848 lines
31 KiB
C++
848 lines
31 KiB
C++
#include "TriangleSelector.hpp"
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#include "Model.hpp"
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namespace Slic3r {
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// sides_to_split==-1 : just restore previous split
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void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
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{
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assert(sides_to_split >=-1 && sides_to_split <= 3);
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assert(special_side_idx >=-1 && special_side_idx < 3);
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// If splitting one or two sides, second argument must be provided.
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assert(sides_to_split != 1 || special_side_idx != -1);
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assert(sides_to_split != 2 || special_side_idx != -1);
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if (sides_to_split != -1) {
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this->number_of_splits = sides_to_split;
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if (sides_to_split != 0) {
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assert(old_number_of_splits == 0);
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this->special_side_idx = special_side_idx;
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this->old_number_of_splits = sides_to_split;
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}
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}
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else {
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assert(old_number_of_splits != 0);
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this->number_of_splits = old_number_of_splits;
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// indices of children should still be there.
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}
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}
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void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
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const Vec3f& source, float radius,
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CursorType cursor_type, EnforcerBlockerType new_state,
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const Transform3d& trafo, bool triangle_splitting)
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{
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assert(facet_start < m_orig_size_indices);
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// Save current cursor center, squared radius and camera direction, so we don't
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// have to pass it around.
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m_cursor = Cursor(hit, source, radius, cursor_type, trafo);
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// In case user changed cursor size since last time, update triangle edge limit.
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// It is necessary to compare the internal radius in m_cursor! radius is in
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// world coords and does not change after scaling.
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if (m_old_cursor_radius_sqr != m_cursor.radius_sqr) {
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set_edge_limit(std::sqrt(m_cursor.radius_sqr) / 5.f);
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m_old_cursor_radius_sqr = m_cursor.radius_sqr;
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}
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// Now start with the facet the pointer points to and check all adjacent facets.
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std::vector<int> facets_to_check{facet_start};
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std::vector<bool> visited(m_orig_size_indices, false); // keep track of facets we already processed
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int facet_idx = 0; // index into facets_to_check
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while (facet_idx < int(facets_to_check.size())) {
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int facet = facets_to_check[facet_idx];
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if (! visited[facet]) {
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if (select_triangle(facet, new_state, false, triangle_splitting)) {
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// add neighboring facets to list to be proccessed later
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for (int n=0; n<3; ++n) {
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int neighbor_idx = m_mesh->stl.neighbors_start[facet].neighbor[n];
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if (neighbor_idx >=0 && (m_cursor.type == SPHERE || faces_camera(neighbor_idx)))
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facets_to_check.push_back(neighbor_idx);
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}
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}
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}
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visited[facet] = true;
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++facet_idx;
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}
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}
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void TriangleSelector::seed_fill_select_triangles(const Vec3f& hit, int facet_start, float seed_fill_angle)
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{
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this->seed_fill_unselect_all_triangles();
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std::vector<bool> visited(m_triangles.size(), false);
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std::queue<size_t> facet_queue;
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facet_queue.push(facet_start);
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// Check if neighbour_facet_idx is satisfies angle in seed_fill_angle and append it to facet_queue if it do.
