395 lines
20 KiB
C++
395 lines
20 KiB
C++
#ifndef libslic3r_TriangleSelector_hpp_
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#define libslic3r_TriangleSelector_hpp_
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// #define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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#include <cfloat>
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#include "Point.hpp"
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#include "TriangleMesh.hpp"
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namespace Slic3r {
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enum class EnforcerBlockerType : int8_t;
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// Following class holds information about selected triangles. It also has power
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// to recursively subdivide the triangles and make the selection finer.
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class TriangleSelector
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{
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protected:
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class Triangle;
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struct Vertex;
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public:
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enum CursorType {
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CIRCLE,
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SPHERE,
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POINTER
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};
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struct ClippingPlane
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{
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Vec3f normal;
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float offset;
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ClippingPlane() : normal{0.f, 0.f, 1.f}, offset{FLT_MAX} {};
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explicit ClippingPlane(const std::array<float, 4> &clp) : normal{clp[0], clp[1], clp[2]}, offset{clp[3]} {}
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bool is_active() const { return offset != FLT_MAX; }
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bool is_mesh_point_clipped(const Vec3f &point) const { return normal.dot(point) - offset > 0.f; }
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};
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class Cursor
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{
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public:
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Cursor() = delete;
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virtual ~Cursor() = default;
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bool is_pointer_in_triangle(const Triangle &tr, const std::vector<Vertex> &vertices) const;
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virtual bool is_mesh_point_inside(const Vec3f &point) const = 0;
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virtual bool is_pointer_in_triangle(const Vec3f &p1, const Vec3f &p2, const Vec3f &p3) const = 0;
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virtual int vertices_inside(const Triangle &tr, const std::vector<Vertex> &vertices) const;
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virtual bool is_edge_inside_cursor(const Triangle &tr, const std::vector<Vertex> &vertices) const = 0;
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virtual bool is_facet_visible(int facet_idx, const std::vector<Vec3f> &face_normals) const = 0;
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static bool is_facet_visible(const Cursor &cursor, int facet_idx, const std::vector<Vec3f> &face_normals);
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protected:
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explicit Cursor(const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_);
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Transform3f trafo;
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Vec3f source;
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bool uniform_scaling;
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Transform3f trafo_normal;
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float radius;
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float radius_sqr;
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Vec3f dir = Vec3f(0.f, 0.f, 0.f);
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ClippingPlane clipping_plane; // Clipping plane to limit painting to not clipped facets only
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friend TriangleSelector;
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};
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class SinglePointCursor : public Cursor
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{
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public:
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SinglePointCursor() = delete;
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~SinglePointCursor() override = default;
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bool is_pointer_in_triangle(const Vec3f &p1, const Vec3f &p2, const Vec3f &p3) const override;
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static std::unique_ptr<Cursor> cursor_factory(const Vec3f ¢er, const Vec3f &camera_pos, const float cursor_radius, const CursorType cursor_type, const Transform3d &trafo_matrix, const ClippingPlane &clipping_plane)
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{
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assert(cursor_type == TriangleSelector::CursorType::CIRCLE || cursor_type == TriangleSelector::CursorType::SPHERE);
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if (cursor_type == TriangleSelector::CursorType::SPHERE)
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return std::make_unique<TriangleSelector::Sphere>(center, camera_pos, cursor_radius, trafo_matrix, clipping_plane);
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else
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return std::make_unique<TriangleSelector::Circle>(center, camera_pos, cursor_radius, trafo_matrix, clipping_plane);
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}
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protected:
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explicit SinglePointCursor(const Vec3f ¢er_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_);
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Vec3f center;
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};
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class DoublePointCursor : public Cursor
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{
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public:
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DoublePointCursor() = delete;
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~DoublePointCursor() override = default;
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bool is_pointer_in_triangle(const Vec3f &p1, const Vec3f &p2, const Vec3f &p3) const override;
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static std::unique_ptr<Cursor> cursor_factory(const Vec3f &first_center, const Vec3f &second_center, const Vec3f &camera_pos, const float cursor_radius, const CursorType cursor_type, const Transform3d &trafo_matrix, const ClippingPlane &clipping_plane)
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{
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assert(cursor_type == TriangleSelector::CursorType::CIRCLE || cursor_type == TriangleSelector::CursorType::SPHERE);
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if (cursor_type == TriangleSelector::CursorType::SPHERE)
