
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[0]);
|
||||
}
|
||||
|
||||
if (sides_to_split == 2) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
||||
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[3]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+4, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[4]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[4]);
|
||||
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[4]);
|
||||
}
|
||||
|
||||
if (sides_to_split == 3) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[2]].v + m_vertices[verts_idxs[3]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+3, m_vertices.size() - 1);
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[4]].v + m_vertices[verts_idxs[0]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+5, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[5]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[3]);
|
||||
push_triangle(verts_idxs[3], verts_idxs[4], verts_idxs[5]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[3], verts_idxs[5]);
|
||||
}
|
||||
|
||||
tr = &m_triangles[facet_idx]; // may have been invalidated
|
||||
|
||||
// And save the children. All children should start in the same state as the triangle we just split.
|
||||
assert(sides_to_split <= 3);
|
||||
for (int i=0; i<=sides_to_split; ++i) {
|
||||
tr->children[i] = m_triangles.size()-1-i;
|
||||
m_triangles[tr->children[i]].set_state(old_state);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
std::map<int, std::vector<bool>> TriangleSelector::serialize() const
|
||||
{
|
||||
// Each original triangle of the mesh is assigned a number encoding its state
|
||||
// or how it is split. Each triangle is encoded by 4 bits (xxyy):
|
||||
// leaf triangle: xx = FacetSupportType, yy = 0
|
||||
// non-leaf: xx = special side, yy = number of split sides
|
||||
// These are bitwise appended and formed into one 64-bit integer.
|
||||
|
||||
// The function returns a map from original triangle indices to
|
||||
// stream of bits encoding state and offsprings.
|
||||
|
||||
std::map<int, std::vector<bool>> out;
|
||||
for (int i=0; i<m_orig_size_indices; ++i) {
|
||||
const Triangle& tr = m_triangles[i];
|
||||
|
||||
if (! tr.is_split() && tr.get_state() == FacetSupportType::NONE)
|
||||
continue; // no need to save anything, unsplit and unselected is default
|
||||
|
||||
std::vector<bool> data; // complete encoding of this mesh triangle
|
||||
int stored_triangles = 0; // how many have been already encoded
|
||||
|
||||
std::function<void(int)> serialize_recursive;
|
||||
serialize_recursive = [this, &serialize_recursive, &stored_triangles, &data](int facet_idx) {
|
||||
const Triangle& tr = m_triangles[facet_idx];
|
||||
|
||||
// Always save number of split sides. It is zero for unsplit triangles.
|
||||
int split_sides = tr.number_of_split_sides();
|
||||
assert(split_sides >= 0 && split_sides <= 3);
|
||||
|
||||
//data |= (split_sides << (stored_triangles * 4));
|
||||
data.push_back(split_sides & 0b01);
|
||||
data.push_back(split_sides & 0b10);
|
||||
|
||||
if (tr.is_split()) {
|
||||
// If this triangle is split, save which side is split (in case
|
||||
// of one split) or kept (in case of two splits). The value will
|
||||
// be ignored for 3-side split.
|
||||
assert(split_sides > 0);
|
||||
assert(tr.special_side() >= 0 && tr.special_side() <= 3);
|
||||
data.push_back(tr.special_side() & 0b01);
|
||||
data.push_back(tr.special_side() & 0b10);
|
||||
++stored_triangles;
|
||||
// Now save all children.
|
||||
for (int child_idx=0; child_idx<=split_sides; ++child_idx)
|
||||
serialize_recursive(tr.children[child_idx]);
|
||||
} else {
|
||||
// In case this is leaf, we better save information about its state.
|
||||
assert(int(tr.get_state()) <= 3);
|
||||
data.push_back(int(tr.get_state()) & 0b01);
|
||||
data.push_back(int(tr.get_state()) & 0b10);
|
||||
++stored_triangles;
|
||||
}
|
||||
};
|
||||
|
||||
serialize_recursive(i);
|
||||
out[i] = data;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data)
|
||||
{
|
||||
reset(); // dump any current state
|
||||
for (const auto& [triangle_id, code] : data) {
|
||||
assert(triangle_id < int(m_triangles.size()));
|
||||
int processed_triangles = 0;
|
||||
struct ProcessingInfo {
|
||||
int facet_id = 0;
|
||||
int processed_children = 0;
|
||||
int total_children = 0;
|
||||
};
|
||||
|
||||
// Vector to store all parents that have offsprings.
|
||||
std::vector<ProcessingInfo> parents;
|
||||
|
||||
while (true) {
|
||||
// Read next triangle info.
|
||||
int next_code = 0;
|
||||
for (int i=3; i>=0; --i) {
|
||||
next_code = next_code << 1;
|
||||
next_code |= int(code[4 * processed_triangles + i]);
|
||||
}
|
||||
++processed_triangles;
|
||||
|
||||
int num_of_split_sides = (next_code & 0b11);
|
||||
int num_of_children = num_of_split_sides != 0 ? num_of_split_sides + 1 : 0;
|
||||
bool is_split = num_of_children != 0;
|
||||
FacetSupportType state = FacetSupportType(next_code >> 2);
|
||||
int special_side = (next_code >> 2);
|
||||
|
||||
// Take care of the first iteration separately, so handling of the others is simpler.
|
||||
if (parents.empty()) {
|
||||
if (! is_split) {
|
||||
// root is not split. just set the state and that's it.
|
||||
m_triangles[triangle_id].set_state(state);
|
||||
break;
|
||||
} else {
|
||||
// root is split, add it into list of parents and split it.
|
||||
// then go to the next.
|
||||
parents.push_back({triangle_id, 0, num_of_children});
|
||||
m_triangles[triangle_id].set_division(num_of_children-1, special_side);
|
||||
perform_split(triangle_id, FacetSupportType::NONE);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// This is not the first iteration. This triangle is a child of last seen parent.
|
||||
assert(! parents.empty());
|
||||
assert(parents.back().processed_children < parents.back().total_children);
|
||||
|
||||
if (is_split) {
|
||||
// split the triangle and save it as parent of the next ones.
|
||||
const ProcessingInfo& last = parents.back();
|
||||
int this_idx = m_triangles[last.facet_id].children[last.processed_children];
|
||||
m_triangles[this_idx].set_division(num_of_children-1, special_side);
|
||||
perform_split(this_idx, FacetSupportType::NONE);
|
||||
parents.push_back({this_idx, 0, num_of_children});
|
||||
} else {
|
||||
// this triangle belongs to last split one
|
||||
m_triangles[m_triangles[parents.back().facet_id].children[parents.back().processed_children]].set_state(state);
|
||||
++parents.back().processed_children;
|
||||
}
|
||||
|
||||
|
||||
// If all children of the past parent triangle are claimed, move to grandparent.
|
||||
while (parents.back().processed_children == parents.back().total_children) {
|
||||
parents.pop_back();
|
||||
|
||||
if (parents.empty())
|
||||
break;
|
||||
|
||||
// And increment the grandparent children counter, because
|
||||
// we have just finished that branch and got back here.
|
||||
++parents.back().processed_children;
|
||||
}
|
||||
|
||||
// In case we popped back the root, we should be done.