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auto check_angle_and_append = [this, &facet_queue](const size_t facet_idx, const size_t neighbour_facet_idx, const float seed_fill_angle) -> void {
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double dot_product = m_triangles[neighbour_facet_idx].normal.dot(m_triangles[facet_idx].normal);
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dot_product = std::clamp(dot_product, 0., 1.);
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double facet_angle_limit = cos(Geometry::deg2rad(seed_fill_angle));
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if ((dot_product + EPSILON) >= facet_angle_limit)
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facet_queue.push(neighbour_facet_idx);
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};
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while(!facet_queue.empty()) {
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size_t current_facet = facet_queue.front();
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facet_queue.pop();
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if (!visited[current_facet]) {
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if (!m_triangles[current_facet].is_split())
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m_triangles[current_facet].select_by_seed_fill();
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if (m_triangles[current_facet].is_split())
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for (int split_triangle_idx = 0; split_triangle_idx <= m_triangles[current_facet].number_of_split_sides(); ++split_triangle_idx) {
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assert(split_triangle_idx < int(m_triangles[current_facet].children.size()));
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assert(m_triangles[current_facet].children[split_triangle_idx] < int(m_triangles.size()));
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if (!visited[m_triangles[current_facet].children[split_triangle_idx]])
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check_angle_and_append(current_facet, m_triangles[current_facet].children[split_triangle_idx], seed_fill_angle);
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}
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if (int(current_facet) < m_orig_size_indices)
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for (int neighbor_idx : m_mesh->stl.neighbors_start[current_facet].neighbor) {
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assert(neighbor_idx >= 0);
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if (neighbor_idx >= 0 && !visited[neighbor_idx])
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check_angle_and_append(current_facet, neighbor_idx, seed_fill_angle);
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}
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}
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visited[current_facet] = true;
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}
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}
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// Selects either the whole triangle (discarding any children it had), or divides
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// the triangle recursively, selecting just subtriangles truly inside the circle.
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// This is done by an actual recursive call. Returns false if the triangle is
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// outside the cursor.
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bool TriangleSelector::select_triangle(int facet_idx, EnforcerBlockerType type, bool recursive_call, bool triangle_splitting)
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{
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assert(facet_idx < int(m_triangles.size()));
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Triangle* tr = &m_triangles[facet_idx];
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if (! tr->valid)
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return false;
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int num_of_inside_vertices = vertices_inside(facet_idx);
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if (num_of_inside_vertices == 0
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&& ! is_pointer_in_triangle(facet_idx)
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&& ! is_edge_inside_cursor(facet_idx))
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return false;
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if (num_of_inside_vertices == 3) {
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// dump any subdivision and select whole triangle
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undivide_triangle(facet_idx);
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tr->set_state(type);
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} else {
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// the triangle is partially inside, let's recursively divide it
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// (if not already) and try selecting its children.
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if (! tr->is_split() && tr->get_state() == type) {
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// This is leaf triangle that is already of correct type as a whole.
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// No need to split, all children would end up selected anyway.
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return true;
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}
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if(triangle_splitting)
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split_triangle(facet_idx);
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else if(!m_triangles[facet_idx].is_split())
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m_triangles[facet_idx].set_state(type);
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tr = &m_triangles[facet_idx]; // might have been invalidated
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int num_of_children = tr->number_of_split_sides() + 1;
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if (num_of_children != 1) {
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for (int i=0; i<num_of_children; ++i) {
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assert(i < int(tr->children.size()));
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assert(tr->children[i] < int(m_triangles.size()));
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select_triangle(tr->children[i], type, true, triangle_splitting);
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tr = &m_triangles[facet_idx]; // might have been invalidated
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}
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}
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}
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if (! recursive_call) {
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// In case that all children are leafs and have the same state now,
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// they may be removed and substituted by the parent triangle.
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remove_useless_children(facet_idx);
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// Make sure that we did not lose track of invalid triangles.
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assert(m_invalid_triangles == std::count_if(m_triangles.begin(), m_triangles.end(),
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[](const Triangle& tr) { return ! tr.valid; }));
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// Do garbage collection maybe?
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if (2*m_invalid_triangles > int(m_triangles.size()))
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garbage_collect();
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}
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return true;
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}
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void TriangleSelector::set_facet(int facet_idx, EnforcerBlockerType state)
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{
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assert(facet_idx < m_orig_size_indices);
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undivide_triangle(facet_idx);
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assert(! m_triangles[facet_idx].is_split());
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m_triangles[facet_idx].set_state(state);
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}
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void TriangleSelector::split_triangle(int facet_idx)
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{
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if (m_triangles[facet_idx].is_split()) {
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// The triangle is divided already.
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return;
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}
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Triangle* tr = &m_triangles[facet_idx];
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EnforcerBlockerType old_type = tr->get_state();
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if (tr->was_split_before() != 0) {
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// This triangle is not split at the moment, but was at one point
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// in history. We can just restore it and resurrect its children.
