Slicing improvement for slicing degenerated meshes:
Add edges of parallel folded horizontal faces into the output contours, but ignore them when taking seeds for contour extraction. FIXME: Single vertices touching a plane are not handled correctly, they create zero length edges.
This commit is contained in:
parent
0ea4557632
commit
b67f32a94d
2 changed files with 118 additions and 45 deletions
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@ -223,7 +223,6 @@ TriangleMesh::repair() {
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BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() finished";
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}
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float TriangleMesh::volume()
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{
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if (this->stl.stats.volume == -1)
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@ -427,7 +426,7 @@ bool TriangleMesh::has_multiple_patches() const
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
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if (! facet_visited[neighbor_idx])
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if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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@ -479,8 +478,7 @@ size_t TriangleMesh::number_of_patches() const
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return num_bodies;
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}
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TriangleMeshPtrs
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TriangleMesh::split() const
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TriangleMeshPtrs TriangleMesh::split() const
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{
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TriangleMeshPtrs meshes;
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std::set<int> seen_facets;
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@ -532,8 +530,7 @@ TriangleMesh::split() const
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return meshes;
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}
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void
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TriangleMesh::merge(const TriangleMesh &mesh)
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void TriangleMesh::merge(const TriangleMesh &mesh)
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{
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// reset stats and metadata
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int number_of_facets = this->stl.stats.number_of_facets;
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@ -587,8 +584,7 @@ Polygon TriangleMesh::convex_hull()
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return Slic3r::Geometry::convex_hull(pp);
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}
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BoundingBoxf3
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TriangleMesh::bounding_box() const
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BoundingBoxf3 TriangleMesh::bounding_box() const
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{
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BoundingBoxf3 bb;
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bb.defined = true;
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@ -601,8 +597,7 @@ TriangleMesh::bounding_box() const
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return bb;
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}
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void
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TriangleMesh::require_shared_vertices()
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void TriangleMesh::require_shared_vertices()
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{
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BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - start";
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if (!this->repaired)
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@ -611,10 +606,23 @@ TriangleMesh::require_shared_vertices()
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BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - stl_generate_shared_vertices";
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stl_generate_shared_vertices(&(this->stl));
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}
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#ifdef _DEBUG
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// Verify validity of neighborship data.
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for (int facet_idx = 0; facet_idx < stl.stats.number_of_facets; ++facet_idx) {
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const stl_neighbors &nbr = stl.neighbors_start[facet_idx];
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const int *vertices = stl.v_indices[facet_idx].vertex;
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for (int nbr_idx = 0; nbr_idx < 3; ++nbr_idx) {
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int nbr_face = this->stl.neighbors_start[facet_idx].neighbor[nbr_idx];
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if (nbr_face != -1) {
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[(nbr_idx + 1) % 3]);
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[nbr_idx]);
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}
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}
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}
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#endif /* _DEBUG */
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BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - end";
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}
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TriangleMeshSlicer::TriangleMeshSlicer(TriangleMesh* _mesh) :
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mesh(_mesh)
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{
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@ -778,11 +786,14 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons
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svg.draw_outline(expolygons, "black", "blue", 0);
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svg.Close();
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}
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#if 0
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//FIXME the slice_facet() creates zero length edges.
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for (Polygon &poly : polygons) {
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for (size_t i = 1; i < poly.points.size(); ++ i)
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assert(poly.points[i-1] != poly.points[i]);
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assert(poly.points.front() != poly.points.back());
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}
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#endif
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}
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++ iRun;
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}
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@ -798,21 +809,21 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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const float min_z = fminf(facet.vertex[0].z, fminf(facet.vertex[1].z, facet.vertex[2].z));
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const float max_z = fmaxf(facet.vertex[0].z, fmaxf(facet.vertex[1].z, facet.vertex[2].z));
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#ifdef SLIC3R_DEBUG
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0].z,
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1].z,
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2].z);
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
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// find layer extents
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std::vector<float>::const_iterator min_layer, max_layer;
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min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
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max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
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#ifdef SLIC3R_DEBUG
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
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#endif
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#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
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for (std::vector<float>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
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std::vector<float>::size_type layer_idx = it - z.begin();
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@ -824,9 +835,8 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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// (they may not have a nighbor, or their neighbor is vertical)
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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const bool reverse = this->mesh->stl.facet_start[facet_idx].normal.z < 0;
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uint32_t edge_mask = IntersectionLine::EDGE0;
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for (int j = 0; j < 3; ++ j, edge_mask <<= 1)
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if (il.flags & edge_mask) {
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for (int j = 0; j < 3; ++ j)
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if (il.flags & ((IntersectionLine::EDGE0_NO_NEIGHBOR | IntersectionLine::EDGE0_FOLD) << j)) {
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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if (reverse)
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@ -840,6 +850,8 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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il.a_id = a_id;
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il.b_id = b_id;
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assert(il.a != il.b);
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// This edge will not be used as a seed for loop extraction if it was added due to a fold of two overlapping horizontal faces.
