a55be29568
Improvements and comments to find_merge_pt
590 lines
22 KiB
C++
590 lines
22 KiB
C++
#ifndef slic3r_Geometry_hpp_
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#define slic3r_Geometry_hpp_
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#include "libslic3r.h"
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#include "BoundingBox.hpp"
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#include "ExPolygon.hpp"
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#include "Polygon.hpp"
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#include "Polyline.hpp"
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// Serialization through the Cereal library
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#include <cereal/access.hpp>
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namespace Slic3r {
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namespace ClipperLib {
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class PolyNode;
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using PolyNodes = std::vector<PolyNode*>;
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}
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namespace Geometry {
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// Generic result of an orientation predicate.
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enum Orientation
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{
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ORIENTATION_CCW = 1,
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ORIENTATION_CW = -1,
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ORIENTATION_COLINEAR = 0
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};
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// Return orientation of the three points (clockwise, counter-clockwise, colinear)
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// The predicate is exact for the coord_t type, using 64bit signed integers for the temporaries.
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// which means, the coord_t types must not have some of the topmost bits utilized.
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// As the points are limited to 30 bits + signum,
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// the temporaries u, v, w are limited to 61 bits + signum,
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// and d is limited to 63 bits + signum and we are good.
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static inline Orientation orient(const Point &a, const Point &b, const Point &c)
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{
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static_assert(sizeof(coord_t) * 2 == sizeof(int64_t), "orient works with 32 bit coordinates");
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int64_t u = int64_t(b.x()) * int64_t(c.y()) - int64_t(b.y()) * int64_t(c.x());
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int64_t v = int64_t(a.x()) * int64_t(c.y()) - int64_t(a.y()) * int64_t(c.x());
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int64_t w = int64_t(a.x()) * int64_t(b.y()) - int64_t(a.y()) * int64_t(b.x());
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int64_t d = u - v + w;
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return (d > 0) ? ORIENTATION_CCW : ((d == 0) ? ORIENTATION_COLINEAR : ORIENTATION_CW);
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}
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// Return orientation of the polygon by checking orientation of the left bottom corner of the polygon
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// using exact arithmetics. The input polygon must not contain duplicate points
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// (or at least the left bottom corner point must not have duplicates).
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static inline bool is_ccw(const Polygon &poly)
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{
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// The polygon shall be at least a triangle.
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assert(poly.points.size() >= 3);
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if (poly.points.size() < 3)
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return true;
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// 1) Find the lowest lexicographical point.
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unsigned int imin = 0;
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for (unsigned int i = 1; i < poly.points.size(); ++ i) {
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const Point &pmin = poly.points[imin];
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const Point &p = poly.points[i];
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if (p(0) < pmin(0) || (p(0) == pmin(0) && p(1) < pmin(1)))
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imin = i;
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}
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// 2) Detect the orientation of the corner imin.
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size_t iPrev = ((imin == 0) ? poly.points.size() : imin) - 1;
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size_t iNext = ((imin + 1 == poly.points.size()) ? 0 : imin + 1);
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Orientation o = orient(poly.points[iPrev], poly.points[imin], poly.points[iNext]);
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// The lowest bottom point must not be collinear if the polygon does not contain duplicate points
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// or overlapping segments.
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assert(o != ORIENTATION_COLINEAR);
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return o == ORIENTATION_CCW;
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}
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inline bool ray_ray_intersection(const Vec2d &p1, const Vec2d &v1, const Vec2d &p2, const Vec2d &v2, Vec2d &res)
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{
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double denom = v1(0) * v2(1) - v2(0) * v1(1);
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if (std::abs(denom) < EPSILON)
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return false;
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double t = (v2(0) * (p1(1) - p2(1)) - v2(1) * (p1(0) - p2(0))) / denom;
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res(0) = p1(0) + t * v1(0);
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res(1) = p1(1) + t * v1(1);
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return true;
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}
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inline bool segment_segment_intersection(const Vec2d &p1, const Vec2d &v1, const Vec2d &p2, const Vec2d &v2, Vec2d &res)
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{
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double denom = v1(0) * v2(1) - v2(0) * v1(1);
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if (std::abs(denom) < EPSILON)
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// Lines are collinear.