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tr->set_division(-1);
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for (int i=0; i<=tr->number_of_split_sides(); ++i) {
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m_triangles[tr->children[i]].set_state(old_type);
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m_triangles[tr->children[i]].valid = true;
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--m_invalid_triangles;
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}
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return;
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}
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// If we got here, we are about to actually split the triangle.
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const double limit_squared = m_edge_limit_sqr;
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std::array<int, 3>& facet = tr->verts_idxs;
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std::array<const stl_vertex*, 3> pts = { &m_vertices[facet[0]].v,
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&m_vertices[facet[1]].v,
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&m_vertices[facet[2]].v};
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std::array<stl_vertex, 3> pts_transformed; // must stay in scope of pts !!!
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// In case the object is non-uniformly scaled, transform the
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// points to world coords.
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if (! m_cursor.uniform_scaling) {
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for (size_t i=0; i<pts.size(); ++i) {
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pts_transformed[i] = m_cursor.trafo * (*pts[i]);
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pts[i] = &pts_transformed[i];
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}
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}
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std::array<double, 3> sides;
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sides = { (*pts[2]-*pts[1]).squaredNorm(),
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(*pts[0]-*pts[2]).squaredNorm(),
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(*pts[1]-*pts[0]).squaredNorm() };
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std::vector<int> sides_to_split;
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int side_to_keep = -1;
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for (int pt_idx = 0; pt_idx<3; ++pt_idx) {
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if (sides[pt_idx] > limit_squared)
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sides_to_split.push_back(pt_idx);
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else
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side_to_keep = pt_idx;
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}
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if (sides_to_split.empty()) {
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// This shall be unselected.
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tr->set_division(0);
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return;
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}
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// Save how the triangle will be split. Second argument makes sense only for one
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// or two split sides, otherwise the value is ignored.
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tr->set_division(sides_to_split.size(),
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sides_to_split.size() == 2 ? side_to_keep : sides_to_split[0]);
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perform_split(facet_idx, old_type);
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}
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// Is pointer in a triangle?
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bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
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{
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const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
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const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
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const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
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return m_cursor.is_pointer_in_triangle(p1, p2, p3);
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}
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// Determine whether this facet is potentially visible (still can be obscured).
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bool TriangleSelector::faces_camera(int facet) const
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{
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assert(facet < m_orig_size_indices);
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// The normal is cached in mesh->stl, use it.
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Vec3f normal = m_mesh->stl.facet_start[facet].normal;
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if (! m_cursor.uniform_scaling) {
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// Transform the normal into world coords.
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normal = m_cursor.trafo_normal * normal;
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}
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return (normal.dot(m_cursor.dir) < 0.);
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}
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// How many vertices of a triangle are inside the circle?
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int TriangleSelector::vertices_inside(int facet_idx) const
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{
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int inside = 0;
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for (size_t i=0; i<3; ++i) {
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if (m_cursor.is_mesh_point_inside(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
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++inside;
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}
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return inside;
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}
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// Is edge inside cursor?
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bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
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{
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std::array<Vec3f, 3> pts;
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for (int i=0; i<3; ++i) {
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pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
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if (! m_cursor.uniform_scaling)
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pts[i] = m_cursor.trafo * pts[i];
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}
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const Vec3f& p = m_cursor.center;
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for (int side = 0; side < 3; ++side) {
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const Vec3f& a = pts[side];
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const Vec3f& b = pts[side<2 ? side+1 : 0];
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Vec3f s = (b-a).normalized();
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float t = (p-a).dot(s);
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Vec3f vector = a+t*s - p;
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// vector is 3D vector from center to the intersection. What we want to
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// measure is length of its projection onto plane perpendicular to dir.
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float dist_sqr = vector.squaredNorm() - std::pow(vector.dot(m_cursor.dir), 2.f);
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if (dist_sqr < m_cursor.radius_sqr && t>=0.f && t<=(b-a).norm())
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return true;
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}
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return false;
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}
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// Recursively remove all subtriangles.
