c549c6afbe
# Conflicts: # src/libslic3r/CMakeLists.txt # src/libslic3r/Format/3mf.cpp # src/libslic3r/Model.hpp # src/libslic3r/Point.hpp # src/libslic3r/Technologies.hpp # src/slic3r/CMakeLists.txt # src/slic3r/GUI/GLCanvas3D.cpp # src/slic3r/GUI/GLSelectionRectangle.cpp # src/slic3r/GUI/GUI_Factories.hpp # src/slic3r/GUI/Gizmos/GLGizmoBase.cpp # src/slic3r/GUI/Gizmos/GLGizmoBase.hpp # src/slic3r/GUI/Gizmos/GLGizmoMove.cpp # src/slic3r/GUI/Gizmos/GLGizmoMove.hpp # src/slic3r/GUI/Gizmos/GLGizmoRotate.cpp # src/slic3r/GUI/Gizmos/GLGizmoRotate.hpp # src/slic3r/GUI/MeshUtils.cpp # src/slic3r/GUI/MeshUtils.hpp # src/slic3r/GUI/ObjectDataViewModel.cpp # src/slic3r/GUI/ObjectDataViewModel.hpp # src/slic3r/GUI/Selection.cpp
1407 lines
50 KiB
C++
1407 lines
50 KiB
C++
#include "Exception.hpp"
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#include "TriangleMesh.hpp"
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#include "TriangleMeshSlicer.hpp"
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#include "MeshSplitImpl.hpp"
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#include "ClipperUtils.hpp"
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#include "Geometry.hpp"
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#include "Geometry/ConvexHull.hpp"
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#include "Point.hpp"
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#include "Execution/ExecutionTBB.hpp"
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#include "Execution/ExecutionSeq.hpp"
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#include "Utils.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 <vector>
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#include <utility>
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#include <algorithm>
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#include <type_traits>
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#include <boost/log/trivial.hpp>
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#include <boost/nowide/cstdio.hpp>
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#include <boost/predef/other/endian.h>
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#include <Eigen/Core>
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#include <Eigen/Dense>
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#include <assert.h>
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namespace Slic3r {
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static void update_bounding_box(const indexed_triangle_set &its, TriangleMeshStats &out)
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{
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BoundingBoxf3 bbox = Slic3r::bounding_box(its);
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out.min = bbox.min.cast<float>();
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out.max = bbox.max.cast<float>();
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out.size = out.max - out.min;
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}
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static void fill_initial_stats(const indexed_triangle_set &its, TriangleMeshStats &out)
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{
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out.number_of_facets = its.indices.size();
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out.volume = its_volume(its);
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update_bounding_box(its, out);
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const std::vector<Vec3i> face_neighbors = its_face_neighbors(its);
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out.number_of_parts = its_number_of_patches(its, face_neighbors);
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out.open_edges = its_num_open_edges(face_neighbors);
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}
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TriangleMesh::TriangleMesh(const std::vector<Vec3f> &vertices, const std::vector<Vec3i> &faces) : its { faces, vertices }
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{
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fill_initial_stats(this->its, m_stats);
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}
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TriangleMesh::TriangleMesh(std::vector<Vec3f> &&vertices, const std::vector<Vec3i> &&faces) : its { std::move(faces), std::move(vertices) }
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{
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fill_initial_stats(this->its, m_stats);
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}
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TriangleMesh::TriangleMesh(const indexed_triangle_set &its) : its(its)
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{
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fill_initial_stats(this->its, m_stats);
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}
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TriangleMesh::TriangleMesh(indexed_triangle_set &&its, const RepairedMeshErrors& errors/* = RepairedMeshErrors()*/) : its(std::move(its))
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{
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m_stats.repaired_errors = errors;
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fill_initial_stats(this->its, m_stats);
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}
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// #define SLIC3R_TRACE_REPAIR
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static void trianglemesh_repair_on_import(stl_file &stl)
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{
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// admesh fails when repairing empty meshes
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if (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(&stl));
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stl_check_facets_exact(&stl);
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assert(stl_validate(&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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// Not a manifold, some triangles have unconnected edges.
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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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// Still not a manifold, some triangles have unconnected edges.
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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(&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(&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(&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(&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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// If the volume is negative, all the facets are flipped and added to stats.facets_reversed.
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stl_calculate_volume(&stl);
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assert(stl_validate(&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(&stl));
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//FIXME The admesh repair function may break the face connectivity, rather refresh it here as the slicing code relies on it.
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if (auto nr_degenerated = stl.stats.degenerate_facets; stl.stats.number_of_facets > 0 && nr_degenerated > 0)
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stl_check_facets_exact(&stl);
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BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() finished";
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}
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bool TriangleMesh::ReadSTLFile(const char* input_file, bool repair)
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{
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stl_file stl;
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if (! stl_open(&stl, input_file))
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return false;
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if (repair)
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trianglemesh_repair_on_import(stl);
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m_stats.number_of_facets = stl.stats.number_of_facets;
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m_stats.min = stl.stats.min;
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m_stats.max = stl.stats.max;
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m_stats.size = stl.stats.size;
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m_stats.volume = stl.stats.volume;
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auto facets_w_1_bad_edge = stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge;
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auto facets_w_2_bad_edge = stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge;
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auto facets_w_3_bad_edge = stl.stats.number_of_facets - stl.stats.connected_facets_1_edge;
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m_stats.open_edges = stl.stats.backwards_edges + facets_w_1_bad_edge + facets_w_2_bad_edge * 2 + facets_w_3_bad_edge * 3;
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m_stats.repaired_errors = { stl.stats.edges_fixed,
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stl.stats.degenerate_facets,
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stl.stats.facets_removed,
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stl.stats.facets_reversed,
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stl.stats.backwards_edges };
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m_stats.number_of_parts = stl.stats.number_of_parts;
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stl_generate_shared_vertices(&stl, this->its);
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return true;
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}
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bool TriangleMesh::write_ascii(const char* output_file)
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{
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return its_write_stl_ascii(output_file, "", this->its);
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}
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bool TriangleMesh::write_binary(const char* output_file)
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{
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return its_write_stl_binary(output_file, "", this->its);
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}
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float TriangleMesh::volume()
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{
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if (m_stats.volume == -1)
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m_stats.volume = its_volume(this->its);
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return m_stats.volume;
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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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this->scale(Vec3f(factor, factor, factor));
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}
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void TriangleMesh::scale(const Vec3f &versor)
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{
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// Scale extents.