|
||||
if (parents.empty())
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
} // namespace Slic3r
|
149
src/libslic3r/TriangleSelector.hpp
Normal file
149
src/libslic3r/TriangleSelector.hpp
Normal file
|
@ -0,0 +1,149 @@
|
|||
#ifndef libslic3r_TriangleSelector_hpp_
|
||||
#define libslic3r_TriangleSelector_hpp_
|
||||
|
||||
#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
|
||||
|
||||
#include "Point.hpp"
|
||||
#include "TriangleMesh.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
enum class FacetSupportType : int8_t;
|
||||
|
||||
|
||||
|
||||
// Following class holds information about selected triangles. It also has power
|
||||
// to recursively subdivide the triangles and make the selection finer.
|
||||
class TriangleSelector {
|
||||
public:
|
||||
void set_edge_limit(float edge_limit);
|
||||
|
||||
// Create new object on a TriangleMesh. The referenced mesh must
|
||||
// stay valid, a ptr to it is saved and used.
|
||||
explicit TriangleSelector(const TriangleMesh& mesh);
|
||||
|
||||
// Select all triangles fully inside the circle, subdivide where needed.
|
||||
void select_patch(const Vec3f& hit, // point where to start
|
||||
int facet_start, // facet that point belongs to
|
||||
const Vec3f& source, // camera position (mesh coords)
|
||||
const Vec3f& dir, // direction of the ray (mesh coords)
|
||||
float radius_sqr, // squared radius of the cursor
|
||||
FacetSupportType new_state); // enforcer or blocker?
|
||||
|
||||
|
||||
// Clear everything and make the tree empty.
|
||||
void reset();
|
||||
|
||||
// Remove all unnecessary data.
|
||||
void garbage_collect();
|
||||
|
||||
// Store the division trees in compact form (a long stream of
|
||||
// bits for each triangle of the original mesh).
|
||||
std::map<int, std::vector<bool>> serialize() const;
|
||||
|
||||
// Load serialized data. Assumes that correct mesh is loaded.
|
||||
void deserialize(const std::map<int, std::vector<bool>> data);
|
||||
|
||||
|
||||
protected:
|
||||
// Triangle and info about how it's split.
|
||||
class Triangle {
|
||||
public:
|
||||
// Use TriangleSelector::push_triangle to create a new triangle.
|
||||
// It increments/decrements reference counter on vertices.
|
||||
Triangle(int a, int b, int c)
|
||||
: verts_idxs{a, b, c},
|
||||
state{FacetSupportType(0)},
|
||||
number_of_splits{0},
|
||||
special_side_idx{0},
|
||||
old_number_of_splits{0}
|
||||
{}
|
||||
// Indices into m_vertices.
|
||||
std::array<int, 3> verts_idxs;
|
||||
|
||||
// Is this triangle valid or marked to be removed?
|
||||
bool valid{true};
|
||||
|
||||
// Children triangles.
|
||||
std::array<int, 4> children;
|
||||
|
||||
// Set the division type.
|
||||
void set_division(int sides_to_split, int special_side_idx = -1);
|
||||
|
||||
// Get/set current state.
|
||||
void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
|
||||
FacetSupportType get_state() const { assert(! is_split()); return state; }
|
||||
|
||||
// Get info on how it's split.
|
||||
bool is_split() const { return number_of_split_sides() != 0; }
|
||||
int number_of_split_sides() const { return number_of_splits; }
|
||||
int special_side() const { assert(is_split()); return special_side_idx; }
|
||||
bool was_split_before() const { return old_number_of_splits != 0; }
|
||||
void forget_history() { old_number_of_splits = 0; }
|
||||
|
||||
private:
|
||||
int number_of_splits;
|
||||
int special_side_idx;
|
||||
FacetSupportType state;
|
||||
|
||||
// How many children were spawned during last split?
|
||||
// Is not reset on remerging the triangle.
|
||||
int old_number_of_splits;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
explicit Vertex(const stl_vertex& vert)
|
||||
: v{vert},
|
||||
ref_cnt{0}
|
||||
{}
|
||||
stl_vertex v;
|
||||
int ref_cnt;
|
||||
};
|
||||
|
||||
// Lists of vertices and triangles, both original and new
|
||||
std::vector<Vertex> m_vertices;
|
||||
std::vector<Triangle> m_triangles;
|
||||
const TriangleMesh* m_mesh;
|
||||
|
||||
// Number of invalid triangles (to trigger garbage collection).
|
||||
int m_invalid_triangles;
|
||||
|
||||
// Limiting length of triangle side (squared).
|
||||
float m_edge_limit_sqr = 1.f;
|
||||
|
||||
// Number of original vertices and triangles.
|
||||
int m_orig_size_vertices;
|
||||
int m_orig_size_indices;
|
||||
|
||||
// Cache for cursor position, radius and direction.
|
||||
struct Cursor {
|
||||
Vec3f center;
|
||||
Vec3f source;
|
||||
Vec3f dir;
|
||||
float radius_sqr;
|
||||
};
|
||||
|
||||
Cursor m_cursor;
|
||||
|
||||
// Private functions:
|
||||
bool select_triangle(int facet_idx, FacetSupportType type,
|
||||
bool recursive_call = false);
|
||||
bool is_point_inside_cursor(const Vec3f& point) const;
|
||||
int vertices_inside(int facet_idx) const;
|
||||
bool faces_camera(int facet) const;
|
||||
void undivide_triangle(int facet_idx);
|
||||
void split_triangle(int facet_idx);
|
||||
void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
|
||||
bool is_pointer_in_triangle(int facet_idx) const;
|
||||
bool is_edge_inside_cursor(int facet_idx) const;
|
||||
void push_triangle(int a, int b, int c);
|
||||
void perform_split(int facet_idx, FacetSupportType old_state);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif // libslic3r_TriangleSelector_hpp_
|
|
@ -89,15 +89,12 @@ void GLGizmoFdmSupports::set_fdm_support_data(ModelObject* model_object, const S
|
|||
|
||||
void GLGizmoFdmSupports::on_render() const
|
||||
{
|
||||
//const Selection& selection = m_parent.get_selection();
|
||||
const Selection& selection = m_parent.get_selection();
|
||||
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
|
||||
//render_triangles(selection);
|
||||
|
||||
if (m_triangle_selector && ! m_setting_angle)
|
||||
m_triangle_selector->render(m_imgui);
|
||||
render_triangles(selection);
|
||||
|
||||
m_c->object_clipper()->render_cut();
|
||||
render_cursor_circle();
|
||||
|
@ -148,14 +145,9 @@ void GLGizmoFdmSupports::render_triangles(const Selection& selection) const
|
|||
glsafe(::glPushMatrix());
|
||||
glsafe(::glMultMatrixd(trafo_matrix.data()));
|
||||
|
||||
// Now render both enforcers and blockers.
