#include "MeshClipper.hpp" #include "GLCanvas3D.hpp" #include "libslic3r/Tesselate.hpp" namespace Slic3r { namespace GUI { void MeshClipper::set_plane(const ClippingPlane& plane) { if (m_plane != plane) { m_plane = plane; m_triangles_valid = false; } } void MeshClipper::set_mesh(const TriangleMesh& mesh) { if (m_mesh != &mesh) { m_mesh = &mesh; m_triangles_valid = false; m_triangles2d.resize(0); m_triangles3d.resize(0); m_tms.reset(nullptr); } } void MeshClipper::set_transformation(const Geometry::Transformation& trafo) { if (! m_trafo.get_matrix().isApprox(trafo.get_matrix())) { m_trafo = trafo; m_triangles_valid = false; m_triangles2d.resize(0); m_triangles3d.resize(0); } } const std::vector& MeshClipper::get_triangles() { if (! m_triangles_valid) recalculate_triangles(); return m_triangles3d; } void MeshClipper::recalculate_triangles() { if (! m_tms) { m_tms.reset(new TriangleMeshSlicer); m_tms->init(m_mesh, [](){}); } const Transform3f& instance_matrix_no_translation_no_scaling = m_trafo.get_matrix(true,false,true).cast(); const Vec3f& scaling = m_trafo.get_scaling_factor().cast(); // Calculate clipping plane normal in mesh coordinates. Vec3f up_noscale = instance_matrix_no_translation_no_scaling.inverse() * m_plane.get_normal().cast(); Vec3f up (up_noscale(0)*scaling(0), up_noscale(1)*scaling(1), up_noscale(2)*scaling(2)); // Calculate distance from mesh origin to the clipping plane (in mesh coordinates). float height_mesh = m_plane.distance(m_trafo.get_offset()) * (up_noscale.norm()/up.norm()); // Now do the cutting std::vector list_of_expolys; m_tms->set_up_direction(up); m_tms->slice(std::vector{height_mesh}, 0.f, &list_of_expolys, [](){}); m_triangles2d = triangulate_expolygons_2f(list_of_expolys[0], m_trafo.get_matrix().matrix().determinant() < 0.); // Rotate the cut into world coords: Eigen::Quaternionf q; q.setFromTwoVectors(Vec3f::UnitZ(), up); Transform3f tr = Transform3f::Identity(); tr.rotate(q); tr = m_trafo.get_matrix().cast() * tr; m_triangles3d.clear(); m_triangles3d.reserve(m_triangles2d.size()); for (const Vec2f& pt : m_triangles2d) { m_triangles3d.push_back(Vec3f(pt(0), pt(1), height_mesh+0.001f)); m_triangles3d.back() = tr * m_triangles3d.back(); } m_triangles_valid = true; } } // namespace GUI } // namespace Slic3r