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auto s = versor.array();
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m_stats.min.array() *= s;
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m_stats.max.array() *= s;
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// Scale size.
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m_stats.size.array() *= s;
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// Scale volume.
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if (m_stats.volume > 0.0)
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m_stats.volume *= s(0) * s(1) * s(2);
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if (versor.x() == versor.y() && versor.x() == versor.z()) {
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float s = versor.x();
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for (stl_vertex &v : this->its.vertices)
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v *= s;
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} else {
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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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}
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void TriangleMesh::translate(const Vec3f &displacement)
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{
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if (displacement.x() != 0.f || displacement.y() != 0.f || displacement.z() != 0.f) {
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for (stl_vertex& v : this->its.vertices)
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v += displacement;
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m_stats.min += displacement;
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m_stats.max += displacement;
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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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this->translate(Vec3f(x, y, z));
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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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angle = Slic3r::Geometry::rad2deg(angle);
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switch (axis) {
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case X: its_rotate_x(this->its, angle); break;
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case Y: its_rotate_y(this->its, angle); break;
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case Z: its_rotate_z(this->its, angle); break;
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default: assert(false); return;
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}
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update_bounding_box(this->its, this->m_stats);
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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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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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its_transform(its, m);
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update_bounding_box(this->its, this->m_stats);
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}
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}
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void TriangleMesh::mirror(const Axis axis)
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{
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switch (axis) {
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case X:
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for (stl_vertex &v : its.vertices)
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v.x() *= -1.f;
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break;
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case Y:
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for (stl_vertex& v : this->its.vertices)
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v.y() *= -1.0;
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break;
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case Z:
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for (stl_vertex &v : this->its.vertices)
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v.z() *= -1.0;
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break;
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default:
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assert(false);
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return;
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};
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its_flip_triangles(this->its);
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int iaxis = int(axis);
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std::swap(m_stats.min[iaxis], m_stats.max[iaxis]);
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m_stats.min[iaxis] *= -1.0;
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m_stats.max[iaxis] *= -1.0;
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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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its_transform(its, t);
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double det = t.matrix().block(0, 0, 3, 3).determinant();
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if (fix_left_handed && det < 0.) {
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its_flip_triangles(its);
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det = -det;
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}
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m_stats.volume *= det;
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update_bounding_box(this->its, this->m_stats);
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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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its_transform(its, m);
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double det = m.block(0, 0, 3, 3).determinant();
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if (fix_left_handed && det < 0.) {
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its_flip_triangles(its);
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det = -det;
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}
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m_stats.volume *= det;
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update_bounding_box(this->its, this->m_stats);
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}
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void TriangleMesh::flip_triangles()
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{
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its_flip_triangles(its);
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m_stats.volume = - m_stats.volume;
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}
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void TriangleMesh::align_to_origin()
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{
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this->translate(- m_stats.min(0), - m_stats.min(1), - m_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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Vec2f c = center->cast<float>();
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this->translate(-c(0), -c(1), 0);
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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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/**
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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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return its_is_splittable(this->its);
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}
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std::vector<TriangleMesh> TriangleMesh::split() const
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{
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std::vector<indexed_triangle_set> itss = its_split(this->its);
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std::vector<TriangleMesh> out;
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out.reserve(itss.size());
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for (indexed_triangle_set &m : itss) {
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// The TriangleMesh constructor shall fill in the mesh statistics including volume.
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out.emplace_back(std::move(m));
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if (TriangleMesh &triangle_mesh = out.back(); triangle_mesh.volume() < 0)
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// Some source mesh parts may be incorrectly oriented. Correct them.
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triangle_mesh.flip_triangles();
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}
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return out;
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}
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void TriangleMesh::merge(const TriangleMesh &mesh)
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{
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its_merge(this->its, mesh.its);
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m_stats = m_stats.merge(mesh.m_stats);
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}
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// Calculate projection of the mesh into the XY plane, in scaled coordinates.
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//FIXME This could be extremely slow! Use it for tiny meshes only!
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ExPolygons TriangleMesh::horizontal_projection() const
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{
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return union_ex(project_mesh(this->its, Transform3d::Identity(), []() {}));
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}
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// 2D convex hull of a 3D mesh projected into the Z=0 plane.
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Polygon TriangleMesh::convex_hull()
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{
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Points pp;
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pp.reserve(this->its.vertices.size());
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for (size_t i = 0; i < this->its.vertices.size(); ++ i) {
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const stl_vertex &v = this->its.vertices[i];
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pp.emplace_back(Point::new_scale(v(0), v(1)));
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}
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return Slic3r::Geometry::convex_hull(pp);
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}
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BoundingBoxf3 TriangleMesh::bounding_box() const
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{
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BoundingBoxf3 bb;
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bb.defined = true;
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bb.min = m_stats.min.cast<double>();
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bb.max = m_stats.max.cast<double>();
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return bb;
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}
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BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d &trafo) const
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{
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BoundingBoxf3 bbox;
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for (const stl_vertex &v : this->its.vertices)
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bbox.merge(trafo * v.cast<double>());
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return bbox;
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}
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BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d& trafod, double world_min_z) const
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{
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// 1) Allocate transformed vertices with their position with respect to print bed surface.
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std::vector<char> sides;
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size_t num_above = 0;
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Eigen::AlignedBox<float, 3> bbox;
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Transform3f trafo = trafod.cast<float>();
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sides.reserve(its.vertices.size());
|
|
for (const stl_vertex &v : this->its.vertices) {
|
|
const stl_vertex pt = trafo * v;
|
|
const int sign = pt.z() > world_min_z ? 1 : pt.z() < world_min_z ? -1 : 0;
|
|
sides.emplace_back(sign);
|
|
if (sign >= 0) {
|
|
// Vertex above or on print bed surface. Test whether it is inside the build volume.
|
|
++ num_above;
|
|
bbox.extend(pt);
|
|
}
|
|
}
|
|
|
|
// 2) Calculate intersections of triangle edges with the build surface.
|
|
if (num_above < its.vertices.size()) {
|
|
// Not completely above the build surface and status may still change by testing edges intersecting the build platform.
|
|
for (const stl_triangle_vertex_indices &tri : its.indices) {
|
|
const int s[3] = { sides[tri(0)], sides[tri(1)], sides[tri(2)] };
|
|
if (std::min(s[0], std::min(s[1], s[2])) < 0 && std::max(s[0], std::max(s[1], s[2])) > 0) {
|
|
// Some edge of this triangle intersects the build platform. Calculate the intersection.