|
||||
//for (int i=0; i<2; ++i) {
|
||||
// glsafe(::glColor4f(i ? 1.f : 0.2f, 0.2f, i ? 0.2f : 1.0f, 0.5f));
|
||||
// for (const GLIndexedVertexArray& iva : m_ivas[mesh_id][i]) {
|
||||
if (m_iva.has_VBOs())
|
||||
m_iva.render();
|
||||
// }
|
||||
//}
|
||||
if (! m_setting_angle)
|
||||
m_triangle_selectors[mesh_id]->render(m_imgui);
|
||||
|
||||
glsafe(::glPopMatrix());
|
||||
if (is_left_handed)
|
||||
glsafe(::glFrontFace(GL_CCW));
|
||||
|
@ -212,16 +204,14 @@ void GLGizmoFdmSupports::render_cursor_circle() const
|
|||
|
||||
void GLGizmoFdmSupports::update_model_object() const
|
||||
{
|
||||
return;
|
||||
/*ModelObject* mo = m_c->selection_info()->model_object();
|
||||
ModelObject* mo = m_c->selection_info()->model_object();
|
||||
int idx = -1;
|
||||
for (ModelVolume* mv : mo->volumes) {
|
||||
++idx;
|
||||
if (! mv->is_model_part())
|
||||
continue;
|
||||
for (int i=0; i<int(m_selected_facets[idx].size()); ++i)
|
||||
mv->m_supported_facets.set_facet(i, m_selected_facets[idx][i]);
|
||||
}*/
|
||||
mv->m_supported_facets.set(*m_triangle_selectors[idx].get());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -230,21 +220,7 @@ void GLGizmoFdmSupports::update_from_model_object()
|
|||
wxBusyCursor wait;
|
||||
|
||||
const ModelObject* mo = m_c->selection_info()->model_object();
|
||||
/*size_t num_of_volumes = 0;
|
||||
for (const ModelVolume* mv : mo->volumes)
|
||||
if (mv->is_model_part())
|
||||
++num_of_volumes;
|
||||
m_selected_facets.resize(num_of_volumes);*/
|
||||
|
||||
m_triangle_selector = std::make_unique<TriangleSelector>(mo->volumes.front()->mesh());
|
||||
|
||||
/*m_ivas.clear();
|
||||
m_ivas.resize(num_of_volumes);
|
||||
for (size_t i=0; i<num_of_volumes; ++i) {
|
||||
m_ivas[i][0].reserve(MaxVertexBuffers);
|
||||
m_ivas[i][1].reserve(MaxVertexBuffers);
|
||||
}
|
||||
|
||||
m_triangle_selectors.clear();
|
||||
|
||||
int volume_id = -1;
|
||||
for (const ModelVolume* mv : mo->volumes) {
|
||||
|
@ -256,17 +232,9 @@ void GLGizmoFdmSupports::update_from_model_object()
|
|||
// This mesh does not account for the possible Z up SLA offset.
|
||||
const TriangleMesh* mesh = &mv->mesh();
|
||||
|
||||
m_selected_facets[volume_id].assign(mesh->its.indices.size(), FacetSupportType::NONE);
|
||||
|
||||
// Load current state from ModelVolume.
|
||||
for (FacetSupportType type : {FacetSupportType::ENFORCER, FacetSupportType::BLOCKER}) {
|
||||
const std::vector<int>& list = mv->m_supported_facets.get_facets(type);
|
||||
for (int i : list)
|
||||
m_selected_facets[volume_id][i] = type;
|
||||
}
|
||||
update_vertex_buffers(mesh, volume_id, FacetSupportType::ENFORCER);
|
||||
update_vertex_buffers(mesh, volume_id, FacetSupportType::BLOCKER);
|
||||
}*/
|
||||
m_triangle_selectors.emplace_back(std::make_unique<TriangleSelectorGUI>(*mesh));
|
||||
m_triangle_selectors.back()->deserialize(mv->m_supported_facets.get_data());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -321,7 +289,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
|
|||
|| action == SLAGizmoEventType::RightDown
|
||||
|| (action == SLAGizmoEventType::Dragging && m_button_down != Button::None)) {
|
||||
|
||||
if (! m_triangle_selector)
|
||||
if (m_triangle_selectors.empty())
|
||||
return false;
|
||||
|
||||
FacetSupportType new_state = FacetSupportType::NONE;
|
||||
|
@ -426,23 +394,20 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
|
|||
}
|
||||
}
|
||||
|
||||
// FIXME: just for now, only process first mesh
|
||||
if (mesh_id != 0)
|
||||
return false;
|
||||
|
||||
const Transform3d& trafo_matrix = trafo_matrices[mesh_id];
|
||||
|
||||
// Calculate how far can a point be from the line (in mesh coords).
|
||||
// FIXME: The scaling of the mesh can be non-uniform.
|
||||
const Vec3d sf = Geometry::Transformation(trafo_matrix).get_scaling_factor();
|
||||
const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.;
|
||||
const float limit = pow(m_cursor_radius/avg_scaling , 2.f);
|
||||
const float limit = std::pow(m_cursor_radius/avg_scaling , 2.f);
|
||||
|
||||
// Calculate direction from camera to the hit (in mesh coords):
|
||||
Vec3f camera_pos = (trafo_matrix.inverse() * camera.get_position()).cast<float>();
|
||||
Vec3f dir = (closest_hit - camera_pos).normalized();
|
||||
|
||||
m_triangle_selector->select_patch(closest_hit, closest_facet, camera_pos,
|
||||
assert(mesh_id < int(m_triangle_selectors.size()));
|
||||
m_triangle_selectors[mesh_id]->select_patch(closest_hit, closest_facet, camera_pos,
|
||||
dir, limit, new_state);
|
||||
|
||||
return true;
|
||||
|
@ -468,7 +433,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
|
|||
}
|
||||
|
||||
|
||||
void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
|
||||
/*void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
|
||||
int mesh_id,
|
||||
FacetSupportType type,
|
||||
const std::vector<size_t>* new_facets)
|
||||
|
@ -506,7 +471,7 @@ void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
|
|||
if (pushed)
|
||||
m_iva.finalize_geometry(true);
|
||||
|
||||
/*} else {
|
||||
} else {
|
||||
// we are only appending - let's make new vertex array and let the old ones live
|
||||
ivas.push_back(GLIndexedVertexArray());
|
||||
for (size_t facet_idx : *new_facets)
|
||||
|
@ -516,9 +481,9 @@ void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
|
|||
ivas.back().finalize_geometry(true);
|
||||
else
|
||||
ivas.pop_back();
|
||||
}*/
|
||||
}
|
||||
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
void GLGizmoFdmSupports::select_facets_by_angle(float threshold_deg, bool overwrite, bool block)
|
||||
|
@ -761,8 +726,8 @@ void GLGizmoFdmSupports::on_set_state()
|
|||
}
|
||||
activate_internal_undo_redo_stack(false);
|
||||
m_old_mo_id = -1;
|
||||
m_iva.release_geometry();
|
||||
m_selected_facets.clear();
|
||||
//m_iva.release_geometry();
|
||||
m_triangle_selectors.clear();
|
||||
}
|
||||
m_old_state = m_state;
|
||||
}
|
||||
|
@ -800,422 +765,14 @@ void GLGizmoFdmSupports::on_save(cereal::BinaryOutputArchive&) const
|
|||
}
|
||||
|
||||
|
||||
// sides_to_split==-1 : just restore previous split
|
||||
void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
|
||||
void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
|
||||
{
|
||||
assert(sides_to_split >=-1 && sides_to_split <= 3);
|
||||
assert(special_side_idx >=-1 && special_side_idx < 3);
|
||||
|
||||
// If splitting one or two sides, second argument must be provided.
