067cde85f1
1) All slicer's exceptions are now derived from Slic3r::Exception. 2) New exceptions are defined for slicing errors. 3) Exceptions are propagated to the Plater to show. It remains to modify the slicing back-end to throw the new SlicingError exceptions instead of std::runtime_error and to show the other exceptions by a message dialog instead of a notification.
2056 lines
85 KiB
C++
2056 lines
85 KiB
C++
#include "Exception.hpp"
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#include "TriangleMesh.hpp"
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#include "ClipperUtils.hpp"
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#include "Geometry.hpp"
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#include "Tesselate.hpp"
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#include <libqhullcpp/Qhull.h>
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#include <libqhullcpp/QhullFacetList.h>
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#include <libqhullcpp/QhullVertexSet.h>
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#include <cmath>
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#include <deque>
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#include <queue>
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#include <set>
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#include <vector>
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#include <map>
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#include <utility>
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#include <algorithm>
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#include <math.h>
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#include <type_traits>
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#include <boost/log/trivial.hpp>
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#include <tbb/parallel_for.h>
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#include <Eigen/Core>
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#include <Eigen/Dense>
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// for SLIC3R_DEBUG_SLICE_PROCESSING
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#include "libslic3r.h"
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#if 0
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#define DEBUG
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#define _DEBUG
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#undef NDEBUG
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#define SLIC3R_DEBUG
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// #define SLIC3R_TRIANGLEMESH_DEBUG
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#endif
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#include <assert.h>
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#if defined(SLIC3R_DEBUG) || defined(SLIC3R_DEBUG_SLICE_PROCESSING)
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#include "SVG.hpp"
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#endif
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namespace Slic3r {
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TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Vec3i> &facets) : repaired(false)
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{
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stl_file &stl = this->stl;
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stl.stats.type = inmemory;
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// count facets and allocate memory
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stl.stats.number_of_facets = (uint32_t)facets.size();
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stl.stats.original_num_facets = stl.stats.number_of_facets;
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stl_allocate(&stl);
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for (uint32_t i = 0; i < stl.stats.number_of_facets; ++ i) {
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stl_facet facet;
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facet.vertex[0] = points[facets[i](0)].cast<float>();
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facet.vertex[1] = points[facets[i](1)].cast<float>();
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facet.vertex[2] = points[facets[i](2)].cast<float>();
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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stl_normal normal;
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stl_calculate_normal(normal, &facet);
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stl_normalize_vector(normal);
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facet.normal = normal;
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stl.facet_start[i] = facet;
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}
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stl_get_size(&stl);
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}
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TriangleMesh::TriangleMesh(const indexed_triangle_set &M) : repaired(false)
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{
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stl.stats.type = inmemory;
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// count facets and allocate memory
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stl.stats.number_of_facets = uint32_t(M.indices.size());
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stl.stats.original_num_facets = int(stl.stats.number_of_facets);
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stl_allocate(&stl);
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for (uint32_t i = 0; i < stl.stats.number_of_facets; ++ i) {
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stl_facet facet;
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facet.vertex[0] = M.vertices[size_t(M.indices[i](0))];
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facet.vertex[1] = M.vertices[size_t(M.indices[i](1))];
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facet.vertex[2] = M.vertices[size_t(M.indices[i](2))];
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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stl_normal normal;
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stl_calculate_normal(normal, &facet);
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stl_normalize_vector(normal);
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facet.normal = normal;
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stl.facet_start[i] = facet;
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}
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stl_get_size(&stl);
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}
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// #define SLIC3R_TRACE_REPAIR
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void TriangleMesh::repair(bool update_shared_vertices)
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{
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if (this->repaired) {
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if (update_shared_vertices)
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this->require_shared_vertices();
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return;
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}
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// admesh fails when repairing empty meshes
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if (this->stl.stats.number_of_facets == 0)
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return;
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BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() started";
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// checking exact
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_check_faces_exact";
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#endif /* SLIC3R_TRACE_REPAIR */
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assert(stl_validate(&this->stl));
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stl_check_facets_exact(&stl);
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assert(stl_validate(&this->stl));
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stl.stats.facets_w_1_bad_edge = (stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge);
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stl.stats.facets_w_2_bad_edge = (stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge);
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stl.stats.facets_w_3_bad_edge = (stl.stats.number_of_facets - stl.stats.connected_facets_1_edge);
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// checking nearby
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//int last_edges_fixed = 0;
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float tolerance = (float)stl.stats.shortest_edge;
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float increment = (float)stl.stats.bounding_diameter / 10000.0f;
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int iterations = 2;
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if (stl.stats.connected_facets_3_edge < (int)stl.stats.number_of_facets) {
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for (int i = 0; i < iterations; i++) {
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if (stl.stats.connected_facets_3_edge < (int)stl.stats.number_of_facets) {
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//printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_check_faces_nearby";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_check_facets_nearby(&stl, tolerance);
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//printf(" Fixed %d edges.\n", stl.stats.edges_fixed - last_edges_fixed);
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//last_edges_fixed = stl.stats.edges_fixed;
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tolerance += increment;
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} else {
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break;
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}
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}
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}
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assert(stl_validate(&this->stl));
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// remove_unconnected
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if (stl.stats.connected_facets_3_edge < (int)stl.stats.number_of_facets) {
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_remove_unconnected_facets";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_remove_unconnected_facets(&stl);
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assert(stl_validate(&this->stl));
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}
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// fill_holes
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#if 0
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// Don't fill holes, the current algorithm does more harm than good on complex holes.
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// Rather let the slicing algorithm close gaps in 2D slices.
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if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_fill_holes";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_fill_holes(&stl);
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stl_clear_error(&stl);
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}
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#endif
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// normal_directions
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_fix_normal_directions";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_fix_normal_directions(&stl);
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assert(stl_validate(&this->stl));
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// normal_values
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_fix_normal_values";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_fix_normal_values(&stl);
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assert(stl_validate(&this->stl));
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// always calculate the volume and reverse all normals if volume is negative
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_calculate_volume";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_calculate_volume(&stl);
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assert(stl_validate(&this->stl));
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// neighbors
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#ifdef SLIC3R_TRACE_REPAIR
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BOOST_LOG_TRIVIAL(trace) << "\tstl_verify_neighbors";
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#endif /* SLIC3R_TRACE_REPAIR */
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stl_verify_neighbors(&stl);
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assert(stl_validate(&this->stl));
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this->repaired = true;
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BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() finished";
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// This call should be quite cheap, a lot of code requires the indexed_triangle_set data structure,
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// and it is risky to generate such a structure once the meshes are shared. Do it now.
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this->its.clear();
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if (update_shared_vertices)
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this->require_shared_vertices();
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}
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float TriangleMesh::volume()
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{
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if (this->stl.stats.volume == -1)
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stl_calculate_volume(&this->stl);
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return this->stl.stats.volume;
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}
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void TriangleMesh::check_topology()
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{
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// checking exact
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stl_check_facets_exact(&stl);
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stl.stats.facets_w_1_bad_edge = (stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge);
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stl.stats.facets_w_2_bad_edge = (stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge);
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stl.stats.facets_w_3_bad_edge = (stl.stats.number_of_facets - stl.stats.connected_facets_1_edge);
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// checking nearby
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//int last_edges_fixed = 0;
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float tolerance = stl.stats.shortest_edge;
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float increment = stl.stats.bounding_diameter / 10000.0;
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int iterations = 2;
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if (stl.stats.connected_facets_3_edge < (int)stl.stats.number_of_facets) {
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for (int i = 0; i < iterations; i++) {
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if (stl.stats.connected_facets_3_edge < (int)stl.stats.number_of_facets) {
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//printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
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stl_check_facets_nearby(&stl, tolerance);
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//printf(" Fixed %d edges.\n", stl.stats.edges_fixed - last_edges_fixed);
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//last_edges_fixed = stl.stats.edges_fixed;
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tolerance += increment;
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} else {
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break;
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}
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}
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}
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}
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void TriangleMesh::reset_repair_stats() {
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this->stl.stats.degenerate_facets = 0;
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this->stl.stats.edges_fixed = 0;
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this->stl.stats.facets_removed = 0;
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this->stl.stats.facets_added = 0;
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this->stl.stats.facets_reversed = 0;
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this->stl.stats.backwards_edges = 0;
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this->stl.stats.normals_fixed = 0;
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}
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bool TriangleMesh::needed_repair() const
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{
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return this->stl.stats.degenerate_facets > 0
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|| this->stl.stats.edges_fixed > 0
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|| this->stl.stats.facets_removed > 0
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|| this->stl.stats.facets_added > 0
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|| this->stl.stats.facets_reversed > 0
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|| this->stl.stats.backwards_edges > 0;
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}
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void TriangleMesh::WriteOBJFile(const char* output_file) const
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{
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its_write_obj(this->its, output_file);
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}
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void TriangleMesh::scale(float factor)
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{
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stl_scale(&(this->stl), factor);
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for (stl_vertex& v : this->its.vertices)
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v *= factor;
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}
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void TriangleMesh::scale(const Vec3d &versor)
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{
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stl_scale_versor(&this->stl, versor.cast<float>());
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for (stl_vertex& v : this->its.vertices) {
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v.x() *= versor.x();
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v.y() *= versor.y();
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v.z() *= versor.z();
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}
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}
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void TriangleMesh::translate(float x, float y, float z)
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{
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if (x == 0.f && y == 0.f && z == 0.f)
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return;
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stl_translate_relative(&(this->stl), x, y, z);
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stl_vertex shift(x, y, z);
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for (stl_vertex& v : this->its.vertices)
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v += shift;
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}
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void TriangleMesh::translate(const Vec3f &displacement)
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{
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translate(displacement(0), displacement(1), displacement(2));
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}
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void TriangleMesh::rotate(float angle, const Axis &axis)
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{
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if (angle == 0.f)
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return;
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// admesh uses degrees
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angle = Slic3r::Geometry::rad2deg(angle);
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if (axis == X) {
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stl_rotate_x(&this->stl, angle);
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its_rotate_x(this->its, angle);
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} else if (axis == Y) {
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stl_rotate_y(&this->stl, angle);
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its_rotate_y(this->its, angle);
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} else if (axis == Z) {
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stl_rotate_z(&this->stl, angle);
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its_rotate_z(this->its, angle);
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}
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}
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void TriangleMesh::rotate(float angle, const Vec3d& axis)
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{
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if (angle == 0.f)
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return;
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Vec3d axis_norm = axis.normalized();
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd(angle, axis_norm));
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stl_transform(&stl, m);
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its_transform(its, m);
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}
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void TriangleMesh::mirror(const Axis &axis)
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{
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if (axis == X) {
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stl_mirror_yz(&this->stl);
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for (stl_vertex &v : this->its.vertices)
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v(0) *= -1.0;
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} else if (axis == Y) {
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stl_mirror_xz(&this->stl);
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for (stl_vertex &v : this->its.vertices)
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v(1) *= -1.0;
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} else if (axis == Z) {
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stl_mirror_xy(&this->stl);
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for (stl_vertex &v : this->its.vertices)
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v(2) *= -1.0;
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}
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}
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void TriangleMesh::transform(const Transform3d& t, bool fix_left_handed)
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{
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stl_transform(&stl, t);
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its_transform(its, t);
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if (fix_left_handed && t.matrix().block(0, 0, 3, 3).determinant() < 0.) {
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// Left handed transformation is being applied. It is a good idea to flip the faces and their normals.
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this->repair(false);
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stl_reverse_all_facets(&stl);
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this->its.clear();
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this->require_shared_vertices();
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}
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}
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void TriangleMesh::transform(const Matrix3d& m, bool fix_left_handed)
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{
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stl_transform(&stl, m);
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its_transform(its, m);
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if (fix_left_handed && m.determinant() < 0.) {
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// Left handed transformation is being applied. It is a good idea to flip the faces and their normals.
