#ifndef SLA_EIGENMESH3D_H #define SLA_EIGENMESH3D_H #include // There is an implementation of a hole-aware raycaster that was eventually // not used in production version. It is now hidden under following define // for possible future use. // #define SLIC3R_HOLE_RAYCASTER #ifdef SLIC3R_HOLE_RAYCASTER #include "libslic3r/SLA/Hollowing.hpp" #endif namespace Slic3r { class TriangleMesh; namespace sla { /// An index-triangle structure for libIGL functions. Also serves as an /// alternative (raw) input format for the SLASupportTree. // Implemented in libslic3r/SLA/Common.cpp class EigenMesh3D { class AABBImpl; const TriangleMesh* m_tm; double m_ground_level = 0, m_gnd_offset = 0; std::unique_ptr m_aabb; #ifdef SLIC3R_HOLE_RAYCASTER // This holds a copy of holes in the mesh. Initialized externally // by load_mesh setter. std::vector m_holes; #endif public: explicit EigenMesh3D(const TriangleMesh&); EigenMesh3D(const EigenMesh3D& other); EigenMesh3D& operator=(const EigenMesh3D&); EigenMesh3D(EigenMesh3D &&other); EigenMesh3D& operator=(EigenMesh3D &&other); ~EigenMesh3D(); inline double ground_level() const { return m_ground_level + m_gnd_offset; } inline void ground_level_offset(double o) { m_gnd_offset = o; } inline double ground_level_offset() const { return m_gnd_offset; } const std::vector& vertices() const; const std::vector& indices() const; const Vec3f& vertices(size_t idx) const; const Vec3i& indices(size_t idx) const; // Result of a raycast class hit_result { // m_t holds a distance from m_source to the intersection. double m_t = infty(); int m_face_id = -1; const EigenMesh3D *m_mesh = nullptr; Vec3d m_dir; Vec3d m_source; Vec3d m_normal; friend class EigenMesh3D; // A valid object of this class can only be obtained from // EigenMesh3D::query_ray_hit method. explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {} public: // This denotes no hit on the mesh. static inline constexpr double infty() { return std::numeric_limits::infinity(); } explicit inline hit_result(double val = infty()) : m_t(val) {} inline double distance() const { return m_t; } inline const Vec3d& direction() const { return m_dir; } inline const Vec3d& source() const { return m_source; } inline Vec3d position() const { return m_source + m_dir * m_t; } inline int face() const { return m_face_id; } inline bool is_valid() const { return m_mesh != nullptr; } inline bool is_hit() const { return !std::isinf(m_t); } inline const Vec3d& normal() const { assert(is_valid()); return m_normal; } inline bool is_inside() const { return is_hit() && normal().dot(m_dir) > 0; } }; #ifdef SLIC3R_HOLE_RAYCASTER // Inform the object about location of holes // creates internal copy of the vector void load_holes(const std::vector& holes) { m_holes = holes; } // Iterates over hits and holes and returns the true hit, possibly // on the inside of a hole. // This function is currently not used anywhere, it was written when the // holes were subtracted on slices, that is, before we started using CGAL // to actually cut the holes into the mesh. hit_result filter_hits(const std::vector& obj_hits) const; #endif // Casting a ray on the mesh, returns the distance where the hit occures. hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const; // Casts a ray on the mesh and returns all hits std::vector query_ray_hits(const Vec3d &s, const Vec3d &dir) const; double squared_distance(const Vec3d& p, int& i, Vec3d& c) const; inline double squared_distance(const Vec3d &p) const { int i; Vec3d c; return squared_distance(p, i, c); } Vec3d normal_by_face_id(int face_id) const; }; // Calculate the normals for the selected points (from 'points' set) on the // mesh. This will call squared distance for each point. PointSet normals(const PointSet& points, const EigenMesh3D& convert_mesh, double eps = 0.05, // min distance from edges std::function throw_on_cancel = [](){}, const std::vector& selected_points = {}); }} // namespace Slic3r::sla #endif // EIGENMESH3D_H