|
|
int iprev = 2;
|
|
for (int iedge = 0; iedge < 3; ++ iedge) {
|
|
if (s[iprev] * s[iedge] == -1) {
|
|
// edge intersects the build surface. Calculate intersection point.
|
|
const stl_vertex p1 = trafo * its.vertices[tri(iprev)];
|
|
const stl_vertex p2 = trafo * its.vertices[tri(iedge)];
|
|
// Edge crosses the z plane. Calculate intersection point with the plane.
|
|
const float t = (world_min_z - p1.z()) / (p2.z() - p1.z());
|
|
bbox.extend(Vec3f(p1.x() + (p2.x() - p1.x()) * t, p1.y() + (p2.y() - p1.y()) * t, world_min_z));
|
|
}
|
|
iprev = iedge;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BoundingBoxf3 out;
|
|
if (! bbox.isEmpty()) {
|
|
out.min = bbox.min().cast<double>();
|
|
out.max = bbox.max().cast<double>();
|
|
out.defined = true;
|
|
};
|
|
return out;
|
|
}
|
|
|
|
TriangleMesh TriangleMesh::convex_hull_3d() const
|
|
{
|
|
TriangleMesh mesh(its_convex_hull(this->its));
|
|
// Quite often qhull produces non-manifold mesh.
|
|
// assert(mesh.stats().manifold());
|
|
return mesh;
|
|
}
|
|
|
|
std::vector<ExPolygons> TriangleMesh::slice(const std::vector<double> &z) const
|
|
{
|
|
// convert doubles to floats
|
|
std::vector<float> z_f(z.begin(), z.end());
|
|
return slice_mesh_ex(this->its, z_f, 0.0004f);
|
|
}
|
|
|
|
size_t TriangleMesh::memsize() const
|
|
{
|
|
size_t memsize = 8 + this->its.memsize() + sizeof(this->m_stats);
|
|
return memsize;
|
|
}
|
|
|
|
// 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); }
|
|
};
|
|
|
|
template<typename FaceFilter, typename ThrowOnCancelCallback>
|
|
static std::vector<EdgeToFace> create_edge_map(
|
|
const indexed_triangle_set &its, FaceFilter face_filter, ThrowOnCancelCallback throw_on_cancel)
|
|
{
|
|
std::vector<EdgeToFace> edges_map;
|
|
edges_map.reserve(its.indices.size() * 3);
|
|
for (uint32_t facet_idx = 0; facet_idx < its.indices.size(); ++ facet_idx)
|
|
if (face_filter(facet_idx))
|
|
for (int i = 0; i < 3; ++ i) {
|
|
edges_map.push_back({});
|
|
EdgeToFace &e2f = edges_map.back();
|
|
e2f.vertex_low = its.indices[facet_idx][i];
|
|
e2f.vertex_high = 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());
|
|
|
|
return edges_map;
|
|
}
|
|
|
|
// Map from a face edge to a unique edge identifier or -1 if no neighbor exists.
|
|
// Two neighbor faces share a unique edge identifier even if they are flipped.
|
|
template<typename FaceFilter, typename ThrowOnCancelCallback>
|
|
static inline std::vector<Vec3i> its_face_edge_ids_impl(const indexed_triangle_set &its, FaceFilter face_filter, ThrowOnCancelCallback throw_on_cancel)
|
|
{
|
|
std::vector<Vec3i> out(its.indices.size(), Vec3i(-1, -1, -1));
|
|
|
|
std::vector<EdgeToFace> edges_map = create_edge_map(its, face_filter, throw_on_cancel);
|
|
|
|
// 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.
|
|
out[edge_i.face](std::abs(edge_i.face_edge) - 1) = num_edges;
|
|
if (found) {
|
|
EdgeToFace &edge_j = edges_map[j];
|
|
out[edge_j.face](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();
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its)
|
|
{
|
|
return its_face_edge_ids_impl(its, [](const uint32_t){ return true; }, [](){});
|
|
}
|
|
|
|
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback)
|
|
{
|
|
return its_face_edge_ids_impl(its, [](const uint32_t){ return true; }, throw_on_cancel_callback);
|
|
}
|
|
|
|
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, const std::vector<bool> &face_mask)
|
|
{
|
|
return its_face_edge_ids_impl(its, [&face_mask](const uint32_t idx){ return face_mask[idx]; }, [](){});
|
|
}
|
|
|
|
// Having the face neighbors available, assign unique edge IDs to face edges for chaining of polygons over slices.
|
|
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, std::vector<Vec3i> &face_neighbors, bool assign_unbound_edges, int *num_edges)
|
|
{
|
|
// out elements are not initialized!
|
|
std::vector<Vec3i> out(face_neighbors.size());
|
|
int last_edge_id = 0;
|
|
for (int i = 0; i < int(face_neighbors.size()); ++ i) {
|
|
const stl_triangle_vertex_indices &triangle = its.indices[i];
|
|
const Vec3i &neighbors = face_neighbors[i];
|
|
for (int j = 0; j < 3; ++ j) {
|
|
int n = neighbors[j];
|
|
if (n > i) {
|
|
const stl_triangle_vertex_indices &triangle2 = its.indices[n];
|
|
int edge_id = last_edge_id ++;
|
|
Vec2i edge = its_triangle_edge(triangle, j);
|
|
// First find an edge with opposite orientation.
|
|
std::swap(edge(0), edge(1));
|
|
int k = its_triangle_edge_index(triangle2, edge);
|
|
//FIXME is the following realistic? Could face_neighbors contain such faces?
|
|
// And if it does, do we want to produce the same edge ID for those mutually incorrectly oriented edges?
|
|
if (k == -1) {
|
|
// Second find an edge with the same orientation (the neighbor triangle may be flipped).
|
|
std::swap(edge(0), edge(1));
|
|
k = its_triangle_edge_index(triangle2, edge);
|
|
}
|
|
assert(k >= 0);
|
|
out[i](j) = edge_id;
|
|
out[n](k) = edge_id;
|
|
} else if (n == -1) {
|
|
out[i](j) = assign_unbound_edges ? last_edge_id ++ : -1;
|
|
} else {
|
|
// Triangle shall never be neighbor of itself.
|
|
assert(n < i);
|
|
// Don't do anything, the neighbor will assign us an edge ID in later iterations.