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il.set_no_seed((IntersectionLine::EDGE0_FOLD << j) != 0);
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(*lines)[layer_idx].emplace_back(il);
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}
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} else
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@ -906,13 +918,45 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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line_out->edge_type = feHorizontal;
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// Mark neighbor edges, which do not have a neighbor.
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uint32_t edges = 0;
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uint32_t mask = IntersectionLine::EDGE0;
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for (int nbr_idx = 0; nbr_idx != 3; ++ nbr_idx, mask <<= 1)
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for (int nbr_idx = 0; nbr_idx != 3; ++ nbr_idx) {
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// If the neighbor with an edge starting with a vertex idx (nbr_idx - 2) shares no
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// opposite face, add it to the edges to process when slicing.
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if (nbr.neighbor[nbr_idx] == -1)
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// Mark this edge.
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edges |= mask;
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if (nbr.neighbor[nbr_idx] == -1) {
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// Mark this edge to be added to the slice.
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edges |= (IntersectionLine::EDGE0_NO_NEIGHBOR << nbr_idx);
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}
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#if 1
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else if (normal.z > 0) {
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// Produce edges for opposite faced overlapping horizontal faces aka folds.
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// This method often produces connecting lines (noise) at the cutting plane.
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// Produce the edges for the top facing face of the pair of top / bottom facing faces.
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// Index of a neighbor face.
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const int nbr_face = nbr.neighbor[nbr_idx];
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const int *nbr_vertices = this->mesh->stl.v_indices[nbr_face].vertex;
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int idx_vertex_opposite = nbr_vertices[nbr.which_vertex_not[nbr_idx]];
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const stl_vertex *c2 = &this->v_scaled_shared[idx_vertex_opposite];
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if (c2->z == slice_z) {
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// Edge shared by facet_idx and nbr_face.
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int a_id = vertices[nbr_idx];
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int b_id = vertices[(nbr_idx + 1) % 3];
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int c1_id = vertices[(nbr_idx + 2) % 3];
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const stl_vertex *a = &this->v_scaled_shared[a_id];
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const stl_vertex *b = &this->v_scaled_shared[b_id];
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const stl_vertex *c1 = &this->v_scaled_shared[c1_id];
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// Verify that the two neighbor faces share a common edge.
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assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == b_id);
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assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
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double n1 = (double(c1->x) - double(a->x)) * (double(b->y) - double(a->y)) - (double(c1->y) - double(a->y)) * (double(b->x) - double(a->x));
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double n2 = (double(c2->x) - double(a->x)) * (double(b->y) - double(a->y)) - (double(c2->y) - double(a->y)) * (double(b->x) - double(a->x));
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if (n1 * n2 > 0)
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// The two faces overlap. This indicates an invalid mesh geometry (non-manifold),
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// but these are the real world objects, and leaving out these edges leads to missing contours.
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edges |= (IntersectionLine::EDGE0_FOLD << nbr_idx);
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}
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}
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#endif
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}
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// Use some edges of this triangle for slicing only if at least one of its edge does not have an opposite face.
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result = (edges == 0) ? Cutting : Slicing;
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line_out->flags |= edges;
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@ -937,21 +981,31 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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assert(this->mesh->stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
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int idx_vertex_opposite = this->mesh->stl.v_indices[nbr_face].vertex[nbr.which_vertex_not[nbr_idx]];
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const stl_vertex *c = &this->v_scaled_shared[idx_vertex_opposite];
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// double side = double(normal.x) * (double(c->x) - double(a->x)) + double(normal.y) * (double(c->y) - double(a->y));
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// assert(c->z != slice_z || side != 0.);
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// double normal_nbr = (double(c->x) - double(a->x)) * (double(b->y) - double(a->y)) - (double(c->y) - double(a->y)) * (double(b->x) - double(a->x));
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result =
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(c->z == slice_z) ?
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// A vertical face shares edge with a horizontal face. Verify, whether the shared edge makes a convex or concave corner.
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// Unfortunately too often there are flipped normals, which brake our assumption. Let's rather return every edge,
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// and leth the code downstream hopefully handle it.
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Slicing :
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// Failing tests: Ignore concave corners for slicing.
