SurfaceMesh testing (to be reverted later)

Fixed conflicts while rebasing to master
This commit is contained in:
Lukas Matena 2022-06-17 12:19:47 +02:00 committed by enricoturri1966
parent 05e2a831f4
commit 8833fb7ab4
3 changed files with 147 additions and 118 deletions

View file

@ -885,13 +885,20 @@ Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Transfor
indexed_triangle_set its_make_cube(double xd, double yd, double zd)
{
auto x = float(xd), y = float(yd), z = float(zd);
return {
/*return {
{ {0, 1, 2}, {0, 2, 3}, {4, 5, 6}, {4, 6, 7},
{0, 4, 7}, {0, 7, 1}, {1, 7, 6}, {1, 6, 2},
{2, 6, 5}, {2, 5, 3}, {4, 0, 3}, {4, 3, 5} },
{ {x, y, 0}, {x, 0, 0}, {0, 0, 0}, {0, y, 0},
{x, y, z}, {0, y, z}, {0, 0, z}, {x, 0, z} }
};
};*/
return {
{ {0, 1, 2}, {0, 2, 3}, {4, 5, 6}, {4, 6, 7},
{0, 4, 7}, {0, 7, 1}, {1, 7, 6}, {1, 6, 2},
{2, 5, 6}, {2, 5, 3}, {4, 0, 3}, /*{4, 3, 5}*/ },
{ {x, y, 0}, {x, 0, 0}, {0, 0, 0}, {0, y, 0},
{x, y, z}, {0, y, z}, {0, 0, z}, {x, 0, z} }
};
}
indexed_triangle_set its_make_prism(float width, float length, float height)

