#ifndef slic3r_TriangleMesh_hpp_ #define slic3r_TriangleMesh_hpp_ #include "libslic3r.h" #include #include #include #include "BoundingBox.hpp" #include "Line.hpp" #include "Point.hpp" #include "Polygon.hpp" #include "ExPolygon.hpp" namespace Slic3r { class TriangleMesh; class TriangleMeshSlicer; typedef std::vector TriangleMeshPtrs; class TriangleMesh { public: TriangleMesh() : repaired(false) {} TriangleMesh(const Pointf3s &points, const std::vector &facets); explicit TriangleMesh(const indexed_triangle_set &M); void clear() { this->stl.clear(); this->its.clear(); this->repaired = false; } bool ReadSTLFile(const char* input_file) { return stl_open(&stl, input_file); } bool write_ascii(const char* output_file) { return stl_write_ascii(&this->stl, output_file, ""); } bool write_binary(const char* output_file) { return stl_write_binary(&this->stl, output_file, ""); } void repair(bool update_shared_vertices = true); float volume(); void check_topology(); bool is_manifold() const { return this->stl.stats.connected_facets_3_edge == (int)this->stl.stats.number_of_facets; } void WriteOBJFile(const char* output_file) const; void scale(float factor); void scale(const Vec3d &versor); void translate(float x, float y, float z); void translate(const Vec3f &displacement); void rotate(float angle, const Axis &axis); void rotate(float angle, const Vec3d& axis); void rotate_x(float angle) { this->rotate(angle, X); } void rotate_y(float angle) { this->rotate(angle, Y); } void rotate_z(float angle) { this->rotate(angle, Z); } void mirror(const Axis &axis); void mirror_x() { this->mirror(X); } void mirror_y() { this->mirror(Y); } void mirror_z() { this->mirror(Z); } void transform(const Transform3d& t, bool fix_left_handed = false); void transform(const Matrix3d& t, bool fix_left_handed = false); void align_to_origin(); void rotate(double angle, Point* center); TriangleMeshPtrs split() const; void merge(const TriangleMesh &mesh); ExPolygons horizontal_projection() const; const float* first_vertex() const { return this->stl.facet_start.empty() ? nullptr : &this->stl.facet_start.front().vertex[0](0); } // 2D convex hull of a 3D mesh projected into the Z=0 plane. Polygon convex_hull(); BoundingBoxf3 bounding_box() const; // Returns the bbox of this TriangleMesh transformed by the given transformation BoundingBoxf3 transformed_bounding_box(const Transform3d &trafo) const; // Return the size of the mesh in coordinates. Vec3d size() const { return stl.stats.size.cast(); } /// Return the center of the related bounding box. Vec3d center() const { return this->bounding_box().center(); } // Returns the convex hull of this TriangleMesh TriangleMesh convex_hull_3d() const; // Slice this mesh at the provided Z levels and return the vector std::vector slice(const std::vector& z) const; void reset_repair_stats(); bool needed_repair() const; void require_shared_vertices(); bool has_shared_vertices() const { return ! this->its.vertices.empty(); } size_t facets_count() const { return this->stl.stats.number_of_facets; } bool empty() const { return this->facets_count() == 0; } bool is_splittable() const; // Estimate of the memory occupied by this structure, important for keeping an eye on the Undo / Redo stack allocation. size_t memsize() const; // Release optional data from the mesh if the object is on the Undo / Redo stack only. Returns the amount of memory released. size_t release_optional(); // Restore optional data possibly released by release_optional(). void restore_optional(); stl_file stl; indexed_triangle_set its; bool repaired; private: std::deque find_unvisited_neighbors(std::vector &facet_visited) const; }; // Create an index of faces belonging to each vertex. The returned vector can // be indexed with vertex indices and contains a list of face indices for each // vertex. std::vector> create_vertex_faces_index(const indexed_triangle_set &its); // Index of face indices incident with a vertex index. struct VertexFaceIndex { public: using iterator = std::vector::const_iterator; VertexFaceIndex(const indexed_triangle_set &its) { this->create(its); } VertexFaceIndex() {} void create(const indexed_triangle_set &its); void clear() { m_vertex_to_face_start.clear(); m_vertex_faces_all.clear(); } // Iterators of face indices incident with the input vertex_id. iterator begin(size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id]; } iterator end (size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id + 1]; } // Vertex incidence. size_t count(size_t vertex_id) const throw() { return m_vertex_to_face_start[vertex_id + 1] - m_vertex_to_face_start[vertex_id]; } private: std::vector m_vertex_to_face_start; std::vector m_vertex_faces_all; }; // Map from a face edge to a unique edge identifier or -1 if no neighbor exists. // Two neighbor faces share a unique edge identifier even if they are flipped. // Used for chaining slice lines into polygons. std::vector create_face_neighbors_index(const indexed_triangle_set &its); std::vector create_face_neighbors_index(const indexed_triangle_set &its, std::function throw_on_cancel_callback); // After applying a transformation with negative determinant, flip the faces to keep the transformed mesh volume