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return false;
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double s12_x = p1(0) - p2(0);
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double s12_y = p1(1) - p2(1);
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double s_numer = v1(0) * s12_y - v1(1) * s12_x;
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bool denom_is_positive = false;
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if (denom < 0.) {
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denom_is_positive = true;
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denom = - denom;
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s_numer = - s_numer;
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}
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if (s_numer < 0.)
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// Intersection outside of the 1st segment.
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return false;
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double t_numer = v2(0) * s12_y - v2(1) * s12_x;
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if (! denom_is_positive)
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t_numer = - t_numer;
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if (t_numer < 0. || s_numer > denom || t_numer > denom)
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// Intersection outside of the 1st or 2nd segment.
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return false;
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// Intersection inside both of the segments.
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double t = t_numer / denom;
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res(0) = p1(0) + t * v1(0);
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res(1) = p1(1) + t * v1(1);
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return true;
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}
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inline bool segments_intersect(
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const Slic3r::Point &ip1, const Slic3r::Point &ip2,
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const Slic3r::Point &jp1, const Slic3r::Point &jp2)
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{
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assert(ip1 != ip2);
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assert(jp1 != jp2);
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auto segments_could_intersect = [](
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const Slic3r::Point &ip1, const Slic3r::Point &ip2,
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const Slic3r::Point &jp1, const Slic3r::Point &jp2) -> std::pair<int, int>
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{
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Vec2i64 iv = (ip2 - ip1).cast<int64_t>();
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Vec2i64 vij1 = (jp1 - ip1).cast<int64_t>();
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Vec2i64 vij2 = (jp2 - ip1).cast<int64_t>();
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int64_t tij1 = cross2(iv, vij1);
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int64_t tij2 = cross2(iv, vij2);
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return std::make_pair(
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// signum
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(tij1 > 0) ? 1 : ((tij1 < 0) ? -1 : 0),
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(tij2 > 0) ? 1 : ((tij2 < 0) ? -1 : 0));
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};
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std::pair<int, int> sign1 = segments_could_intersect(ip1, ip2, jp1, jp2);
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std::pair<int, int> sign2 = segments_could_intersect(jp1, jp2, ip1, ip2);
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int test1 = sign1.first * sign1.second;
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int test2 = sign2.first * sign2.second;
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if (test1 <= 0 && test2 <= 0) {
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// The segments possibly intersect. They may also be collinear, but not intersect.
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if (test1 != 0 || test2 != 0)
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// Certainly not collinear, then the segments intersect.
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return true;
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// If the first segment is collinear with the other, the other is collinear with the first segment.
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assert((sign1.first == 0 && sign1.second == 0) == (sign2.first == 0 && sign2.second == 0));
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if (sign1.first == 0 && sign1.second == 0) {
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// The segments are certainly collinear. Now verify whether they overlap.
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Slic3r::Point vi = ip2 - ip1;
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// Project both on the longer coordinate of vi.
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int axis = std::abs(vi.x()) > std::abs(vi.y()) ? 0 : 1;
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coord_t i = ip1(axis);
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coord_t j = ip2(axis);
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coord_t k = jp1(axis);
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coord_t l = jp2(axis);
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if (i > j)
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std::swap(i, j);
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if (k > l)
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std::swap(k, l);
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return (k >= i && k <= j) || (i >= k && i <= l);
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}
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}
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return false;
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}
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template<typename T> inline T foot_pt(const T &line_pt, const T &line_dir, const T &pt)
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{
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T v = pt - line_pt;
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auto l2 = line_dir.squaredNorm();
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auto t = (l2 == 0) ? 0 : v.dot(line_dir) / l2;
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return line_pt + line_dir * t;
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}
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inline Vec2d foot_pt(const Line &iline, const Point &ipt)
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{
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return foot_pt<Vec2d>(iline.a.cast<double>(), (iline.b - iline.a).cast<double>(), ipt.cast<double>());
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}
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template<typename T> inline auto ray_point_distance_squared(const T &ray_pt, const T &ray_dir, const T &pt)
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{
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return (foot_pt(ray_pt, ray_dir, pt) - pt).squaredNorm();
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}
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template<typename T> inline auto ray_point_distance(const T &ray_pt, const T &ray_dir, const T &pt)
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{
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return (foot_pt(ray_pt, ray_dir, pt) - pt).norm();
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}
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inline double ray_point_distance_squared(const Line &iline, const Point &ipt)
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{
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return (foot_pt(iline, ipt) - ipt.cast<double>()).squaredNorm();
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}
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inline double ray_point_distance(const Line &iline, const Point &ipt)
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{
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return (foot_pt(iline, ipt) - ipt.cast<double>()).norm();
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}
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// Based on Liang-Barsky function by Daniel White @ http://www.skytopia.com/project/articles/compsci/clipping.html
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template<typename T>
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inline bool liang_barsky_line_clipping_interval(
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// Start and end points of the source line, result will be stored there as well.