View file

@ -10,6 +10,7 @@
#include "libslic3r/Geometry/ConvexHull.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/SurfaceMesh.hpp"
#include <numeric>
@ -21,9 +22,31 @@ namespace GUI {
static const Slic3r::ColorRGBA DEFAULT_PLANE_COLOR = { 0.9f, 0.9f, 0.9f, 0.5f };
static const Slic3r::ColorRGBA DEFAULT_HOVER_PLANE_COLOR = { 0.9f, 0.9f, 0.9f, 0.75f };
// TESTING:
static Halfedge_index hi;
static bool hi_initialized = false;
static std::unique_ptr<SurfaceMesh> sm_ptr;
static Vertex_index src;
static Vertex_index tgt;
GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
: GLGizmoBase(parent, icon_filename, sprite_id)
{}
{
indexed_triangle_set a = its_make_cone(0.05, .2);
its_rotate_x(a, M_PI);
its_translate(a, stl_vertex(0., 0., .8));
indexed_triangle_set b = its_make_cylinder(.02, 0.8);
its_merge(a, b);
arrow.init_from(a);
}
bool GLGizmoFlatten::on_mouse(const wxMouseEvent &mouse_event)
{
@ -37,9 +60,7 @@ bool GLGizmoFlatten::on_mouse(const wxMouseEvent &mouse_event)
m_mouse_left_down = true;
Selection &selection = m_parent.get_selection();
if (selection.is_single_full_instance()) {
// Rotate the object so the normal points downward:
selection.flattening_rotate(m_planes[m_hover_id].normal);
m_parent.do_rotate(L("Gizmo-Place on Face"));
hi = sm_ptr->halfedge(Face_index(m_hover_id));
}
return true;
}
@ -101,6 +122,18 @@ void GLGizmoFlatten::on_render()
const Selection& selection = m_parent.get_selection();
#if ENABLE_LEGACY_OPENGL_REMOVAL
if (!hi_initialized) {
const indexed_triangle_set & its = m_c->selection_info()->model_object()->volumes.front()->mesh().its;
sm_ptr.reset(new SurfaceMesh(its));
hi = sm_ptr->halfedge(Face_index(0));
hi_initialized = true;
}
SurfaceMesh & sm = *sm_ptr;
GLShaderProgram* shader = wxGetApp().get_shader("flat");
if (shader == nullptr)
return;
@ -136,8 +169,13 @@ void GLGizmoFlatten::on_render()
m_planes[i].vbo.model.set_color(i == m_hover_id ? DEFAULT_HOVER_PLANE_COLOR : DEFAULT_PLANE_COLOR);
m_planes[i].vbo.model.render();
#else
m_planes[i].vbo.set_color(i == m_hover_id ? DEFAULT_HOVER_PLANE_COLOR : DEFAULT_PLANE_COLOR);
m_planes[i].vbo.render();
int cur_face = hi.is_invalid() ? 1000000 : sm.face(hi);
for (int i = 0; i < m_planes.size(); ++i) {
m_planes[i].vbo.set_color(i == m_hover_id ? DEFAULT_HOVER_PLANE_COLOR : DEFAULT_PLANE_COLOR);
if (i == cur_face)
m_planes[i].vbo.set_color(i == m_hover_id ? ColorRGBA(.5f, 0.f, 0.f, 1.f) : ColorRGBA(1.f, 0.f, 0.f, 1.f));
m_planes[i].vbo.render();
}
#endif // ENABLE_RAYCAST_PICKING
#else
glsafe(::glColor4fv(i == m_hover_id ? DEFAULT_HOVER_PLANE_COLOR.data() : DEFAULT_PLANE_COLOR.data()));
@ -150,6 +188,90 @@ void GLGizmoFlatten::on_render()
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
}
/////////////////
////////////////
//////////////////
auto draw_arrow = [&](const Vec3d& from, const Vec3d& to) -> void {
Vec3d desired_pos = from;
Vec3d desired_dir = to - from;
double desired_len = desired_dir.norm();
desired_dir.normalize();
Transform3d m = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix();
m.translate(desired_pos);
Eigen::Quaterniond q;
Transform3d rot = Transform3d::Identity();
rot.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(Vec3d::UnitZ(), desired_dir).toRotationMatrix();
Transform3d sc = Transform3d::Identity();
sc.scale(desired_len);
m = m * sc * rot;
const Camera & camera = wxGetApp().plater()->get_camera();
Transform3d view_model_matrix = camera.get_view_matrix() *
Geometry::assemble_transform(selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z() * Vec3d::UnitZ()) * m;
shader->set_uniform("view_model_matrix", view_model_matrix);
arrow.render();
};
m_imgui->begin(std::string("DEBUG"));
bool invalid = hi.is_invalid();
if (invalid) {
if (m_imgui->button(std::string("HALFEDGE INVALID (Click to reset)")))
hi = sm.halfedge(Face_index(0));
}
else {
m_imgui->text(sm.is_border(hi) ? "BORDER HALFEDGE !" : "Halfedge is not border");
m_imgui->text((std::string("Face: ") + std::to_string(int(hi.face()))).c_str());
m_imgui->text(std::string("Target degree:" + std::to_string(sm.degree(sm.target(hi)))));
m_imgui->text(std::string("Face degree:" + std::to_string(sm.degree(sm.face(hi)))));
}
m_imgui->disabled_begin(invalid);
if (m_imgui->button(std::string("next")))
hi = sm.next(hi);
if (m_imgui->button(std::string("prev")))
hi = sm.prev(hi);
if (m_imgui->button(std::string("opposite")))
hi = sm.opposite(hi);
if (m_imgui->button(std::string("next_around_target")))
hi = sm.next_around_target(hi);
if (m_imgui->button(std::string("prev_around_target")))
hi = sm.prev_around_target(hi);
if (m_imgui->button(std::string("next_around_source")))
hi = sm.next_around_source(hi);
if (m_imgui->button(std::string("prev_around_source")))
hi = sm.prev_around_source(hi);
if (m_imgui->button(std::string("remember one")))
src = sm.target(hi);
if (m_imgui->button(std::string("switch to halfedge"))) {
tgt = sm.target(hi);
hi = sm.halfedge(src, tgt);
}
if (invalid)
m_imgui->disabled_end();
m_imgui->end();
if (!hi.is_invalid()) {
Vec3d a = sm.point(sm.source(hi)).cast<double>();
Vec3d b = sm.point(sm.target(hi)).cast<double>();
draw_arrow(a, b);
}
/////////////////
////////////////
//////////////////
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glDisable(GL_BLEND));
@ -253,11 +375,11 @@ void GLGizmoFlatten::update_planes()
for (const ModelVolume* vol : mo->volumes) {