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void TriangleSelector::undivide_triangle(int facet_idx)
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{
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assert(facet_idx < int(m_triangles.size()));
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Triangle& tr = m_triangles[facet_idx];
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if (tr.is_split()) {
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for (int i=0; i<=tr.number_of_split_sides(); ++i) {
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undivide_triangle(tr.children[i]);
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m_triangles[tr.children[i]].valid = false;
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++m_invalid_triangles;
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}
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tr.set_division(0); // not split
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}
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}
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void TriangleSelector::remove_useless_children(int facet_idx)
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{
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// Check that all children are leafs of the same type. If not, try to
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// make them (recursive call). Remove them if sucessful.
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assert(facet_idx < int(m_triangles.size()) && m_triangles[facet_idx].valid);
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Triangle& tr = m_triangles[facet_idx];
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if (! tr.is_split()) {
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// This is a leaf, there nothing to do. This can happen during the
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// first (non-recursive call). Shouldn't otherwise.
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return;
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}
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// Call this for all non-leaf children.
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for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
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assert(child_idx < int(m_triangles.size()) && m_triangles[child_idx].valid);
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if (m_triangles[tr.children[child_idx]].is_split())
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remove_useless_children(tr.children[child_idx]);
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}
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// Return if a child is not leaf or two children differ in type.
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EnforcerBlockerType first_child_type = EnforcerBlockerType::NONE;
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for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
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if (m_triangles[tr.children[child_idx]].is_split())
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return;
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if (child_idx == 0)
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first_child_type = m_triangles[tr.children[0]].get_state();
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else if (m_triangles[tr.children[child_idx]].get_state() != first_child_type)
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return;
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}
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// If we got here, the children can be removed.
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undivide_triangle(facet_idx);
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tr.set_state(first_child_type);
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}
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void TriangleSelector::garbage_collect()
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{
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// First make a map from old to new triangle indices.
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int new_idx = m_orig_size_indices;
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std::vector<int> new_triangle_indices(m_triangles.size(), -1);
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for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
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if (m_triangles[i].valid) {
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new_triangle_indices[i] = new_idx;
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++new_idx;
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} else {
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// Decrement reference counter for the vertices.
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for (int j=0; j<3; ++j)
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--m_vertices[m_triangles[i].verts_idxs[j]].ref_cnt;
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}
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}
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// Now we know which vertices are not referenced anymore. Make a map
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// from old idxs to new ones, like we did for triangles.
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new_idx = m_orig_size_vertices;
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std::vector<int> new_vertices_indices(m_vertices.size(), -1);
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for (int i=m_orig_size_vertices; i<int(m_vertices.size()); ++i) {
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assert(m_vertices[i].ref_cnt >= 0);
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if (m_vertices[i].ref_cnt != 0) {
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new_vertices_indices[i] = new_idx;
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++new_idx;
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}
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}
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// We can remove all invalid triangles and vertices that are no longer referenced.
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m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
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[](const Triangle& tr) { return ! tr.valid; }),
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m_triangles.end());
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m_vertices.erase(std::remove_if(m_vertices.begin()+m_orig_size_vertices, m_vertices.end(),
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[](const Vertex& vert) { return vert.ref_cnt == 0; }),
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m_vertices.end());
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// Now go through all remaining triangles and update changed indices.
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for (Triangle& tr : m_triangles) {
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assert(tr.valid);
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if (tr.is_split()) {
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// There are children. Update their indices.
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for (int j=0; j<=tr.number_of_split_sides(); ++j) {
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assert(new_triangle_indices[tr.children[j]] != -1);
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tr.children[j] = new_triangle_indices[tr.children[j]];
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}
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}
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// Update indices into m_vertices. The original vertices are never
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// touched and need not be reindexed.
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for (int& idx : tr.verts_idxs) {
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if (idx >= m_orig_size_vertices) {
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assert(new_vertices_indices[idx] != -1);
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idx = new_vertices_indices[idx];
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}
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}
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// If this triangle was split before, forget it.