|
|
}
|
|
}
|
|
}
|
|
if (num_edges)
|
|
*num_edges = last_edge_id;
|
|
return out;
|
|
}
|
|
|
|
// Merge duplicate vertices, return number of vertices removed.
|
|
int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit)
|
|
{
|
|
// 1) Sort indices to vertices lexicographically by coordinates AND vertex index.
|
|
auto sorted = reserve_vector<int>(its.vertices.size());
|
|
for (int i = 0; i < int(its.vertices.size()); ++ i)
|
|
sorted.emplace_back(i);
|
|
std::sort(sorted.begin(), sorted.end(), [&its](int il, int ir) {
|
|
const Vec3f &l = its.vertices[il];
|
|
const Vec3f &r = its.vertices[ir];
|
|
// Sort lexicographically by coordinates AND vertex index.
|
|
return l.x() < r.x() || (l.x() == r.x() && (l.y() < r.y() || (l.y() == r.y() && (l.z() < r.z() || (l.z() == r.z() && il < ir)))));
|
|
});
|
|
|
|
// 2) Map duplicate vertices to the one with the lowest vertex index.
|
|
// The vertex to stay will have a map_vertices[...] == -1 index assigned, the other vertices will point to it.
|
|
std::vector<int> map_vertices(its.vertices.size(), -1);
|
|
for (int i = 0; i < int(sorted.size());) {
|
|
const int u = sorted[i];
|
|
const Vec3f &p = its.vertices[u];
|
|
int j = i;
|
|
for (++ j; j < int(sorted.size()); ++ j) {
|
|
const int v = sorted[j];
|
|
const Vec3f &q = its.vertices[v];
|
|
if (p != q)
|
|
break;
|
|
assert(v > u);
|
|
map_vertices[v] = u;
|
|
}
|
|
i = j;
|
|
}
|
|
|
|
// 3) Shrink its.vertices, update map_vertices with the new vertex indices.
|
|
int k = 0;
|
|
for (int i = 0; i < int(its.vertices.size()); ++ i) {
|
|
if (map_vertices[i] == -1) {
|
|
map_vertices[i] = k;
|
|
if (k < i)
|
|
its.vertices[k] = its.vertices[i];
|
|
++ k;
|
|
} else {
|
|
assert(map_vertices[i] < i);
|
|
map_vertices[i] = map_vertices[map_vertices[i]];
|
|
}
|
|
}
|
|
|
|
int num_erased = int(its.vertices.size()) - k;
|
|
|
|
if (num_erased) {
|
|
// Shrink the vertices.
|
|
its.vertices.erase(its.vertices.begin() + k, its.vertices.end());
|
|
// Remap face indices.
|
|
for (stl_triangle_vertex_indices &face : its.indices)
|
|
for (int i = 0; i < 3; ++ i)
|
|
face(i) = map_vertices[face(i)];
|
|
// Optionally shrink to fit (reallocate) vertices.
|
|
if (shrink_to_fit)
|
|
its.vertices.shrink_to_fit();
|
|
}
|
|
|
|
return num_erased;
|
|
}
|
|
|
|
void its_flip_triangles(indexed_triangle_set &its)
|
|
{
|
|
for (stl_triangle_vertex_indices &face : its.indices)
|
|
std::swap(face(1), face(2));
|
|
}
|
|
|
|
int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit)
|
|
{
|
|
auto it = std::remove_if(its.indices.begin(), its.indices.end(), [](auto &face) {
|
|
return face(0) == face(1) || face(0) == face(2) || face(1) == face(2);
|
|
});
|
|
|
|
int removed = std::distance(it, its.indices.end());
|
|
its.indices.erase(it, its.indices.end());
|
|
|
|
if (removed && shrink_to_fit)
|
|
its.indices.shrink_to_fit();
|
|
|
|
return removed;
|
|
}
|
|
|
|
int its_compactify_vertices(indexed_triangle_set &its, bool shrink_to_fit)
|
|
{
|
|
// First used to mark referenced vertices, later used for mapping old vertex index to a new one.
|
|
std::vector<int> vertex_map(its.vertices.size(), 0);
|
|
// Mark referenced vertices.
|
|
for (const stl_triangle_vertex_indices &face : its.indices)
|
|
for (int i = 0; i < 3; ++ i)
|
|
vertex_map[face(i)] = 1;
|
|
// Compactify vertices, update map from old vertex index to a new one.
|
|
int last = 0;
|
|
for (int i = 0; i < int(vertex_map.size()); ++ i)
|
|
if (vertex_map[i]) {
|
|
if (last < i)
|
|
its.vertices[last] = its.vertices[i];
|
|
vertex_map[i] = last ++;
|
|
}
|
|
int removed = int(its.vertices.size()) - last;
|
|
if (removed) {
|
|
its.vertices.erase(its.vertices.begin() + last, its.vertices.end());
|
|
// Update faces with the new vertex indices.
|
|
for (stl_triangle_vertex_indices &face : its.indices)
|
|
for (int i = 0; i < 3; ++ i)
|
|
face(i) = vertex_map[face(i)];
|
|
// Optionally shrink the vertices.