|
||||
assert(sides_to_split != 1 || special_side_idx != -1);
|
||||
assert(sides_to_split != 2 || special_side_idx != -1);
|
||||
|
||||
if (sides_to_split != -1) {
|
||||
this->number_of_splits = sides_to_split;
|
||||
if (sides_to_split != 0) {
|
||||
assert(old_number_of_splits == 0);
|
||||
this->special_side_idx = special_side_idx;
|
||||
this->old_number_of_splits = sides_to_split;
|
||||
}
|
||||
}
|
||||
else {
|
||||
assert(old_number_of_splits != 0);
|
||||
this->number_of_splits = old_number_of_splits;
|
||||
// indices of children should still be there.
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
|
||||
const Vec3f& source, const Vec3f& dir,
|
||||
float radius_sqr, FacetSupportType new_state)
|
||||
{
|
||||
assert(facet_start < m_orig_size_indices);
|
||||
assert(is_approx(dir.norm(), 1.f));
|
||||
|
||||
// Save current cursor center, squared radius and camera direction,
|
||||
// so we don't have to pass it around.
|
||||
m_cursor = {hit, source, dir, radius_sqr};
|
||||
|
||||
// Now start with the facet the pointer points to and check all adjacent facets.
|
||||
std::vector<int> facets_to_check{facet_start};
|
||||
std::vector<bool> visited(m_orig_size_indices, false); // keep track of facets we already processed
|
||||
int facet_idx = 0; // index into facets_to_check
|
||||
while (facet_idx < int(facets_to_check.size())) {
|
||||
int facet = facets_to_check[facet_idx];
|
||||
if (! visited[facet]) {
|
||||
if (select_triangle(facet, new_state)) {
|
||||
// add neighboring facets to list to be proccessed later
|
||||
for (int n=0; n<3; ++n) {
|
||||
if (faces_camera(m_mesh->stl.neighbors_start[facet].neighbor[n]))
|
||||
facets_to_check.push_back(m_mesh->stl.neighbors_start[facet].neighbor[n]);
|
||||
}
|
||||
}
|
||||
}
|
||||
visited[facet] = true;
|
||||
++facet_idx;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Selects either the whole triangle (discarding any children it had), or divides
|
||||
// the triangle recursively, selecting just subtriangles truly inside the circle.
|
||||
// This is done by an actual recursive call. Returns false if the triangle is
|
||||
// outside the cursor.
|
||||
bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, bool recursive_call)
|
||||
{
|
||||
assert(facet_idx < int(m_triangles.size()));
|
||||
|
||||
Triangle* tr = &m_triangles[facet_idx];
|
||||
if (! tr->valid)
|
||||
return false;
|
||||
|
||||
int num_of_inside_vertices = vertices_inside(facet_idx);
|
||||
|
||||
if (num_of_inside_vertices == 0
|
||||
&& ! is_pointer_in_triangle(facet_idx)
|
||||
&& ! is_edge_inside_cursor(facet_idx))
|
||||
return false;
|
||||
|
||||
if (num_of_inside_vertices == 3) {
|
||||
// dump any subdivision and select whole triangle
|
||||
undivide_triangle(facet_idx);
|
||||
tr->set_state(type);
|
||||
} else {
|
||||
// the triangle is partially inside, let's recursively divide it
|
||||
// (if not already) and try selecting its children.
|
||||
|
||||
if (! tr->is_split() && tr->get_state() == type) {
|
||||
// This is leaf triangle that is already of correct type as a whole.
|
||||
// No need to split, all children would end up selected anyway.
|
||||
return true;
|
||||
}
|
||||
|
||||
split_triangle(facet_idx);
|
||||
tr = &m_triangles[facet_idx]; // might have been invalidated
|
||||
|
||||
|
||||
int num_of_children = tr->number_of_split_sides() + 1;
|
||||
if (num_of_children != 1) {
|
||||
for (int i=0; i<num_of_children; ++i) {
|
||||
assert(i < int(tr->children.size()));
|
||||
assert(tr->children[i] < int(m_triangles.size()));
|
||||
|
||||
select_triangle(tr->children[i], type, true);
|
||||
tr = &m_triangles[facet_idx]; // might have been invalidated
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (! recursive_call) {
|
||||
// In case that all children are leafs and have the same state now,
|
||||
// they may be removed and substituted by the parent triangle.
|
||||
remove_useless_children(facet_idx);
|
||||
|
||||
// Make sure that we did not lose track of invalid triangles.
|
||||
assert(m_invalid_triangles == std::count_if(m_triangles.begin(), m_triangles.end(),
|
||||
[](const Triangle& tr) { return ! tr.valid; }));
|
||||
|
||||
// Do garbage collection maybe?
|
||||
if (2*m_invalid_triangles > int(m_triangles.size()))
|
||||
garbage_collect();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::split_triangle(int facet_idx)
|
||||
{
|
||||
if (m_triangles[facet_idx].is_split()) {
|
||||
// The triangle is divided already.
|
||||
return;
|
||||
}
|
||||
|
||||
Triangle* tr = &m_triangles[facet_idx];
|
||||
|
||||
FacetSupportType old_type = tr->get_state();
|
||||
|
||||
if (tr->was_split_before() != 0) {
|
||||
// This triangle is not split at the moment, but was at one point
|
||||
// in history. We can just restore it and resurrect its children.
|
||||
tr->set_division(-1);
|
||||
for (int i=0; i<=tr->number_of_split_sides(); ++i) {
|
||||
m_triangles[tr->children[i]].set_state(old_type);
|
||||
m_triangles[tr->children[i]].valid = true;
|
||||
--m_invalid_triangles;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// If we got here, we are about to actually split the triangle.
|
||||
const double limit_squared = m_edge_limit_sqr;
|
||||
|
||||
std::array<int, 3>& facet = tr->verts_idxs;
|
||||
const stl_vertex* pts[3] = { &m_vertices[facet[0]].v, &m_vertices[facet[1]].v, &m_vertices[facet[2]].v};
|
||||
double sides[3] = { (*pts[2]-*pts[1]).squaredNorm(),
|
||||
(*pts[0]-*pts[2]).squaredNorm(),
|
||||
(*pts[1]-*pts[0]).squaredNorm() };
|
||||
|
||||
std::vector<int> sides_to_split;
|
||||
int side_to_keep = -1;
|
||||
for (int pt_idx = 0; pt_idx<3; ++pt_idx) {
|
||||
if (sides[pt_idx] > limit_squared)
|
||||
sides_to_split.push_back(pt_idx);
|
||||
else
|
||||
side_to_keep = pt_idx;
|
||||
}
|
||||
if (sides_to_split.empty()) {
|
||||
// This shall be unselected.