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const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0,
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const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &v,
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// Bounding box to clip with.
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const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox,
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std::pair<double, double> &out_interval)
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{
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double t0 = 0.0;
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double t1 = 1.0;
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// Traverse through left, right, bottom, top edges.
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auto clip_side = [&t0, &t1](double p, double q) -> bool {
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if (p == 0) {
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if (q < 0)
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// Line parallel to the bounding box edge is fully outside of the bounding box.
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return false;
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// else don't clip
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} else {
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double r = q / p;
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if (p < 0) {
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if (r > t1)
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// Fully clipped.
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return false;
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if (r > t0)
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// Partially clipped.
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t0 = r;
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} else {
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assert(p > 0);
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if (r < t0)
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// Fully clipped.
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return false;
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if (r < t1)
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// Partially clipped.
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t1 = r;
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}
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}
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return true;
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};
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if (clip_side(- v.x(), - bbox.min.x() + x0.x()) &&
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clip_side( v.x(), bbox.max.x() - x0.x()) &&
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clip_side(- v.y(), - bbox.min.y() + x0.y()) &&
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clip_side( v.y(), bbox.max.y() - x0.y())) {
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out_interval.first = t0;
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out_interval.second = t1;
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return true;
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}
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return false;
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}
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template<typename T>
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inline bool liang_barsky_line_clipping(
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// Start and end points of the source line, result will be stored there as well.
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Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0,
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Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1,
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// Bounding box to clip with.
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const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox)
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{
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Eigen::Matrix<T, 2, 1, Eigen::DontAlign> v = x1 - x0;
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std::pair<double, double> interval;
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if (liang_barsky_line_clipping_interval(x0, v, bbox, interval)) {
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// Clipped successfully.
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x1 = x0 + interval.second * v;
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x0 += interval.first * v;
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return true;
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}
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return false;
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}
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// Based on Liang-Barsky function by Daniel White @ http://www.skytopia.com/project/articles/compsci/clipping.html
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template<typename T>
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bool liang_barsky_line_clipping(
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// Start and end points of the source line.
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const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0src,
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const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1src,
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// Bounding box to clip with.
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const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox,
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// Start and end points of the clipped line.
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Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0clip,
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Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1clip)
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{
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x0clip = x0src;
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x1clip = x1src;
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return liang_barsky_line_clipping(x0clip, x1clip, bbox);
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}
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bool directions_parallel(double angle1, double angle2, double max_diff = 0);
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bool directions_perpendicular(double angle1, double angle2, double max_diff = 0);
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template<class T> bool contains(const std::vector<T> &vector, const Point &point);
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template<typename T> T rad2deg(T angle) { return T(180.0) * angle / T(PI); }
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template<typename T> constexpr T deg2rad(const T angle) { return T(PI) * angle / T(180.0); }
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template<typename T> T angle_to_0_2PI(T angle)
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{
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static const T TWO_PI = T(2) * T(PI);
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while (angle < T(0))
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{
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angle += TWO_PI;
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}