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// Children referenced in the cache are dead by now.
|
|
tr.forget_history();
|
|
}
|
|
|
|
m_invalid_triangles = 0;
|
|
}
|
|
|
|
TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
|
|
: m_mesh{&mesh}
|
|
{
|
|
reset();
|
|
}
|
|
|
|
|
|
void TriangleSelector::reset(const EnforcerBlockerType reset_state)
|
|
{
|
|
if (m_orig_size_indices != 0) // unless this is run from constructor
|
|
garbage_collect();
|
|
m_vertices.clear();
|
|
m_triangles.clear();
|
|
for (const stl_vertex& vert : m_mesh->its.vertices)
|
|
m_vertices.emplace_back(vert);
|
|
for (size_t i=0; i<m_mesh->its.indices.size(); ++i) {
|
|
const stl_triangle_vertex_indices& ind = m_mesh->its.indices[i];
|
|
const Vec3f& normal = m_mesh->stl.facet_start[i].normal;
|
|
push_triangle(ind[0], ind[1], ind[2], normal, reset_state);
|
|
}
|
|
m_orig_size_vertices = m_vertices.size();
|
|
m_orig_size_indices = m_triangles.size();
|
|
m_invalid_triangles = 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void TriangleSelector::set_edge_limit(float edge_limit)
|
|
{
|
|
float new_limit_sqr = std::pow(edge_limit, 2.f);
|
|
|
|
if (new_limit_sqr != m_edge_limit_sqr) {
|
|
m_edge_limit_sqr = new_limit_sqr;
|
|
|
|
// The way how triangles split may be different now, forget
|
|
// all cached splits.
|
|
garbage_collect();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void TriangleSelector::push_triangle(int a, int b, int c, const Vec3f& normal, const EnforcerBlockerType state)
|
|
{
|
|
for (int i : {a, b, c}) {
|
|
assert(i >= 0 && i < int(m_vertices.size()));
|
|
++m_vertices[i].ref_cnt;
|
|
}
|
|
m_triangles.emplace_back(a, b, c, normal, state);
|
|
}
|
|
|
|
|
|
void TriangleSelector::perform_split(int facet_idx, EnforcerBlockerType old_state)
|
|
{
|
|
Triangle* tr = &m_triangles[facet_idx];
|
|
const Vec3f normal = tr->normal;
|
|
|
|
assert(tr->is_split());
|
|
|
|
// Read info about how to split this triangle.
|
|
int sides_to_split = tr->number_of_split_sides();
|
|
|
|
// indices of triangle vertices
|
|
std::vector<int> verts_idxs;
|
|
int idx = tr->special_side();
|
|
for (int j=0; j<3; ++j) {
|
|
verts_idxs.push_back(tr->verts_idxs[idx++]);
|
|
if (idx == 3)
|
|
idx = 0;
|
|
}
|
|
|
|
if (sides_to_split == 1) {
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[1]].v + m_vertices[verts_idxs[2]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+2, m_vertices.size() - 1);
|
|
|
|
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[2], normal);
|
|
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[0], normal);
|
|
}
|
|
|
|
if (sides_to_split == 2) {
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
|
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[3]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+4, m_vertices.size() - 1);
|
|
|
|
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[4], normal);
|
|
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[4], normal);
|
|
push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[4], normal);
|
|
}
|
|
|
|
if (sides_to_split == 3) {
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[2]].v + m_vertices[verts_idxs[3]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+3, m_vertices.size() - 1);
|
|
m_vertices.emplace_back((m_vertices[verts_idxs[4]].v + m_vertices[verts_idxs[0]].v)/2.);
|
|
verts_idxs.insert(verts_idxs.begin()+5, m_vertices.size() - 1);
|
|
|
|
push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[5], normal);
|
|
push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[3], normal);
|
|
push_triangle(verts_idxs[3], verts_idxs[4], verts_idxs[5], normal);
|
|
push_triangle(verts_idxs[1], verts_idxs[3], verts_idxs[5], normal);
|
|
}
|
|
|
|
tr = &m_triangles[facet_idx]; // may have been invalidated
|
|
|
|
// And save the children. All children should start in the same state as the triangle we just split.
