#include "RaycastManager.hpp" #include using namespace Slic3r::GUI; namespace priv { using namespace Slic3r; static void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes *input = nullptr); static const AABBMesh * get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id); static RaycastManager::TrKey create_key(const ModelVolume* volume, const ModelInstance* instance){ return std::make_pair(instance->id().id, volume->id().id); } static RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key); static bool is_lower_key(const RaycastManager::TrKey &k1, const RaycastManager::TrKey &k2) { return k1.first < k2.first || k1.first == k2.first && k1.second < k2.second; } static bool is_lower(const RaycastManager::TrItem &i1, const RaycastManager::TrItem &i2) { return is_lower_key(i1.first, i2.first); }; } void RaycastManager::actualize(const ModelObject *object, const ISkip *skip, Meshes *meshes) { // actualize MeshRaycaster priv::actualize(m_meshes, object->volumes, skip, meshes); // check if inscance was removed std::vector removed_transf(m_transformations.size(), {true}); bool need_sort = false; // actualize transformation matrices for (const ModelVolume *volume : object->volumes) { if (skip != nullptr && skip->skip(volume->id().id)) continue; const Transform3d &volume_tr = volume->get_matrix(); for (const ModelInstance *instance : object->instances) { const Transform3d &instrance_tr = instance->get_matrix(); Transform3d transformation = instrance_tr * volume_tr; TrKey key = priv::create_key(volume, instance); auto item = priv::find(m_transformations, key); if (item != m_transformations.end()) { // actualize transformation all the time item->second = transformation; size_t index = item - m_transformations.begin(); removed_transf[index] = false; } else { // add new transformation m_transformations.emplace_back(std::make_pair(key, transformation)); need_sort = true; } } } // clean other transformation for (int i = removed_transf.size() - 1; i >= 0; --i) if (removed_transf[i]) m_transformations.erase(m_transformations.begin() + i); if (need_sort) std::sort(m_transformations.begin(), m_transformations.end(), priv::is_lower); } void RaycastManager::actualize(const ModelInstance *instance, const ISkip *skip, Meshes *meshes) { const ModelVolumePtrs &volumes = instance->get_object()->volumes; // actualize MeshRaycaster priv::actualize(m_meshes, volumes, skip, meshes); // check if inscance was removed std::vector removed_transf(m_transformations.size(), {true}); bool need_sort = false; // actualize transformation matrices for (const ModelVolume *volume : volumes) { if (skip != nullptr && skip->skip(volume->id().id)) continue; const Transform3d &volume_tr = volume->get_matrix(); const Transform3d &instrance_tr = instance->get_matrix(); Transform3d transformation = instrance_tr * volume_tr; TrKey key = priv::create_key(volume, instance); auto item = priv::find(m_transformations, key); if (item != m_transformations.end()) { // actualize transformation all the time item->second = transformation; size_t index = item - m_transformations.begin(); removed_transf[index] = false; } else { // add new transformation m_transformations.emplace_back(std::make_pair(key, transformation)); need_sort = true; } } // clean other transformation for (int i = removed_transf.size() - 1; i >= 0; --i) if (removed_transf[i]) m_transformations.erase(m_transformations.begin() + i); if (need_sort) std::sort(m_transformations.begin(), m_transformations.end(), priv::is_lower); } std::optional RaycastManager::first_hit(const Vec3d& point, const Vec3d& direction, const ISkip *skip) const { // Improve: it is not neccessaru to use AABBMesh and calc normal for every hit struct Result { const AABBMesh *mesh = nullptr; double squared_distance; int face; Vec3d hit_world; const Transform3d *tramsformation; const TrKey *key; }result; for (const auto &item : m_transformations) { const TrKey &key = item.first; size_t volume_id = key.second; if (skip != nullptr && skip->skip(volume_id)) continue; const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id); if (mesh == nullptr) continue; const Transform3d &transformation = item.second; Transform3d inv = transformation.inverse(); // transform input into mesh world Vec3d point_ = inv * point; Vec3d direction_= inv.linear() * direction; std::vector hits = mesh->query_ray_hits(point_, direction_); if (hits.empty()) continue; // no intersection found const AABBMesh::hit_result &hit = hits.front(); // convert to world Vec3d hit_world = transformation * hit.position(); double squared_distance = (point - hit_world).squaredNorm(); if (result.mesh != nullptr && result.squared_distance < squared_distance) continue; // exist closer one result.mesh = mesh; result.squared_distance = squared_distance; result.face = hit.face(); result.hit_world = hit_world; result.tramsformation = &transformation; result.key = &key; } if (result.mesh == nullptr) return {}; // Calculate normal from transformed triangle // NOTE: Anisotropic transformation of normal is not perpendiculat to triangle const Vec3i tri = result.mesh->indices(result.face); Vec3d pts[3]; auto tr = result.tramsformation->linear(); for (int i = 0; i < 3; ++i) pts[i] = tr * result.mesh->vertices(tri[i]).cast(); Vec3d normal_world = (pts[1] - pts[0]).cross(pts[2] - pts[1]); normal_world.normalize(); SurfacePoint point_world{result.hit_world, normal_world}; return RaycastManager::Hit{point_world, *result.key, result.squared_distance}; } std::optional RaycastManager::closest_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip) const { std::optional closest; for (const auto &item : m_transformations) { const TrKey &key = item.first; size_t volume_id = key.second; if (skip != nullptr && skip->skip(volume_id)) continue; const Transform3d &transformation = item.second; const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id); if (mesh == nullptr) continue; Transform3d tr_inv = transformation.inverse(); Vec3d mesh_point = tr_inv * point; Vec3d mesh_direction = tr_inv.linear() * direction; // Need for detect that actual point position is on correct place Vec3d point_positive = mesh_point - mesh_direction; Vec3d point_negative = mesh_point + mesh_direction; // Throw ray to both directions of ray std::vector hits = mesh->query_ray_hits(point_positive, mesh_direction); std::vector hits_neg = mesh->query_ray_hits(point_negative, -mesh_direction); hits.insert(hits.end(), std::make_move_iterator(hits_neg.begin()), std::make_move_iterator(hits_neg.end())); for (const AABBMesh::hit_result &hit : hits) { double squared_distance = (mesh_point - hit.position()).squaredNorm(); if (closest.has_value() && closest->squared_distance < squared_distance) continue; closest = Hit{{hit.position(), hit.normal()}, key, squared_distance}; } } return closest; } std::optional RaycastManager::closest(const Vec3d &point, const ISkip *skip) const { std::optional closest; for (const auto &item : m_transformations) { const TrKey &key = item.first; size_t volume_id = key.second; if (skip != nullptr && skip->skip(volume_id)) continue; const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id); if (mesh == nullptr) continue; const Transform3d &transformation = item.second; Transform3d tr_inv = transformation.inverse(); Vec3d mesh_point = tr_inv * point; int face_idx = 0; Vec3d closest_point; Vec3d pointd = point.cast(); mesh->squared_distance(pointd, face_idx, closest_point); double squared_distance = (mesh_point - closest_point).squaredNorm(); if (closest.has_value() && closest->squared_distance < squared_distance) continue; closest = ClosePoint{key, closest_point, squared_distance}; } return closest; } Slic3r::Transform3d RaycastManager::get_transformation(const TrKey &tr_key) const { // TODO: transformations are sorted use lower bound auto item = std::find_if(m_transformations.begin(), m_transformations.end(), [&tr_key](const TrItem &it) -> bool { return it.first == tr_key; }); if (item == m_transformations.end()) return Transform3d::Identity(); return item->second; } void priv::actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes* inputs) { // check if volume was removed std::vector removed_meshes(meshes.size(), {true}); bool need_sort = false; // actualize MeshRaycaster for (const ModelVolume *volume : volumes) { size_t oid = volume->id().id; if (skip != nullptr && skip->skip(oid)) continue; auto item = std::find_if(meshes.begin(), meshes.end(), [oid](const RaycastManager::Mesh &it) -> bool { return oid == it.first; }); if (item == meshes.end()) { // exist AABB in inputs ? if (inputs != nullptr) { auto input = std::find_if(inputs->begin(), inputs->end(), [oid](const RaycastManager::Mesh &it) -> bool { return oid == it.first; }); if (input != inputs->end()) { meshes.emplace_back(std::move(*input)); continue; } } // add new raycaster bool calculate_epsilon = true; auto mesh = std::make_unique(volume->mesh(), calculate_epsilon); meshes.emplace_back(std::make_pair(oid, std::move(mesh))); need_sort = true; } else { size_t index = item - meshes.begin(); removed_meshes[index] = false; } } // clean other raycasters for (int i = removed_meshes.size() - 1; i >= 0; --i) if (removed_meshes[i]) meshes.erase(meshes.begin() + i); // All the time meshes must be sorted by volume id - for faster search if (need_sort) { auto is_lower = [](const RaycastManager::Mesh &m1, const RaycastManager::Mesh &m2) { return m1.first < m2.first; }; std::sort(meshes.begin(), meshes.end(), is_lower); } } const Slic3r::AABBMesh *priv::get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id) { auto is_lower_index = [](const RaycastManager::Mesh &m, size_t i) -> bool { return m.first < i; }; auto it = std::lower_bound(meshes.begin(), meshes.end(), volume_id, is_lower_index); if (it == meshes.end() || it->first != volume_id) return nullptr; return &(*(it->second)); } RaycastManager::TrItems::iterator priv::find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key) { auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &key)->bool { return priv::is_lower_key(it.first, key); }; auto it = std::lower_bound(items.begin(), items.end(), key, fnc); if (it == items.end() || it->first != key) return items.end(); return it; } #include "slic3r/GUI/GLCanvas3D.hpp" #include "slic3r/GUI/Camera.hpp" #include "slic3r/GUI/CameraUtils.hpp" namespace Slic3r::GUI{ RaycastManager::Meshes create_meshes(GLCanvas3D &canvas, const RaycastManager::AllowVolumes &condition) { SceneRaycaster::EType type = SceneRaycaster::EType::Volume; auto scene_casters = canvas.get_raycasters_for_picking(type); const std::vector> &casters = *scene_casters; const GLVolumePtrs &gl_volumes = canvas.get_volumes().volumes; const ModelObjectPtrs &objects = canvas.get_model()->objects; RaycastManager::Meshes meshes; for (const std::shared_ptr &caster : casters) { int index = SceneRaycaster::decode_id(type, caster->get_id()); if (index < 0 || index >= gl_volumes.size()) continue; const GLVolume *gl_volume = gl_volumes[index]; const ModelVolume *volume = get_model_volume(*gl_volume, objects); size_t id = volume->id().id; if (condition.skip(id)) continue; auto mesh = std::make_unique(caster->get_raycaster()->get_aabb_mesh()); meshes.emplace_back(std::make_pair(id, std::move(mesh))); } return meshes; } std::optional ray_from_camera(const RaycastManager &raycaster, const Vec2d &mouse_pos, const Camera &camera, const RaycastManager::ISkip *skip) { Vec3d point; Vec3d direction; CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction); return raycaster.first_hit(point, direction, skip); } } // namespace Slic3r::GUI