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while (TWO_PI < angle)
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{
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angle -= TWO_PI;
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}
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return angle;
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}
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void simplify_polygons(const Polygons &polygons, double tolerance, Polygons* retval);
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double linint(double value, double oldmin, double oldmax, double newmin, double newmax);
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bool arrange(
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// input
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size_t num_parts, const Vec2d &part_size, coordf_t gap, const BoundingBoxf* bed_bounding_box,
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// output
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Pointfs &positions);
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// Sets the given transform by assembling the given transformations in the following order:
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// 1) mirror
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// 2) scale
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// 3) rotate X
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// 4) rotate Y
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// 5) rotate Z
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// 6) translate
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void assemble_transform(Transform3d& transform, const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(),
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const Vec3d& scale = Vec3d::Ones(), const Vec3d& mirror = Vec3d::Ones());
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// Returns the transform obtained by assembling the given transformations in the following order:
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// 1) mirror
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// 2) scale
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// 3) rotate X
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// 4) rotate Y
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// 5) rotate Z
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// 6) translate
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Transform3d assemble_transform(const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(),
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const Vec3d& scale = Vec3d::Ones(), const Vec3d& mirror = Vec3d::Ones());
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// Sets the given transform by multiplying the given transformations in the following order:
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// T = translation * rotation * scale * mirror
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void assemble_transform(Transform3d& transform, const Transform3d& translation = Transform3d::Identity(),
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const Transform3d& rotation = Transform3d::Identity(), const Transform3d& scale = Transform3d::Identity(),
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const Transform3d& mirror = Transform3d::Identity());
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// Returns the transform obtained by multiplying the given transformations in the following order:
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// T = translation * rotation * scale * mirror
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Transform3d assemble_transform(const Transform3d& translation = Transform3d::Identity(), const Transform3d& rotation = Transform3d::Identity(),
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const Transform3d& scale = Transform3d::Identity(), const Transform3d& mirror = Transform3d::Identity());
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// Sets the given transform by assembling the given translation
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void translation_transform(Transform3d& transform, const Vec3d& translation);
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// Returns the transform obtained by assembling the given translation
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Transform3d translation_transform(const Vec3d& translation);
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// Sets the given transform by assembling the given rotations in the following order:
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// 1) rotate X
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// 2) rotate Y
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// 3) rotate Z
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void rotation_transform(Transform3d& transform, const Vec3d& rotation);
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// Returns the transform obtained by assembling the given rotations in the following order:
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// 1) rotate X
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// 2) rotate Y
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// 3) rotate Z
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Transform3d rotation_transform(const Vec3d& rotation);
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// Sets the given transform by assembling the given scale factors
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void scale_transform(Transform3d& transform, double scale);
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void scale_transform(Transform3d& transform, const Vec3d& scale);
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// Returns the transform obtained by assembling the given scale factors
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Transform3d scale_transform(double scale);
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Transform3d scale_transform(const Vec3d& scale);
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// Returns the euler angles extracted from the given rotation matrix
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// Warning -> The matrix should not contain any scale or shear !!!
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Vec3d extract_euler_angles(const Eigen::Matrix<double, 3, 3, Eigen::DontAlign>& rotation_matrix);
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// Returns the euler angles extracted from the given affine transform
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// Warning -> The transform should not contain any shear !!!
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Vec3d extract_euler_angles(const Transform3d& transform);
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class Transformation
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{
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#if ENABLE_WORLD_COORDINATE
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Transform3d m_matrix{ Transform3d::Identity() };
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#else
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struct Flags
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{
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bool dont_translate{ true };
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bool dont_rotate{ true };
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bool dont_scale{ true };
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bool dont_mirror{ true };
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bool needs_update(bool dont_translate, bool dont_rotate, bool dont_scale, bool dont_mirror) const;