|
||||
tr->set_division(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Save how the triangle will be split. Second argument makes sense only for one
|
||||
// or two split sides, otherwise the value is ignored.
|
||||
tr->set_division(sides_to_split.size(),
|
||||
sides_to_split.size() == 2 ? side_to_keep : sides_to_split[0]);
|
||||
|
||||
perform_split(facet_idx, old_type);
|
||||
}
|
||||
|
||||
|
||||
// Calculate distance of a point from a line.
|
||||
bool TriangleSelector::is_point_inside_cursor(const Vec3f& point) const
|
||||
{
|
||||
Vec3f diff = m_cursor.center - point;
|
||||
return (diff - diff.dot(m_cursor.dir) * m_cursor.dir).squaredNorm() < m_cursor.radius_sqr;
|
||||
}
|
||||
|
||||
|
||||
// Is pointer in a triangle?
|
||||
bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
|
||||
{
|
||||
auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
|
||||
const Vec3f& c, const Vec3f& d) -> bool {
|
||||
return ((b-a).cross(c-a)).dot(d-a) > 0.;
|
||||
};
|
||||
|
||||
const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
|
||||
const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
|
||||
const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
|
||||
const Vec3f& q1 = m_cursor.center + m_cursor.dir;
|
||||
const Vec3f q2 = m_cursor.center - m_cursor.dir;
|
||||
|
||||
if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3)) {
|
||||
bool pos = signed_volume_sign(q1,q2,p1,p2);
|
||||
if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Determine whether this facet is potentially visible (still can be obscured).
|
||||
bool TriangleSelector::faces_camera(int facet) const
|
||||
{
|
||||
assert(facet < m_orig_size_indices);
|
||||
// The normal is cached in mesh->stl, use it.
|
||||
return (m_mesh->stl.facet_start[facet].normal.dot(m_cursor.dir) < 0.);
|
||||
}
|
||||
|
||||
|
||||
// How many vertices of a triangle are inside the circle?
|
||||
int TriangleSelector::vertices_inside(int facet_idx) const
|
||||
{
|
||||
int inside = 0;
|
||||
for (size_t i=0; i<3; ++i) {
|
||||
if (is_point_inside_cursor(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
|
||||
++inside;
|
||||
}
|
||||
return inside;
|
||||
}
|
||||
|
||||
|
||||
// Is edge inside cursor?
|
||||
bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
|
||||
{
|
||||
Vec3f pts[3];
|
||||
for (int i=0; i<3; ++i)
|
||||
pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
|
||||
|
||||
const Vec3f& p = m_cursor.center;
|
||||
|
||||
for (int side = 0; side < 3; ++side) {
|
||||
const Vec3f& a = pts[side];
|
||||
const Vec3f& b = pts[side<2 ? side+1 : 0];
|
||||
Vec3f s = (b-a).normalized();
|
||||
float t = (p-a).dot(s);
|
||||
Vec3f vector = a+t*s - p;
|
||||
|
||||
// vector is 3D vector from center to the intersection. What we want to
|
||||
// measure is length of its projection onto plane perpendicular to dir.
|
||||
float dist_sqr = vector.squaredNorm() - std::pow(vector.dot(m_cursor.dir), 2.f);
|
||||
if (dist_sqr < m_cursor.radius_sqr && t>=0.f && t<=(b-a).norm())
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Recursively remove all subtriangles.
|
||||
void TriangleSelector::undivide_triangle(int facet_idx)
|
||||
{
|
||||
assert(facet_idx < int(m_triangles.size()));
|
||||
Triangle& tr = m_triangles[facet_idx];
|
||||
|
||||
if (tr.is_split()) {
|
||||
for (int i=0; i<=tr.number_of_split_sides(); ++i) {
|
||||
undivide_triangle(tr.children[i]);
|
||||
m_triangles[tr.children[i]].valid = false;
|
||||
++m_invalid_triangles;
|
||||
}
|
||||
tr.set_division(0); // not split
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::remove_useless_children(int facet_idx)
|
||||
{
|
||||
// Check that all children are leafs of the same type. If not, try to
|
||||
// make them (recursive call). Remove them if sucessful.
|
||||
|
||||
assert(facet_idx < int(m_triangles.size()) && m_triangles[facet_idx].valid);
|
||||
Triangle& tr = m_triangles[facet_idx];
|
||||
|
||||
if (! tr.is_split()) {
|
||||
// This is a leaf, there nothing to do. This can happen during the
|
||||
// first (non-recursive call). Shouldn't otherwise.
|
||||
return;
|
||||
}
|
||||
|
||||
// Call this for all non-leaf children.
|
||||
for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
|
||||
assert(child_idx < int(m_triangles.size()) && m_triangles[child_idx].valid);
|
||||
if (m_triangles[tr.children[child_idx]].is_split())
|
||||
remove_useless_children(tr.children[child_idx]);
|
||||
}
|
||||
|
||||
|
||||
// Return if a child is not leaf or two children differ in type.
|
||||
FacetSupportType first_child_type = FacetSupportType::NONE;
|
||||
for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
|
||||
if (m_triangles[tr.children[child_idx]].is_split())
|
||||
return;
|
||||
if (child_idx == 0)
|
||||
first_child_type = m_triangles[tr.children[0]].get_state();
|
||||
else if (m_triangles[tr.children[child_idx]].get_state() != first_child_type)
|
||||
return;
|
||||
}
|
||||
|
||||
// If we got here, the children can be removed.
|
||||
undivide_triangle(facet_idx);
|
||||
tr.set_state(first_child_type);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TriangleSelector::garbage_collect()
|
||||
{
|
||||
// First make a map from old to new triangle indices.
|
||||
int new_idx = m_orig_size_indices;
|
||||
std::vector<int> new_triangle_indices(m_triangles.size(), -1);
|
||||
for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
|
||||
if (m_triangles[i].valid) {
|
||||
new_triangle_indices[i] = new_idx;
|
||||
++new_idx;
|
||||
} else {
|
||||
// Decrement reference counter for the vertices.
|
||||
for (int j=0; j<3; ++j)
|
||||
--m_vertices[m_triangles[i].verts_idxs[j]].ref_cnt;
|
||||
}
|
||||
}
|
||||
|
||||
// Now we know which vertices are not referenced anymore. Make a map
|
||||
// from old idxs to new ones, like we did for triangles.
|
||||
new_idx = m_orig_size_vertices;
|
||||
std::vector<int> new_vertices_indices(m_vertices.size(), -1);
|
||||
for (int i=m_orig_size_vertices; i<int(m_vertices.size()); ++i) {
|
||||
assert(m_vertices[i].ref_cnt >= 0);
|
||||
if (m_vertices[i].ref_cnt != 0) {
|
||||
new_vertices_indices[i] = new_idx;
|
||||
++new_idx;
|
||||
}
|
||||
}
|
||||
|
||||
// We can remove all invalid triangles and vertices that are no longer referenced.
