Cut: contours indexing no longer breaks when the normal is inverted,
detection of the situation when all parts are assigned to one side
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@ -1563,6 +1563,21 @@ void GLGizmoCut3D::PartSelection::render(const Vec3d* normal, GLModel& sphere_mo
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}
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bool GLGizmoCut3D::PartSelection::is_one_object() const
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{
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// In theory, the implementation could be just this:
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// return m_contour_to_parts.size() == m_ignored_contours.size();
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// However, this would require that the part-contour correspondence works
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// flawlessly. Because it is currently not always so for self-intersecting
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// objects, let's better check the parts itself:
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if (m_parts.size() < 2)
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return true;
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return std::all_of(m_parts.begin(), m_parts.end(), [this](const Part& part) {
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return part.selected == m_parts.front().selected;
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});
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}
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void GLGizmoCut3D::PartSelection::toggle_selection(const Vec2d& mouse_pos)
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{
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// FIXME: Cache the transforms.
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@ -1984,7 +1999,7 @@ void GLGizmoCut3D::render_cut_plane_input_window(CutConnectors &connectors)
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add_vertical_scaled_interval(0.75f);
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m_imgui->disabled_begin(!m_keep_upper || !m_keep_lower || m_keep_as_parts);
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m_imgui->disabled_begin(!m_keep_upper || !m_keep_lower || m_keep_as_parts || (m_part_selection.valid() && m_part_selection.is_one_object()));
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if (m_imgui->button(has_connectors ? _L("Edit connectors") : _L("Add connectors")))
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set_connectors_editing(true);
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m_imgui->disabled_end();
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@ -2404,6 +2419,8 @@ bool GLGizmoCut3D::can_perform_cut() const
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{
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if (! m_invalid_connectors_idxs.empty() || (!m_keep_upper && !m_keep_lower) || m_connectors_editing)
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return false;
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if (m_part_selection.valid())
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return ! m_part_selection.is_one_object();
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return true;// has_valid_contour();
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}
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@ -155,20 +155,20 @@ class GLGizmoCut3D : public GLGizmoBase
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void turn_over_selection();
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ModelObject* model_object() { return m_model.objects.front(); }
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bool valid() const { return m_valid; }
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bool is_one_object() const;
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const std::vector<Part>& parts() const { return m_parts; }
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const std::vector<size_t>* get_ignored_contours_ptr() const { return (valid() ? &m_ignored_contours : nullptr); }
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std::vector<Vec3d> m_contour_points; // TEMPORARILY PUBLIC
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std::vector<std::pair<std::vector<size_t>, std::vector<size_t>>> m_contour_to_parts; // for each contour, there is a vector of parts above and a vector of parts below
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std::vector<size_t> m_ignored_contours; // contour that should not be rendered (the parts on both sides will both be parts of the same object)
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std::vector<std::vector<Vec3d>> m_debug_pts;
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private:
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Model m_model;
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int m_instance_idx;
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std::vector<Part> m_parts;
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bool m_valid = false;
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std::vector<std::pair<std::vector<size_t>, std::vector<size_t>>> m_contour_to_parts; // for each contour, there is a vector of parts above and a vector of parts below
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std::vector<size_t> m_ignored_contours; // contour that should not be rendered (the parts on both sides will both be parts of the same object)
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std::vector<Vec3d> m_contour_points; // Debugging
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std::vector<std::vector<Vec3d>> m_debug_pts; // Debugging
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};
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PartSelection m_part_selection;
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@ -174,13 +174,40 @@ bool MeshClipper::has_valid_contour() const
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std::vector<Vec3d> MeshClipper::point_per_contour() const
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{
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assert(m_result);
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std::vector<Vec3d> out;
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if (!m_result || m_result->cut_islands.empty())
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return out;
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for (const CutIsland& isl : m_result->cut_islands) {
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// FIXME: There might be holes !
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Vec2d c = unscale(isl.expoly.contour.centroid());
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assert(isl.expoly.contour.size() > 2);
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// Now return a point lying inside the contour but not in a hole.
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// We do this by taking a point lying close to the edge, repeating
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// this several times for different edges and distances from them.
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// (We prefer point not extremely close to the border.
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bool done = false;
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Vec2d p;
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size_t i = 1;
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while (i < isl.expoly.contour.size()) {
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const Vec2d& a = unscale(isl.expoly.contour.points[i-1]);
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const Vec2d& b = unscale(isl.expoly.contour.points[i]);
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Vec2d n = (b-a).normalized();
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std::swap(n.x(), n.y());
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n.x() = -1 * n.x();
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double f = 10.;
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while (f > 0.05) {
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p = (0.5*(b+a)) + f * n;
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if (isl.expoly.contains(Point::new_scale(p))) {
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done = true;
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break;
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}
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f = f/10.;
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}
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if (done)
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break;
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i += isl.expoly.contour.size() / 5;
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}
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// If the above failed, just return the centroid, regardless of whether
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// it is inside the contour or in a hole (we must return something).
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Vec2d c = done ? p : unscale(isl.expoly.contour.centroid());
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out.emplace_back(m_result->trafo * Vec3d(c.x(), c.y(), 0.));
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}
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return out;
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@ -366,7 +393,18 @@ void MeshClipper::recalculate_triangles()
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isl.expoly = std::move(exp);
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isl.expoly_bb = get_extents(exp);
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isl.hash = 0;
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for (const Point& pt : isl.expoly.contour) {
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isl.hash ^= pt.x();
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isl.hash ^= pt.y();
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}
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}
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// Now sort the islands so they are in defined order. This is a hack needed by cut gizmo, which sometimes
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// flips the normal of the cut, in which case the contours stay the same but their order may change.
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std::sort(m_result->cut_islands.begin(), m_result->cut_islands.end(), [](const CutIsland& a, const CutIsland& b) {
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return a.hash < b.hash;
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});
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}
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@ -141,6 +141,7 @@ private:
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ExPolygon expoly;
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BoundingBox expoly_bb;
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bool disabled = false;
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coord_t hash;
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};
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struct ClipResult {
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std::vector<CutIsland> cut_islands;
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