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this->repair(false);
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stl_reverse_all_facets(&stl);
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this->its.clear();
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this->require_shared_vertices();
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}
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}
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void TriangleMesh::align_to_origin()
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{
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this->translate(
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- this->stl.stats.min(0),
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- this->stl.stats.min(1),
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- this->stl.stats.min(2));
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}
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void TriangleMesh::rotate(double angle, Point* center)
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{
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if (angle == 0.)
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return;
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Vec2f c = center->cast<float>();
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this->translate(-c(0), -c(1), 0);
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stl_rotate_z(&this->stl, (float)angle);
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its_rotate_z(this->its, (float)angle);
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this->translate(c(0), c(1), 0);
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}
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/**
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* Calculates whether or not the mesh is splittable.
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*/
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bool TriangleMesh::is_splittable() const
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{
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std::vector<unsigned char> visited;
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find_unvisited_neighbors(visited);
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// Try finding an unvisited facet. If there are none, the mesh is not splittable.
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auto it = std::find(visited.begin(), visited.end(), false);
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return it != visited.end();
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}
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/**
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* Visit all unvisited neighboring facets that are reachable from the first unvisited facet,
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* and return them.
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*
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* @param facet_visited A reference to a vector of booleans. Contains whether or not a
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* facet with the same index has been visited.
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* @return A deque with all newly visited facets.
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*/
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std::deque<uint32_t> TriangleMesh::find_unvisited_neighbors(std::vector<unsigned char> &facet_visited) const
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{
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// Make sure we're not operating on a broken mesh.
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if (!this->repaired)
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throw Slic3r::RuntimeError("find_unvisited_neighbors() requires repair()");
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// If the visited list is empty, populate it with false for every facet.
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if (facet_visited.empty())
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facet_visited = std::vector<unsigned char>(this->stl.stats.number_of_facets, false);
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// Find the first unvisited facet.
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std::queue<uint32_t> facet_queue;
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std::deque<uint32_t> facets;
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auto facet = std::find(facet_visited.begin(), facet_visited.end(), false);
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if (facet != facet_visited.end()) {
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uint32_t idx = uint32_t(facet - facet_visited.begin());
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facet_queue.push(idx);
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facet_visited[idx] = true;
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facets.emplace_back(idx);
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}
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// Traverse all reachable neighbors and mark them as visited.
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while (! facet_queue.empty()) {
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uint32_t facet_idx = facet_queue.front();
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facet_queue.pop();
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for (int neighbor_idx : this->stl.neighbors_start[facet_idx].neighbor)
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if (neighbor_idx != -1 && ! facet_visited[neighbor_idx]) {
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facet_queue.push(uint32_t(neighbor_idx));
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facet_visited[neighbor_idx] = true;
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facets.emplace_back(uint32_t(neighbor_idx));
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}
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}
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return facets;
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}
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/**
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* Splits a mesh into multiple meshes when possible.
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*
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* @return A TriangleMeshPtrs with the newly created meshes.
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*/
|
|
TriangleMeshPtrs TriangleMesh::split() const
|
|
{
|
|
// Loop while we have remaining facets.
|
|
std::vector<unsigned char> facet_visited;
|
|
TriangleMeshPtrs meshes;
|
|
for (;;) {
|
|
std::deque<uint32_t> facets = find_unvisited_neighbors(facet_visited);
|
|
if (facets.empty())
|
|
break;
|
|
|
|
// Create a new mesh for the part that was just split off.
|
|
TriangleMesh* mesh = new TriangleMesh;
|
|
meshes.emplace_back(mesh);
|
|
mesh->stl.stats.type = inmemory;
|
|
mesh->stl.stats.number_of_facets = (uint32_t)facets.size();
|
|
mesh->stl.stats.original_num_facets = mesh->stl.stats.number_of_facets;
|
|
stl_allocate(&mesh->stl);
|
|
|
|
// Assign the facets to the new mesh.
|
|
bool first = true;
|
|
for (auto facet = facets.begin(); facet != facets.end(); ++ facet) {
|
|
mesh->stl.facet_start[facet - facets.begin()] = this->stl.facet_start[*facet];
|
|
stl_facet_stats(&mesh->stl, this->stl.facet_start[*facet], first);
|
|
}
|
|
}
|
|
|
|
return meshes;
|
|
}
|
|
|
|
void TriangleMesh::merge(const TriangleMesh &mesh)
|
|
{
|
|
// reset stats and metadata
|
|
int number_of_facets = this->stl.stats.number_of_facets;
|
|
this->its.clear();
|
|
this->repaired = false;
|
|
|
|
// update facet count and allocate more memory
|
|
this->stl.stats.number_of_facets = number_of_facets + mesh.stl.stats.number_of_facets;
|
|
this->stl.stats.original_num_facets = this->stl.stats.number_of_facets;
|
|
stl_reallocate(&this->stl);
|
|
|
|
// copy facets
|
|
for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++ i)
|
|
this->stl.facet_start[number_of_facets + i] = mesh.stl.facet_start[i];
|
|
|
|
// update size
|
|
stl_get_size(&this->stl);
|
|
}
|
|
|
|
// Calculate projection of the mesh into the XY plane, in scaled coordinates.
|
|
//FIXME This could be extremely slow! Use it for tiny meshes only!
|
|
ExPolygons TriangleMesh::horizontal_projection() const
|
|
{
|
|
Polygons pp;
|
|
pp.reserve(this->stl.stats.number_of_facets);
|
|
for (const stl_facet &facet : this->stl.facet_start) {
|
|
Polygon p;
|
|
p.points.resize(3);
|
|
p.points[0] = Point::new_scale(facet.vertex[0](0), facet.vertex[0](1));
|
|
p.points[1] = Point::new_scale(facet.vertex[1](0), facet.vertex[1](1));
|
|
p.points[2] = Point::new_scale(facet.vertex[2](0), facet.vertex[2](1));
|
|
p.make_counter_clockwise(); // do this after scaling, as winding order might change while doing that
|
|
pp.emplace_back(p);
|
|
}
|
|
|
|
// the offset factor was tuned using groovemount.stl
|
|
return union_ex(offset(pp, scale_(0.01)), true);
|
|
}
|
|
|
|
// 2D convex hull of a 3D mesh projected into the Z=0 plane.
|
|
Polygon TriangleMesh::convex_hull()
|
|
{
|
|
Points pp;
|
|
pp.reserve(this->its.vertices.size());
|
|
for (size_t i = 0; i < this->its.vertices.size(); ++ i) {
|
|
const stl_vertex &v = this->its.vertices[i];
|
|
pp.emplace_back(Point::new_scale(v(0), v(1)));
|
|
}
|
|
return Slic3r::Geometry::convex_hull(pp);
|
|
}
|
|
|
|
BoundingBoxf3 TriangleMesh::bounding_box() const
|
|
{
|
|
BoundingBoxf3 bb;
|
|
bb.defined = true;
|
|
bb.min = this->stl.stats.min.cast<double>();
|
|
bb.max = this->stl.stats.max.cast<double>();
|
|
return bb;
|
|
}
|
|
|
|
BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d &trafo) const
|
|
{
|
|
BoundingBoxf3 bbox;
|
|
if (this->its.vertices.empty()) {
|
|
// Using the STL faces.
|
|
for (const stl_facet &facet : this->stl.facet_start)
|
|
for (size_t j = 0; j < 3; ++ j)
|
|
bbox.merge(trafo * facet.vertex[j].cast<double>());
|
|
} else {
|
|
// Using the shared vertices should be a bit quicker than using the STL faces.
|
|
for (const stl_vertex &v : this->its.vertices)
|
|
bbox.merge(trafo * v.cast<double>());
|
|
}
|
|
return bbox;
|
|
}
|
|
|
|
TriangleMesh TriangleMesh::convex_hull_3d() const
|
|
{
|
|
// The qhull call:
|
|
orgQhull::Qhull qhull;
|
|
qhull.disableOutputStream(); // we want qhull to be quiet
|
|
std::vector<realT> src_vertices;
|
|
try
|
|
{
|
|
if (this->has_shared_vertices()) {
|
|
#if REALfloat
|
|
qhull.runQhull("", 3, (int)this->its.vertices.size(), (const realT*)(this->its.vertices.front().data()), "Qt");
|
|
#else
|
|
src_vertices.reserve(this->its.vertices.size() * 3);
|
|
// We will now fill the vector with input points for computation:
|
|
for (const stl_vertex &v : this->its.vertices)
|
|
for (int i = 0; i < 3; ++ i)
|
|
src_vertices.emplace_back(v(i));
|
|
qhull.runQhull("", 3, (int)src_vertices.size() / 3, src_vertices.data(), "Qt");
|
|
#endif
|
|
} else {
|
|
src_vertices.reserve(this->stl.facet_start.size() * 9);
|
|
// We will now fill the vector with input points for computation:
|
|
for (const stl_facet &f : this->stl.facet_start)
|
|
for (int i = 0; i < 3; ++ i)
|
|
for (int j = 0; j < 3; ++ j)
|
|
src_vertices.emplace_back(f.vertex[i](j));
|
|
qhull.runQhull("", 3, (int)src_vertices.size() / 3, src_vertices.data(), "Qt");
|
|
}
|
|
}
|
|
catch (...)
|
|
{
|
|
std::cout << "Unable to create convex hull" << std::endl;
|
|
return TriangleMesh();
|
|
}
|
|
|
|
// Let's collect results:
|
|
Pointf3s dst_vertices;
|
|
std::vector<Vec3i> facets;
|
|
auto facet_list = qhull.facetList().toStdVector();
|
|
for (const orgQhull::QhullFacet& facet : facet_list)
|
|
{ // iterate through facets
|
|
orgQhull::QhullVertexSet vertices = facet.vertices();
|
|
for (int i = 0; i < 3; ++i)
|
|
{ // iterate through facet's vertices
|
|
|
|
orgQhull::QhullPoint p = vertices[i].point();
|
|
const auto* coords = p.coordinates();
|
|
dst_vertices.emplace_back(coords[0], coords[1], coords[2]);
|
|
}
|
|
unsigned int size = (unsigned int)dst_vertices.size();
|
|
facets.emplace_back(size - 3, size - 2, size - 1);
|
|
}
|
|
|
|
TriangleMesh output_mesh(dst_vertices, facets);
|
|
output_mesh.repair();
|
|
return output_mesh;
|
|
}
|
|
|
|
std::vector<ExPolygons> TriangleMesh::slice(const std::vector<double> &z)
|
|
{
|
|
// convert doubles to floats
|
|
std::vector<float> z_f(z.begin(), z.end());
|
|
TriangleMeshSlicer mslicer(this);
|
|
std::vector<ExPolygons> layers;
|
|
mslicer.slice(z_f, SlicingMode::Regular, 0.0004f, &layers, [](){});
|
|
return layers;
|
|
}
|
|
|
|
void TriangleMesh::require_shared_vertices()
|
|
{
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - start";
|
|
assert(stl_validate(&this->stl));
|
|
if (! this->repaired)
|
|
this->repair();
|
|
if (this->its.vertices.empty()) {
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - stl_generate_shared_vertices";
|
|
stl_generate_shared_vertices(&this->stl, this->its);
|
|
}
|
|
assert(stl_validate(&this->stl, this->its));
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - end";
|
|
}
|
|
|
|
size_t TriangleMesh::memsize() const
|
|
{
|
|
size_t memsize = 8 + this->stl.memsize() + this->its.memsize();
|
|
return memsize;
|
|
}
|
|
|
|
// Release optional data from the mesh if the object is on the Undo / Redo stack only. Returns the amount of memory released.
