#ifndef libslic3r_TriangleSelector_hpp_ #define libslic3r_TriangleSelector_hpp_ #define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG #include "Point.hpp" #include "TriangleMesh.hpp" namespace Slic3r { enum class FacetSupportType : int8_t; // Following class holds information about selected triangles. It also has power // to recursively subdivide the triangles and make the selection finer. class TriangleSelector { public: void set_edge_limit(float edge_limit); // Create new object on a TriangleMesh. The referenced mesh must // stay valid, a ptr to it is saved and used. explicit TriangleSelector(const TriangleMesh& mesh); // Select all triangles fully inside the circle, subdivide where needed. void select_patch(const Vec3f& hit, // point where to start int facet_start, // facet that point belongs to const Vec3f& source, // camera position (mesh coords) const Vec3f& dir, // direction of the ray (mesh coords) float radius_sqr, // squared radius of the cursor FacetSupportType new_state); // enforcer or blocker? // Clear everything and make the tree empty. void reset(); // Remove all unnecessary data. void garbage_collect(); // Store the division trees in compact form (a long stream of // bits for each triangle of the original mesh). std::map> serialize() const; // Load serialized data. Assumes that correct mesh is loaded. void deserialize(const std::map> data); protected: // Triangle and info about how it's split. class Triangle { public: // Use TriangleSelector::push_triangle to create a new triangle. // It increments/decrements reference counter on vertices. Triangle(int a, int b, int c) : verts_idxs{a, b, c}, state{FacetSupportType(0)}, number_of_splits{0}, special_side_idx{0}, old_number_of_splits{0} {} // Indices into m_vertices. std::array verts_idxs; // Is this triangle valid or marked to be removed? bool valid{true}; // Children triangles. std::array children; // Set the division type. void set_division(int sides_to_split, int special_side_idx = -1); // Get/set current state. void set_state(FacetSupportType type) { assert(! is_split()); state = type; } FacetSupportType get_state() const { assert(! is_split()); return state; } // Get info on how it's split. bool is_split() const { return number_of_split_sides() != 0; } int number_of_split_sides() const { return number_of_splits; } int special_side() const { assert(is_split()); return special_side_idx; } bool was_split_before() const { return old_number_of_splits != 0; } void forget_history() { old_number_of_splits = 0; } private: int number_of_splits; int special_side_idx; FacetSupportType state; // How many children were spawned during last split? // Is not reset on remerging the triangle. int old_number_of_splits; }; struct Vertex { explicit Vertex(const stl_vertex& vert) : v{vert}, ref_cnt{0} {} stl_vertex v; int ref_cnt; }; // Lists of vertices and triangles, both original and new std::vector m_vertices; std::vector m_triangles; const TriangleMesh* m_mesh; // Number of invalid triangles (to trigger garbage collection). int m_invalid_triangles; // Limiting length of triangle side (squared). float m_edge_limit_sqr = 1.f; // Number of original vertices and triangles. int m_orig_size_vertices; int m_orig_size_indices; // Cache for cursor position, radius and direction. struct Cursor { Vec3f center; Vec3f source; Vec3f dir; float radius_sqr; }; Cursor m_cursor; // Private functions: bool select_triangle(int facet_idx, FacetSupportType type, bool recursive_call = false); bool is_point_inside_cursor(const Vec3f& point) const; int vertices_inside(int facet_idx) const; bool faces_camera(int facet) const; void undivide_triangle(int facet_idx); void split_triangle(int facet_idx); void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant. bool is_pointer_in_triangle(int facet_idx) const; bool is_edge_inside_cursor(int facet_idx) const; void push_triangle(int a, int b, int c); void perform_split(int facet_idx, FacetSupportType old_state); }; } // namespace Slic3r #endif // libslic3r_TriangleSelector_hpp_