PrusaSlicer-NonPlainar/src/libslic3r/AABBTreeIndirect.hpp
Vojtech Bubnik 1c76df89ea Fix of paint on supports don't work for object that has been scaled up #6718
The triangle-ray intersection function used a hard coded epsilon,
which did not work for triangle meshes, that were either too small
or too large. Newly the epsilon may be provided to the AABBTreeIndirect
search functions externally and IndexedMesh calculates a suitable
epsilon on demand from an average triangle mesh edge length.
2021-08-27 21:04:18 +02:00

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// AABB tree built upon external data set, referencing the external data by integer indices.
// The AABB tree balancing and traversal (ray casting, closest triangle of an indexed triangle mesh)
// were adapted from libigl AABB.{cpp,hpp} Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
// while the implicit balanced tree representation and memory optimizations are Vojtech's.
#ifndef slic3r_AABBTreeIndirect_hpp_
#define slic3r_AABBTreeIndirect_hpp_
#include <algorithm>
#include <limits>
#include <type_traits>
#include <vector>
#include <Eigen/Geometry>
#include "Utils.hpp" // for next_highest_power_of_2()
// Definition of the ray intersection hit structure.
#include <igl/Hit.h>
namespace Slic3r {
namespace AABBTreeIndirect {
// Static balanced AABB tree for raycasting and closest triangle search.
// The balanced tree is built over a single large std::vector of nodes, where the children of nodes
// are addressed implicitely using a power of two indexing rule.
// Memory for a full balanced tree is allocated, but not all nodes at the last level are used.
// This may seem like a waste of memory, but one saves memory for the node links and there is zero
// overhead of a memory allocator management (usually the memory allocator adds at least one pointer
// before the memory returned). However, allocating memory in a single vector is very fast even
// in multi-threaded environment and it is cache friendly.
//
// A balanced tree is built upon a vector of bounding boxes and their centroids, storing the reference
// to the source entity (a 3D triangle, a 2D segment etc, a 3D or 2D point etc).
// The source bounding boxes may have an epsilon applied to fight numeric rounding errors when
// traversing the AABB tree.
template<int ANumDimensions, typename ACoordType>
class Tree
{
public:
static constexpr int NumDimensions = ANumDimensions;
using CoordType = ACoordType;
using VectorType = Eigen::Matrix<CoordType, NumDimensions, 1, Eigen::DontAlign>;
using BoundingBox = Eigen::AlignedBox<CoordType, NumDimensions>;
// Following could be static constexpr size_t, but that would not link in C++11
enum : size_t {
// Node is not used.
npos = size_t(-1),
// Inner node (not leaf).
inner = size_t(-2)
};
// Single node of the implicit balanced AABB tree. There are no links to the children nodes,
// as these links are calculated implicitely using a power of two rule.
struct Node {
// Index of the external source entity, for which this AABB tree was built, npos for internal nodes.
size_t idx = npos;
// Bounding box around this entity, possibly with epsilons applied to fight numeric rounding errors
// when traversing the AABB tree.
BoundingBox bbox;
bool is_valid() const { return this->idx != npos; }
bool is_inner() const { return this->idx == inner; }
bool is_leaf() const { return ! this->is_inner(); }
template<typename SourceNode>
void set(const SourceNode &rhs) {
this->idx = rhs.idx();
this->bbox = rhs.bbox();
}
};
void clear() { m_nodes.clear(); }
// SourceNode shall implement
// size_t SourceNode::idx() const
// - Index to the outside entity (triangle, edge, point etc).
// const VectorType& SourceNode::centroid() const
// - Centroid of this node. The centroid is used for balancing the tree.
// const BoundingBox& SourceNode::bbox() const
// - Bounding box of this node, likely expanded with epsilon to account for numeric rounding during tree traversal.