|
|
size_t TriangleMesh::release_optional()
|
|
{
|
|
size_t memsize_released = sizeof(stl_neighbors) * this->stl.neighbors_start.size() + this->its.memsize();
|
|
// The indexed triangle set may be recalculated using the stl_generate_shared_vertices() function.
|
|
this->its.clear();
|
|
// The neighbors structure may be recalculated using the stl_check_facets_exact() function.
|
|
this->stl.neighbors_start.clear();
|
|
return memsize_released;
|
|
}
|
|
|
|
// Restore optional data possibly released by release_optional().
|
|
void TriangleMesh::restore_optional()
|
|
{
|
|
if (! this->stl.facet_start.empty()) {
|
|
// Save the old stats before calling stl_check_faces_exact, as it may modify the statistics.
|
|
stl_stats stats = this->stl.stats;
|
|
if (this->stl.neighbors_start.empty()) {
|
|
stl_reallocate(&this->stl);
|
|
stl_check_facets_exact(&this->stl);
|
|
}
|
|
if (this->its.vertices.empty())
|
|
stl_generate_shared_vertices(&this->stl, this->its);
|
|
// Restore the old statistics.
|
|
this->stl.stats = stats;
|
|
}
|
|
}
|
|
|
|
void TriangleMeshSlicer::init(const TriangleMesh *_mesh, throw_on_cancel_callback_type throw_on_cancel)
|
|
{
|
|
mesh = _mesh;
|
|
if (! mesh->has_shared_vertices())
|
|
throw Slic3r::InvalidArgument("TriangleMeshSlicer was passed a mesh without shared vertices.");
|
|
|
|
throw_on_cancel();
|
|
facets_edges.assign(_mesh->stl.stats.number_of_facets * 3, -1);
|
|
v_scaled_shared.assign(_mesh->its.vertices.size(), stl_vertex());
|
|
for (size_t i = 0; i < v_scaled_shared.size(); ++ i)
|
|
this->v_scaled_shared[i] = _mesh->its.vertices[i] / float(SCALING_FACTOR);
|
|
|
|
// Create a mapping from triangle edge into face.
|
|
struct EdgeToFace {
|
|
// Index of the 1st vertex of the triangle edge. vertex_low <= vertex_high.
|
|
int vertex_low;
|
|
// Index of the 2nd vertex of the triangle edge.
|
|
int vertex_high;
|
|
// Index of a triangular face.
|
|
int face;
|
|
// Index of edge in the face, starting with 1. Negative indices if the edge was stored reverse in (vertex_low, vertex_high).
|
|
int face_edge;
|
|
bool operator==(const EdgeToFace &other) const { return vertex_low == other.vertex_low && vertex_high == other.vertex_high; }
|
|
bool operator<(const EdgeToFace &other) const { return vertex_low < other.vertex_low || (vertex_low == other.vertex_low && vertex_high < other.vertex_high); }
|
|
};
|
|
std::vector<EdgeToFace> edges_map;
|
|
edges_map.assign(this->mesh->stl.stats.number_of_facets * 3, EdgeToFace());
|
|
for (uint32_t facet_idx = 0; facet_idx < this->mesh->stl.stats.number_of_facets; ++ facet_idx)
|
|
for (int i = 0; i < 3; ++ i) {
|
|
EdgeToFace &e2f = edges_map[facet_idx*3+i];
|
|
e2f.vertex_low = this->mesh->its.indices[facet_idx][i];
|
|
e2f.vertex_high = this->mesh->its.indices[facet_idx][(i + 1) % 3];
|
|
e2f.face = facet_idx;
|
|
// 1 based indexing, to be always strictly positive.
|
|
e2f.face_edge = i + 1;
|
|
if (e2f.vertex_low > e2f.vertex_high) {
|
|
// Sort the vertices
|
|
std::swap(e2f.vertex_low, e2f.vertex_high);
|
|
// and make the face_edge negative to indicate a flipped edge.
|
|
e2f.face_edge = - e2f.face_edge;
|
|
}
|
|
}
|
|
throw_on_cancel();
|
|
std::sort(edges_map.begin(), edges_map.end());
|
|
|
|
// Assign a unique common edge id to touching triangle edges.
|
|
int num_edges = 0;
|
|
for (size_t i = 0; i < edges_map.size(); ++ i) {
|
|
EdgeToFace &edge_i = edges_map[i];
|
|
if (edge_i.face == -1)
|
|
// This edge has been connected to some neighbor already.
|
|
continue;
|
|
// Unconnected edge. Find its neighbor with the correct orientation.
|
|
size_t j;
|
|
bool found = false;
|
|
for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
|
|
if (edge_i.face_edge * edges_map[j].face_edge < 0 && edges_map[j].face != -1) {
|
|
// Faces touching with opposite oriented edges and none of the edges is connected yet.
|
|
found = true;
|
|
break;
|
|
}
|
|
if (! found) {
|
|
//FIXME Vojtech: Trying to find an edge with equal orientation. This smells.
|
|
// admesh can assign the same edge ID to more than two facets (which is
|
|
// still topologically correct), so we have to search for a duplicate of
|
|
// this edge too in case it was already seen in this orientation
|
|
for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
|
|
if (edges_map[j].face != -1) {
|
|
// Faces touching with equally oriented edges and none of the edges is connected yet.
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
// Assign an edge index to the 1st face.
|
|
this->facets_edges[edge_i.face * 3 + std::abs(edge_i.face_edge) - 1] = num_edges;
|
|
if (found) {
|
|
EdgeToFace &edge_j = edges_map[j];
|
|
this->facets_edges[edge_j.face * 3 + std::abs(edge_j.face_edge) - 1] = num_edges;
|
|
// Mark the edge as connected.
|
|
edge_j.face = -1;
|
|
}
|
|
++ num_edges;
|
|
if ((i & 0x0ffff) == 0)
|
|
throw_on_cancel();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void TriangleMeshSlicer::set_up_direction(const Vec3f& up)
|
|
{
|
|
m_quaternion.setFromTwoVectors(up, Vec3f::UnitZ());
|
|
m_use_quaternion = true;
|
|
}
|
|
|
|
|
|
|
|
void TriangleMeshSlicer::slice(const std::vector<float> &z, SlicingMode mode, std::vector<Polygons>* layers, throw_on_cancel_callback_type throw_on_cancel) const
|
|
{
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::slice";
|
|
|
|
/*
|
|
This method gets called with a list of unscaled Z coordinates and outputs
|
|
a vector pointer having the same number of items as the original list.
|
|
Each item is a vector of polygons created by slicing our mesh at the
|
|
given heights.
|
|
|
|
This method should basically combine the behavior of the existing
|
|
Perl methods defined in lib/Slic3r/TriangleMesh.pm:
|
|
|
|
- analyze(): this creates the 'facets_edges' and the 'edges_facets'
|
|
tables (we don't need the 'edges' table)
|
|
|
|
- slice_facet(): this has to be done for each facet. It generates
|
|
intersection lines with each plane identified by the Z list.
|
|
The get_layer_range() binary search used to identify the Z range
|
|
of the facet is already ported to C++ (see Object.xsp)
|
|
|
|
- make_loops(): this has to be done for each layer. It creates polygons
|
|
from the lines generated by the previous step.
|
|
|
|
At the end, we free the tables generated by analyze() as we don't
|
|
need them anymore.
|
|
|
|
NOTE: this method accepts a vector of floats because the mesh coordinate
|
|
type is float.
|
|
*/
|
|
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::_slice_do";
|
|
std::vector<IntersectionLines> lines(z.size());
|
|
{
|
|
boost::mutex lines_mutex;
|
|
tbb::parallel_for(
|
|
tbb::blocked_range<int>(0,this->mesh->stl.stats.number_of_facets),
|
|
[&lines, &lines_mutex, &z, throw_on_cancel, this](const tbb::blocked_range<int>& range) {
|
|
for (int facet_idx = range.begin(); facet_idx < range.end(); ++ facet_idx) {
|
|
if ((facet_idx & 0x0ffff) == 0)
|
|
throw_on_cancel();
|
|
this->_slice_do(facet_idx, &lines, &lines_mutex, z);
|
|
}
|
|
}
|
|
);
|
|
}
|
|
throw_on_cancel();
|
|
|
|
// v_scaled_shared could be freed here
|
|
|
|
// build loops
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::_make_loops_do";
|
|
layers->resize(z.size());
|
|
tbb::parallel_for(
|
|
tbb::blocked_range<size_t>(0, z.size()),
|
|
[&lines, &layers, mode, throw_on_cancel, this](const tbb::blocked_range<size_t>& range) {
|
|
for (size_t line_idx = range.begin(); line_idx < range.end(); ++ line_idx) {
|
|
if ((line_idx & 0x0ffff) == 0)
|
|
throw_on_cancel();
|
|
|
|
Polygons &polygons = (*layers)[line_idx];
|
|
this->make_loops(lines[line_idx], &polygons);
|
|
|
|
if (! polygons.empty()) {
|
|
if (mode == SlicingMode::Positive) {
|
|
// Reorient all loops to be CCW.
|
|
for (Polygon& p : polygons)
|
|
p.make_counter_clockwise();
|
|
} else if (mode == SlicingMode::PositiveLargestContour) {
|
|
// Keep just the largest polygon, make it CCW.
|
|
double max_area = 0.;
|
|
Polygon* max_area_polygon = nullptr;
|
|
for (Polygon& p : polygons) {
|
|
double a = p.area();
|
|
if (std::abs(a) > std::abs(max_area)) {
|
|
max_area = a;
|
|
max_area_polygon = &p;
|
|
}
|
|
}
|
|
assert(max_area_polygon != nullptr);
|
|
if (max_area < 0.)
|
|
max_area_polygon->reverse();
|
|
Polygon p(std::move(*max_area_polygon));
|
|
polygons.clear();
|
|
polygons.emplace_back(std::move(p));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
);
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::slice finished";
|
|
|
|
#ifdef SLIC3R_DEBUG
|
|
{
|
|
static int iRun = 0;
|
|
for (size_t i = 0; i < z.size(); ++ i) {
|
|
Polygons &polygons = (*layers)[i];
|
|
ExPolygons expolygons = union_ex(polygons, true);
|
|
SVG::export_expolygons(debug_out_path("slice_%d_%d.svg", iRun, i).c_str(), expolygons);
|
|
{
|
|
BoundingBox bbox;
|
|
for (const IntersectionLine &l : lines[i]) {
|
|
bbox.merge(l.a);
|
|
bbox.merge(l.b);
|
|
}
|
|
SVG svg(debug_out_path("slice_loops_%d_%d.svg", iRun, i).c_str(), bbox);
|
|
svg.draw(expolygons);
|
|
for (const IntersectionLine &l : lines[i])
|
|
svg.draw(l, "red", 0);
|
|
svg.draw_outline(expolygons, "black", "blue", 0);
|
|
svg.Close();
|
|
}
|
|
#if 0
|
|
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
|
for (Polygon &poly : polygons) {
|
|
for (size_t i = 1; i < poly.points.size(); ++ i)
|
|
assert(poly.points[i-1] != poly.points[i]);
|
|
assert(poly.points.front() != poly.points.back());
|
|
}
|
|
#endif
|
|
}
|
|
++ iRun;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLines>* lines, boost::mutex* lines_mutex,
|
|
const std::vector<float> &z) const
|
|
{
|
|
const stl_facet &facet = m_use_quaternion ? (this->mesh->stl.facet_start.data() + facet_idx)->rotated(m_quaternion) : *(this->mesh->stl.facet_start.data() + facet_idx);
|
|
|
|
// find facet extents
|
|
const float min_z = fminf(facet.vertex[0](2), fminf(facet.vertex[1](2), facet.vertex[2](2)));
|
|
const float max_z = fmaxf(facet.vertex[0](2), fmaxf(facet.vertex[1](2), facet.vertex[2](2)));
|
|
|
|
#ifdef SLIC3R_TRIANGLEMESH_DEBUG
|
|
printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
|
|
facet.vertex[0](0), facet.vertex[0](1), facet.vertex[0](2),
|
|
facet.vertex[1](0), facet.vertex[1](1), facet.vertex[1](2),
|
|
facet.vertex[2](0), facet.vertex[2](1), facet.vertex[2](2));
|
|
printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
|
|
#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
|
|
|
|
// find layer extents
|
|
std::vector<float>::const_iterator min_layer, max_layer;
|
|
min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
|
|
max_layer = std::upper_bound(min_layer, z.end(), max_z); // first layer whose slice_z is > max_z
|
|
#ifdef SLIC3R_TRIANGLEMESH_DEBUG
|
|
printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
|
|
#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
|
|
|
|
for (std::vector<float>::const_iterator it = min_layer; it != max_layer; ++ it) {
|
|
std::vector<float>::size_type layer_idx = it - z.begin();
|
|
IntersectionLine il;
|
|
if (this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &il) == TriangleMeshSlicer::Slicing) {
|
|
boost::lock_guard<boost::mutex> l(*lines_mutex);
|
|
if (il.edge_type == feHorizontal) {
|
|
// Ignore horizontal triangles. Any valid horizontal triangle must have a vertical triangle connected, otherwise the part has zero volume.
