Add function for check existence of triangle in define radius

This commit is contained in:
Lukáš Hejl 2020-08-26 23:28:52 +02:00
parent eaaff4e707
commit fb24d8167a
2 changed files with 35 additions and 1 deletions

View File

@ -692,6 +692,40 @@ inline typename VectorType::Scalar squared_distance_to_indexed_triangle_set(
detail::squared_distance_to_indexed_triangle_set_recursive(distancer, size_t(0), Scalar(0), std::numeric_limits<Scalar>::infinity(), hit_idx_out, hit_point_out);
}
// Decides if exists some triangle in defined radius on a 3D indexed triangle set using a pre-built AABBTreeIndirect::Tree.
// Closest point to triangle test will be performed with the accuracy of VectorType::Scalar
// even if the triangle mesh and the AABB Tree are built with floats.
// Returns true if exists some triangle in defined radius, false otherwise.
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
inline bool is_any_triangle_in_radius(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
const TreeType &tree,
// Point to which the closest point on the indexed triangle set is searched for.
const VectorType &point,
// Maximum distance in which triangle is search for
typename VectorType::Scalar &max_distance)
{
using Scalar = typename VectorType::Scalar;
auto distancer = detail::IndexedTriangleSetDistancer<VertexType, IndexedFaceType, TreeType, VectorType>
{ vertices, faces, tree, point };
size_t hit_idx;
VectorType hit_point = VectorType::Ones() * (std::nan(""));
if(tree.empty())
{
return false;
}
detail::squared_distance_to_indexed_triangle_set_recursive(distancer, size_t(0), Scalar(0), max_distance, hit_idx, hit_point);
return hit_point.allFinite();
}
} // namespace AABBTreeIndirect
} // namespace Slic3r

View File

@ -152,7 +152,7 @@ void FillAdaptive::expand_cube(
triangleMesh.its.vertices, triangleMesh.its.indices, distanceTree, child_center_transformed,
closest_triangle_idx,closest_point);
if(distance_squared <= cube_radius_squared) {
if(AABBTreeIndirect::is_any_triangle_in_radius(triangleMesh.its.vertices, triangleMesh.its.indices, distanceTree, child_center_transformed, cube_radius_squared)) {
cube->children.push_back(new Cube{child_center_transformed, cube->depth - 1, cubes_properties[cube->depth - 1]});
FillAdaptive::expand_cube(cube->children.back(), cubes_properties, rotation_matrix, distanceTree, triangleMesh);
}