// Union of bounding boxes at a single level of the AABB tree is used for deciding the longest axis aligned dimension
// to split around.
template<typename SourceNode>
void build(std::vector<SourceNode> &&input)
{
if (input.empty())
clear();
else {
// Allocate enough memory for a full binary tree.
m_nodes.assign(next_highest_power_of_2(input.size()) * 2 - 1, Node());
build_recursive(input, 0, 0, input.size() - 1);
}
input.clear();
}
const std::vector<Node>& nodes() const { return m_nodes; }
const Node& node(size_t idx) const { return m_nodes[idx]; }
bool empty() const { return m_nodes.empty(); }
// Addressing the child nodes using the power of two rule.
static size_t left_child_idx(size_t idx) { return idx * 2 + 1; }
static size_t right_child_idx(size_t idx) { return left_child_idx(idx) + 1; }
const Node& left_child(size_t idx) const { return m_nodes[left_child_idx(idx)]; }
const Node& right_child(size_t idx) const { return m_nodes[right_child_idx(idx)]; }
template<typename SourceNode>
void build(const std::vector<SourceNode> &input)
{
std::vector<SourceNode> copy(input);
this->build(std::move(copy));
}
private:
// Build a balanced tree by splitting the input sequence by an axis aligned plane at a dimension.
template<typename SourceNode>
void build_recursive(std::vector<SourceNode> &input, size_t node, const size_t left, const size_t right)
{
assert(node < m_nodes.size());
assert(left <= right);
if (left == right) {
// Insert a node into the balanced tree.
m_nodes[node].set(input[left]);
return;
}
// Calculate bounding box of the input.
BoundingBox bbox(input[left].bbox());
for (size_t i = left + 1; i <= right; ++ i)
bbox.extend(input[i].bbox());
int dimension = -1;
bbox.diagonal().maxCoeff(&dimension);
// Partition the input to left / right pieces of the same length to produce a balanced tree.
size_t center = (left + right) / 2;
partition_input(input, size_t(dimension), left, right, center);
// Insert an inner node into the tree. Inner node does not reference any input entity (triangle, line segment etc).
m_nodes[node].idx = inner;
m_nodes[node].bbox = bbox;
build_recursive(input, node * 2 + 1, left, center);
build_recursive(input, node * 2 + 2, center + 1, right);
}
// Partition the input m_nodes <left, right> at "k" and "dimension" using the QuickSelect method:
// https://en.wikipedia.org/wiki/Quickselect
// Items left of the k'th item are lower than the k'th item in the "dimension",
// items right of the k'th item are higher than the k'th item in the "dimension",
template<typename SourceNode>
void partition_input(std::vector<SourceNode> &input, const size_t dimension, size_t left, size_t right, const size_t k) const
{
while (left < right) {
size_t center = (left + right) / 2;
CoordType pivot;
{
// Bubble sort the input[left], input[center], input[right], so that a median of the three values
// will end up in input[center].
CoordType left_value = input[left ].centroid()(dimension);
CoordType center_value = input[center].centroid()(dimension);
CoordType right_value = input[right ].centroid()(dimension);
if (left_value > center_value) {
std::swap(input[left], input[center]);
std::swap(left_value, center_value);
}
if (left_value > right_value) {
std::swap(input[left], input[right]);
right_value = left_value;
}
if (center_value > right_value) {
std::swap(input[center], input[right]);
center_value = right_value;
}
pivot = center_value;
}
if (right <= left + 2)
// The <left, right> interval is already sorted.
break;
size_t i = left;
size_t j = right - 1;
std::swap(input[center], input[j]);
// Partition the set based on the pivot.
for (;;) {
// Skip left points that are already at correct positions.
// Search will certainly stop at position (right - 1), which stores the pivot.
while (input[++ i].centroid()(dimension) < pivot) ;
// Skip right points that are already at correct positions.
while (input[-- j].centroid()(dimension) > pivot && i < j) ;
if (i >= j)
break;
std::swap(input[i], input[j]);
}
// Restore pivot to the center of the sequence.
std::swap(input[i], input[right - 1]);
// Which side the kth element is in?
if (k < i)
right = i - 1;
else if (k == i)
// Sequence is partitioned, kth element is at its place.
break;
else
left = i + 1;
}
}
// The balanced tree storage.
std::vector<Node> m_nodes;
};
using Tree2f = Tree<2, float>;
using Tree3f = Tree<3, float>;
using Tree2d = Tree<2, double>;
using Tree3d = Tree<3, double>;
namespace detail {
template<typename AVertexType, typename AIndexedFaceType, typename ATreeType, typename AVectorType>
struct RayIntersector {
using VertexType = AVertexType;
using IndexedFaceType = AIndexedFaceType;
using TreeType = ATreeType;
using VectorType = AVectorType;
const std::vector<VertexType> &vertices;
const std::vector<IndexedFaceType> &faces;
const TreeType &tree;
const VectorType origin;
const VectorType dir;
const VectorType invdir;
// epsilon for ray-triangle intersection, see intersect_triangle1()
const double eps;
};
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
struct RayIntersectorHits : RayIntersector<VertexType, IndexedFaceType, TreeType, VectorType> {
std::vector<igl::Hit> hits;
};
//FIXME implement SSE for float AABB trees with float ray queries.
