New utility function its_merge_vertices().
Implemented contour simplification inside slice_mesh_ex().
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@ -779,6 +779,69 @@ std::vector<Vec3i> create_face_neighbors_index(const indexed_triangle_set &its,
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return create_face_neighbors_index_impl(its, throw_on_cancel_callback);
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}
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// Merge duplicate vertices, return number of vertices removed.
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int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit)
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{
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// 1) Sort indices to vertices lexicographically by coordinates AND vertex index.
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auto sorted = reserve_vector<int>(its.vertices.size());
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for (int i = 0; i < int(its.vertices.size()); ++ i)
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sorted.emplace_back(i);
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std::sort(sorted.begin(), sorted.end(), [&its](int il, int ir) {
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const Vec3f &l = its.vertices[il];
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const Vec3f &r = its.vertices[ir];
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// Sort lexicographically by coordinates AND vertex index.
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return l.x() < r.x() || (l.x() == r.x() && (l.y() < r.y() || (l.y() == r.y() && (l.z() < r.z() || (l.z() == r.z() && il < ir)))));
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});
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// 2) Map duplicate vertices to the one with the lowest vertex index.
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// The vertex to stay will have a map_vertices[...] == -1 index assigned, the other vertices will point to it.
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std::vector<int> map_vertices(its.vertices.size(), -1);
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for (int i = 0; i < int(sorted.size());) {
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const int u = sorted[i];
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const Vec3f &p = its.vertices[u];
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int j = i;
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for (++ j; j < int(sorted.size()); ++ j) {
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const int v = sorted[j];
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const Vec3f &q = its.vertices[v];
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if (p != q)
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break;
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assert(v > u);
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map_vertices[v] = u;
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}
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i = j;
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}
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// 3) Shrink its.vertices, update map_vertices with the new vertex indices.
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int k = 0;
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for (int i = 0; i < int(its.vertices.size()); ++ i) {
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if (map_vertices[i] == -1) {
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map_vertices[i] = k;
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if (k < i)
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its.vertices[k] = its.vertices[i];
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++ k;
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} else {
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assert(map_vertices[i] < i);
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map_vertices[i] = map_vertices[map_vertices[i]];
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}
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}
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int num_erased = int(its.vertices.size()) - k;
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if (num_erased) {
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// Shrink the vertices.
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its.vertices.erase(its.vertices.begin() + k, its.vertices.end());
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// Remap face indices.
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for (stl_triangle_vertex_indices &face : its.indices)
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for (int i = 0; i < 3; ++ i)
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face(i) = map_vertices[face(i)];
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// Optionally shrink to fit (reallocate) vertices.
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if (shrink_to_fit)
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its.vertices.shrink_to_fit();
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}
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return num_erased;
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}
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int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit)
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{
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int last = 0;
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@ -98,10 +98,19 @@ std::vector<std::vector<size_t>> create_vertex_faces_index(const indexed_triangl
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// Used for chaining slice lines into polygons.
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std::vector<Vec3i> create_face_neighbors_index(const indexed_triangle_set &its);
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std::vector<Vec3i> create_face_neighbors_index(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback);
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// Merge duplicate vertices, return number of vertices removed.
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// This function will happily create non-manifolds if more than two faces share the same vertex position
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// or more than two faces share the same edge position!
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int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
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// Remove degenerate faces, return number of faces removed.
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int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit = true);
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// Remove vertices, which none of the faces references. Return number of freed vertices.
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int its_compactify_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
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// Shrink the vectors of its.vertices and its.faces to a minimum size by reallocating the two vectors.
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void its_shrink_to_fit(indexed_triangle_set &its);
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TriangleMesh make_cube(double x, double y, double z);
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@ -1057,6 +1057,10 @@ std::vector<Polygons> slice_mesh(
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std::vector<IntersectionLines> lines;
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{
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//FIXME facets_edges is likely not needed and quite costly to calculate.
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// Instead of edge identifiers, one shall use a sorted pair of edge vertex indices.
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// However facets_edges assigns a single edge ID to two triangles only, thus when factoring facets_edges out, one will have
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// to make sure that no code relies on it.
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std::vector<Vec3i> facets_edges = create_face_neighbors_index(mesh);
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const bool identity = params.trafo.matrix() == Transform3d::Identity().matrix();
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static constexpr const double s = 1. / SCALING_FACTOR;
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@ -1165,6 +1169,9 @@ std::vector<ExPolygons> slice_mesh_ex(
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const auto this_mode = layer_id < params.slicing_mode_normal_below_layer ? params.mode_below : params.mode;
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if (this_mode == MeshSlicingParams::SlicingMode::PositiveLargestContour)
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keep_largest_contour_only(expolygons);
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if (params.resolution != 0.)
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for (ExPolygon &ex : expolygons)
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ex.simplify(params.resolution);
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}
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});
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// BOOST_LOG_TRIVIAL(debug) << "slice_mesh make_expolygons in parallel - end";
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@ -1199,7 +1206,9 @@ static void triangulate_slice(
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{
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std::vector<int> map_duplicate_vertex(int(its.vertices.size()) - num_original_vertices, -1);
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int i = 0;
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int k = 0;
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for (; i < int(map_vertex_to_index.size()); ++ i) {
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map_vertex_to_index[k ++] = map_vertex_to_index[i];
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const Vec2f &ipos = map_vertex_to_index[i].first;
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const int iidx = map_vertex_to_index[i].second;
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if (iidx >= num_original_vertices)
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@ -1214,6 +1223,7 @@ static void triangulate_slice(
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map_duplicate_vertex[jidx - num_original_vertices] = iidx;
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}
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}
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map_vertex_to_index.erase(map_vertex_to_index.begin() + k, map_vertex_to_index.end());
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for (stl_triangle_vertex_indices &f : its.indices)
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for (i = 0; i < 3; ++ i)
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if (f(i) >= num_original_vertices)
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@ -36,7 +36,7 @@ struct MeshSlicingParamsEx : public MeshSlicingParams
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float closing_radius { 0 };
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// Positive offset applied when creating output expolygons.
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float extra_offset { 0 };
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// Resolution for contour simplification.
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// Resolution for contour simplification, scaled!
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// 0 = don't simplify.
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double resolution { 0 };
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};
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