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return std::make_unique<TriangleSelector::Capsule3D>(first_center, second_center, camera_pos, cursor_radius, trafo_matrix, clipping_plane);
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else
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return std::make_unique<TriangleSelector::Capsule2D>(first_center, second_center, camera_pos, cursor_radius, trafo_matrix, clipping_plane);
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}
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protected:
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explicit DoublePointCursor(const Vec3f &first_center_, const Vec3f &second_center_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_);
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Vec3f first_center;
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Vec3f second_center;
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};
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class Sphere : public SinglePointCursor
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{
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public:
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Sphere() = delete;
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explicit Sphere(const Vec3f ¢er_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_)
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: SinglePointCursor(center_, source_, radius_world, trafo_, clipping_plane_){};
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~Sphere() override = default;
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bool is_mesh_point_inside(const Vec3f &point) const override;
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bool is_edge_inside_cursor(const Triangle &tr, const std::vector<Vertex> &vertices) const override;
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bool is_facet_visible(int facet_idx, const std::vector<Vec3f> &face_normals) const override { return true; }
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};
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class Circle : public SinglePointCursor
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{
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public:
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Circle() = delete;
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explicit Circle(const Vec3f ¢er_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_)
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: SinglePointCursor(center_, source_, radius_world, trafo_, clipping_plane_){};
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~Circle() override = default;
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bool is_mesh_point_inside(const Vec3f &point) const override;
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bool is_edge_inside_cursor(const Triangle &tr, const std::vector<Vertex> &vertices) const override;
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bool is_facet_visible(int facet_idx, const std::vector<Vec3f> &face_normals) const override
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{
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return TriangleSelector::Cursor::is_facet_visible(*this, facet_idx, face_normals);
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}
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};
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class Capsule3D : public DoublePointCursor
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{
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public:
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Capsule3D() = delete;
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explicit Capsule3D(const Vec3f &first_center_, const Vec3f &second_center_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_)
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: TriangleSelector::DoublePointCursor(first_center_, second_center_, source_, radius_world, trafo_, clipping_plane_)
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{}
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~Capsule3D() override = default;
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bool is_mesh_point_inside(const Vec3f &point) const override;
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bool is_edge_inside_cursor(const Triangle &tr, const std::vector<Vertex> &vertices) const override;
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bool is_facet_visible(int facet_idx, const std::vector<Vec3f> &face_normals) const override { return true; }
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};
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class Capsule2D : public DoublePointCursor
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{
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public:
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Capsule2D() = delete;
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explicit Capsule2D(const Vec3f &first_center_, const Vec3f &second_center_, const Vec3f &source_, float radius_world, const Transform3d &trafo_, const ClippingPlane &clipping_plane_)
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: TriangleSelector::DoublePointCursor(first_center_, second_center_, source_, radius_world, trafo_, clipping_plane_)
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{}
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~Capsule2D() override = default;
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bool is_mesh_point_inside(const Vec3f &point) const override;
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bool is_edge_inside_cursor(const Triangle &tr, const std::vector<Vertex> &vertices) const override;
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bool is_facet_visible(int facet_idx, const std::vector<Vec3f> &face_normals) const override
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{
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return TriangleSelector::Cursor::is_facet_visible(*this, facet_idx, face_normals);
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}
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};
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std::pair<std::vector<Vec3i>, std::vector<Vec3i>> precompute_all_neighbors() const;
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void precompute_all_neighbors_recursive(int facet_idx, const Vec3i &neighbors, const Vec3i &neighbors_propagated, std::vector<Vec3i> &neighbors_out, std::vector<Vec3i> &neighbors_normal_out) const;
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// Set a limit to the edge length, below which the edge will not be split by select_patch().
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// Called by select_patch() internally. Made public for debugging purposes, see TriangleSelectorGUI::render_debug().
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void set_edge_limit(float edge_limit);
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// Create new object on a TriangleMesh. The referenced mesh must
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// stay valid, a ptr to it is saved and used.
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explicit TriangleSelector(const TriangleMesh& mesh);
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// Returns the facet_idx of the unsplit triangle containing the "hit". Returns -1 if the triangle isn't found.
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[[nodiscard]] int select_unsplit_triangle(const Vec3f &hit, int facet_idx) const;
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[[nodiscard]] int select_unsplit_triangle(const Vec3f &hit, int facet_idx, const Vec3i &neighbors) const;
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// Select all triangles fully inside the circle, subdivide where needed.