|
|
} else
|
|
(*lines)[layer_idx].emplace_back(il);
|
|
}
|
|
}
|
|
}
|
|
|
|
void TriangleMeshSlicer::slice(const std::vector<float> &z, SlicingMode mode, const float closing_radius, std::vector<ExPolygons>* layers, throw_on_cancel_callback_type throw_on_cancel) const
|
|
{
|
|
std::vector<Polygons> layers_p;
|
|
this->slice(z, (mode == SlicingMode::PositiveLargestContour) ? SlicingMode::Positive : mode, &layers_p, throw_on_cancel);
|
|
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::make_expolygons in parallel - start";
|
|
layers->resize(z.size());
|
|
tbb::parallel_for(
|
|
tbb::blocked_range<size_t>(0, z.size()),
|
|
[&layers_p, mode, closing_radius, layers, throw_on_cancel, this](const tbb::blocked_range<size_t>& range) {
|
|
for (size_t layer_id = range.begin(); layer_id < range.end(); ++ layer_id) {
|
|
#ifdef SLIC3R_TRIANGLEMESH_DEBUG
|
|
printf("Layer %zu (slice_z = %.2f):\n", layer_id, z[layer_id]);
|
|
#endif
|
|
throw_on_cancel();
|
|
ExPolygons &expolygons = (*layers)[layer_id];
|
|
this->make_expolygons(layers_p[layer_id], closing_radius, &expolygons);
|
|
if (mode == SlicingMode::PositiveLargestContour)
|
|
keep_largest_contour_only(expolygons);
|
|
}
|
|
});
|
|
BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::make_expolygons in parallel - end";
|
|
}
|
|
|
|
// Return true, if the facet has been sliced and line_out has been filled.
|
|
TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
|
|
float slice_z, const stl_facet &facet, const int facet_idx,
|
|
const float min_z, const float max_z,
|
|
IntersectionLine *line_out) const
|
|
{
|
|
IntersectionPoint points[3];
|
|
size_t num_points = 0;
|
|
size_t point_on_layer = size_t(-1);
|
|
|
|
// Reorder vertices so that the first one is the one with lowest Z.
|
|
// This is needed to get all intersection lines in a consistent order
|
|
// (external on the right of the line)
|
|
const stl_triangle_vertex_indices &vertices = this->mesh->its.indices[facet_idx];
|
|
int i = (facet.vertex[1].z() == min_z) ? 1 : ((facet.vertex[2].z() == min_z) ? 2 : 0);
|
|
|
|
// These are used only if the cut plane is tilted:
|
|
stl_vertex rotated_a;
|
|
stl_vertex rotated_b;
|
|
|
|
for (int j = i; j - i < 3; ++j) { // loop through facet edges
|
|
int edge_id = this->facets_edges[facet_idx * 3 + (j % 3)];
|
|
int a_id = vertices[j % 3];
|
|
int b_id = vertices[(j+1) % 3];
|
|
|
|
const stl_vertex *a;
|
|
const stl_vertex *b;
|
|
if (m_use_quaternion) {
|
|
rotated_a = m_quaternion * this->v_scaled_shared[a_id];
|
|
rotated_b = m_quaternion * this->v_scaled_shared[b_id];
|
|
a = &rotated_a;
|
|
b = &rotated_b;
|
|
}
|
|
else {
|
|
a = &this->v_scaled_shared[a_id];
|
|
b = &this->v_scaled_shared[b_id];
|
|
}
|
|
|
|
// Is edge or face aligned with the cutting plane?
|
|
if (a->z() == slice_z && b->z() == slice_z) {
|
|
// Edge is horizontal and belongs to the current layer.
|
|
// The following rotation of the three vertices may not be efficient, but this branch happens rarely.
|
|
const stl_vertex &v0 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[0]]) : this->v_scaled_shared[vertices[0]];
|
|
const stl_vertex &v1 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[1]]) : this->v_scaled_shared[vertices[1]];
|
|
const stl_vertex &v2 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[2]]) : this->v_scaled_shared[vertices[2]];
|
|
const stl_normal &normal = facet.normal;
|
|
// We may ignore this edge for slicing purposes, but we may still use it for object cutting.
|
|
FacetSliceType result = Slicing;
|
|
if (min_z == max_z) {
|
|
// All three vertices are aligned with slice_z.
|
|
line_out->edge_type = feHorizontal;
|
|
result = Cutting;
|
|
if (normal.z() < 0) {
|
|
// If normal points downwards this is a bottom horizontal facet so we reverse its point order.
|
|
std::swap(a, b);
|
|
std::swap(a_id, b_id);
|
|
}
|
|
} else {
|
|
// Two vertices are aligned with the cutting plane, the third vertex is below or above the cutting plane.
|
|
// Is the third vertex below the cutting plane?
|
|
bool third_below = v0.z() < slice_z || v1.z() < slice_z || v2.z() < slice_z;
|
|
// Two vertices on the cutting plane, the third vertex is below the plane. Consider the edge to be part of the slice
|
|
// only if it is the upper edge.
|
|
// (the bottom most edge resp. vertex of a triangle is not owned by the triangle, but the top most edge resp. vertex is part of the triangle
|
|
// in respect to the cutting plane).
|
|
result = third_below ? Slicing : Cutting;
|
|
if (third_below) {
|
|
line_out->edge_type = feTop;
|
|
std::swap(a, b);
|
|
std::swap(a_id, b_id);
|
|
} else
|
|
line_out->edge_type = feBottom;
|
|
}
|
|
line_out->a.x() = a->x();
|
|
line_out->a.y() = a->y();
|
|
line_out->b.x() = b->x();
|
|
line_out->b.y() = b->y();
|
|
line_out->a_id = a_id;
|
|
line_out->b_id = b_id;
|
|
assert(line_out->a != line_out->b);
|
|
return result;
|
|
}
|
|
|
|
if (a->z() == slice_z) {
|
|
// Only point a alings with the cutting plane.
|
|
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
|
point_on_layer = num_points;
|
|
IntersectionPoint &point = points[num_points ++];
|
|
point.x() = a->x();
|
|
point.y() = a->y();
|
|
point.point_id = a_id;
|
|
}
|
|
} else if (b->z() == slice_z) {
|
|
// Only point b alings with the cutting plane.
|
|
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
|
point_on_layer = num_points;
|
|
IntersectionPoint &point = points[num_points ++];
|
|
point.x() = b->x();
|
|
point.y() = b->y();
|
|
point.point_id = b_id;
|
|
}
|
|
} else if ((a->z() < slice_z && b->z() > slice_z) || (b->z() < slice_z && a->z() > slice_z)) {
|
|
// A general case. The face edge intersects the cutting plane. Calculate the intersection point.
|
|
assert(a_id != b_id);
|
|
// Sort the edge to give a consistent answer.
|
|
if (a_id > b_id) {
|
|
std::swap(a_id, b_id);
|
|
std::swap(a, b);
|
|
}
|
|
IntersectionPoint &point = points[num_points];
|
|
double t = (double(slice_z) - double(b->z())) / (double(a->z()) - double(b->z()));
|
|
if (t <= 0.) {
|
|
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
|
point.x() = a->x();
|
|
point.y() = a->y();
|
|
point_on_layer = num_points ++;
|
|
point.point_id = a_id;
|
|
}
|
|
} else if (t >= 1.) {
|
|
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
|
point.x() = b->x();
|
|
point.y() = b->y();
|
|
point_on_layer = num_points ++;
|
|
point.point_id = b_id;
|
|
}
|
|
} else {
|
|
point.x() = coord_t(floor(double(b->x()) + (double(a->x()) - double(b->x())) * t + 0.5));
|
|
point.y() = coord_t(floor(double(b->y()) + (double(a->y()) - double(b->y())) * t + 0.5));
|
|
point.edge_id = edge_id;
|
|
++ num_points;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Facets must intersect each plane 0 or 2 times, or it may touch the plane at a single vertex only.
|
|
assert(num_points < 3);
|
|
if (num_points == 2) {
|
|
line_out->edge_type = feGeneral;
|
|
line_out->a = (Point)points[1];
|
|
line_out->b = (Point)points[0];
|
|
line_out->a_id = points[1].point_id;
|
|
line_out->b_id = points[0].point_id;
|
|
line_out->edge_a_id = points[1].edge_id;
|
|
line_out->edge_b_id = points[0].edge_id;
|
|
// Not a zero lenght edge.
|
|
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
|
//assert(line_out->a != line_out->b);
|
|
// The plane cuts at least one edge in a general position.
|
|
assert(line_out->a_id == -1 || line_out->b_id == -1);
|
|
assert(line_out->edge_a_id != -1 || line_out->edge_b_id != -1);
|
|
// General slicing position, use the segment for both slicing and object cutting.
|
|
#if 0
|
|
if (line_out->a_id != -1 && line_out->b_id != -1) {
|
|
// Solving a degenerate case, where both the intersections snapped to an edge.
|
|
// Correctly classify the face as below or above based on the position of the 3rd point.
|
|
int i = vertices[0];
|
|
if (i == line_out->a_id || i == line_out->b_id)
|
|
i = vertices[1];
|
|
if (i == line_out->a_id || i == line_out->b_id)
|
|
i = vertices[2];
|
|
assert(i != line_out->a_id && i != line_out->b_id);
|
|
line_out->edge_type = ((m_use_quaternion ?
|
|
(m_quaternion * this->v_scaled_shared[i]).z()
|
|
: this->v_scaled_shared[i].z()) < slice_z) ? feTop : feBottom;
|
|
}
|
|
#endif
|
|
return Slicing;
|
|
}
|
|
return NoSlice;
|
|
}
|
|
|
|
//FIXME Should this go away? For valid meshes the function slice_facet() returns Slicing
|
|
// and sets edges of vertical triangles to produce only a single edge per pair of neighbor faces.
|
|
// So the following code makes only sense now to handle degenerate meshes with more than two faces
|
|
// sharing a single edge.