positive. void its_flip_triangles(indexed_triangle_set &its); // Merge duplicate vertices, return number of vertices removed. // This function will happily create non-manifolds if more than two faces share the same vertex position // or more than two faces share the same edge position! int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit = true); // Remove degenerate faces, return number of faces removed. int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit = true); // Remove vertices, which none of the faces references. Return number of freed vertices. int its_compactify_vertices(indexed_triangle_set &its, bool shrink_to_fit = true); using FaceNeighborIndex = std::vector< std::array >; // Create index that gives neighbor faces for each face. Ignores face orientations. FaceNeighborIndex its_create_neighbors_index(const indexed_triangle_set &its); // Visit all unvisited neighboring facets that are reachable from the first unvisited facet, // and return them. std::vector its_find_unvisited_neighbors( const indexed_triangle_set &its, const FaceNeighborIndex & neighbor_index, std::vector & visited); // Splits a mesh into multiple meshes when possible. template void its_split(const indexed_triangle_set & its, OutputIt out_it, const FaceNeighborIndex &neighbor_index_ = {}) { const auto &neighbor_index = neighbor_index_.empty() ? its_create_neighbors_index(its) : neighbor_index_; std::vector visited(its.indices.size(), false); const size_t UNASSIGNED = its.vertices.size(); std::vector vidx_conv(its.vertices.size()); for (;;) { std::vector facets = its_find_unvisited_neighbors(its, neighbor_index, visited); if (facets.empty()) break; std::fill(vidx_conv.begin(), vidx_conv.end(), UNASSIGNED); // Create a new mesh for the part that was just split off. indexed_triangle_set mesh; // Assign the facets to the new mesh. for (size_t face_id : facets) { const auto &face = its.indices[face_id]; Vec3i new_face; for (size_t v = 0; v < 3; ++v) { auto vi = face(v); if (vidx_conv[vi] == UNASSIGNED) { vidx_conv[vi] = mesh.vertices.size(); mesh.vertices.emplace_back(its.vertices[size_t(vi)]); } new_face(v) = vidx_conv[vi]; } mesh.indices.emplace_back(new_face); } out_it = std::move(mesh); } } std::vector its_split( const indexed_triangle_set &its, const FaceNeighborIndex & neighbor_index = {}); bool its_is_splittable(const indexed_triangle_set &its, const FaceNeighborIndex & neighbor_index = {}); // Shrink the vectors of its.vertices and its.faces to a minimum size by reallocating the two vectors. void its_shrink_to_fit(indexed_triangle_set &its); // For convex hull calculation: Transform mesh, trim it by the Z plane and collect all vertices. Duplicate vertices will be produced. void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Matrix3f &m, const float z, Points &all_pts); void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Transform3f &t, const float z, Points &all_pts); // Calculate 2D convex hull of a transformed and clipped mesh. Uses the function above. Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Matrix3f &m, const float z); Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Transform3f &t, const float z); using its_triangle = std::array; inline its_triangle its_triangle_vertices(const indexed_triangle_set &its, size_t face_id) { return {its.vertices[its.indices[face_id](0)], its.vertices[its.indices[face_id](1)], its.vertices[its.indices[face_id](2)]}; } inline stl_normal its_unnormalized_normal(const indexed_triangle_set &its, size_t face_id) { its_triangle tri = its_triangle_vertices(its, face_id); return (tri[1] - tri[0]).cross(tri[2] - tri[0]); } float its_volume(const indexed_triangle_set &its); void its_merge(indexed_triangle_set &A, const indexed_triangle_set &B); void its_merge(indexed_triangle_set &A, const std::vector &triangles); void its_merge(indexed_triangle_set &A, const Pointf3s &triangles); TriangleMesh make_cube(double x, double y, double z); TriangleMesh make_cylinder(double r, double h, double fa=(2*PI/360)); TriangleMesh make_cone(double r, double h, double fa=(2*PI/360)); TriangleMesh make_sphere(double rho, double fa=(2*PI/360)); inline BoundingBoxf3 bounding_box(const TriangleMesh &m) { return m.bounding_box(); } inline BoundingBoxf3 bounding_box(const indexed_triangle_set& its) { if (its.vertices.empty()) return {}; Vec3f bmin = its.vertices.front(), bmax = its.vertices.front(); for (const Vec3f &p : its.vertices) { bmin = p.cwiseMin(bmin); bmax = p.cwiseMax(bmax); } return {bmin.cast(), bmax.cast()}; } } // Serialization through the Cereal library #include namespace cereal { template struct specialize {}; template void load(Archive &archive, Slic3r::TriangleMesh &mesh) { stl_file &stl = mesh.stl; stl.stats.type = inmemory; archive(stl.stats.number_of_facets, stl.stats.original_num_facets); stl_allocate(&stl); archive.loadBinary((char*)stl.facet_start.data(), stl.facet_start.size() * 50); stl_get_size(&stl); mesh.repair(); } template void save(Archive &archive, const Slic3r::TriangleMesh &mesh) { const stl_file& stl = mesh.stl; archive(stl.stats.number_of_facets, stl.stats.original_num_facets); archive.saveBinary((char*)stl.facet_start.data(), stl.facet_start.size() * 50); } } #endif