|
||||
m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
|
||||
[](const Triangle& tr) { return ! tr.valid; }),
|
||||
m_triangles.end());
|
||||
m_vertices.erase(std::remove_if(m_vertices.begin()+m_orig_size_vertices, m_vertices.end(),
|
||||
[](const Vertex& vert) { return vert.ref_cnt == 0; }),
|
||||
m_vertices.end());
|
||||
|
||||
// Now go through all remaining triangles and update changed indices.
|
||||
for (Triangle& tr : m_triangles) {
|
||||
assert(tr.valid);
|
||||
|
||||
if (tr.is_split()) {
|
||||
// There are children. Update their indices.
|
||||
for (int j=0; j<=tr.number_of_split_sides(); ++j) {
|
||||
assert(new_triangle_indices[tr.children[j]] != -1);
|
||||
tr.children[j] = new_triangle_indices[tr.children[j]];
|
||||
}
|
||||
}
|
||||
|
||||
// Update indices into m_vertices. The original vertices are never
|
||||
// touched and need not be reindexed.
|
||||
for (int& idx : tr.verts_idxs) {
|
||||
if (idx >= m_orig_size_vertices) {
|
||||
assert(new_vertices_indices[idx] != -1);
|
||||
idx = new_vertices_indices[idx];
|
||||
}
|
||||
}
|
||||
|
||||
// If this triangle was split before, forget it.
|
||||
// Children referenced in the cache are dead by now.
|
||||
tr.forget_history();
|
||||
}
|
||||
|
||||
m_invalid_triangles = 0;
|
||||
}
|
||||
|
||||
TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
|
||||
: m_mesh{&mesh}
|
||||
{
|
||||
reset();
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::reset()
|
||||
{
|
||||
if (! m_orig_size_indices != 0) // unless this is run from constructor
|
||||
garbage_collect();
|
||||
m_vertices.clear();
|
||||
m_triangles.clear();
|
||||
for (const stl_vertex& vert : m_mesh->its.vertices)
|
||||
m_vertices.emplace_back(vert);
|
||||
for (const stl_triangle_vertex_indices& ind : m_mesh->its.indices)
|
||||
push_triangle(ind[0], ind[1], ind[2]);
|
||||
m_orig_size_vertices = m_vertices.size();
|
||||
m_orig_size_indices = m_triangles.size();
|
||||
m_invalid_triangles = 0;
|
||||
}
|
||||
|
||||
void TriangleSelector::render(ImGuiWrapper* imgui)
|
||||
{
|
||||
Vec3d offset = wxGetApp().model().objects.front()->instances.front()->get_transformation().get_offset();
|
||||
::glTranslatef(offset.x(), offset.y(), offset.z());
|
||||
::glScalef(1.005f, 1.005f, 1.005f);
|
||||
|
||||
|
||||
int enf_cnt = 0;
|
||||
int blc_cnt = 0;
|
||||
|
||||
m_iva_enforcers.release_geometry();
|
||||
m_iva_blockers.release_geometry();
|
||||
|
||||
for (const Triangle& tr : m_triangles) {
|
||||
if (! tr.valid || tr.is_split() || tr.get_state() == FacetSupportType::NONE)
|
||||
continue;
|
||||
|
@ -1245,13 +802,13 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
|
|||
::glColor4f(0.f, 0.f, 1.f, 0.2f);
|
||||
m_iva_enforcers.render();
|
||||
}
|
||||
m_iva_enforcers.release_geometry();
|
||||
|
||||
|
||||
if (m_iva_blockers.has_VBOs()) {
|
||||
::glColor4f(1.f, 0.f, 0.f, 0.2f);
|
||||
m_iva_blockers.render();
|
||||
}
|
||||
m_iva_blockers.release_geometry();
|
||||
|
||||
|
||||
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
if (imgui)
|
||||
|
@ -1262,242 +819,9 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
|
|||
}
|
||||
|
||||
|
||||
void TriangleSelector::set_edge_limit(float edge_limit)
|
||||
{
|
||||
float new_limit_sqr = std::pow(edge_limit, 2.f);
|
||||
|
||||
if (new_limit_sqr != m_edge_limit_sqr) {
|
||||
m_edge_limit_sqr = new_limit_sqr;
|
||||
|
||||
// The way how triangles split may be different now, forget
|
||||
// all cached splits.
|
||||
garbage_collect();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TriangleSelector::push_triangle(int a, int b, int c)
|
||||
{
|
||||
for (int i : {a, b, c}) {
|
||||
assert(i >= 0 && i < int(m_vertices.size()));
|
||||
++m_vertices[i].ref_cnt;
|
||||
}
|
||||
m_triangles.emplace_back(a, b, c);
|
||||
}
|
||||
|
||||
|
||||
void TriangleSelector::perform_split(int facet_idx, FacetSupportType old_state)
|
||||
{
|
||||
Triangle* tr = &m_triangles[facet_idx];
|
||||
|
||||
assert(tr->is_split());
|
||||
|
||||
// Read info about how to split this triangle.
|
||||
int sides_to_split = tr->number_of_split_sides();
|
||||
|
||||
// indices of triangle vertices
|
||||
std::vector<int> verts_idxs;
|
||||
int idx = tr->special_side();
|
||||
for (int j=0; j<3; ++j) {
|
||||
verts_idxs.push_back(tr->verts_idxs[idx++]);
|
||||
if (idx == 3)
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
if (sides_to_split == 1) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[1]].v + m_vertices[verts_idxs[2]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+2, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[2]);
|
||||
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[0]);
|
||||
}
|
||||
|
||||
if (sides_to_split == 2) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
||||
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[3]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+4, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[4]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[4]);
|
||||
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[4]);
|
||||
}
|
||||
|
||||
if (sides_to_split == 3) {
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[2]].v + m_vertices[verts_idxs[3]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+3, m_vertices.size() - 1);
|
||||
m_vertices.emplace_back((m_vertices[verts_idxs[4]].v + m_vertices[verts_idxs[0]].v)/2.);
|
||||
verts_idxs.insert(verts_idxs.begin()+5, m_vertices.size() - 1);
|
||||
|
||||
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[5]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[3]);
|
||||
push_triangle(verts_idxs[3], verts_idxs[4], verts_idxs[5]);
|
||||
push_triangle(verts_idxs[1], verts_idxs[3], verts_idxs[5]);
|
||||
}
|
||||
|
||||
tr = &m_triangles[facet_idx]; // may have been invalidated
|
||||
|
||||
// And save the children. All children should start in the same state as the triangle we just split.
|
||||
assert(sides_to_split <= 3);
|
||||
for (int i=0; i<=sides_to_split; ++i) {
|
||||
tr->children[i] = m_triangles.size()-1-i;
|
||||
m_triangles[tr->children[i]].set_state(old_state);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
std::map<int, std::vector<bool>> TriangleSelector::serialize() const
|
||||
{
|
||||
// Each original triangle of the mesh is assigned a number encoding its state
|
||||
// or how it is split. Each triangle is encoded by 4 bits (xxyy):
|
||||
// leaf triangle: xx = FacetSupportType, yy = 0
|
||||
// non-leaf: xx = special side, yy = number of split sides
|
||||
// These are bitwise appended and formed into one 64-bit integer.