|
|
static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
|
|
{
|
|
std::vector<IntersectionLine*> by_vertex_pair;
|
|
by_vertex_pair.reserve(lines.size());
|
|
for (IntersectionLine& line : lines)
|
|
if (line.edge_type != feGeneral && line.a_id != -1)
|
|
// This is a face edge. Check whether there is its neighbor stored in lines.
|
|
by_vertex_pair.emplace_back(&line);
|
|
auto edges_lower_sorted = [](const IntersectionLine *l1, const IntersectionLine *l2) {
|
|
// Sort vertices of l1, l2 lexicographically
|
|
int l1a = l1->a_id;
|
|
int l1b = l1->b_id;
|
|
int l2a = l2->a_id;
|
|
int l2b = l2->b_id;
|
|
if (l1a > l1b)
|
|
std::swap(l1a, l1b);
|
|
if (l2a > l2b)
|
|
std::swap(l2a, l2b);
|
|
// Lexicographical "lower" operator on lexicographically sorted vertices should bring equal edges together when sored.
|
|
return l1a < l2a || (l1a == l2a && l1b < l2b);
|
|
};
|
|
std::sort(by_vertex_pair.begin(), by_vertex_pair.end(), edges_lower_sorted);
|
|
for (auto line = by_vertex_pair.begin(); line != by_vertex_pair.end(); ++ line) {
|
|
IntersectionLine &l1 = **line;
|
|
if (! l1.skip()) {
|
|
// Iterate as long as line and line2 edges share the same end points.
|
|
for (auto line2 = line + 1; line2 != by_vertex_pair.end() && ! edges_lower_sorted(*line, *line2); ++ line2) {
|
|
// Lines must share the end points.
|
|
assert(! edges_lower_sorted(*line, *line2));
|
|
assert(! edges_lower_sorted(*line2, *line));
|
|
IntersectionLine &l2 = **line2;
|
|
if (l2.skip())
|
|
continue;
|
|
if (l1.a_id == l2.a_id) {
|
|
assert(l1.b_id == l2.b_id);
|
|
l2.set_skip();
|
|
// If they are both oriented upwards or downwards (like a 'V'),
|
|
// then we can remove both edges from this layer since it won't
|
|
// affect the sliced shape.
|
|
// If one of them is oriented upwards and the other is oriented
|
|
// downwards, let's only keep one of them (it doesn't matter which
|
|
// one since all 'top' lines were reversed at slicing).
|
|
if (l1.edge_type == l2.edge_type) {
|
|
l1.set_skip();
|
|
break;
|
|
}
|
|
} else {
|
|
assert(l1.a_id == l2.b_id && l1.b_id == l2.a_id);
|
|
// If this edge joins two horizontal facets, remove both of them.
|
|
if (l1.edge_type == feHorizontal && l2.edge_type == feHorizontal) {
|
|
l1.set_skip();
|
|
l2.set_skip();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
struct OpenPolyline {
|
|
OpenPolyline() {};
|
|
OpenPolyline(const IntersectionReference &start, const IntersectionReference &end, Points &&points) :
|
|
start(start), end(end), points(std::move(points)), consumed(false) { this->length = Slic3r::length(this->points); }
|
|
void reverse() {
|
|
std::swap(start, end);
|
|
std::reverse(points.begin(), points.end());
|
|
}
|
|
IntersectionReference start;
|
|
IntersectionReference end;
|
|
Points points;
|
|
double length;
|
|
bool consumed;
|
|
};
|
|
|
|
// called by TriangleMeshSlicer::make_loops() to connect sliced triangles into closed loops and open polylines by the triangle connectivity.
|
|
// Only connects segments crossing triangles of the same orientation.
|
|
static void chain_lines_by_triangle_connectivity(std::vector<IntersectionLine> &lines, Polygons &loops, std::vector<OpenPolyline> &open_polylines)
|
|
{
|
|
// Build a map of lines by edge_a_id and a_id.
|
|
std::vector<IntersectionLine*> by_edge_a_id;
|
|
std::vector<IntersectionLine*> by_a_id;
|
|
by_edge_a_id.reserve(lines.size());
|
|
by_a_id.reserve(lines.size());
|
|
for (IntersectionLine &line : lines) {
|
|
if (! line.skip()) {
|
|
if (line.edge_a_id != -1)
|
|
by_edge_a_id.emplace_back(&line);
|
|
if (line.a_id != -1)
|
|
by_a_id.emplace_back(&line);
|
|
}
|
|
}
|
|
auto by_edge_lower = [](const IntersectionLine* il1, const IntersectionLine *il2) { return il1->edge_a_id < il2->edge_a_id; };
|
|
auto by_vertex_lower = [](const IntersectionLine* il1, const IntersectionLine *il2) { return il1->a_id < il2->a_id; };
|
|
std::sort(by_edge_a_id.begin(), by_edge_a_id.end(), by_edge_lower);
|
|
std::sort(by_a_id.begin(), by_a_id.end(), by_vertex_lower);
|
|
// Chain the segments with a greedy algorithm, collect the loops and unclosed polylines.
|
|
IntersectionLines::iterator it_line_seed = lines.begin();
|
|
for (;;) {
|
|
// take first spare line and start a new loop
|
|
IntersectionLine *first_line = nullptr;
|
|
for (; it_line_seed != lines.end(); ++ it_line_seed)
|
|
if (it_line_seed->is_seed_candidate()) {
|
|
//if (! it_line_seed->skip()) {
|
|
first_line = &(*it_line_seed ++);
|
|
break;
|
|
}
|
|
if (first_line == nullptr)
|
|
break;
|
|
first_line->set_skip();
|
|
Points loop_pts;
|
|
loop_pts.emplace_back(first_line->a);
|
|
IntersectionLine *last_line = first_line;
|
|
|
|
/*
|
|
printf("first_line edge_a_id = %d, edge_b_id = %d, a_id = %d, b_id = %d, a = %d,%d, b = %d,%d\n",
|
|
first_line->edge_a_id, first_line->edge_b_id, first_line->a_id, first_line->b_id,
|
|
first_line->a.x, first_line->a.y, first_line->b.x, first_line->b.y);
|
|
*/
|
|
|
|
IntersectionLine key;
|
|
for (;;) {
|
|
// find a line starting where last one finishes
|
|
IntersectionLine* next_line = nullptr;
|
|
if (last_line->edge_b_id != -1) {
|
|
key.edge_a_id = last_line->edge_b_id;
|
|
auto it_begin = std::lower_bound(by_edge_a_id.begin(), by_edge_a_id.end(), &key, by_edge_lower);
|
|
if (it_begin != by_edge_a_id.end()) {
|
|
auto it_end = std::upper_bound(it_begin, by_edge_a_id.end(), &key, by_edge_lower);
|
|
for (auto it_line = it_begin; it_line != it_end; ++ it_line)
|
|
if (! (*it_line)->skip()) {
|
|
next_line = *it_line;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (next_line == nullptr && last_line->b_id != -1) {
|
|
key.a_id = last_line->b_id;
|
|
auto it_begin = std::lower_bound(by_a_id.begin(), by_a_id.end(), &key, by_vertex_lower);
|
|
if (it_begin != by_a_id.end()) {
|
|
auto it_end = std::upper_bound(it_begin, by_a_id.end(), &key, by_vertex_lower);
|
|
for (auto it_line = it_begin; it_line != it_end; ++ it_line)
|
|
if (! (*it_line)->skip()) {
|
|
next_line = *it_line;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (next_line == nullptr) {
|
|
// Check whether we closed this loop.
|
|
if ((first_line->edge_a_id != -1 && first_line->edge_a_id == last_line->edge_b_id) ||
|
|
(first_line->a_id != -1 && first_line->a_id == last_line->b_id)) {
|
|
// The current loop is complete. Add it to the output.
|
|
loops.emplace_back(std::move(loop_pts));
|
|
#ifdef SLIC3R_TRIANGLEMESH_DEBUG
|
|
printf(" Discovered %s polygon of %d points\n", (p.is_counter_clockwise() ? "ccw" : "cw"), (int)p.points.size());
|
|
#endif
|
|
} else {
|
|
// This is an open polyline. Add it to the list of open polylines. These open polylines will processed later.
|
|
loop_pts.emplace_back(last_line->b);
|
|
open_polylines.emplace_back(OpenPolyline(
|
|
IntersectionReference(first_line->a_id, first_line->edge_a_id),
|
|
IntersectionReference(last_line->b_id, last_line->edge_b_id), std::move(loop_pts)));
|
|
}
|
|
break;
|
|
}
|
|
/*
|
|
printf("next_line edge_a_id = %d, edge_b_id = %d, a_id = %d, b_id = %d, a = %d,%d, b = %d,%d\n",
|
|
next_line->edge_a_id, next_line->edge_b_id, next_line->a_id, next_line->b_id,
|
|
next_line->a.x, next_line->a.y, next_line->b.x, next_line->b.y);
|
|
*/
|
|
loop_pts.emplace_back(next_line->a);
|
|
last_line = next_line;
|
|
next_line->set_skip();
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<OpenPolyline*> open_polylines_sorted(std::vector<OpenPolyline> &open_polylines, bool update_lengths)
|
|
{
|
|
std::vector<OpenPolyline*> out;
|
|
out.reserve(open_polylines.size());
|
|
for (OpenPolyline &opl : open_polylines)
|
|
if (! opl.consumed) {
|
|
if (update_lengths)
|
|
opl.length = Slic3r::length(opl.points);
|
|
out.emplace_back(&opl);
|
|
}
|
|
std::sort(out.begin(), out.end(), [](const OpenPolyline *lhs, const OpenPolyline *rhs){ return lhs->length > rhs->length; });
|
|
return out;
|
|
}
|
|
|
|
// called by TriangleMeshSlicer::make_loops() to connect remaining open polylines across shared triangle edges and vertices.
|
|
// Depending on "try_connect_reversed", it may or may not connect segments crossing triangles of opposite orientation.
|
|
static void chain_open_polylines_exact(std::vector<OpenPolyline> &open_polylines, Polygons &loops, bool try_connect_reversed)
|
|
{
|
|
// Store the end points of open_polylines into vectors sorted
|
|
struct OpenPolylineEnd {
|
|
OpenPolylineEnd(OpenPolyline *polyline, bool start) : polyline(polyline), start(start) {}
|
|
OpenPolyline *polyline;
|
|
// Is it the start or end point?
|
|
bool start;
|
|
const IntersectionReference& ipref() const { return start ? polyline->start : polyline->end; }
|
|
// Return a unique ID for the intersection point.
|
|
// Return a positive id for a point, or a negative id for an edge.
|
|
int id() const { const IntersectionReference &r = ipref(); return (r.point_id >= 0) ? r.point_id : - r.edge_id; }
|
|
bool operator==(const OpenPolylineEnd &rhs) const { return this->polyline == rhs.polyline && this->start == rhs.start; }
|
|
};
|
|
auto by_id_lower = [](const OpenPolylineEnd &ope1, const OpenPolylineEnd &ope2) { return ope1.id() < ope2.id(); };
|
|
std::vector<OpenPolylineEnd> by_id;
|
|
by_id.reserve(2 * open_polylines.size());
|
|
for (OpenPolyline &opl : open_polylines) {
|
|
if (opl.start.point_id != -1 || opl.start.edge_id != -1)
|
|
by_id.emplace_back(OpenPolylineEnd(&opl, true));
|
|
if (try_connect_reversed && (opl.end.point_id != -1 || opl.end.edge_id != -1))
|
|
by_id.emplace_back(OpenPolylineEnd(&opl, false));
|
|
}
|
|
std::sort(by_id.begin(), by_id.end(), by_id_lower);
|
|
// Find an iterator to by_id_lower for the particular end of OpenPolyline (by comparing the OpenPolyline pointer and the start attribute).