|
|
if (shrink_to_fit)
|
|
its.vertices.shrink_to_fit();
|
|
}
|
|
return removed;
|
|
}
|
|
|
|
bool its_store_triangle_to_obj(const indexed_triangle_set &its,
|
|
const char *obj_filename,
|
|
size_t triangle_index)
|
|
{
|
|
if (its.indices.size() <= triangle_index) return false;
|
|
Vec3i t = its.indices[triangle_index];
|
|
indexed_triangle_set its2;
|
|
its2.indices = {{0, 1, 2}};
|
|
its2.vertices = {its.vertices[t[0]], its.vertices[t[1]],
|
|
its.vertices[t[2]]};
|
|
return its_write_obj(its2, obj_filename);
|
|
}
|
|
|
|
bool its_store_triangles_to_obj(const indexed_triangle_set &its,
|
|
const char *obj_filename,
|
|
const std::vector<size_t> &triangles)
|
|
{
|
|
indexed_triangle_set its2;
|
|
its2.vertices.reserve(triangles.size() * 3);
|
|
its2.indices.reserve(triangles.size());
|
|
std::map<size_t, size_t> vertex_map;
|
|
for (auto ti : triangles) {
|
|
if (its.indices.size() <= ti) return false;
|
|
Vec3i t = its.indices[ti];
|
|
Vec3i new_t;
|
|
for (size_t i = 0; i < 3; ++i) {
|
|
size_t vi = t[i];
|
|
auto it = vertex_map.find(vi);
|
|
if (it != vertex_map.end()) {
|
|
new_t[i] = it->second;
|
|
continue;
|
|
}
|
|
size_t new_vi = its2.vertices.size();
|
|
its2.vertices.push_back(its.vertices[vi]);
|
|
vertex_map[vi] = new_vi;
|
|
new_t[i] = new_vi;
|
|
}
|
|
its2.indices.push_back(new_t);
|
|
}
|
|
return its_write_obj(its2, obj_filename);
|
|
}
|
|
|
|
void its_shrink_to_fit(indexed_triangle_set &its)
|
|
{
|
|
its.indices.shrink_to_fit();
|
|
its.vertices.shrink_to_fit();
|
|
}
|
|
|
|
template<typename TransformVertex>
|
|
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const TransformVertex &transform_fn, const float z, Points &all_pts)
|
|
{
|
|
all_pts.reserve(all_pts.size() + its.indices.size() * 3);
|
|
for (const stl_triangle_vertex_indices &tri : its.indices) {
|
|
const Vec3f pts[3] = { transform_fn(its.vertices[tri(0)]), transform_fn(its.vertices[tri(1)]), transform_fn(its.vertices[tri(2)]) };
|
|
int iprev = 2;
|
|
for (int iedge = 0; iedge < 3; ++ iedge) {
|
|
const Vec3f &p1 = pts[iprev];
|
|
const Vec3f &p2 = pts[iedge];
|
|
if ((p1.z() < z && p2.z() > z) || (p2.z() < z && p1.z() > z)) {
|
|
// Edge crosses the z plane. Calculate intersection point with the plane.
|
|
float t = (z - p1.z()) / (p2.z() - p1.z());
|
|
all_pts.emplace_back(scaled<coord_t>(p1.x() + (p2.x() - p1.x()) * t), scaled<coord_t>(p1.y() + (p2.y() - p1.y()) * t));
|
|
}
|
|
if (p2.z() >= z)
|
|
all_pts.emplace_back(scaled<coord_t>(p2.x()), scaled<coord_t>(p2.y()));
|
|
iprev = iedge;
|
|
}
|
|
}
|
|
}
|
|
|
|
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Matrix3f &m, const float z, Points &all_pts)
|
|
{
|
|
return its_collect_mesh_projection_points_above(its, [m](const Vec3f &p){ return m * p; }, z, all_pts);
|
|
}
|
|
|
|
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Transform3f &t, const float z, Points &all_pts)
|
|
{
|
|
return its_collect_mesh_projection_points_above(its, [t](const Vec3f &p){ return t * p; }, z, all_pts);
|
|
}
|
|
|
|
template<typename TransformVertex>
|
|
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const TransformVertex &transform_fn, const float z)
|
|
{
|
|
Points all_pts;
|
|
its_collect_mesh_projection_points_above(its, transform_fn, z, all_pts);
|
|
return Geometry::convex_hull(std::move(all_pts));
|
|
}
|
|
|
|
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Matrix3f &m, const float z)
|
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{
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return its_convex_hull_2d_above(its, [m](const Vec3f &p){ return m * p; }, z);
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}
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Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Transform3f &t, const float z)
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{
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return its_convex_hull_2d_above(its, [t](const Vec3f &p){ return t * p; }, z);
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}
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// Generate the vertex list for a cube solid of arbitrary size in X/Y/Z.
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indexed_triangle_set its_make_cube(double xd, double yd, double zd)
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{
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auto x = float(xd), y = float(yd), z = float(zd);
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return {
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{ {0, 1, 2}, {0, 2, 3}, {4, 5, 6}, {4, 6, 7},
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{0, 4, 7}, {0, 7, 1}, {1, 7, 6}, {1, 6, 2},
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{2, 6, 5}, {2, 5, 3}, {4, 0, 3}, {4, 3, 5} },
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{ {x, y, 0}, {x, 0, 0}, {0, 0, 0}, {0, y, 0},
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{x, y, z}, {0, y, z}, {0, 0, z}, {x, 0, z} }
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};
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}
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indexed_triangle_set its_make_prism(float width, float length, float height)
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{
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// We need two upward facing triangles
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float x = width / 2.f, y = length / 2.f;
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return {
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{
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{0, 1, 2}, // side 1
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{4, 3, 5}, // side 2
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{1, 4, 2}, {2, 4, 5}, // roof 1
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{0, 2, 5}, {0, 5, 3}, // roof 2
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{3, 4, 1}, {3, 1, 0} // bottom
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},
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{
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{-x, -y, 0.f}, {x, -y, 0.f}, {0.f, -y, height},
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{-x, y, 0.f}, {x, y, 0.f}, {0.f, y, height},
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}
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};
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}
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// Generate the mesh for a cylinder and return it, using
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// the generated angle to calculate the top mesh triangles.
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// Default is 360 sides, angle fa is in radians.
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indexed_triangle_set its_make_cylinder(double r, double h, double fa)
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{
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indexed_triangle_set mesh;
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size_t n_steps = (size_t)ceil(2. * PI / fa);
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double angle_step = 2. * PI / n_steps;
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auto &vertices = mesh.vertices;
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auto &facets = mesh.indices;
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vertices.reserve(2 * n_steps + 2);
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facets.reserve(4 * n_steps);
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// 2 special vertices, top and bottom center, rest are relative to this
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vertices.emplace_back(Vec3f(0.f, 0.f, 0.f));
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vertices.emplace_back(Vec3f(0.f, 0.f, float(h)));
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// for each line along the polygon approximating the top/bottom of the
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// circle, generate four points and four facets (2 for the wall, 2 for the
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// top and bottom.
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// Special case: Last line shares 2 vertices with the first line.
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Vec2f p = Eigen::Rotation2Df(0.f) * Eigen::Vector2f(0, r);
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vertices.emplace_back(Vec3f(p(0), p(1), 0.f));
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vertices.emplace_back(Vec3f(p(0), p(1), float(h)));
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for (size_t i = 1; i < n_steps; ++i) {
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p = Eigen::Rotation2Df(angle_step * i) * Eigen::Vector2f(0, float(r));
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vertices.emplace_back(Vec3f(p(0), p(1), 0.f));
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vertices.emplace_back(Vec3f(p(0), p(1), float(h)));
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int id = (int)vertices.size() - 1;
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facets.emplace_back( 0, id - 1, id - 3); // top
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facets.emplace_back(id, 1, id - 2); // bottom
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facets.emplace_back(id, id - 2, id - 3); // upper-right of side
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facets.emplace_back(id, id - 3, id - 1); // bottom-left of side
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}
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// Connect the last set of vertices with the first.