|
||||
|
||||
// The function returns a map from original triangle indices to
|
||||
// stream of bits encoding state and offsprings.
|
||||
|
||||
std::map<int, std::vector<bool>> out;
|
||||
for (int i=0; i<m_orig_size_indices; ++i) {
|
||||
const Triangle& tr = m_triangles[i];
|
||||
|
||||
if (! tr.is_split() && tr.get_state() == FacetSupportType::NONE)
|
||||
continue; // no need to save anything, unsplit and unselected is default
|
||||
|
||||
std::vector<bool> data; // complete encoding of this mesh triangle
|
||||
int stored_triangles = 0; // how many have been already encoded
|
||||
|
||||
std::function<void(int)> serialize_recursive;
|
||||
serialize_recursive = [this, &serialize_recursive, &stored_triangles, &data](int facet_idx) {
|
||||
const Triangle& tr = m_triangles[facet_idx];
|
||||
|
||||
// Always save number of split sides. It is zero for unsplit triangles.
|
||||
int split_sides = tr.number_of_split_sides();
|
||||
assert(split_sides >= 0 && split_sides <= 3);
|
||||
|
||||
//data |= (split_sides << (stored_triangles * 4));
|
||||
data.push_back(split_sides & 0b01);
|
||||
data.push_back(split_sides & 0b10);
|
||||
|
||||
if (tr.is_split()) {
|
||||
// If this triangle is split, save which side is split (in case
|
||||
// of one split) or kept (in case of two splits). The value will
|
||||
// be ignored for 3-side split.
|
||||
assert(split_sides > 0);
|
||||
assert(tr.special_side() >= 0 && tr.special_side() <= 3);
|
||||
data.push_back(tr.special_side() & 0b01);
|
||||
data.push_back(tr.special_side() & 0b10);
|
||||
++stored_triangles;
|
||||
// Now save all children.
|
||||
for (int child_idx=0; child_idx<=split_sides; ++child_idx)
|
||||
serialize_recursive(tr.children[child_idx]);
|
||||
} else {
|
||||
// In case this is leaf, we better save information about its state.
|
||||
assert(int(tr.get_state()) <= 3);
|
||||
data.push_back(int(tr.get_state()) & 0b01);
|
||||
data.push_back(int(tr.get_state()) & 0b10);
|
||||
++stored_triangles;
|
||||
}
|
||||
};
|
||||
|
||||
serialize_recursive(i);
|
||||
out[i] = data;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data)
|
||||
{
|
||||
reset(); // dump any current state
|
||||
for (const auto& [triangle_id, code] : data) {
|
||||
assert(triangle_id < int(m_triangles.size()));
|
||||
int processed_triangles = 0;
|
||||
struct ProcessingInfo {
|
||||
int facet_id = 0;
|
||||
int processed_children = 0;
|
||||
int total_children = 0;
|
||||
};
|
||||
|
||||
// Vector to store all parents that have offsprings.
|
||||
std::vector<ProcessingInfo> parents;
|
||||
|
||||
while (true) {
|
||||
// Read next triangle info.
|
||||
int next_code = 0;
|
||||
for (int i=3; i>=0; --i) {
|
||||
next_code = next_code << 1;
|
||||
next_code |= int(code[4 * processed_triangles + i]);
|
||||
}
|
||||
++processed_triangles;
|
||||
|
||||
int num_of_split_sides = (next_code & 0b11);
|
||||
int num_of_children = num_of_split_sides != 0 ? num_of_split_sides + 1 : 0;
|
||||
bool is_split = num_of_children != 0;
|
||||
FacetSupportType state = FacetSupportType(next_code >> 2);
|
||||
int special_side = (next_code >> 2);
|
||||
|
||||
// Take care of the first iteration separately, so handling of the others is simpler.
|
||||
if (parents.empty()) {
|
||||
if (! is_split) {
|
||||
// root is not split. just set the state and that's it.
|
||||
m_triangles[triangle_id].set_state(state);
|
||||
break;
|
||||
} else {
|
||||
// root is split, add it into list of parents and split it.
|
||||
// then go to the next.
|
||||
parents.push_back({triangle_id, 0, num_of_children});
|
||||
m_triangles[triangle_id].set_division(num_of_children-1, special_side);
|
||||
perform_split(triangle_id, FacetSupportType::NONE);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// This is not the first iteration. This triangle is a child of last seen parent.
|
||||
assert(! parents.empty());
|
||||
assert(parents.back().processed_children < parents.back().total_children);
|
||||
|
||||
if (is_split) {
|
||||
// split the triangle and save it as parent of the next ones.
|
||||
const ProcessingInfo& last = parents.back();
|
||||
int this_idx = m_triangles[last.facet_id].children[last.processed_children];
|
||||
m_triangles[this_idx].set_division(num_of_children-1, special_side);
|
||||
perform_split(this_idx, FacetSupportType::NONE);
|
||||
parents.push_back({this_idx, 0, num_of_children});
|
||||
} else {
|
||||
// this triangle belongs to last split one
|
||||
m_triangles[m_triangles[parents.back().facet_id].children[parents.back().processed_children]].set_state(state);
|
||||
++parents.back().processed_children;
|
||||
}
|
||||
|
||||
|
||||
// If all children of the past parent triangle are claimed, move to grandparent.
|
||||
while (parents.back().processed_children == parents.back().total_children) {
|
||||
parents.pop_back();
|
||||
|
||||
if (parents.empty())
|
||||
break;
|
||||
|
||||
// And increment the grandparent children counter, because
|
||||
// we have just finished that branch and got back here.
|
||||
++parents.back().processed_children;
|
||||
}
|
||||
|
||||
// In case we popped back the root, we should be done.
|
||||
if (parents.empty())
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
void TriangleSelector::render_debug(ImGuiWrapper* imgui)
|
||||
void TriangleSelectorGUI::render_debug(ImGuiWrapper* imgui)
|
||||
{
|
||||
imgui->begin(std::string("TriangleSelector dialog (DEV ONLY)"),
|
||||
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse);
|
||||
|
@ -1585,5 +909,7 @@ void TriangleSelector::render_debug(ImGuiWrapper* imgui)
|
|||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
|
|
@ -6,11 +6,11 @@
|
|||
#include "slic3r/GUI/3DScene.hpp"
|
||||
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/TriangleSelector.hpp"
|
||||
|
||||
#include <cereal/types/vector.hpp>
|
||||
|
||||
|
||||
#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
|
||||
|
||||
namespace Slic3r {
|
||||
|
@ -23,144 +23,26 @@ enum class SLAGizmoEventType : unsigned char;
|
|||
class ClippingPlane;
|
||||
|
||||
|
||||
// Following class holds information about selected triangles. It also has power
|
||||
// to recursively subdivide the triangles and make the selection finer.
|
||||
class TriangleSelector {
|
||||
|
||||
class TriangleSelectorGUI : public TriangleSelector {
|
||||
public:
|
||||
void set_edge_limit(float edge_limit);
|
||||
|
||||
// Create new object on a TriangleMesh. The referenced mesh must
|
||||
// stay valid, a ptr to it is saved and used.