|
|
auto find_polyline_end = [&by_id, by_id_lower](const OpenPolylineEnd &end) -> std::vector<OpenPolylineEnd>::iterator {
|
|
for (auto it = std::lower_bound(by_id.begin(), by_id.end(), end, by_id_lower);
|
|
it != by_id.end() && it->id() == end.id(); ++ it)
|
|
if (*it == end)
|
|
return it;
|
|
return by_id.end();
|
|
};
|
|
// Try to connect the loops.
|
|
std::vector<OpenPolyline*> sorted_by_length = open_polylines_sorted(open_polylines, false);
|
|
for (OpenPolyline *opl : sorted_by_length) {
|
|
if (opl->consumed)
|
|
continue;
|
|
opl->consumed = true;
|
|
OpenPolylineEnd end(opl, false);
|
|
for (;;) {
|
|
// find a line starting where last one finishes
|
|
auto it_next_start = std::lower_bound(by_id.begin(), by_id.end(), end, by_id_lower);
|
|
for (; it_next_start != by_id.end() && it_next_start->id() == end.id(); ++ it_next_start)
|
|
if (! it_next_start->polyline->consumed)
|
|
goto found;
|
|
// The current loop could not be closed. Unmark the segment.
|
|
opl->consumed = false;
|
|
break;
|
|
found:
|
|
// Attach this polyline to the end of the initial polyline.
|
|
if (it_next_start->start) {
|
|
auto it = it_next_start->polyline->points.begin();
|
|
std::copy(++ it, it_next_start->polyline->points.end(), back_inserter(opl->points));
|
|
} else {
|
|
auto it = it_next_start->polyline->points.rbegin();
|
|
std::copy(++ it, it_next_start->polyline->points.rend(), back_inserter(opl->points));
|
|
}
|
|
opl->length += it_next_start->polyline->length;
|
|
// Mark the next polyline as consumed.
|
|
it_next_start->polyline->points.clear();
|
|
it_next_start->polyline->length = 0.;
|
|
it_next_start->polyline->consumed = true;
|
|
if (try_connect_reversed) {
|
|
// Running in a mode, where the polylines may be connected by mixing their orientations.
|
|
// Update the end point lookup structure after the end point of the current polyline was extended.
|
|
auto it_end = find_polyline_end(end);
|
|
auto it_next_end = find_polyline_end(OpenPolylineEnd(it_next_start->polyline, !it_next_start->start));
|
|
// Swap the end points of the current and next polyline, but keep the polyline ptr and the start flag.
|
|
std::swap(opl->end, it_next_end->start ? it_next_end->polyline->start : it_next_end->polyline->end);
|
|
// Swap the positions of OpenPolylineEnd structures in the sorted array to match their respective end point positions.
|
|
std::swap(*it_end, *it_next_end);
|
|
}
|
|
// Check whether we closed this loop.
|
|
if ((opl->start.edge_id != -1 && opl->start.edge_id == opl->end.edge_id) ||
|
|
(opl->start.point_id != -1 && opl->start.point_id == opl->end.point_id)) {
|
|
// The current loop is complete. Add it to the output.
|
|
//assert(opl->points.front().point_id == opl->points.back().point_id);
|
|
//assert(opl->points.front().edge_id == opl->points.back().edge_id);
|
|
// Remove the duplicate last point.
|
|
opl->points.pop_back();
|
|
if (opl->points.size() >= 3) {
|
|
if (try_connect_reversed && area(opl->points) < 0)
|
|
// The closed polygon is patched from pieces with messed up orientation, therefore
|
|
// the orientation of the patched up polygon is not known.
|
|
// Orient the patched up polygons CCW. This heuristic may close some holes and cavities.
|
|
std::reverse(opl->points.begin(), opl->points.end());
|
|
loops.emplace_back(std::move(opl->points));
|
|
}
|
|
opl->points.clear();
|
|
break;
|
|
}
|
|
// Continue with the current loop.
|
|
}
|
|
}
|
|
}
|
|
|
|
// called by TriangleMeshSlicer::make_loops() to connect remaining open polylines across shared triangle edges and vertices,
|
|
// possibly closing small gaps.
|
|
// Depending on "try_connect_reversed", it may or may not connect segments crossing triangles of opposite orientation.
|
|
static void chain_open_polylines_close_gaps(std::vector<OpenPolyline> &open_polylines, Polygons &loops, double max_gap, bool try_connect_reversed)
|
|
{
|
|
const coord_t max_gap_scaled = (coord_t)scale_(max_gap);
|
|
|
|
// Sort the open polylines by their length, so the new loops will be seeded from longer chains.
|
|
// Update the polyline lengths, return only not yet consumed polylines.
|
|
std::vector<OpenPolyline*> sorted_by_length = open_polylines_sorted(open_polylines, true);
|
|
|
|
// Store the end points of open_polylines into ClosestPointInRadiusLookup<OpenPolylineEnd>.
|
|
struct OpenPolylineEnd {
|
|
OpenPolylineEnd(OpenPolyline *polyline, bool start) : polyline(polyline), start(start) {}
|
|
OpenPolyline *polyline;
|
|
// Is it the start or end point?
|
|
bool start;
|
|
const Point& point() const { return start ? polyline->points.front() : polyline->points.back(); }
|
|
bool operator==(const OpenPolylineEnd &rhs) const { return this->polyline == rhs.polyline && this->start == rhs.start; }
|
|
};
|
|
struct OpenPolylineEndAccessor {
|
|
const Point* operator()(const OpenPolylineEnd &pt) const { return pt.polyline->consumed ? nullptr : &pt.point(); }
|
|
};
|
|
typedef ClosestPointInRadiusLookup<OpenPolylineEnd, OpenPolylineEndAccessor> ClosestPointLookupType;
|
|
ClosestPointLookupType closest_end_point_lookup(max_gap_scaled);
|
|
for (OpenPolyline *opl : sorted_by_length) {
|
|
closest_end_point_lookup.insert(OpenPolylineEnd(opl, true));
|
|
if (try_connect_reversed)
|
|
closest_end_point_lookup.insert(OpenPolylineEnd(opl, false));
|
|
}
|
|
// Try to connect the loops.
|
|
for (OpenPolyline *opl : sorted_by_length) {
|
|
if (opl->consumed)
|
|
continue;
|
|
OpenPolylineEnd end(opl, false);
|
|
if (try_connect_reversed)
|
|
// The end point of this polyline will be modified, thus the following entry will become invalid. Remove it.
|
|
closest_end_point_lookup.erase(end);
|
|
opl->consumed = true;
|
|
size_t n_segments_joined = 1;
|
|
for (;;) {
|
|
// Find a line starting where last one finishes, only return non-consumed open polylines (OpenPolylineEndAccessor returns null for consumed).
|
|
std::pair<const OpenPolylineEnd*, double> next_start_and_dist = closest_end_point_lookup.find(end.point());
|
|
const OpenPolylineEnd *next_start = next_start_and_dist.first;
|
|
// Check whether we closed this loop.
|
|
double current_loop_closing_distance2 = (opl->points.back() - opl->points.front()).cast<double>().squaredNorm();
|
|
bool loop_closed = current_loop_closing_distance2 < coordf_t(max_gap_scaled) * coordf_t(max_gap_scaled);
|
|
if (next_start != nullptr && loop_closed && current_loop_closing_distance2 < next_start_and_dist.second) {
|
|
// Heuristics to decide, whether to close the loop, or connect another polyline.
|
|
// One should avoid closing loops shorter than max_gap_scaled.
|
|
loop_closed = sqrt(current_loop_closing_distance2) < 0.3 * length(opl->points);
|
|
}
|
|
if (loop_closed) {
|
|
// Remove the start point of the current polyline from the lookup.
|
|
// Mark the current segment as not consumed, otherwise the closest_end_point_lookup.erase() would fail.
|
|
opl->consumed = false;
|
|
closest_end_point_lookup.erase(OpenPolylineEnd(opl, true));
|
|
if (current_loop_closing_distance2 == 0.) {
|
|
// Remove the duplicate last point.
|
|
opl->points.pop_back();
|
|
} else {
|
|
// The end points are different, keep both of them.
|
|
}
|
|
if (opl->points.size() >= 3) {
|
|
if (try_connect_reversed && n_segments_joined > 1 && area(opl->points) < 0)
|
|
// The closed polygon is patched from pieces with messed up orientation, therefore
|
|
// the orientation of the patched up polygon is not known.
|
|
// Orient the patched up polygons CCW. This heuristic may close some holes and cavities.
|
|
std::reverse(opl->points.begin(), opl->points.end());
|
|
loops.emplace_back(std::move(opl->points));
|
|
}
|
|
opl->points.clear();
|
|
opl->consumed = true;
|
|
break;
|
|
}
|
|
if (next_start == nullptr) {
|
|
// The current loop could not be closed. Unmark the segment.
|
|
opl->consumed = false;
|
|
if (try_connect_reversed)
|
|
// Re-insert the end point.
|
|
closest_end_point_lookup.insert(OpenPolylineEnd(opl, false));
|
|
break;
|
|
}
|
|
// Attach this polyline to the end of the initial polyline.
|
|
if (next_start->start) {
|
|
auto it = next_start->polyline->points.begin();
|
|
if (*it == opl->points.back())
|
|
++ it;
|
|
std::copy(it, next_start->polyline->points.end(), back_inserter(opl->points));
|
|
} else {
|
|
auto it = next_start->polyline->points.rbegin();
|
|
if (*it == opl->points.back())
|
|
++ it;
|
|
std::copy(it, next_start->polyline->points.rend(), back_inserter(opl->points));
|
|
}
|
|
++ n_segments_joined;
|
|
// Remove the end points of the consumed polyline segment from the lookup.
|
|
OpenPolyline *opl2 = next_start->polyline;
|
|
closest_end_point_lookup.erase(OpenPolylineEnd(opl2, true));
|
|
if (try_connect_reversed)
|
|
closest_end_point_lookup.erase(OpenPolylineEnd(opl2, false));
|
|
opl2->points.clear();
|
|
opl2->consumed = true;
|
|
// Continue with the current loop.
|
|
}
|
|
}
|
|
}
|
|
|
|
void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
|
|
{
|
|
#if 0
|
|
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
|
//#ifdef _DEBUG
|
|
for (const Line &l : lines)
|
|
assert(l.a != l.b);
|
|
#endif /* _DEBUG */
|
|
|
|
// There should be no tangent edges, as the horizontal triangles are ignored and if two triangles touch at a cutting plane,
|
|
// only the bottom triangle is considered to be cutting the plane.
|
|
// remove_tangent_edges(lines);
|
|
|
|
#ifdef SLIC3R_DEBUG_SLICE_PROCESSING
|
|
BoundingBox bbox_svg;
|
|
{
|
|
static int iRun = 0;
|
|
for (const Line &line : lines) {
|
|
bbox_svg.merge(line.a);
|
|
bbox_svg.merge(line.b);
|
|
}
|
|
SVG svg(debug_out_path("TriangleMeshSlicer_make_loops-raw_lines-%d.svg", iRun ++).c_str(), bbox_svg);
|
|
for (const Line &line : lines)
|
|
svg.draw(line);
|
|
svg.Close();
|
|
}
|
|
#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
|
|
|
|
std::vector<OpenPolyline> open_polylines;
|
|
chain_lines_by_triangle_connectivity(lines, *loops, open_polylines);
|
|
|
|
#ifdef SLIC3R_DEBUG_SLICE_PROCESSING
|
|
{
|
|
static int iRun = 0;
|
|
SVG svg(debug_out_path("TriangleMeshSlicer_make_loops-polylines-%d.svg", iRun ++).c_str(), bbox_svg);
|
|
svg.draw(union_ex(*loops));
|
|
for (const OpenPolyline &pl : open_polylines)
|
|
svg.draw(Polyline(pl.points), "red");
|
|
svg.Close();
|
|
}
|
|
#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
|
|
|
|
// Now process the open polylines.