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// (((normal_nbr < 0) == third_below) ? Cutting : Slicing) :
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// or
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// (((this->mesh->stl.facet_start[nbr_face].normal.z < 0) == third_below) ? Cutting : Slicing) :
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// For a pair of faces touching exactly at the cutting plane, ignore the face with a higher index.
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(facet_idx < nbr_face) ? Slicing : Cutting;
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if (c->z == slice_z) {
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double normal_nbr = (double(c->x) - double(a->x)) * (double(b->y) - double(a->y)) - (double(c->y) - double(a->y)) * (double(b->x) - double(a->x));
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#if 0
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if ((normal_nbr < 0) == third_below) {
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printf("Flipped normal?\n");
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}
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#endif
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result =
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// A vertical face shares edge with a horizontal face. Verify, whether the shared edge makes a convex or concave corner.
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// Unfortunately too often there are flipped normals, which brake our assumption. Let's rather return every edge,
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// and leth the code downstream hopefully handle it.
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#if 1
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// Ignore concave corners for slicing.
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// This method has the unfortunate property, that folds in a horizontal plane create concave corners,
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// leading to broken contours, if these concave corners are not replaced by edges of the folds, see above.
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((normal_nbr < 0) == third_below) ? Cutting : Slicing;
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#else
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// Use concave corners for slicing. This leads to the test 01_trianglemesh.t "slicing a top tangent plane includes its area" failing,
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// and rightly so.
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Slicing;
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#endif
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} else {
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// For a pair of faces touching exactly at the cutting plane, ignore one of them. An arbitrary rule is to ignore the face with a higher index.
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result = (facet_idx < nbr_face) ? Slicing : Cutting;
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}
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}
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if (third_below) {
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line_out->edge_type = feTop;
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line_out->edge_a_id = points[1].edge_id;
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line_out->edge_b_id = points[0].edge_id;
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// General slicing position, use the segment for both slicing and object cutting.
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#if 0
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// In a degenerate case where a plane cuts the triangle very close to its vertex, it is possible, that
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// a zero length edge is created. In that case the zero length edge could be safely ignored
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// as the polyline will still be connected, because both the sliced edges of the triangle will be
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// sliced the same way at the neighbor triangles.
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return (line_out->a == line_out->b) ? NoSlice : Slicing;
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#else
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// The chaining code primarily relies on the IDs of the edges.
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// Even though there may be a zero length edge generated, it is still important,
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return Slicing;
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#endif
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}
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return NoSlice;
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}
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@ -1096,8 +1156,10 @@ static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
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void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
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{
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#ifdef _DEBUG
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for (const Line &l : lines_src)
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#if 0
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//FIXME the slice_facet() creates zero length edges.
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//#ifdef _DEBUG
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for (const Line &l : lines)
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assert(l.a != l.b);
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#endif /* _DEBUG */
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@ -1141,7 +1203,8 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
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// take first spare line and start a new loop
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IntersectionLine *first_line = nullptr;
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for (; it_line_seed != lines.end(); ++ it_line_seed)
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if (! it_line_seed->skip()) {
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if (it_line_seed->is_seed_candidate()) {
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//if (! it_line_seed->skip()) {
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first_line = &(*it_line_seed ++);
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break;
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}
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@ -114,6 +114,9 @@ public:
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bool skip() const { return (this->flags & SKIP) != 0; }
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void set_skip() { this->flags |= SKIP; }
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bool is_seed_candidate() const { return (this->flags & NO_SEED) == 0 && ! this->skip(); }
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void set_no_seed(bool set) { if (set) this->flags |= NO_SEED; else this->flags &= ~NO_SEED; }
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// Inherits Point a, b
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// For each line end point, either {a,b}_id or {a,b}edge_a_id is set, the other is left to -1.
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FacetEdgeType edge_type;
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// Used by TriangleMeshSlicer::slice() to skip duplicate edges.
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enum {
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EDGE0 = 1,
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EDGE1 = 2,
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EDGE2 = 4,
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SKIP = 8,
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// Triangle edge added, because it has no neighbor.
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EDGE0_NO_NEIGHBOR = 0x001,
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EDGE1_NO_NEIGHBOR = 0x002,
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EDGE2_NO_NEIGHBOR = 0x004,
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// Triangle edge added, because it makes a fold with another horizontal edge.
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EDGE0_FOLD = 0x010,
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EDGE1_FOLD = 0x020,
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EDGE2_FOLD = 0x040,
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// The edge cannot be a seed of a greedy loop extraction (folds are not safe to become seeds).
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NO_SEED = 0x100,
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SKIP = 0x200,
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};
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uint32_t flags;
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};
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