|
|
assert(sides_to_split <= 3);
|
|
for (int i=0; i<=sides_to_split; ++i) {
|
|
tr->children[i] = m_triangles.size()-1-i;
|
|
m_triangles[tr->children[i]].set_state(old_state);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
indexed_triangle_set TriangleSelector::get_facets(EnforcerBlockerType state) const
|
|
{
|
|
indexed_triangle_set out;
|
|
for (const Triangle& tr : m_triangles) {
|
|
if (tr.valid && ! tr.is_split() && tr.get_state() == state) {
|
|
stl_triangle_vertex_indices indices;
|
|
for (int i=0; i<3; ++i) {
|
|
out.vertices.emplace_back(m_vertices[tr.verts_idxs[i]].v);
|
|
indices[i] = out.vertices.size() - 1;
|
|
}
|
|
out.indices.emplace_back(indices);
|
|
}
|
|
}
|
|
return out;
|
|
}
|
|
|
|
|
|
|
|
std::map<int, std::vector<bool>> TriangleSelector::serialize() const
|
|
{
|
|
// Each original triangle of the mesh is assigned a number encoding its state
|
|
// or how it is split. Each triangle is encoded by 4 bits (xxyy) or 8 bits (zzzzxxyy):
|
|
// leaf triangle: xx = EnforcerBlockerType (Only values 0, 1, and 2. Value 3 is used as an indicator for additional 4 bits.), yy = 0
|
|
// leaf triangle: xx = 0b11, yy = 0b00, zzzz = EnforcerBlockerType (subtracted by 3)
|
|
// non-leaf: xx = special side, yy = number of split sides
|
|
// These are bitwise appended and formed into one 64-bit integer.
|
|
|
|
// The function returns a map from original triangle indices to
|
|
// stream of bits encoding state and offsprings.
|
|
|
|
std::map<int, std::vector<bool>> out;
|
|
for (int i=0; i<m_orig_size_indices; ++i) {
|
|
const Triangle& tr = m_triangles[i];
|
|
|
|
if (! tr.is_split() && tr.get_state() == EnforcerBlockerType::NONE)
|
|
continue; // no need to save anything, unsplit and unselected is default
|
|
|
|
std::vector<bool> data; // complete encoding of this mesh triangle
|
|
int stored_triangles = 0; // how many have been already encoded
|
|
|
|
std::function<void(int)> serialize_recursive;
|
|
serialize_recursive = [this, &serialize_recursive, &stored_triangles, &data](int facet_idx) {
|
|
const Triangle& tr = m_triangles[facet_idx];
|
|
|
|
// Always save number of split sides. It is zero for unsplit triangles.
|
|
int split_sides = tr.number_of_split_sides();
|
|
assert(split_sides >= 0 && split_sides <= 3);
|
|
|
|
//data |= (split_sides << (stored_triangles * 4));
|
|
data.push_back(split_sides & 0b01);
|
|
data.push_back(split_sides & 0b10);
|
|
|
|
if (tr.is_split()) {
|
|
// If this triangle is split, save which side is split (in case
|
|
// of one split) or kept (in case of two splits). The value will
|
|
// be ignored for 3-side split.
|
|
assert(split_sides > 0);
|
|
assert(tr.special_side() >= 0 && tr.special_side() <= 3);
|
|
data.push_back(tr.special_side() & 0b01);
|
|
data.push_back(tr.special_side() & 0b10);
|
|
++stored_triangles;
|
|
// Now save all children.
|
|
for (int child_idx=0; child_idx<=split_sides; ++child_idx)
|
|
serialize_recursive(tr.children[child_idx]);
|
|
} else {
|
|
// In case this is leaf, we better save information about its state.