|
|
// Do it in two rounds, first try to connect in the same direction only,
|
|
// then try to connect the open polylines in reversed order as well.
|
|
chain_open_polylines_exact(open_polylines, *loops, false);
|
|
chain_open_polylines_exact(open_polylines, *loops, true);
|
|
|
|
#ifdef SLIC3R_DEBUG_SLICE_PROCESSING
|
|
{
|
|
static int iRun = 0;
|
|
SVG svg(debug_out_path("TriangleMeshSlicer_make_loops-polylines2-%d.svg", iRun++).c_str(), bbox_svg);
|
|
svg.draw(union_ex(*loops));
|
|
for (const OpenPolyline &pl : open_polylines) {
|
|
if (pl.points.empty())
|
|
continue;
|
|
svg.draw(Polyline(pl.points), "red");
|
|
svg.draw(pl.points.front(), "blue");
|
|
svg.draw(pl.points.back(), "blue");
|
|
}
|
|
svg.Close();
|
|
}
|
|
#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
|
|
|
|
// Try to close gaps.
|
|
// Do it in two rounds, first try to connect in the same direction only,
|
|
// then try to connect the open polylines in reversed order as well.
|
|
#if 0
|
|
for (double max_gap : { EPSILON, 0.001, 0.1, 1., 2. }) {
|
|
chain_open_polylines_close_gaps(open_polylines, *loops, max_gap, false);
|
|
chain_open_polylines_close_gaps(open_polylines, *loops, max_gap, true);
|
|
}
|
|
#else
|
|
const double max_gap = 2.; //mm
|
|
chain_open_polylines_close_gaps(open_polylines, *loops, max_gap, false);
|
|
chain_open_polylines_close_gaps(open_polylines, *loops, max_gap, true);
|
|
#endif
|
|
|
|
#ifdef SLIC3R_DEBUG_SLICE_PROCESSING
|
|
{
|
|
static int iRun = 0;
|
|
SVG svg(debug_out_path("TriangleMeshSlicer_make_loops-polylines-final-%d.svg", iRun++).c_str(), bbox_svg);
|
|
svg.draw(union_ex(*loops));
|
|
for (const OpenPolyline &pl : open_polylines) {
|
|
if (pl.points.empty())
|
|
continue;
|
|
svg.draw(Polyline(pl.points), "red");
|
|
svg.draw(pl.points.front(), "blue");
|
|
svg.draw(pl.points.back(), "blue");
|
|
}
|
|
svg.Close();
|
|
}
|
|
#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
|
|
}
|
|
|
|
// Only used to cut the mesh into two halves.
|
|
void TriangleMeshSlicer::make_expolygons_simple(std::vector<IntersectionLine> &lines, ExPolygons* slices) const
|
|
{
|
|
assert(slices->empty());
|
|
|
|
Polygons loops;
|
|
this->make_loops(lines, &loops);
|
|
|
|
Polygons holes;
|
|
for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
|
|
if (loop->area() >= 0.) {
|
|
ExPolygon ex;
|
|
ex.contour = *loop;
|
|
slices->emplace_back(ex);
|
|
} else {
|
|
holes.emplace_back(*loop);
|
|
}
|
|
}
|
|
|
|
// If there are holes, then there should also be outer contours.
|
|
assert(holes.empty() || ! slices->empty());
|
|
if (slices->empty())
|
|
return;
|
|
|
|
// Assign holes to outer contours.
|
|
for (Polygons::const_iterator hole = holes.begin(); hole != holes.end(); ++ hole) {
|
|
// Find an outer contour to a hole.
|
|
int slice_idx = -1;
|
|
double current_contour_area = std::numeric_limits<double>::max();
|
|
for (ExPolygons::iterator slice = slices->begin(); slice != slices->end(); ++ slice) {
|
|
if (slice->contour.contains(hole->points.front())) {
|
|
double area = slice->contour.area();
|
|
if (area < current_contour_area) {
|
|
slice_idx = slice - slices->begin();
|
|
current_contour_area = area;
|
|
}
|
|
}
|
|
}
|
|
// assert(slice_idx != -1);
|
|
if (slice_idx == -1)
|
|
// Ignore this hole.
|
|
continue;
|
|
assert(current_contour_area < std::numeric_limits<double>::max() && current_contour_area >= -hole->area());
|
|
(*slices)[slice_idx].holes.emplace_back(std::move(*hole));
|
|
}
|
|
|
|
#if 0
|
|
// If the input mesh is not valid, the holes may intersect with the external contour.
|
|
// Rather subtract them from the outer contour.
|
|
Polygons poly;
|
|
for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
|
|
if (it_slice->holes.empty()) {
|
|
poly.emplace_back(std::move(it_slice->contour));
|
|
} else {
|
|
Polygons contours;
|
|
contours.emplace_back(std::move(it_slice->contour));
|
|
for (auto it = it_slice->holes.begin(); it != it_slice->holes.end(); ++ it)
|
|
it->reverse();
|
|
polygons_append(poly, diff(contours, it_slice->holes));
|
|
}
|
|
}
|
|
// If the input mesh is not valid, the input contours may intersect.
|
|
*slices = union_ex(poly);
|
|
#endif
|
|
|
|
#if 0
|
|
// If the input mesh is not valid, the holes may intersect with the external contour.
|
|
// Rather subtract them from the outer contour.
|
|
ExPolygons poly;
|
|
for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
|
|
Polygons contours;
|
|
contours.emplace_back(std::move(it_slice->contour));
|
|
for (auto it = it_slice->holes.begin(); it != it_slice->holes.end(); ++ it)
|
|
it->reverse();
|
|
expolygons_append(poly, diff_ex(contours, it_slice->holes));
|
|
}
|
|
// If the input mesh is not valid, the input contours may intersect.
|
|
*slices = std::move(poly);
|
|
#endif
|
|
}
|
|
|
|
void TriangleMeshSlicer::make_expolygons(const Polygons &loops, const float closing_radius, ExPolygons* slices) const
|
|
{
|
|
/*
|
|
Input loops are not suitable for evenodd nor nonzero fill types, as we might get
|
|
two consecutive concentric loops having the same winding order - and we have to
|
|
respect such order. In that case, evenodd would create wrong inversions, and nonzero
|
|
would ignore holes inside two concentric contours.
|
|
So we're ordering loops and collapse consecutive concentric loops having the same
|
|
winding order.
|
|
TODO: find a faster algorithm for this, maybe with some sort of binary search.
|
|
If we computed a "nesting tree" we could also just remove the consecutive loops
|
|
having the same winding order, and remove the extra one(s) so that we could just
|
|
supply everything to offset() instead of performing several union/diff calls.
|
|
|
|
we sort by area assuming that the outermost loops have larger area;
|
|
the previous sorting method, based on $b->contains($a->[0]), failed to nest
|
|
loops correctly in some edge cases when original model had overlapping facets
|
|
*/
|
|
|
|
/* The following lines are commented out because they can generate wrong polygons,
|
|
see for example issue #661 */
|
|
|
|
//std::vector<double> area;
|
|
//std::vector<size_t> sorted_area; // vector of indices
|
|
//for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
|
|
// area.emplace_back(loop->area());
|
|
// sorted_area.emplace_back(loop - loops.begin());
|
|
//}
|
|
//
|
|
//// outer first
|
|
//std::sort(sorted_area.begin(), sorted_area.end(),
|
|
// [&area](size_t a, size_t b) { return std::abs(area[a]) > std::abs(area[b]); });
|
|
|
|
//// we don't perform a safety offset now because it might reverse cw loops
|
|
//Polygons p_slices;
|
|
//for (std::vector<size_t>::const_iterator loop_idx = sorted_area.begin(); loop_idx != sorted_area.end(); ++ loop_idx) {
|
|
// /* we rely on the already computed area to determine the winding order
|
|
// of the loops, since the Orientation() function provided by Clipper
|
|
// would do the same, thus repeating the calculation */
|
|
// Polygons::const_iterator loop = loops.begin() + *loop_idx;
|
|
// if (area[*loop_idx] > +EPSILON)
|
|
// p_slices.emplace_back(*loop);
|
|
// else if (area[*loop_idx] < -EPSILON)
|
|
// //FIXME This is arbitrary and possibly very slow.
|
|
// // If the hole is inside a polygon, then there is no need to diff.
|
|
// // If the hole intersects a polygon boundary, then diff it, but then
|
|
// // there is no guarantee of an ordering of the loops.
|
|
// // Maybe we can test for the intersection before running the expensive diff algorithm?
|
|
// p_slices = diff(p_slices, *loop);
|
|
//}
|
|
|
|
// Perform a safety offset to merge very close facets (TODO: find test case for this)
|
|
// 0.0499 comes from https://github.com/slic3r/Slic3r/issues/959
|
|
// double safety_offset = scale_(0.0499);
|
|
// 0.0001 is set to satisfy GH #520, #1029, #1364
|
|
double safety_offset = scale_(closing_radius);
|
|
|
|
/* The following line is commented out because it can generate wrong polygons,
|
|
see for example issue #661 */
|
|
//ExPolygons ex_slices = offset2_ex(p_slices, +safety_offset, -safety_offset);
|
|
|
|
#ifdef SLIC3R_TRIANGLEMESH_DEBUG
|
|
size_t holes_count = 0;
|
|
for (ExPolygons::const_iterator e = ex_slices.begin(); e != ex_slices.end(); ++ e)
|
|
holes_count += e->holes.size();
|
|
printf("%zu surface(s) having %zu holes detected from %zu polylines\n",
|
|
ex_slices.size(), holes_count, loops.size());
|
|
#endif
|
|
|
|
// append to the supplied collection
|
|
if (safety_offset > 0)
|
|
expolygons_append(*slices, offset2_ex(union_(loops, false), +safety_offset, -safety_offset));
|
|
else
|
|
expolygons_append(*slices, union_ex(loops, false));
|
|
}
|
|
|
|
void TriangleMeshSlicer::make_expolygons(std::vector<IntersectionLine> &lines, const float closing_radius, ExPolygons* slices) const
|
|
{
|
|
Polygons pp;
|
|
this->make_loops(lines, &pp);
|
|
this->make_expolygons(pp, closing_radius, slices);
|
|
}
|
|
|
|
void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower) const
|
|
{
|
|
IntersectionLines upper_lines, lower_lines;
|
|
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::cut - slicing object";
|
|
float scaled_z = scale_(z);
|
|
for (uint32_t facet_idx = 0; facet_idx < this->mesh->stl.stats.number_of_facets; ++ facet_idx) {
|
|
const stl_facet* facet = &this->mesh->stl.facet_start[facet_idx];
|
|
|
|
// find facet extents
|
|
float min_z = std::min(facet->vertex[0](2), std::min(facet->vertex[1](2), facet->vertex[2](2)));
|
|
float max_z = std::max(facet->vertex[0](2), std::max(facet->vertex[1](2), facet->vertex[2](2)));
|
|
|
|
// intersect facet with cutting plane
|
|
IntersectionLine line;
|
|
if (this->slice_facet(scaled_z, *facet, facet_idx, min_z, max_z, &line) != TriangleMeshSlicer::NoSlice) {
|
|
// Save intersection lines for generating correct triangulations.