// SSE/SSE2 is supported by any Intel/AMD x64 processor.
// SSE support requires 16 byte alignment of the AABB nodes, representing the bounding boxes with 4+4 floats,
// storing the node index as the 4th element of the bounding box min value etc.
// https://www.flipcode.com/archives/SSE_RayBox_Intersection_Test.shtml
template <typename Derivedsource, typename Deriveddir, typename Scalar>
inline bool ray_box_intersect_invdir(
const Eigen::MatrixBase<Derivedsource> &origin,
const Eigen::MatrixBase<Deriveddir> &inv_dir,
Eigen::AlignedBox<Scalar,3> box,
const Scalar &t0,
const Scalar &t1) {
// http://people.csail.mit.edu/amy/papers/box-jgt.pdf
// "An Efficient and Robust RayBox Intersection Algorithm"
if (inv_dir.x() < 0)
std::swap(box.min().x(), box.max().x());
if (inv_dir.y() < 0)
std::swap(box.min().y(), box.max().y());
Scalar tmin = (box.min().x() - origin.x()) * inv_dir.x();
Scalar tymax = (box.max().y() - origin.y()) * inv_dir.y();
if (tmin > tymax)
return false;
Scalar tmax = (box.max().x() - origin.x()) * inv_dir.x();
Scalar tymin = (box.min().y() - origin.y()) * inv_dir.y();
if (tymin > tmax)
return false;
if (tymin > tmin)
tmin = tymin;
if (tymax < tmax)
tmax = tymax;
if (inv_dir.z() < 0)
std::swap(box.min().z(), box.max().z());
Scalar tzmin = (box.min().z() - origin.z()) * inv_dir.z();
if (tzmin > tmax)
return false;
Scalar tzmax = (box.max().z() - origin.z()) * inv_dir.z();
if (tmin > tzmax)
return false;
if (tzmin > tmin)
tmin = tzmin;
if (tzmax < tmax)
tmax = tzmax;
return tmin < t1 && tmax > t0;
}
// The following intersect_triangle() is derived from raytri.c routine intersect_triangle1()
// Ray-Triangle Intersection Test Routines
// Different optimizations of my and Ben Trumbore's
// code from journals of graphics tools (JGT)
// http://www.acm.org/jgt/
// by Tomas Moller, May 2000
template<typename V, typename W>
std::enable_if_t<std::is_same<typename V::Scalar, double>::value&& std::is_same<typename W::Scalar, double>::value, bool>
intersect_triangle(const V &orig, const V &dir, const W &vert0, const W &vert1, const W &vert2, double &t, double &u, double &v, double eps)
{
// find vectors for two edges sharing vert0
const V edge1 = vert1 - vert0;
const V edge2 = vert2 - vert0;
// begin calculating determinant - also used to calculate U parameter
const V pvec = dir.cross(edge2);
// if determinant is near zero, ray lies in plane of triangle
const double det = edge1.dot(pvec);
V qvec;
if (det > eps) {
// calculate distance from vert0 to ray origin
V tvec = orig - vert0;
// calculate U parameter and test bounds
u = tvec.dot(pvec);
if (u < 0.0 || u > det)
return false;
// prepare to test V parameter
qvec = tvec.cross(edge1);
// calculate V parameter and test bounds
v = dir.dot(qvec);
if (v < 0.0 || u + v > det)
return false;
} else if (det < -eps) {
// calculate distance from vert0 to ray origin
V tvec = orig - vert0;
// calculate U parameter and test bounds
u = tvec.dot(pvec);
if (u > 0.0 || u < det)
return false;
// prepare to test V parameter
qvec = tvec.cross(edge1);
// calculate V parameter and test bounds
v = dir.dot(qvec);
if (v > 0.0 || u + v < det)
return false;
} else
// ray is parallel to the plane of the triangle
return false;
double inv_det = 1.0 / det;
// calculate t, ray intersects triangle
t = edge2.dot(qvec) * inv_det;
u *= inv_det;
v *= inv_det;
return true;
}
template<typename V, typename W>
std::enable_if_t<std::is_same<typename V::Scalar, double>::value && !std::is_same<typename W::Scalar, double>::value, bool>
intersect_triangle(const V &origin, const V &dir, const W &v0, const W &v1, const W &v2, double &t, double &u, double &v, double eps) {