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void set(bool dont_translate, bool dont_rotate, bool dont_scale, bool dont_mirror);
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};
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Vec3d m_offset{ Vec3d::Zero() }; // In unscaled coordinates
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Vec3d m_rotation{ Vec3d::Zero() }; // Rotation around the three axes, in radians around mesh center point
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Vec3d m_scaling_factor{ Vec3d::Ones() }; // Scaling factors along the three axes
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Vec3d m_mirror{ Vec3d::Ones() }; // Mirroring along the three axes
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mutable Transform3d m_matrix{ Transform3d::Identity() };
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mutable Flags m_flags;
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mutable bool m_dirty{ false };
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#endif // ENABLE_WORLD_COORDINATE
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public:
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#if ENABLE_WORLD_COORDINATE
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Transformation() = default;
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explicit Transformation(const Transform3d& transform) : m_matrix(transform) {}
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Vec3d get_offset() const { return m_matrix.translation(); }
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double get_offset(Axis axis) const { return get_offset()[axis]; }
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Transform3d get_offset_matrix() const;
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void set_offset(const Vec3d& offset) { m_matrix.translation() = offset; }
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void set_offset(Axis axis, double offset) { m_matrix.translation()[axis] = offset; }
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Vec3d get_rotation() const;
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double get_rotation(Axis axis) const { return get_rotation()[axis]; }
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Transform3d get_rotation_matrix() const;
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#else
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Transformation();
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explicit Transformation(const Transform3d& transform);
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const Vec3d& get_offset() const { return m_offset; }
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double get_offset(Axis axis) const { return m_offset(axis); }
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void set_offset(const Vec3d& offset);
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void set_offset(Axis axis, double offset);
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const Vec3d& get_rotation() const { return m_rotation; }
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double get_rotation(Axis axis) const { return m_rotation(axis); }
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#endif // ENABLE_WORLD_COORDINATE
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void set_rotation(const Vec3d& rotation);
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void set_rotation(Axis axis, double rotation);
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#if ENABLE_WORLD_COORDINATE
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Vec3d get_scaling_factor() const;
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double get_scaling_factor(Axis axis) const { return get_scaling_factor()[axis]; }
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Transform3d get_scaling_factor_matrix() const;
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bool is_scaling_uniform() const {
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const Vec3d scale = get_scaling_factor();
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return std::abs(scale.x() - scale.y()) < 1e-8 && std::abs(scale.x() - scale.z()) < 1e-8;
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}
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#else
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const Vec3d& get_scaling_factor() const { return m_scaling_factor; }
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double get_scaling_factor(Axis axis) const { return m_scaling_factor(axis); }
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#endif // ENABLE_WORLD_COORDINATE
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void set_scaling_factor(const Vec3d& scaling_factor);
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void set_scaling_factor(Axis axis, double scaling_factor);
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|
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#if ENABLE_WORLD_COORDINATE
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Vec3d get_mirror() const;
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double get_mirror(Axis axis) const { return get_mirror()[axis]; }
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|
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Transform3d get_mirror_matrix() const;
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|
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bool is_left_handed() const {
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const Vec3d mirror = get_mirror();
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return mirror.x() * mirror.y() * mirror.z() < 0.0;
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}
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#else
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bool is_scaling_uniform() const { return std::abs(m_scaling_factor.x() - m_scaling_factor.y()) < 1e-8 && std::abs(m_scaling_factor.x() - m_scaling_factor.z()) < 1e-8; }
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const Vec3d& get_mirror() const { return m_mirror; }
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double get_mirror(Axis axis) const { return m_mirror(axis); }
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bool is_left_handed() const { return m_mirror.x() * m_mirror.y() * m_mirror.z() < 0.; }
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#endif // ENABLE_WORLD_COORDINATE
|
|
|
|
void set_mirror(const Vec3d& mirror);
|
|
void set_mirror(Axis axis, double mirror);
|
|
|
|
#if ENABLE_WORLD_COORDINATE
|
|
bool has_skew() const;
|
|
#else
|
|
void set_from_transform(const Transform3d& transform);
|
|
#endif // ENABLE_WORLD_COORDINATE
|
|
|
|
void reset();
|
|
#if ENABLE_WORLD_COORDINATE
|
|
void reset_offset() { set_offset(Vec3d::Zero()); }
|
|
void reset_rotation() { set_rotation(Vec3d::Zero()); }
|
|
void reset_scaling_factor() { set_scaling_factor(Vec3d::Ones()); }
|
|
void reset_mirror() { set_mirror(Vec3d::Ones()); }
|
|
void reset_skew();
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|
|
|
const Transform3d& get_matrix() const { return m_matrix; }
|
|
Transform3d get_matrix_no_offset() const;
|
|
Transform3d get_matrix_no_scaling_factor() const;
|
|
|
|
void set_matrix(const Transform3d& transform) { m_matrix = transform; }
|
|
#else
|
|
const Transform3d& get_matrix(bool dont_translate = false, bool dont_rotate = false, bool dont_scale = false, bool dont_mirror = false) const;
|
|
#endif // ENABLE_WORLD_COORDINATE
|
|
|
|
Transformation operator * (const Transformation& other) const;
|
|
|
|
#if !ENABLE_WORLD_COORDINATE
|
|
// Find volume transformation, so that the chained (instance_trafo * volume_trafo) will be as close to identity
|
|
// as possible in least squares norm in regard to the 8 corners of bbox.