|
||||
explicit TriangleSelector(const TriangleMesh& mesh);
|
||||
|
||||
// Select all triangles fully inside the circle, subdivide where needed.
|
||||
void select_patch(const Vec3f& hit, // point where to start
|
||||
int facet_start, // facet that point belongs to
|
||||
const Vec3f& source, // camera position (mesh coords)
|
||||
const Vec3f& dir, // direction of the ray (mesh coords)
|
||||
float radius_sqr, // squared radius of the cursor
|
||||
FacetSupportType new_state); // enforcer or blocker?
|
||||
explicit TriangleSelectorGUI(const TriangleMesh& mesh)
|
||||
: TriangleSelector(mesh) {}
|
||||
|
||||
// Render current selection. Transformation matrices are supposed
|
||||
// to be already set.
|
||||
void render(ImGuiWrapper* imgui = nullptr);
|
||||
|
||||
// Clear everything and make the tree empty.
|
||||
void reset();
|
||||
|
||||
// Remove all unnecessary data.
|
||||
void garbage_collect();
|
||||
|
||||
// Store the division trees in compact form (a long stream of
|
||||
// bits for each triangle of the original mesh).
|
||||
std::map<int, std::vector<bool>> serialize() const;
|
||||
|
||||
// Load serialized data. Assumes that correct mesh is loaded.
|
||||
void deserialize(const std::map<int, std::vector<bool>> data);
|
||||
|
||||
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
void render_debug(ImGuiWrapper* imgui);
|
||||
bool m_show_triangles{true};
|
||||
bool m_show_triangles{false};
|
||||
bool m_show_invalid{false};
|
||||
#endif
|
||||
|
||||
private:
|
||||
// Triangle and info about how it's split.
|
||||
class Triangle {
|
||||
public:
|
||||
// Use TriangleSelector::push_triangle to create a new triangle.
|
||||
// It increments/decrements reference counter on vertices.
|
||||
Triangle(int a, int b, int c)
|
||||
: verts_idxs{a, b, c},
|
||||
state{FacetSupportType(0)},
|
||||
number_of_splits{0},
|
||||
special_side_idx{0},
|
||||
old_number_of_splits{0}
|
||||
{}
|
||||
// Indices into m_vertices.
|
||||
std::array<int, 3> verts_idxs;
|
||||
|
||||
// Is this triangle valid or marked to be removed?
|
||||
bool valid{true};
|
||||
|
||||
// Children triangles.
|
||||
std::array<int, 4> children;
|
||||
|
||||
// Set the division type.
|
||||
void set_division(int sides_to_split, int special_side_idx = -1);
|
||||
|
||||
// Get/set current state.
|
||||
void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
|
||||
FacetSupportType get_state() const { assert(! is_split()); return state; }
|
||||
|
||||
// Get info on how it's split.
|
||||
bool is_split() const { return number_of_split_sides() != 0; }
|
||||
int number_of_split_sides() const { return number_of_splits; }
|
||||
int special_side() const { assert(is_split()); return special_side_idx; }
|
||||
bool was_split_before() const { return old_number_of_splits != 0; }
|
||||
void forget_history() { old_number_of_splits = 0; }
|
||||
|
||||
private:
|
||||
int number_of_splits;
|
||||
int special_side_idx;
|
||||
FacetSupportType state;
|
||||
|
||||
// How many children were spawned during last split?
|
||||
// Is not reset on remerging the triangle.
|
||||
int old_number_of_splits;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
explicit Vertex(const stl_vertex& vert)
|
||||
: v{vert},
|
||||
ref_cnt{0}
|
||||
{}
|
||||
stl_vertex v;
|
||||
int ref_cnt;
|
||||
};
|
||||
|
||||
// Lists of vertices and triangles, both original and new
|
||||
std::vector<Vertex> m_vertices;
|
||||
std::vector<Triangle> m_triangles;
|
||||
const TriangleMesh* m_mesh;
|
||||
|
||||
GLIndexedVertexArray m_iva_enforcers;
|
||||
GLIndexedVertexArray m_iva_blockers;
|
||||
std::array<GLIndexedVertexArray, 3> m_varrays;
|
||||
|
||||
// Number of invalid triangles (to trigger garbage collection).
|
||||
int m_invalid_triangles;
|
||||
|
||||
// Limiting length of triangle side (squared).
|
||||
float m_edge_limit_sqr = 1.f;
|
||||
|
||||
// Number of original vertices and triangles.
|
||||
int m_orig_size_vertices;
|
||||
int m_orig_size_indices;
|
||||
|
||||
// Cache for cursor position, radius and direction.
|
||||
struct Cursor {
|
||||
Vec3f center;
|
||||
Vec3f source;
|
||||
Vec3f dir;
|
||||
float radius_sqr;
|
||||
};
|
||||
|
||||
Cursor m_cursor;
|
||||
|
||||
// Private functions:
|
||||
bool select_triangle(int facet_idx, FacetSupportType type,
|
||||
bool recursive_call = false);
|
||||
bool is_point_inside_cursor(const Vec3f& point) const;
|
||||
int vertices_inside(int facet_idx) const;
|
||||
bool faces_camera(int facet) const;
|
||||
void undivide_triangle(int facet_idx);
|
||||
void split_triangle(int facet_idx);
|
||||
void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
|
||||
bool is_pointer_in_triangle(int facet_idx) const;
|
||||
bool is_edge_inside_cursor(int facet_idx) const;
|
||||
void push_triangle(int a, int b, int c);
|
||||
void perform_split(int facet_idx, FacetSupportType old_state);
|
||||
};
|
||||
|
||||
|
||||
|
@ -178,17 +60,8 @@ private:
|
|||
static constexpr float CursorRadiusMax = 8.f;
|
||||
static constexpr float CursorRadiusStep = 0.2f;
|
||||
|
||||
// For each model-part volume, store a list of statuses of
|
||||
// individual facets (one of the enum values above).
|
||||
std::vector<std::vector<FacetSupportType>> m_selected_facets;
|
||||
|
||||
GLIndexedVertexArray m_iva;
|
||||
|
||||
void update_vertex_buffers(const TriangleMesh* mesh,
|
||||
int mesh_id,
|
||||
FacetSupportType type, // enforcers / blockers
|
||||
const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
|
||||
|
||||
// For each model-part volume, store status and division of the triangles.
|
||||
std::vector<std::unique_ptr<TriangleSelectorGUI>> m_triangle_selectors;
|
||||
|
||||
public:
|
||||
GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
|
||||
|
@ -221,8 +94,6 @@ private:
|
|||
bool m_internal_stack_active = false;
|
||||
bool m_schedule_update = false;
|
||||
|
||||
std::unique_ptr<TriangleSelector> m_triangle_selector;
|
||||
|
||||
// This map holds all translated description texts, so they can be easily referenced during layout calculations
|
||||
// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
|
||||
std::map<std::string, wxString> m_desc;
|
||||
|
|
Loading…
Reference in a new issue