return intersect_triangle(origin, dir, v0.template cast<double>(), v1.template cast<double>(), v2.template cast<double>(), t, u, v, eps);
}
template<typename V, typename W>
std::enable_if_t<! std::is_same<typename V::Scalar, double>::value && std::is_same<typename W::Scalar, double>::value, bool>
intersect_triangle(const V &origin, const V &dir, const W &v0, const W &v1, const W &v2, double &t, double &u, double &v, double eps) {
return intersect_triangle(origin.template cast<double>(), dir.template cast<double>(), v0, v1, v2, t, u, v, eps);
}
template<typename V, typename W>
std::enable_if_t<! std::is_same<typename V::Scalar, double>::value && ! std::is_same<typename W::Scalar, double>::value, bool>
intersect_triangle(const V &origin, const V &dir, const W &v0, const W &v1, const W &v2, double &t, double &u, double &v, double eps) {
return intersect_triangle(origin.template cast<double>(), dir.template cast<double>(), v0.template cast<double>(), v1.template cast<double>(), v2.template cast<double>(), t, u, v, eps);
}
template<typename Tree>
double intersect_triangle_epsilon(const Tree &tree) {
double eps = 0.000001;
if (! tree.empty()) {
const typename Tree::BoundingBox &bbox = tree.nodes().front().bbox;
double l = (bbox.max() - bbox.min()).cwiseMax();
if (l > 0)
eps /= (l * l);
}
return eps;
}
template<typename RayIntersectorType, typename Scalar>
static inline bool intersect_ray_recursive_first_hit(
RayIntersectorType &ray_intersector,
size_t node_idx,
Scalar min_t,
igl::Hit &hit)
{
const auto &node = ray_intersector.tree.node(node_idx);
assert(node.is_valid());
if (! ray_box_intersect_invdir(ray_intersector.origin, ray_intersector.invdir, node.bbox.template cast<Scalar>(), Scalar(0), min_t))
return false;
if (node.is_leaf()) {
// shoot ray, record hit
auto face = ray_intersector.faces[node.idx];
double t, u, v;
if (intersect_triangle(
ray_intersector.origin, ray_intersector.dir,
ray_intersector.vertices[face(0)], ray_intersector.vertices[face(1)], ray_intersector.vertices[face(2)],
t, u, v, ray_intersector.eps)
&& t > 0.) {
hit = igl::Hit { int(node.idx), -1, float(u), float(v), float(t) };
return true;
} else
return false;
} else {
// Left / right child node index.
size_t left = node_idx * 2 + 1;
size_t right = left + 1;
igl::Hit left_hit;
igl::Hit right_hit;
bool left_ret = intersect_ray_recursive_first_hit(ray_intersector, left, min_t, left_hit);
if (left_ret && left_hit.t < min_t) {
min_t = left_hit.t;
hit = left_hit;
} else
left_ret = false;
bool right_ret = intersect_ray_recursive_first_hit(ray_intersector, right, min_t, right_hit);
if (right_ret && right_hit.t < min_t)
hit = right_hit;
else
right_ret = false;
return left_ret || right_ret;
}
}
template<typename RayIntersectorType>
static inline void intersect_ray_recursive_all_hits(RayIntersectorType &ray_intersector, size_t node_idx)
{
using Scalar = typename RayIntersectorType::VectorType::Scalar;
const auto &node = ray_intersector.tree.node(node_idx);
assert(node.is_valid());
if (! ray_box_intersect_invdir(ray_intersector.origin, ray_intersector.invdir, node.bbox.template cast<Scalar>(),
Scalar(0), std::numeric_limits<Scalar>::infinity()))
return;
if (node.is_leaf()) {
auto face = ray_intersector.faces[node.idx];
double t, u, v;
if (intersect_triangle(
ray_intersector.origin, ray_intersector.dir,
ray_intersector.vertices[face(0)], ray_intersector.vertices[face(1)], ray_intersector.vertices[face(2)],
t, u, v, ray_intersector.eps)
&& t > 0.) {
ray_intersector.hits.emplace_back(igl::Hit{ int(node.idx), -1, float(u), float(v), float(t) });
}
} else {
// Left / right child node index.