|
|
if (line.edge_type == feTop) {
|
|
lower_lines.emplace_back(line);
|
|
} else if (line.edge_type == feBottom) {
|
|
upper_lines.emplace_back(line);
|
|
} else if (line.edge_type != feHorizontal) {
|
|
lower_lines.emplace_back(line);
|
|
upper_lines.emplace_back(line);
|
|
}
|
|
}
|
|
|
|
if (min_z > z || (min_z == z && max_z > z)) {
|
|
// facet is above the cut plane and does not belong to it
|
|
if (upper != nullptr)
|
|
stl_add_facet(&upper->stl, facet);
|
|
} else if (max_z < z || (max_z == z && min_z < z)) {
|
|
// facet is below the cut plane and does not belong to it
|
|
if (lower != nullptr)
|
|
stl_add_facet(&lower->stl, facet);
|
|
} else if (min_z < z && max_z > z) {
|
|
// Facet is cut by the slicing plane.
|
|
|
|
// look for the vertex on whose side of the slicing plane there are no other vertices
|
|
int isolated_vertex;
|
|
if ( (facet->vertex[0](2) > z) == (facet->vertex[1](2) > z) ) {
|
|
isolated_vertex = 2;
|
|
} else if ( (facet->vertex[1](2) > z) == (facet->vertex[2](2) > z) ) {
|
|
isolated_vertex = 0;
|
|
} else {
|
|
isolated_vertex = 1;
|
|
}
|
|
|
|
// get vertices starting from the isolated one
|
|
const stl_vertex &v0 = facet->vertex[isolated_vertex];
|
|
const stl_vertex &v1 = facet->vertex[(isolated_vertex+1) % 3];
|
|
const stl_vertex &v2 = facet->vertex[(isolated_vertex+2) % 3];
|
|
|
|
// intersect v0-v1 and v2-v0 with cutting plane and make new vertices
|
|
stl_vertex v0v1, v2v0;
|
|
v0v1(0) = v1(0) + (v0(0) - v1(0)) * (z - v1(2)) / (v0(2) - v1(2));
|
|
v0v1(1) = v1(1) + (v0(1) - v1(1)) * (z - v1(2)) / (v0(2) - v1(2));
|
|
v0v1(2) = z;
|
|
v2v0(0) = v2(0) + (v0(0) - v2(0)) * (z - v2(2)) / (v0(2) - v2(2));
|
|
v2v0(1) = v2(1) + (v0(1) - v2(1)) * (z - v2(2)) / (v0(2) - v2(2));
|
|
v2v0(2) = z;
|
|
|
|
// build the triangular facet
|
|
stl_facet triangle;
|
|
triangle.normal = facet->normal;
|
|
triangle.vertex[0] = v0;
|
|
triangle.vertex[1] = v0v1;
|
|
triangle.vertex[2] = v2v0;
|
|
|
|
// build the facets forming a quadrilateral on the other side
|
|
stl_facet quadrilateral[2];
|
|
quadrilateral[0].normal = facet->normal;
|
|
quadrilateral[0].vertex[0] = v1;
|
|
quadrilateral[0].vertex[1] = v2;
|
|
quadrilateral[0].vertex[2] = v0v1;
|
|
quadrilateral[1].normal = facet->normal;
|
|
quadrilateral[1].vertex[0] = v2;
|
|
quadrilateral[1].vertex[1] = v2v0;
|
|
quadrilateral[1].vertex[2] = v0v1;
|
|
|
|
if (v0(2) > z) {
|
|
if (upper != nullptr)
|
|
stl_add_facet(&upper->stl, &triangle);
|
|
if (lower != nullptr) {
|
|
stl_add_facet(&lower->stl, &quadrilateral[0]);
|
|
stl_add_facet(&lower->stl, &quadrilateral[1]);
|
|
}
|
|
} else {
|
|
if (upper != nullptr) {
|
|
stl_add_facet(&upper->stl, &quadrilateral[0]);
|
|
stl_add_facet(&upper->stl, &quadrilateral[1]);
|
|
}
|
|
if (lower != nullptr)
|
|
stl_add_facet(&lower->stl, &triangle);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (upper != nullptr) {
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::cut - triangulating upper part";
|
|
ExPolygons section;
|
|
this->make_expolygons_simple(upper_lines, §ion);
|
|
Pointf3s triangles = triangulate_expolygons_3d(section, z, true);
|
|
stl_facet facet;
|
|
facet.normal = stl_normal(0, 0, -1.f);
|
|
for (size_t i = 0; i < triangles.size(); ) {
|
|
for (size_t j = 0; j < 3; ++ j)
|
|
facet.vertex[j] = triangles[i ++].cast<float>();
|
|
stl_add_facet(&upper->stl, &facet);
|
|
}
|
|
}
|
|
|
|
if (lower != nullptr) {
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::cut - triangulating lower part";
|
|
ExPolygons section;
|
|
this->make_expolygons_simple(lower_lines, §ion);
|
|
Pointf3s triangles = triangulate_expolygons_3d(section, z, false);
|
|
stl_facet facet;
|
|
facet.normal = stl_normal(0, 0, -1.f);
|
|
for (size_t i = 0; i < triangles.size(); ) {
|
|
for (size_t j = 0; j < 3; ++ j)
|
|
facet.vertex[j] = triangles[i ++].cast<float>();
|
|
stl_add_facet(&lower->stl, &facet);
|
|
}
|
|
}
|
|
|
|
BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::cut - updating object sizes";
|
|
stl_get_size(&upper->stl);
|
|
stl_get_size(&lower->stl);
|
|
}
|
|
|
|
// Generate the vertex list for a cube solid of arbitrary size in X/Y/Z.
|
|
TriangleMesh make_cube(double x, double y, double z)
|
|
{
|
|
TriangleMesh mesh(
|
|
{
|
|
{x, y, 0}, {x, 0, 0}, {0, 0, 0},
|
|
{0, y, 0}, {x, y, z}, {0, y, z},
|
|
{0, 0, z}, {x, 0, z}
|
|
},
|
|
{
|
|
{0, 1, 2}, {0, 2, 3}, {4, 5, 6},
|
|
{4, 6, 7}, {0, 4, 7}, {0, 7, 1},
|
|
{1, 7, 6}, {1, 6, 2}, {2, 6, 5},
|
|
{2, 5, 3}, {4, 0, 3}, {4, 3, 5}
|
|
});
|
|
mesh.repair();
|
|
return mesh;
|
|
}
|
|
|
|
// Generate the mesh for a cylinder and return it, using
|
|
// the generated angle to calculate the top mesh triangles.
|
|
// Default is 360 sides, angle fa is in radians.
|
|
TriangleMesh make_cylinder(double r, double h, double fa)
|
|
{
|
|
size_t n_steps = (size_t)ceil(2. * PI / fa);
|
|
double angle_step = 2. * PI / n_steps;
|
|
|
|
Pointf3s vertices;
|
|
std::vector<Vec3i> facets;
|
|
vertices.reserve(2 * n_steps + 2);
|
|
facets.reserve(4 * n_steps);
|
|
|
|
// 2 special vertices, top and bottom center, rest are relative to this
|
|
vertices.emplace_back(Vec3d(0.0, 0.0, 0.0));
|
|
vertices.emplace_back(Vec3d(0.0, 0.0, h));
|
|
|
|
// for each line along the polygon approximating the top/bottom of the
|
|
// circle, generate four points and four facets (2 for the wall, 2 for the
|
|
// top and bottom.
|
|
// Special case: Last line shares 2 vertices with the first line.
|
|
Vec2d p = Eigen::Rotation2Dd(0.) * Eigen::Vector2d(0, r);
|
|
vertices.emplace_back(Vec3d(p(0), p(1), 0.));
|
|
vertices.emplace_back(Vec3d(p(0), p(1), h));
|
|
for (size_t i = 1; i < n_steps; ++i) {
|
|
p = Eigen::Rotation2Dd(angle_step * i) * Eigen::Vector2d(0, r);
|
|
vertices.emplace_back(Vec3d(p(0), p(1), 0.));
|
|
vertices.emplace_back(Vec3d(p(0), p(1), h));
|
|
int id = (int)vertices.size() - 1;
|
|
facets.emplace_back( 0, id - 1, id - 3); // top
|
|
facets.emplace_back(id, 1, id - 2); // bottom
|
|
facets.emplace_back(id, id - 2, id - 3); // upper-right of side
|
|
facets.emplace_back(id, id - 3, id - 1); // bottom-left of side
|
|
}
|
|
// Connect the last set of vertices with the first.
|
|
int id = (int)vertices.size() - 1;
|
|
facets.emplace_back( 0, 2, id - 1);
|
|
facets.emplace_back( 3, 1, id);
|
|
facets.emplace_back(id, 2, 3);
|
|
facets.emplace_back(id, id - 1, 2);
|
|
|
|
TriangleMesh mesh(std::move(vertices), std::move(facets));
|
|
mesh.repair();
|
|
return mesh;
|
|
}
|
|
|
|
// Generates mesh for a sphere centered about the origin, using the generated angle
|
|
// to determine the granularity.
|
|
// Default angle is 1 degree.
|
|
//FIXME better to discretize an Icosahedron recursively http://www.songho.ca/opengl/gl_sphere.html
|
|
TriangleMesh make_sphere(double radius, double fa)
|
|
{
|
|
int sectorCount = int(ceil(2. * M_PI / fa));
|
|
int stackCount = int(ceil(M_PI / fa));
|
|
float sectorStep = float(2. * M_PI / sectorCount);
|
|
float stackStep = float(M_PI / stackCount);
|
|
|
|
Pointf3s vertices;
|
|
vertices.reserve((stackCount - 1) * sectorCount + 2);
|
|
for (int i = 0; i <= stackCount; ++ i) {
|
|
// from pi/2 to -pi/2
|
|
double stackAngle = 0.5 * M_PI - stackStep * i;
|
|
double xy = radius * cos(stackAngle);
|
|
double z = radius * sin(stackAngle);
|
|
if (i == 0 || i == stackCount)
|
|
vertices.emplace_back(Vec3d(xy, 0., z));
|
|
else
|
|
for (int j = 0; j < sectorCount; ++ j) {
|
|
// from 0 to 2pi
|
|
double sectorAngle = sectorStep * j;
|
|
vertices.emplace_back(Vec3d(xy * cos(sectorAngle), xy * sin(sectorAngle), z));
|
|
}
|
|
}
|
|
|
|
std::vector<Vec3i> facets;
|
|
facets.reserve(2 * (stackCount - 1) * sectorCount);
|
|
for (int i = 0; i < stackCount; ++ i) {
|
|
// Beginning of current stack.
|
|
int k1 = (i == 0) ? 0 : (1 + (i - 1) * sectorCount);
|
|
int k1_first = k1;
|
|
// Beginning of next stack.
|
|
int k2 = (i == 0) ? 1 : (k1 + sectorCount);
|
|
int k2_first = k2;
|
|
for (int j = 0; j < sectorCount; ++ j) {
|
|
// 2 triangles per sector excluding first and last stacks
|
|
int k1_next = k1;
|
|
int k2_next = k2;
|
|
if (i != 0) {
|
|
k1_next = (j + 1 == sectorCount) ? k1_first : (k1 + 1);
|
|
facets.emplace_back(k1, k2, k1_next);
|
|
}
|
|
if (i + 1 != stackCount) {
|
|
k2_next = (j + 1 == sectorCount) ? k2_first : (k2 + 1);
|
|
facets.emplace_back(k1_next, k2, k2_next);
|
|
}
|
|
k1 = k1_next;
|
|
k2 = k2_next;
|
|
}
|
|
}
|
|
TriangleMesh mesh(std::move(vertices), std::move(facets));
|
|
mesh.repair();
|
|
return mesh;
|
|
}
|
|
|
|
}
|