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int id = (int)vertices.size() - 1;
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facets.emplace_back( 0, 2, id - 1);
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facets.emplace_back( 3, 1, id);
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facets.emplace_back(id, 2, 3);
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facets.emplace_back(id, id - 1, 2);
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return mesh;
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}
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indexed_triangle_set its_make_cone(double r, double h, double fa)
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{
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indexed_triangle_set mesh;
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auto& vertices = mesh.vertices;
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auto& facets = mesh.indices;
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vertices.reserve(3 + 2 * size_t(2 * PI / fa));
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// base center and top vertex
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vertices.emplace_back(Vec3f::Zero());
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vertices.emplace_back(Vec3f(0., 0., h));
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size_t i = 0;
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for (double angle=0; angle<2*PI; angle+=fa) {
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vertices.emplace_back(r*std::cos(angle), r*std::sin(angle), 0.);
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if (angle > 0.) {
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facets.emplace_back(0, i+2, i+1);
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facets.emplace_back(1, i+1, i+2);
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}
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++i;
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}
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facets.emplace_back(0, 2, i+1); // close the shape
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facets.emplace_back(1, i+1, 2);
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return mesh;
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}
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indexed_triangle_set its_make_pyramid(float base, float height)
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{
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float a = base / 2.f;
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return {
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{
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{0, 1, 2},
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{0, 2, 3},
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{0, 1, 4},
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{1, 2, 4},
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{2, 3, 4},
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{3, 0, 4}
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},
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{
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{-a, -a, 0}, {a, -a, 0}, {a, a, 0},
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{-a, a, 0}, {0.f, 0.f, height}
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}
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};
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}
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// Generates mesh for a sphere centered about the origin, using the generated angle
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// to determine the granularity.
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// Default angle is 1 degree.
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//FIXME better to discretize an Icosahedron recursively http://www.songho.ca/opengl/gl_sphere.html
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indexed_triangle_set its_make_sphere(double radius, double fa)
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{
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int sectorCount = int(ceil(2. * M_PI / fa));
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int stackCount = int(ceil(M_PI / fa));
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float sectorStep = float(2. * M_PI / sectorCount);
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float stackStep = float(M_PI / stackCount);
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indexed_triangle_set mesh;
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auto& vertices = mesh.vertices;
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vertices.reserve((stackCount - 1) * sectorCount + 2);
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for (int i = 0; i <= stackCount; ++ i) {
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// from pi/2 to -pi/2
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double stackAngle = 0.5 * M_PI - stackStep * i;
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double xy = radius * cos(stackAngle);
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double z = radius * sin(stackAngle);
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if (i == 0 || i == stackCount)
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vertices.emplace_back(Vec3f(float(xy), 0.f, float(z)));
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else
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for (int j = 0; j < sectorCount; ++ j) {
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// from 0 to 2pi
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double sectorAngle = sectorStep * j;
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vertices.emplace_back(Vec3d(xy * std::cos(sectorAngle), xy * std::sin(sectorAngle), z).cast<float>());
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}
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}
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auto& facets = mesh.indices;
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facets.reserve(2 * (stackCount - 1) * sectorCount);
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for (int i = 0; i < stackCount; ++ i) {
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// Beginning of current stack.
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int k1 = (i == 0) ? 0 : (1 + (i - 1) * sectorCount);
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int k1_first = k1;
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// Beginning of next stack.
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int k2 = (i == 0) ? 1 : (k1 + sectorCount);
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int k2_first = k2;
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for (int j = 0; j < sectorCount; ++ j) {
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// 2 triangles per sector excluding first and last stacks
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int k1_next = k1;
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int k2_next = k2;
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if (i != 0) {
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k1_next = (j + 1 == sectorCount) ? k1_first : (k1 + 1);
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facets.emplace_back(k1, k2, k1_next);
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}
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if (i + 1 != stackCount) {
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k2_next = (j + 1 == sectorCount) ? k2_first : (k2 + 1);
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facets.emplace_back(k1_next, k2, k2_next);
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}
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k1 = k1_next;
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k2 = k2_next;
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}
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}
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return mesh;
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}
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indexed_triangle_set its_convex_hull(const std::vector<Vec3f> &pts)
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{
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std::vector<Vec3f> dst_vertices;
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std::vector<Vec3i> dst_facets;
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if (! pts.empty()) {
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// The qhull call:
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orgQhull::Qhull qhull;
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qhull.disableOutputStream(); // we want qhull to be quiet
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#if ! REALfloat
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std::vector<realT> src_vertices;
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#endif
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try {
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#if REALfloat
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qhull.runQhull("", 3, (int)pts.size(), (const realT*)(pts.front().data()), "Qt");
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#else
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src_vertices.reserve(pts.size() * 3);
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// We will now fill the vector with input points for computation:
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for (const stl_vertex &v : pts)
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for (int i = 0; i < 3; ++ i)
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src_vertices.emplace_back(v(i));
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qhull.runQhull("", 3, (int)src_vertices.size() / 3, src_vertices.data(), "Qt");
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#endif
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} catch (...) {
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BOOST_LOG_TRIVIAL(error) << "its_convex_hull: Unable to create convex hull";
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return {};
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}
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// Let's collect results:
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// Map of QHull's vertex ID to our own vertex ID (pointing to dst_vertices).
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std::vector<int> map_dst_vertices;
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#ifndef NDEBUG
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Vec3f centroid = Vec3f::Zero();
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for (const stl_vertex& pt : pts)
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centroid += pt;
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centroid /= float(pts.size());
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#endif // NDEBUG
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for (const orgQhull::QhullFacet &facet : qhull.facetList()) {
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// Collect face vertices first, allocate unique vertices in dst_vertices based on QHull's vertex ID.
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Vec3i indices;
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int cnt = 0;
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for (const orgQhull::QhullVertex vertex : facet.vertices()) {
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int id = vertex.id();
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assert(id >= 0);
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if (id >= int(map_dst_vertices.size()))
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map_dst_vertices.resize(next_highest_power_of_2(size_t(id + 1)), -1);
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if (int i = map_dst_vertices[id]; i == -1) {
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// Allocate a new vertex.