size_t left = node_idx * 2 + 1;
size_t right = left + 1;
intersect_ray_recursive_all_hits(ray_intersector, left);
intersect_ray_recursive_all_hits(ray_intersector, right);
}
}
// Nothing to do with COVID-19 social distancing.
template<typename AVertexType, typename AIndexedFaceType, typename ATreeType, typename AVectorType>
struct IndexedTriangleSetDistancer {
using VertexType = AVertexType;
using IndexedFaceType = AIndexedFaceType;
using TreeType = ATreeType;
using VectorType = AVectorType;
const std::vector<VertexType> &vertices;
const std::vector<IndexedFaceType> &faces;
const TreeType &tree;
const VectorType origin;
};
// Real-time collision detection, Ericson, Chapter 5
template<typename Vector>
static inline Vector closest_point_to_triangle(const Vector &p, const Vector &a, const Vector &b, const Vector &c)
{
using Scalar = typename Vector::Scalar;
// Check if P in vertex region outside A
Vector ab = b - a;
Vector ac = c - a;
Vector ap = p - a;
Scalar d1 = ab.dot(ap);
Scalar d2 = ac.dot(ap);
if (d1 <= 0 && d2 <= 0)
return a;
// Check if P in vertex region outside B
Vector bp = p - b;
Scalar d3 = ab.dot(bp);
Scalar d4 = ac.dot(bp);
if (d3 >= 0 && d4 <= d3)
return b;
// Check if P in edge region of AB, if so return projection of P onto AB
Scalar vc = d1*d4 - d3*d2;
if (a != b && vc <= 0 && d1 >= 0 && d3 <= 0) {
Scalar v = d1 / (d1 - d3);
return a + v * ab;
}
// Check if P in vertex region outside C
Vector cp = p - c;
Scalar d5 = ab.dot(cp);
Scalar d6 = ac.dot(cp);
if (d6 >= 0 && d5 <= d6)
return c;
// Check if P in edge region of AC, if so return projection of P onto AC
Scalar vb = d5*d2 - d1*d6;
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
Scalar w = d2 / (d2 - d6);
return a + w * ac;
}
// Check if P in edge region of BC, if so return projection of P onto BC
Scalar va = d3*d6 - d5*d4;
if (va <= 0 && (d4 - d3) >= 0 && (d5 - d6) >= 0) {
Scalar w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
return b + w * (c - b);
}
// P inside face region. Compute Q through its barycentric coordinates (u,v,w)
Scalar denom = Scalar(1.0) / (va + vb + vc);
Scalar v = vb * denom;
Scalar w = vc * denom;
return a + ab * v + ac * w; // = u*a + v*b + w*c, u = va * denom = 1.0-v-w
};
template<typename IndexedTriangleSetDistancerType, typename Scalar>
static inline Scalar squared_distance_to_indexed_triangle_set_recursive(
IndexedTriangleSetDistancerType &distancer,
size_t node_idx,
Scalar low_sqr_d,
Scalar up_sqr_d,
size_t &i,
Eigen::PlainObjectBase<typename IndexedTriangleSetDistancerType::VectorType> &c)
{
using Vector = typename IndexedTriangleSetDistancerType::VectorType;
if (low_sqr_d > up_sqr_d)
return low_sqr_d;
// Save the best achieved hit.