|
|
// Bounding box is expected to be centered around zero in all axes.
|
|
static Transformation volume_to_bed_transformation(const Transformation& instance_transformation, const BoundingBoxf3& bbox);
|
|
#endif // !ENABLE_WORLD_COORDINATE
|
|
|
|
private:
|
|
friend class cereal::access;
|
|
#if ENABLE_WORLD_COORDINATE
|
|
template<class Archive> void serialize(Archive& ar) { ar(m_matrix); }
|
|
explicit Transformation(int) {}
|
|
template <class Archive> static void load_and_construct(Archive& ar, cereal::construct<Transformation>& construct)
|
|
{
|
|
// Calling a private constructor with special "int" parameter to indicate that no construction is necessary.
|
|
construct(1);
|
|
ar(construct.ptr()->m_matrix);
|
|
}
|
|
#else
|
|
template<class Archive> void serialize(Archive& ar) { ar(m_offset, m_rotation, m_scaling_factor, m_mirror); }
|
|
explicit Transformation(int) : m_dirty(true) {}
|
|
template <class Archive> static void load_and_construct(Archive& ar, cereal::construct<Transformation>& construct)
|
|
{
|
|
// Calling a private constructor with special "int" parameter to indicate that no construction is necessary.
|
|
construct(1);
|
|
ar(construct.ptr()->m_offset, construct.ptr()->m_rotation, construct.ptr()->m_scaling_factor, construct.ptr()->m_mirror);
|
|
}
|
|
#endif // ENABLE_WORLD_COORDINATE
|
|
};
|
|
|
|
// For parsing a transformation matrix from 3MF / AMF.
|
|
extern Transform3d transform3d_from_string(const std::string& transform_str);
|
|
|
|
// Rotation when going from the first coordinate system with rotation rot_xyz_from applied
|
|
// to a coordinate system with rot_xyz_to applied.
|
|
extern Eigen::Quaterniond rotation_xyz_diff(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to);
|
|
// Rotation by Z to align rot_xyz_from to rot_xyz_to.
|
|
// This should only be called if it is known, that the two rotations only differ in rotation around the Z axis.
|
|
extern double rotation_diff_z(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to);
|
|
|
|
// Is the angle close to a multiple of 90 degrees?
|
|
inline bool is_rotation_ninety_degrees(double a)
|
|
{
|
|
a = fmod(std::abs(a), 0.5 * PI);
|
|
if (a > 0.25 * PI)
|
|
a = 0.5 * PI - a;
|
|
return a < 0.001;
|
|
}
|
|
|
|
// Is the angle close to a multiple of 90 degrees?
|
|
inline bool is_rotation_ninety_degrees(const Vec3d &rotation)
|
|
{
|
|
return is_rotation_ninety_degrees(rotation.x()) && is_rotation_ninety_degrees(rotation.y()) && is_rotation_ninety_degrees(rotation.z());
|
|
}
|
|
|
|
template <class Tout = double, class Tin>
|
|
std::pair<Tout, Tout> dir_to_spheric(const Vec<3, Tin> &n, Tout norm = 1.)
|
|
{
|
|
Tout z = n.z();
|
|
Tout r = norm;
|
|
Tout polar = std::acos(z / r);
|
|
Tout azimuth = std::atan2(n(1), n(0));
|
|
return {polar, azimuth};
|
|
}
|
|
|
|
template <class T = double>
|
|
Vec<3, T> spheric_to_dir(double polar, double azimuth)
|
|
{
|
|
return {T(std::cos(azimuth) * std::sin(polar)),
|
|
T(std::sin(azimuth) * std::sin(polar)), T(std::cos(polar))};
|
|
}
|
|
|
|
template <class T = double, class Pair>
|
|
Vec<3, T> spheric_to_dir(const Pair &v)
|
|
{
|
|
double plr = std::get<0>(v), azm = std::get<1>(v);
|
|
return spheric_to_dir<T>(plr, azm);
|
|
}
|
|
|
|
} } // namespace Slicer::Geometry
|
|
|
|
#endif
|