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i = int(dst_vertices.size());
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map_dst_vertices[id] = i;
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orgQhull::QhullPoint pt(vertex.point());
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dst_vertices.emplace_back(pt[0], pt[1], pt[2]);
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indices[cnt] = i;
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} else {
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// Reuse existing vertex.
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indices[cnt] = i;
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}
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if (cnt ++ == 3)
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break;
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}
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assert(cnt == 3);
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if (cnt == 3) {
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// QHull sorts vertices of a face lexicographically by their IDs, not by face normals.
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|
// Calculate face normal based on the order of vertices.
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Vec3f n = (dst_vertices[indices(1)] - dst_vertices[indices(0)]).cross(dst_vertices[indices(2)] - dst_vertices[indices(1)]);
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auto *n2 = facet.getBaseT()->normal;
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auto d = n.x() * n2[0] + n.y() * n2[1] + n.z() * n2[2];
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#ifndef NDEBUG
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Vec3f n3 = (dst_vertices[indices(0)] - centroid);
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auto d3 = n.dot(n3);
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assert((d < 0.f) == (d3 < 0.f));
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#endif // NDEBUG
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// Get the face normal from QHull.
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|
if (d < 0.f)
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|
// Fix face orientation.
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|
std::swap(indices[1], indices[2]);
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|
dst_facets.emplace_back(indices);
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|
}
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|
}
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|
}
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|
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|
return { std::move(dst_facets), std::move(dst_vertices) };
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|
}
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void its_reverse_all_facets(indexed_triangle_set &its)
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|
{
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|
for (stl_triangle_vertex_indices &face : its.indices)
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std::swap(face[0], face[1]);
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}
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void its_merge(indexed_triangle_set &its, indexed_triangle_set &&its_add)
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{
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|
if (its.empty()) {
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its = std::move(its_add);
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return;
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}
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auto &verts = its.vertices;
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size_t verts_size = verts.size();
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Slic3r::append(verts, std::move(its_add.vertices));
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// increase face indices
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int offset = static_cast<int>(verts_size);
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for (auto &face : its_add.indices)
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for (int i = 0; i < 3; ++i) face[i] += offset;
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Slic3r::append(its.indices, std::move(its_add.indices));
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}
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void its_merge(indexed_triangle_set &A, const indexed_triangle_set &B)
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|
{
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|
auto N = int(A.vertices.size());
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|
auto N_f = A.indices.size();
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|
A.vertices.insert(A.vertices.end(), B.vertices.begin(), B.vertices.end());
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A.indices.insert(A.indices.end(), B.indices.begin(), B.indices.end());
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|
for(size_t n = N_f; n < A.indices.size(); n++)
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A.indices[n] += Vec3i{N, N, N};
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}
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void its_merge(indexed_triangle_set &A, const std::vector<Vec3f> &triangles)
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|
{
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|
const size_t offs = A.vertices.size();
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A.vertices.insert(A.vertices.end(), triangles.begin(), triangles.end());
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A.indices.reserve(A.indices.size() + A.vertices.size() / 3);
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for(int i = int(offs); i < int(A.vertices.size()); i += 3)
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A.indices.emplace_back(i, i + 1, i + 2);
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}
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void its_merge(indexed_triangle_set &A, const Pointf3s &triangles)
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|
{
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|
auto trianglesf = reserve_vector<Vec3f> (triangles.size());
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for (auto &t : triangles)
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|
trianglesf.emplace_back(t.cast<float>());
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its_merge(A, trianglesf);
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}
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float its_volume(const indexed_triangle_set &its)
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|
{
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|
if (its.empty()) return 0.;
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|
|
|
// Choose a point, any point as the reference.
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|
auto p0 = its.vertices.front();
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|
float volume = 0.f;
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for (size_t i = 0; i < its.indices.size(); ++ i) {
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// Do dot product to get distance from point to plane.
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|
its_triangle triangle = its_triangle_vertices(its, i);
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Vec3f U = triangle[1] - triangle[0];
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|
Vec3f V = triangle[2] - triangle[0];
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|
Vec3f C = U.cross(V);
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|
Vec3f normal = C.normalized();
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|
float area = 0.5 * C.norm();
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|
float height = normal.dot(triangle[0] - p0);
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|
volume += (area * height) / 3.0f;
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|
}
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|
|
return volume;
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|
}
|
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|
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float its_average_edge_length(const indexed_triangle_set &its)
|
|
{
|
|
if (its.indices.empty())
|
|
return 0.f;
|
|
|
|
double edge_length = 0.f;
|
|
for (size_t i = 0; i < its.indices.size(); ++ i) {
|
|
const its_triangle v = its_triangle_vertices(its, i);
|
|
edge_length += (v[1] - v[0]).cast<double>().norm() +
|
|
(v[2] - v[0]).cast<double>().norm() +
|
|
(v[1] - v[2]).cast<double>().norm();
|
|
}
|
|
return float(edge_length / (3 * its.indices.size()));
|
|
}
|
|
|
|
std::vector<indexed_triangle_set> its_split(const indexed_triangle_set &its)
|
|
{
|
|
return its_split<>(its);
|
|
}
|
|
|
|
// Number of disconnected patches (faces are connected if they share an edge, shared edge defined with 2 shared vertex indices).
|
|
size_t its_number_of_patches(const indexed_triangle_set &its)
|
|
{
|
|
return its_number_of_patches<>(its);
|
|
}
|
|
size_t its_number_of_patches(const indexed_triangle_set &its, const std::vector<Vec3i> &face_neighbors)
|
|
{
|
|
return its_number_of_patches<>(ItsNeighborsWrapper{ its, face_neighbors });
|
|
}
|
|
|
|
// Same as its_number_of_patches(its) > 1, but faster.