auto set_min = [&i, &c, &up_sqr_d](const Scalar sqr_d_candidate, const size_t i_candidate, const Vector &c_candidate) {
if (sqr_d_candidate < up_sqr_d) {
i = i_candidate;
c = c_candidate;
up_sqr_d = sqr_d_candidate;
}
};
const auto &node = distancer.tree.node(node_idx);
assert(node.is_valid());
if (node.is_leaf())
{
const auto &triangle = distancer.faces[node.idx];
Vector c_candidate = closest_point_to_triangle<Vector>(
distancer.origin,
distancer.vertices[triangle(0)].template cast<Scalar>(),
distancer.vertices[triangle(1)].template cast<Scalar>(),
distancer.vertices[triangle(2)].template cast<Scalar>());
set_min((c_candidate - distancer.origin).squaredNorm(), node.idx, c_candidate);
}
else
{
size_t left_node_idx = node_idx * 2 + 1;
size_t right_node_idx = left_node_idx + 1;
const auto &node_left = distancer.tree.node(left_node_idx);
const auto &node_right = distancer.tree.node(right_node_idx);
assert(node_left.is_valid());
assert(node_right.is_valid());
bool looked_left = false;
bool looked_right = false;
const auto &look_left = [&]()
{
size_t i_left;
Vector c_left = c;
Scalar sqr_d_left = squared_distance_to_indexed_triangle_set_recursive(distancer, left_node_idx, low_sqr_d, up_sqr_d, i_left, c_left);
set_min(sqr_d_left, i_left, c_left);
looked_left = true;
};
const auto &look_right = [&]()
{
size_t i_right;
Vector c_right = c;
Scalar sqr_d_right = squared_distance_to_indexed_triangle_set_recursive(distancer, right_node_idx, low_sqr_d, up_sqr_d, i_right, c_right);
set_min(sqr_d_right, i_right, c_right);
looked_right = true;
};
// must look left or right if in box
using BBoxScalar = typename IndexedTriangleSetDistancerType::TreeType::BoundingBox::Scalar;
if (node_left.bbox.contains(distancer.origin.template cast<BBoxScalar>()))
look_left();
if (node_right.bbox.contains(distancer.origin.template cast<BBoxScalar>()))
look_right();
// if haven't looked left and could be less than current min, then look
Scalar left_up_sqr_d = node_left.bbox.squaredExteriorDistance(distancer.origin);
Scalar right_up_sqr_d = node_right.bbox.squaredExteriorDistance(distancer.origin);
if (left_up_sqr_d < right_up_sqr_d) {
if (! looked_left && left_up_sqr_d < up_sqr_d)
look_left();
if (! looked_right && right_up_sqr_d < up_sqr_d)
look_right();
} else {
if (! looked_right && right_up_sqr_d < up_sqr_d)
look_right();
if (! looked_left && left_up_sqr_d < up_sqr_d)
look_left();
}
}
return up_sqr_d;
}
} // namespace detail
// Build a balanced AABB Tree over an indexed triangles set, balancing the tree
// on centroids of the triangles.
// Epsilon is applied to the bounding boxes of the AABB Tree to cope with numeric inaccuracies
// during tree traversal.
template<typename VertexType, typename IndexedFaceType>
inline Tree<3, typename VertexType::Scalar> build_aabb_tree_over_indexed_triangle_set(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
//FIXME do we want to apply an epsilon?
const typename VertexType::Scalar eps = 0)
{
using TreeType = Tree<3, typename VertexType::Scalar>;
// using CoordType = typename TreeType::CoordType;
using VectorType = typename TreeType::VectorType;
using BoundingBox = typename TreeType::BoundingBox;
struct InputType {
size_t idx() const { return m_idx; }
const BoundingBox& bbox() const { return m_bbox; }
const VectorType& centroid() const { return m_centroid; }
size_t m_idx;
BoundingBox m_bbox;
VectorType m_centroid;
};
std::vector<InputType> input;
input.reserve(faces.size());
const VectorType veps(eps, eps, eps);
for (size_t i = 0; i < faces.size(); ++ i) {
const IndexedFaceType &face = faces[i];
const VertexType &v1 = vertices[face(0)];
const VertexType &v2 = vertices[face(1)];
const VertexType &v3 = vertices[face(2)];
InputType n;
n.m_idx = i;
n.m_centroid = (1./3.) * (v1 + v2 + v3);
n.m_bbox = BoundingBox(v1, v1);
n.m_bbox.extend(v2);
n.m_bbox.extend(v3);
n.m_bbox.min() -= veps;
n.m_bbox.max() += veps;
input.emplace_back(n);
}
TreeType out;
out.build(std::move(input));
return out;
}
// Find a first intersection of a ray with indexed triangle set.