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void select_patch(int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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std::unique_ptr<Cursor> &&cursor, // Cursor containing information about the point where to start, camera position (mesh coords), matrix to get from mesh to world, and its shape and type.
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EnforcerBlockerType new_state, // enforcer or blocker?
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const Transform3d &trafo_no_translate, // matrix to get from mesh to world without translation
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bool triangle_splitting, // If triangles will be split base on the cursor or not
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float highlight_by_angle_deg = 0.f); // The maximal angle of overhang. If it is set to a non-zero value, it is possible to paint only the triangles of overhang defined by this angle in degrees.
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void seed_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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const Transform3d &trafo_no_translate, // matrix to get from mesh to world without translation
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const ClippingPlane &clp, // Clipping plane to limit painting to not clipped facets only
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float seed_fill_angle, // the maximal angle between two facets to be painted by the same color
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float highlight_by_angle_deg = 0.f, // The maximal angle of overhang. If it is set to a non-zero value, it is possible to paint only the triangles of overhang defined by this angle in degrees.
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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void bucket_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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const ClippingPlane &clp, // Clipping plane to limit painting to not clipped facets only
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bool propagate, // if bucket fill is propagated to neighbor faces or if it fills the only facet of the modified mesh that the hit point belongs to.
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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bool has_facets(EnforcerBlockerType state) const;
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static bool has_facets(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data, EnforcerBlockerType test_state);
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int num_facets(EnforcerBlockerType state) const;
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// Get facets at a given state. Don't triangulate T-joints.
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indexed_triangle_set get_facets(EnforcerBlockerType state) const;
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// Get facets at a given state. Triangulate T-joints.
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indexed_triangle_set get_facets_strict(EnforcerBlockerType state) const;
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// Get edges around the selected area by seed fill.
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std::vector<Vec2i> get_seed_fill_contour() const;
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// Set facet of the mesh to a given state. Only works for original triangles.
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void set_facet(int facet_idx, EnforcerBlockerType state);
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// Clear everything and make the tree empty.
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void reset();
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// Remove all unnecessary data.
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void garbage_collect();
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// Store the division trees in compact form (a long stream of bits for each triangle of the original mesh).
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// First vector contains pairs of (triangle index, first bit in the second vector).
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std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> serialize() const;
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// Load serialized data. Assumes that correct mesh is loaded.
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void deserialize(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data, bool needs_reset = true);
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// For all triangles, remove the flag indicating that the triangle was selected by seed fill.
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void seed_fill_unselect_all_triangles();
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// For all triangles selected by seed fill, set new EnforcerBlockerType and remove flag indicating that triangle was selected by seed fill.
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// The operation may merge split triangles if they are being assigned the same color.
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void seed_fill_apply_on_triangles(EnforcerBlockerType new_state);
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protected:
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// Triangle and info about how it's split.
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class Triangle {
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public:
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// Use TriangleSelector::push_triangle to create a new triangle.
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// It increments/decrements reference counter on vertices.
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Triangle(int a, int b, int c, int source_triangle, const EnforcerBlockerType init_state)
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: verts_idxs{a, b, c},
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source_triangle{source_triangle},
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state{init_state}
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{
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// Initialize bit fields. Default member initializers are not supported by C++17.
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m_selected_by_seed_fill = false;
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m_valid = true;
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}
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// Indices into m_vertices.
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std::array<int, 3> verts_idxs;
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// Index of the source triangle at the initial (unsplit) mesh.
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int source_triangle;
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// Children triangles.
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std::array<int, 4> children;
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// Set the division type.
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void set_division(int sides_to_split, int special_side_idx);
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// Get/set current state.
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void set_state(EnforcerBlockerType type) { assert(! is_split()); state = type; }
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EnforcerBlockerType get_state() const { assert(! is_split()); return state; }
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// Set if the triangle has been selected or unselected by seed fill.
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void select_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = true; }
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void unselect_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = false; }
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// Get if the triangle has been selected or not by seed fill.
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bool is_selected_by_seed_fill() const { assert(! is_split()); return m_selected_by_seed_fill; }
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// Is this triangle valid or marked to be removed?
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bool valid() const noexcept { return m_valid; }
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// Get info on how it's split.
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bool is_split() const noexcept { return number_of_split_sides() != 0; }
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int number_of_split_sides() const noexcept { return number_of_splits; }
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int special_side() const noexcept { assert(is_split()); return special_side_idx; }
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private:
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friend TriangleSelector;
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// Packing the rest of member variables into 4 bytes, aligned to 4 bytes boundary.