if (vol->type() != ModelVolumeType::MODEL_PART)
continue;
TriangleMesh vol_ch = vol->get_convex_hull();
TriangleMesh vol_ch = vol->mesh(); //vol->get_convex_hull();
vol_ch.transform(vol->get_matrix());
ch.merge(vol_ch);
}
ch = ch.convex_hull_3d();
//ch = ch.convex_hull_3d();
m_planes.clear();
#if ENABLE_RAYCAST_PICKING
on_unregister_raycasters_for_picking();
@ -281,47 +403,17 @@ void GLGizmoFlatten::update_planes()
std::vector<bool> facet_visited(num_of_facets, false);
int facet_queue_cnt = 0;
const stl_normal* normal_ptr = nullptr;
int facet_idx = 0;
while (1) {
// Find next unvisited triangle:
for (; facet_idx < num_of_facets; ++ facet_idx)
if (!facet_visited[facet_idx]) {
facet_queue[facet_queue_cnt ++] = facet_idx;
facet_visited[facet_idx] = true;
normal_ptr = &face_normals[facet_idx];
m_planes.emplace_back();
break;
}
if (facet_idx == num_of_facets)
break; // Everything was visited already
while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = face_normals[facet_idx];
if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
const Vec3i face = ch.its.indices[facet_idx];
for (int j=0; j<3; ++j)
m_planes.back().vertices.emplace_back(ch.its.vertices[face[j]].cast<double>());
facet_visited[facet_idx] = true;
for (int j = 0; j < 3; ++ j)
if (int neighbor_idx = face_neighbors[facet_idx][j]; neighbor_idx >= 0 && ! facet_visited[neighbor_idx])
facet_queue[facet_queue_cnt ++] = neighbor_idx;
}
}
m_planes.back().normal = normal_ptr->cast<double>();
for (size_t i = 0; i < ch.its.indices.size(); ++i) {
const Vec3i & face = ch.its.indices[i];
m_planes.emplace_back();
for (int j = 0; j < 3; ++j)
m_planes.back().vertices.emplace_back(ch.its.vertices[face[j]].cast<double>());
m_planes.back().normal = face_normals[i].cast<double>();
Pointf3s& verts = m_planes.back().vertices;
// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
// make real sense.
verts = transform(verts, inst_matrix);
// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
if (verts.size() == 3 &&
((verts[0] - verts[1]).norm() < minimal_side
|| (verts[0] - verts[2]).norm() < minimal_side
|| (verts[1] - verts[2]).norm() < minimal_side))
m_planes.pop_back();
}
// Let's prepare transformation of the normal vector from mesh to instance coordinates.
@ -353,84 +445,12 @@ void GLGizmoFlatten::update_planes()
polygon = Slic3r::Geometry::convex_hull(polygon);
polygon = transform(polygon, tr.inverse());
// Calculate area of the polygons and discard ones that are too small
float& area = m_planes[polygon_id].area;
area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
area = 0.5f * std::abs(area);
bool discard = false;
if (area < minimal_area)
discard = true;
else {
// We also check the inner angles and discard polygons with angles smaller than the following threshold
const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
for (unsigned int i = 0; i < polygon.size(); ++i) {
const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
const Vec3d& curr = polygon[i];
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
discard = true;
break;
}
}
}
if (discard) {
m_planes[polygon_id--] = std::move(m_planes.back());
m_planes.pop_back();
continue;
}
// We will shrink the polygon a little bit so it does not touch the object edges:
Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
centroid /= (double)polygon.size();
for (auto& vertex : polygon)
vertex = 0.9f*vertex + 0.1f*centroid;
// Polygon is now simple and convex, we'll round the corners to make them look nicer.
// The algorithm takes a vertex, calculates middles of respective sides and moves the vertex
// towards their average (controlled by 'aggressivity'). This is repeated k times.
// In next iterations, the neighbours are not always taken at the middle (to increase the
// rounding effect at the corners, where we need it most).
const unsigned int k = 10; // number of iterations
const float aggressivity = 0.2f; // agressivity
const unsigned int N = polygon.size();
std::vector<std::pair<unsigned int, unsigned int>> neighbours;
if (k != 0) {
Pointf3s points_out(2*k*N); // vector long enough to store the future vertices
for (unsigned int j=0; j<N; ++j) {
points_out[j*2*k] = polygon[j];
neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k));
}
for (unsigned int i=0; i<k; ++i) {
// Calculate middle of each edge so that neighbours points to something useful:
for (unsigned int j=0; j<N; ++j)
if (i==0)
points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]);
else {
float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle
points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1];
points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1];
}
// Now we have a triangle and valid neighbours, we can do an iteration:
for (unsigned int j=0; j<N; ++j)
points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] +
aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]);
for (auto& n : neighbours) {
++n.first;
--n.second;
}
}
polygon = points_out; // replace the coarse polygon with the smooth one that we just created
}
// Raise a bit above the object surface to avoid flickering:
for (auto& b : polygon)
b(2) += 0.1f;

View file

@ -25,6 +25,8 @@ class GLGizmoFlatten : public GLGizmoBase
private:
GLModel arrow;
struct PlaneData {
std::vector<Vec3d> vertices; // should be in fact local in update_planes()
#if ENABLE_LEGACY_OPENGL_REMOVAL