// Intersection test is calculated with the accuracy of VectorType::Scalar
// even if the triangle mesh and the AABB Tree are built with floats.
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
inline bool intersect_ray_first_hit(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
const TreeType &tree,
// Origin of the ray.
const VectorType &origin,
// Direction of the ray.
const VectorType &dir,
// First intersection of the ray with the indexed triangle set.
igl::Hit &hit,
// Epsilon for the ray-triangle intersection, it should be proportional to an average triangle edge length.
const double eps = 0.000001)
{
using Scalar = typename VectorType::Scalar;
auto ray_intersector = detail::RayIntersector<VertexType, IndexedFaceType, TreeType, VectorType> {
vertices, faces, tree,
origin, dir, VectorType(dir.cwiseInverse()),
eps
};
return ! tree.empty() && detail::intersect_ray_recursive_first_hit(
ray_intersector, size_t(0), std::numeric_limits<Scalar>::infinity(), hit);
}
// Find all intersections of a ray with indexed triangle set.
// Intersection test is calculated with the accuracy of VectorType::Scalar
// even if the triangle mesh and the AABB Tree are built with floats.
// The output hits are sorted by the ray parameter.
// If the ray intersects a shared edge of two triangles, hits for both triangles are returned.
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
inline bool intersect_ray_all_hits(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
const TreeType &tree,
// Origin of the ray.
const VectorType &origin,
// Direction of the ray.
const VectorType &dir,
// All intersections of the ray with the indexed triangle set, sorted by parameter t.
std::vector<igl::Hit> &hits,
// Epsilon for the ray-triangle intersection, it should be proportional to an average triangle edge length.
const double eps = 0.000001)
{
auto ray_intersector = detail::RayIntersectorHits<VertexType, IndexedFaceType, TreeType, VectorType> {
{ vertices, faces, {tree},
origin, dir, VectorType(dir.cwiseInverse()),
eps }
};
if (! tree.empty()) {
ray_intersector.hits.reserve(8);
detail::intersect_ray_recursive_all_hits(ray_intersector, 0);
std::swap(hits, ray_intersector.hits);
std::sort(hits.begin(), hits.end(), [](const auto &l, const auto &r) { return l.t < r.t; });
}
return ! hits.empty();
}
// Finding a closest triangle, its closest point and squared distance to the closest point
// on a 3D indexed triangle set using a pre-built AABBTreeIndirect::Tree.
// Closest point to triangle test will be performed with the accuracy of VectorType::Scalar
// even if the triangle mesh and the AABB Tree are built with floats.
// Returns squared distance to the closest point or -1 if the input is empty.
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
inline typename VectorType::Scalar squared_distance_to_indexed_triangle_set(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
const TreeType &tree,
// Point to which the closest point on the indexed triangle set is searched for.
const VectorType &point,
// Index of the closest triangle in faces.
size_t &hit_idx_out,
// Position of the closest point on the indexed triangle set.
Eigen::PlainObjectBase<VectorType> &hit_point_out)
{
using Scalar = typename VectorType::Scalar;
auto distancer = detail::IndexedTriangleSetDistancer<VertexType, IndexedFaceType, TreeType, VectorType>
{ vertices, faces, tree, point };
return tree.empty() ? Scalar(-1) :
detail::squared_distance_to_indexed_triangle_set_recursive(distancer, size_t(0), Scalar(0), std::numeric_limits<Scalar>::infinity(), hit_idx_out, hit_point_out);
}
// Decides if exists some triangle in defined radius on a 3D indexed triangle set using a pre-built AABBTreeIndirect::Tree.
// Closest point to triangle test will be performed with the accuracy of VectorType::Scalar
// even if the triangle mesh and the AABB Tree are built with floats.