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char number_of_splits { 0 };
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// Index of a vertex opposite to the split edge (for number_of_splits == 1)
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// or index of a vertex shared by the two split edges (for number_of_splits == 2).
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// For number_of_splits == 3, special_side_idx is always zero.
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char special_side_idx { 0 };
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EnforcerBlockerType state;
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bool m_selected_by_seed_fill : 1;
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// Is this triangle valid or marked to be removed?
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bool m_valid : 1;
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};
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struct Vertex {
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explicit Vertex(const stl_vertex& vert)
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: v{vert},
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ref_cnt{0}
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{}
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stl_vertex v;
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int ref_cnt;
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};
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// Lists of vertices and triangles, both original and new
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std::vector<Vertex> m_vertices;
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std::vector<Triangle> m_triangles;
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const TriangleMesh &m_mesh;
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const std::vector<Vec3i> m_neighbors;
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const std::vector<Vec3f> m_face_normals;
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// Number of invalid triangles (to trigger garbage collection).
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int m_invalid_triangles;
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// Limiting length of triangle side (squared).
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float m_edge_limit_sqr = 1.f;
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// Number of original vertices and triangles.
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int m_orig_size_vertices = 0;
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int m_orig_size_indices = 0;
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std::unique_ptr<Cursor> m_cursor;
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// Zero indicates an uninitialized state.
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float m_old_cursor_radius_sqr = 0;
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// Private functions:
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private:
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bool select_triangle(int facet_idx, EnforcerBlockerType type, bool triangle_splitting);
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bool select_triangle_recursive(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType type, bool triangle_splitting);
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void undivide_triangle(int facet_idx);
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void split_triangle(int facet_idx, const Vec3i &neighbors);
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void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
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bool is_facet_clipped(int facet_idx, const ClippingPlane &clp) const;
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int push_triangle(int a, int b, int c, int source_triangle, EnforcerBlockerType state = EnforcerBlockerType{0});
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void perform_split(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType old_state);
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Vec3i child_neighbors(const Triangle &tr, const Vec3i &neighbors, int child_idx) const;
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Vec3i child_neighbors_propagated(const Triangle &tr, const Vec3i &neighbors_propagated, int child_idx, const Vec3i &child_neighbors) const;
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// Return child of itriangle at a CCW oriented side (vertexi, vertexj), either first or 2nd part.
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// If itriangle == -1 or if the side sharing (vertexi, vertexj) is not split, return -1.
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enum class Partition {
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First,
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Second,
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};
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int neighbor_child(const Triangle& tr, int vertexi, int vertexj, Partition partition) const;
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int neighbor_child(int itriangle, int vertexi, int vertexj, Partition partition) const;
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int triangle_midpoint(const Triangle& tr, int vertexi, int vertexj) const;
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int triangle_midpoint(int itriangle, int vertexi, int vertexj) const;
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int triangle_midpoint_or_allocate(int itriangle, int vertexi, int vertexj);
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static std::pair<int, int> triangle_subtriangles(const Triangle &tr, int vertexi, int vertexj);
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std::pair<int, int> triangle_subtriangles(int itriangle, int vertexi, int vertexj) const;
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void append_touching_subtriangles(int itriangle, int vertexi, int vertexj, std::vector<int> &touching_subtriangles_out) const;
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void append_touching_edges(int itriangle, int vertexi, int vertexj, std::vector<Vec2i> &touching_edges_out) const;
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#ifndef NDEBUG
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bool verify_triangle_neighbors(const Triangle& tr, const Vec3i& neighbors) const;
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bool verify_triangle_midpoints(const Triangle& tr) const;
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#endif // NDEBUG
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void get_facets_strict_recursive(
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const Triangle &tr,
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const Vec3i &neighbors,
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EnforcerBlockerType state,
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std::vector<stl_triangle_vertex_indices> &out_triangles) const;
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void get_facets_split_by_tjoints(const Vec3i &vertices, const Vec3i &neighbors, std::vector<stl_triangle_vertex_indices> &out_triangles) const;
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void get_seed_fill_contour_recursive(int facet_idx, const Vec3i &neighbors, const Vec3i &neighbors_propagated, std::vector<Vec2i> &edges_out) const;
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int m_free_triangles_head { -1 };
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int m_free_vertices_head { -1 };
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};
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} // namespace Slic3r
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#endif // libslic3r_TriangleSelector_hpp_
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