7e77048593
and nowadays the sampling profiler inside Visual Studio is better.
188 lines
7.2 KiB
C++
188 lines
7.2 KiB
C++
#include <iostream>
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#include <fstream>
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#include <string>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/AABBTreeIndirect.hpp>
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#include <libslic3r/SLA/EigenMesh3D.hpp>
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable: 4244)
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#pragma warning(disable: 4267)
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#endif
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#include <igl/ray_mesh_intersect.h>
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#include <igl/point_mesh_squared_distance.h>
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#include <igl/remove_duplicate_vertices.h>
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#include <igl/signed_distance.h>
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#include <igl/random_dir.h>
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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const std::string USAGE_STR = {
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"Usage: aabb-evaluation stlfilename.stl"
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};
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using namespace Slic3r;
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void profile(const TriangleMesh &mesh)
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{
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Eigen::MatrixXd V;
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Eigen::MatrixXi F;
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Eigen::MatrixXd vertex_normals;
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sla::to_eigen_mesh(mesh, V, F);
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igl::per_vertex_normals(V, F, vertex_normals);
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static constexpr int num_samples = 100;
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const int num_vertices = std::min(10000, int(mesh.its.vertices.size()));
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const Eigen::MatrixXd dirs = igl::random_dir_stratified(num_samples).cast<double>();
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Eigen::MatrixXd occlusion_output0;
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{
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AABBTreeIndirect::Tree3f tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(mesh.its.vertices, mesh.its.indices);
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occlusion_output0.resize(num_vertices, 1);
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for (int ivertex = 0; ivertex < num_vertices; ++ ivertex) {
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const Eigen::Vector3d origin = mesh.its.vertices[ivertex].template cast<double>();
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const Eigen::Vector3d normal = vertex_normals.row(ivertex).template cast<double>();
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int num_hits = 0;
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for (int s = 0; s < num_samples; s++) {
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Eigen::Vector3d d = dirs.row(s);
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if(d.dot(normal) < 0) {
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// reverse ray
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d *= -1;
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}
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igl::Hit hit;
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if (AABBTreeIndirect::intersect_ray_first_hit(mesh.its.vertices, mesh.its.indices, tree, (origin + 1e-4 * d).eval(), d, hit))
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++ num_hits;
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}
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occlusion_output0(ivertex) = (double)num_hits/(double)num_samples;
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}
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occlusion_output0.resize(num_vertices, 1);
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for (int ivertex = 0; ivertex < num_vertices; ++ ivertex) {
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const Eigen::Vector3d origin = mesh.its.vertices[ivertex].template cast<double>();
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const Eigen::Vector3d normal = vertex_normals.row(ivertex).template cast<double>();
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int num_hits = 0;
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for (int s = 0; s < num_samples; s++) {
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Eigen::Vector3d d = dirs.row(s);
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if(d.dot(normal) < 0) {
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// reverse ray
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d *= -1;
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}
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igl::Hit hit;
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if (AABBTreeIndirect::intersect_ray_first_hit(mesh.its.vertices, mesh.its.indices, tree,
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Eigen::Vector3f((origin + 1e-4 * d).template cast<float>()),
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Eigen::Vector3f(d.template cast<float>()), hit))
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++ num_hits;
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}
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occlusion_output0(ivertex) = (double)num_hits/(double)num_samples;
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}
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}
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Eigen::MatrixXd occlusion_output1;
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{
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std::vector<Vec3d> vertices;
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std::vector<Vec3i> triangles;
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for (int i = 0; i < V.rows(); ++ i)
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vertices.emplace_back(V.row(i).transpose());
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for (int i = 0; i < F.rows(); ++ i)
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triangles.emplace_back(F.row(i).transpose());
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AABBTreeIndirect::Tree3d tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(vertices, triangles);
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occlusion_output1.resize(num_vertices, 1);
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for (int ivertex = 0; ivertex < num_vertices; ++ ivertex) {
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const Eigen::Vector3d origin = V.row(ivertex).template cast<double>();
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const Eigen::Vector3d normal = vertex_normals.row(ivertex).template cast<double>();
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int num_hits = 0;
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for (int s = 0; s < num_samples; s++) {
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Eigen::Vector3d d = dirs.row(s);
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if(d.dot(normal) < 0) {
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// reverse ray
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d *= -1;
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}
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igl::Hit hit;
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if (AABBTreeIndirect::intersect_ray_first_hit(vertices, triangles, tree, Eigen::Vector3d(origin + 1e-4 * d), d, hit))
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++ num_hits;
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}
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occlusion_output1(ivertex) = (double)num_hits/(double)num_samples;
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}
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}
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// Build the AABB accelaration tree
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Eigen::MatrixXd occlusion_output2;
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{
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igl::AABB<Eigen::MatrixXd, 3> AABB;
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AABB.init(V, F);
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occlusion_output2.resize(num_vertices, 1);
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for (int ivertex = 0; ivertex < num_vertices; ++ ivertex) {
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const Eigen::Vector3d origin = V.row(ivertex).template cast<double>();
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const Eigen::Vector3d normal = vertex_normals.row(ivertex).template cast<double>();
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int num_hits = 0;
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for (int s = 0; s < num_samples; s++) {
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Eigen::Vector3d d = dirs.row(s);
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if(d.dot(normal) < 0) {
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// reverse ray
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d *= -1;
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}
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igl::Hit hit;
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if (AABB.intersect_ray(V, F, origin + 1e-4 * d, d, hit))
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++ num_hits;
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}
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occlusion_output2(ivertex) = (double)num_hits/(double)num_samples;
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}
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}
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Eigen::MatrixXd occlusion_output3;
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{
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typedef Eigen::Map<const Eigen::Matrix<float, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>> MapMatrixXfUnaligned;
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typedef Eigen::Map<const Eigen::Matrix<int, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>> MapMatrixXiUnaligned;
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igl::AABB<MapMatrixXfUnaligned, 3> AABB;
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auto vertices = MapMatrixXfUnaligned(mesh.its.vertices.front().data(), mesh.its.vertices.size(), 3);
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auto faces = MapMatrixXiUnaligned(mesh.its.indices.front().data(), mesh.its.indices.size(), 3);
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AABB.init(
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vertices,
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faces);
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occlusion_output3.resize(num_vertices, 1);
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for (int ivertex = 0; ivertex < num_vertices; ++ ivertex) {
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const Eigen::Vector3d origin = mesh.its.vertices[ivertex].template cast<double>();
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const Eigen::Vector3d normal = vertex_normals.row(ivertex).template cast<double>();
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int num_hits = 0;
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for (int s = 0; s < num_samples; s++) {
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Eigen::Vector3d d = dirs.row(s);
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if(d.dot(normal) < 0) {
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// reverse ray
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d *= -1;
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}
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igl::Hit hit;
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if (AABB.intersect_ray(vertices, faces, (origin + 1e-4 * d).eval().template cast<float>(), d.template cast<float>(), hit))
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++ num_hits;
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}
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occlusion_output3(ivertex) = (double)num_hits/(double)num_samples;
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}
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}
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}
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int main(const int argc, const char *argv[])
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{
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if(argc < 2) {
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std::cout << USAGE_STR << std::endl;
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return EXIT_SUCCESS;
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}
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TriangleMesh mesh;
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if (! mesh.ReadSTLFile(argv[1])) {
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std::cerr << "Error loading " << argv[1] << std::endl;
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return -1;
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}
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if (mesh.empty()) {
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std::cerr << "Error loading " << argv[1] << " . It is empty." << std::endl;
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return -1;
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}
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profile(mesh);
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return EXIT_SUCCESS;
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}
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