// Returns true if exists some triangle in defined radius, false otherwise.
template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
inline bool is_any_triangle_in_radius(
// Indexed triangle set - 3D vertices.
const std::vector<VertexType> &vertices,
// Indexed triangle set - triangular faces, references to vertices.
const std::vector<IndexedFaceType> &faces,
// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
const TreeType &tree,
// Point to which the closest point on the indexed triangle set is searched for.
const VectorType &point,
// Maximum distance in which triangle is search for
typename VectorType::Scalar &max_distance)
{
using Scalar = typename VectorType::Scalar;
auto distancer = detail::IndexedTriangleSetDistancer<VertexType, IndexedFaceType, TreeType, VectorType>
{ vertices, faces, tree, point };
size_t hit_idx;
VectorType hit_point = VectorType::Ones() * (std::nan(""));
if(tree.empty())
{
return false;
}
detail::squared_distance_to_indexed_triangle_set_recursive(distancer, size_t(0), Scalar(0), max_distance, hit_idx, hit_point);
return hit_point.allFinite();
}
// Traverse the tree and return the index of an entity whose bounding box
// contains a given point. Returns size_t(-1) when the point is outside.
template<typename TreeType, typename VectorType>
void get_candidate_idxs(const TreeType& tree, const VectorType& v, std::vector<size_t>& candidates, size_t node_idx = 0)
{
if (tree.empty() || ! tree.node(node_idx).bbox.contains(v))
return;
decltype(tree.node(node_idx)) node = tree.node(node_idx);
static_assert(std::is_reference<decltype(node)>::value,
"Nodes shall be addressed by reference.");
assert(node.is_valid());
assert(node.bbox.contains(v));
if (! node.is_leaf()) {
if (tree.left_child(node_idx).bbox.contains(v))
get_candidate_idxs(tree, v, candidates, tree.left_child_idx(node_idx));
if (tree.right_child(node_idx).bbox.contains(v))
get_candidate_idxs(tree, v, candidates, tree.right_child_idx(node_idx));
} else
candidates.push_back(node.idx);
return;
}
// Predicate: need to be specialized for intersections of different geomteries
template<class G> struct Intersecting {};
// Intersection predicate specialization for box-box intersections
template<class CoordType, int NumD>
struct Intersecting<Eigen::AlignedBox<CoordType, NumD>> {
Eigen::AlignedBox<CoordType, NumD> box;
Intersecting(const Eigen::AlignedBox<CoordType, NumD> &bb): box{bb} {}
bool operator() (const typename Tree<NumD, CoordType>::Node &node) const
{
return box.intersects(node.bbox);
}
};
template<class G> auto intersecting(const G &g) { return Intersecting<G>{g}; }
template<class G> struct Containing {};
// Intersection predicate specialization for box-box intersections
template<class CoordType, int NumD>
struct Containing<Eigen::AlignedBox<CoordType, NumD>> {
Eigen::AlignedBox<CoordType, NumD> box;
Containing(const Eigen::AlignedBox<CoordType, NumD> &bb): box{bb} {}
bool operator() (const typename Tree<NumD, CoordType>::Node &node) const
{
return box.contains(node.bbox);
}
};
template<class G> auto containing(const G &g) { return Containing<G>{g}; }
namespace detail {
template<int Dims, typename T, typename Pred, typename Fn>
void traverse_recurse(const Tree<Dims, T> &tree,
size_t idx,
Pred && pred,
Fn && callback)
{
assert(tree.node(idx).is_valid());
if (!pred(tree.node(idx))) return;
if (tree.node(idx).is_leaf()) {
callback(tree.node(idx).idx);
} else {
// call this with left and right node idx:
auto trv = [&](size_t idx) {
traverse_recurse(tree, idx, std::forward<Pred>(pred),
std::forward<Fn>(callback));
};
// Left / right child node index.
trv(Tree<Dims, T>::left_child_idx(idx));
trv(Tree<Dims, T>::right_child_idx(idx));
}
}
} // namespace detail
// Tree traversal with a predicate. Example usage:
// traverse(tree, intersecting(QueryBox), [](size_t face_idx) {
// /* ... */
// });
template<int Dims, typename T, typename Predicate, typename Fn>
void traverse(const Tree<Dims, T> &tree, Predicate &&pred, Fn &&callback)
{
if (tree.empty()) return;
detail::traverse_recurse(tree, size_t(0), std::forward<Predicate>(pred),
std::forward<Fn>(callback));
}
} // namespace AABBTreeIndirect
} // namespace Slic3r
#endif /* slic3r_AABBTreeIndirect_hpp_ */