|
|
assert(int(tr.get_state()) <= 15);
|
|
if (3 <= int(tr.get_state()) && int(tr.get_state()) <= 15) {
|
|
data.insert(data.end(), {true, true});
|
|
for (size_t bit_idx = 0; bit_idx < 4; ++bit_idx) {
|
|
size_t bit_mask = uint64_t(0b0001) << bit_idx;
|
|
data.push_back((int(tr.get_state()) - 3) & bit_mask);
|
|
}
|
|
} else {
|
|
data.push_back(int(tr.get_state()) & 0b01);
|
|
data.push_back(int(tr.get_state()) & 0b10);
|
|
}
|
|
++stored_triangles;
|
|
}
|
|
};
|
|
|
|
serialize_recursive(i);
|
|
out[i] = data;
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data, const EnforcerBlockerType init_state)
|
|
{
|
|
reset(init_state); // dump any current state
|
|
for (const auto& [triangle_id, code] : data) {
|
|
assert(triangle_id < int(m_triangles.size()));
|
|
assert(! code.empty());
|
|
int processed_nibbles = 0;
|
|
struct ProcessingInfo {
|
|
int facet_id = 0;
|
|
int processed_children = 0;
|
|
int total_children = 0;
|
|
};
|
|
|
|
// Vector to store all parents that have offsprings.
|
|
std::vector<ProcessingInfo> parents;
|
|
|
|
while (true) {
|
|
// Read next triangle info.
|
|
std::array<int, 2> next_code{};
|
|
for(size_t nibble_idx = 0; nibble_idx < 2; ++nibble_idx) {
|
|
assert(nibble_idx < 2);
|
|
if(nibble_idx >= 1 && (next_code[0] >> 2) != 0b11)
|
|
break;
|
|
|
|
for (int i = 3; i >= 0; --i) {
|
|
next_code[nibble_idx] = next_code[nibble_idx] << 1;
|
|
next_code[nibble_idx] |= int(code[4 * processed_nibbles + i]);
|
|
}
|
|
|
|
++processed_nibbles;
|
|
}
|
|
|
|
int num_of_split_sides = (next_code[0] & 0b11);
|
|
int num_of_children = num_of_split_sides != 0 ? num_of_split_sides + 1 : 0;
|
|
bool is_split = num_of_children != 0;
|
|
// Value of the second nibble was subtracted by 3, so it is added back.
|
|
auto state = EnforcerBlockerType(next_code[0] >> 2 == 0b11 ? next_code[1] + 3 : next_code[0] >> 2);
|
|
int special_side = (next_code[0] >> 2);
|
|
|
|
// Take care of the first iteration separately, so handling of the others is simpler.
|
|
if (parents.empty()) {
|
|
if (! is_split) {
|
|
// root is not split. just set the state and that's it.
|
|
m_triangles[triangle_id].set_state(state);
|
|
break;
|
|
} else {
|
|
// root is split, add it into list of parents and split it.
|
|
// then go to the next.
|
|
parents.push_back({triangle_id, 0, num_of_children});
|
|
m_triangles[triangle_id].set_division(num_of_children-1, special_side);
|
|
perform_split(triangle_id, EnforcerBlockerType::NONE);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// This is not the first iteration. This triangle is a child of last seen parent.
|
|
assert(! parents.empty());
|
|
assert(parents.back().processed_children < parents.back().total_children);
|
|
|
|
if (is_split) {
|
|
// split the triangle and save it as parent of the next ones.
|
|
const ProcessingInfo& last = parents.back();
|
|
int this_idx = m_triangles[last.facet_id].children[last.processed_children];
|
|
m_triangles[this_idx].set_division(num_of_children-1, special_side);
|
|
perform_split(this_idx, EnforcerBlockerType::NONE);
|
|
parents.push_back({this_idx, 0, num_of_children});
|
|
} else {
|
|
// this triangle belongs to last split one
|
|
m_triangles[m_triangles[parents.back().facet_id].children[parents.back().processed_children]].set_state(state);
|
|
++parents.back().processed_children;
|
|
}
|
|
|
|
|
|
// If all children of the past parent triangle are claimed, move to grandparent.
|
|
while (parents.back().processed_children == parents.back().total_children) {
|
|
parents.pop_back();
|
|
|
|
if (parents.empty())
|
|
break;
|
|
|
|
// And increment the grandparent children counter, because
|
|
// we have just finished that branch and got back here.
|
|
++parents.back().processed_children;
|
|
}
|
|
|
|
// In case we popped back the root, we should be done.
|
|
if (parents.empty())
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void TriangleSelector::seed_fill_unselect_all_triangles() {
|
|
for (Triangle &triangle : m_triangles)
|
|
if (!triangle.is_split())
|
|
triangle.unselect_by_seed_fill();
|
|
}
|
|
|
|
void TriangleSelector::seed_fill_apply_on_triangles(EnforcerBlockerType new_state)
|
|
{
|
|
for (Triangle &triangle : m_triangles)
|
|
if (!triangle.is_split() && triangle.is_selected_by_seed_fill())
|
|
triangle.set_state(new_state);
|
|
}
|
|
|
|
TriangleSelector::Cursor::Cursor(
|
|
const Vec3f& center_, const Vec3f& source_, float radius_world,
|
|
CursorType type_, const Transform3d& trafo_)
|
|
: center{center_},
|
|
source{source_},
|
|
type{type_},
|
|
trafo{trafo_.cast<float>()}
|
|
{
|
|
Vec3d sf = Geometry::Transformation(trafo_).get_scaling_factor();
|
|
if (is_approx(sf(0), sf(1)) && is_approx(sf(1), sf(2))) {
|
|
radius_sqr = std::pow(radius_world / sf(0), 2);
|
|
uniform_scaling = true;
|
|
}
|
|
else {
|
|
// In case that the transformation is non-uniform, all checks whether
|
|
// something is inside the cursor should be done in world coords.
|
|
// First transform center, source and dir in world coords and remember
|
|
// that we did this.
|
|
center = trafo * center;
|
|
source = trafo * source;
|
|
uniform_scaling = false;
|
|
radius_sqr = radius_world * radius_world;
|
|
trafo_normal = trafo.linear().inverse().transpose();
|
|
}
|
|
|
|
// Calculate dir, in whatever coords is appropriate.
|
|
dir = (center - source).normalized();
|
|
}
|
|
|
|
|
|
// Is a point (in mesh coords) inside a cursor?
|
|
bool TriangleSelector::Cursor::is_mesh_point_inside(Vec3f point) const
|
|
{
|
|
if (! uniform_scaling)
|
|
point = trafo * point;
|
|
|
|
Vec3f diff = center - point;
|
|
|
|
if (type == CIRCLE)
|
|
return (diff - diff.dot(dir) * dir).squaredNorm() < radius_sqr;
|
|
else // SPHERE
|
|
return diff.squaredNorm() < radius_sqr;
|
|
}
|
|
|
|
|
|
|
|
// p1, p2, p3 are in mesh coords!
|
|
bool TriangleSelector::Cursor::is_pointer_in_triangle(const Vec3f& p1_,
|
|
const Vec3f& p2_,
|
|
const Vec3f& p3_) const
|
|
{
|
|
const Vec3f& q1 = center + dir;
|
|
const Vec3f& q2 = center - dir;
|
|
|
|
auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
|
|
const Vec3f& c, const Vec3f& d) -> bool {
|
|
return ((b-a).cross(c-a)).dot(d-a) > 0.;
|
|
};
|
|
|
|
// In case the object is non-uniformly scaled, do the check in world coords.
|
|
const Vec3f& p1 = uniform_scaling ? p1_ : Vec3f(trafo * p1_);
|
|
const Vec3f& p2 = uniform_scaling ? p2_ : Vec3f(trafo * p2_);
|
|
const Vec3f& p3 = uniform_scaling ? p3_ : Vec3f(trafo * p3_);
|
|
|
|
if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3)) {
|
|
bool pos = signed_volume_sign(q1,q2,p1,p2);
|
|
if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace Slic3r
|