|
|
bool its_is_splittable(const indexed_triangle_set &its)
|
|
{
|
|
return its_is_splittable<>(its);
|
|
}
|
|
bool its_is_splittable(const indexed_triangle_set &its, const std::vector<Vec3i> &face_neighbors)
|
|
{
|
|
return its_is_splittable<>(ItsNeighborsWrapper{ its, face_neighbors });
|
|
}
|
|
|
|
size_t its_num_open_edges(const std::vector<Vec3i> &face_neighbors)
|
|
{
|
|
size_t num_open_edges = 0;
|
|
for (const Vec3i& neighbors : face_neighbors)
|
|
for (int n : neighbors)
|
|
if (n < 0)
|
|
++ num_open_edges;
|
|
return num_open_edges;
|
|
}
|
|
|
|
std::vector<std::pair<int, int>> its_get_open_edges(const indexed_triangle_set& its)
|
|
{
|
|
std::vector<std::pair<int, int>> ret;
|
|
std::vector<Vec3i> face_neighbors = its_face_neighbors(its);
|
|
for (size_t i = 0; i < face_neighbors.size(); ++i) {
|
|
for (size_t j = 0; j < 3; ++j) {
|
|
if (face_neighbors[i][j] < 0) {
|
|
const Vec2i edge_indices = its_triangle_edge(its.indices[i], j);
|
|
ret.emplace_back(edge_indices[0], edge_indices[1]);
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
size_t its_num_open_edges(const indexed_triangle_set &its)
|
|
{
|
|
return its_num_open_edges(its_face_neighbors(its));
|
|
}
|
|
|
|
void VertexFaceIndex::create(const indexed_triangle_set &its)
|
|
{
|
|
m_vertex_to_face_start.assign(its.vertices.size() + 1, 0);
|
|
// 1) Calculate vertex incidence by scatter.
|
|
for (auto &face : its.indices) {
|
|
++ m_vertex_to_face_start[face(0) + 1];
|
|
++ m_vertex_to_face_start[face(1) + 1];
|
|
++ m_vertex_to_face_start[face(2) + 1];
|
|
}
|
|
// 2) Prefix sum to calculate offsets to m_vertex_faces_all.
|
|
for (size_t i = 2; i < m_vertex_to_face_start.size(); ++ i)
|
|
m_vertex_to_face_start[i] += m_vertex_to_face_start[i - 1];
|
|
// 3) Scatter indices of faces incident to a vertex into m_vertex_faces_all.
|
|
m_vertex_faces_all.assign(m_vertex_to_face_start.back(), 0);
|
|
for (size_t face_idx = 0; face_idx < its.indices.size(); ++ face_idx) {
|
|
auto &face = its.indices[face_idx];
|
|
for (int i = 0; i < 3; ++ i)
|
|
m_vertex_faces_all[m_vertex_to_face_start[face(i)] ++] = face_idx;
|
|
}
|
|
// 4) The previous loop modified m_vertex_to_face_start. Revert the change.
|
|
for (auto i = int(m_vertex_to_face_start.size()) - 1; i > 0; -- i)
|
|
m_vertex_to_face_start[i] = m_vertex_to_face_start[i - 1];
|
|
m_vertex_to_face_start.front() = 0;
|
|
}
|
|
|
|
std::vector<Vec3i> its_face_neighbors(const indexed_triangle_set &its)
|
|
{
|
|
return create_face_neighbors_index(ex_seq, its);
|
|
}
|
|
|
|
std::vector<Vec3i> its_face_neighbors_par(const indexed_triangle_set &its)
|
|
{
|
|
return create_face_neighbors_index(ex_tbb, its);
|
|
}
|
|
|
|
std::vector<Vec3f> its_face_normals(const indexed_triangle_set &its)
|
|
{
|
|
std::vector<Vec3f> normals;
|
|
normals.reserve(its.indices.size());
|
|
for (stl_triangle_vertex_indices face : its.indices)
|
|
normals.push_back(its_face_normal(its, face));
|
|
return normals;
|
|
}
|
|
|
|
#if BOOST_ENDIAN_LITTLE_BYTE
|
|
static inline void big_endian_reverse_quads(char*, size_t) {}
|
|
#else // BOOST_ENDIAN_LITTLE_BYTE
|
|
static inline void big_endian_reverse_quads(char *buf, size_t cnt)
|
|
{
|
|
for (size_t i = 0; i < cnt; i += 4) {
|
|
std::swap(buf[i], buf[i+3]);
|
|
std::swap(buf[i+1], buf[i+2]);
|
|
}
|
|
}
|
|
#endif // BOOST_ENDIAN_LITTLE_BYTE
|
|
|
|
bool its_write_stl_ascii(const char *file, const char *label, const std::vector<stl_triangle_vertex_indices> &indices, const std::vector<stl_vertex> &vertices)
|
|
{
|
|
FILE *fp = boost::nowide::fopen(file, "w");
|
|
if (fp == nullptr) {
|
|
BOOST_LOG_TRIVIAL(error) << "its_write_stl_ascii: Couldn't open " << file << " for writing";
|
|
return false;
|
|
}
|
|
|
|
fprintf(fp, "solid %s\n", label);
|
|
|
|
for (const stl_triangle_vertex_indices& face : indices) {
|
|
Vec3f vertex[3] = { vertices[face(0)], vertices[face(1)], vertices[face(2)] };
|
|
Vec3f normal = (vertex[1] - vertex[0]).cross(vertex[2] - vertex[1]).normalized();
|
|
fprintf(fp, " facet normal % .8E % .8E % .8E\n", normal(0), normal(1), normal(2));
|
|
fprintf(fp, " outer loop\n");
|
|
fprintf(fp, " vertex % .8E % .8E % .8E\n", vertex[0](0), vertex[0](1), vertex[0](2));
|
|
fprintf(fp, " vertex % .8E % .8E % .8E\n", vertex[1](0), vertex[1](1), vertex[1](2));
|
|
fprintf(fp, " vertex % .8E % .8E % .8E\n", vertex[2](0), vertex[2](1), vertex[2](2));
|
|
fprintf(fp, " endloop\n");
|
|
fprintf(fp, " endfacet\n");
|
|
}
|
|
|
|
fprintf(fp, "endsolid %s\n", label);
|
|
fclose(fp);
|
|
return true;
|
|
}
|
|
|
|
bool its_write_stl_binary(const char *file, const char *label, const std::vector<stl_triangle_vertex_indices> &indices, const std::vector<stl_vertex> &vertices)
|
|
{
|
|
FILE *fp = boost::nowide::fopen(file, "wb");
|
|
if (fp == nullptr) {
|
|
BOOST_LOG_TRIVIAL(error) << "its_write_stl_binary: Couldn't open " << file << " for writing";
|
|
return false;
|
|
}
|
|
|
|
{
|
|
static constexpr const int header_size = 80;
|
|
std::vector<char> header(header_size, 0);
|
|
if (int header_len = std::min((label == nullptr) ? 0 : int(strlen(label)), header_size); header_len > 0)
|
|
::memcpy(header.data(), label, header_len);
|
|
::fwrite(header.data(), header_size, 1, fp);
|
|
}
|
|
|
|
uint32_t nfaces = indices.size();
|
|
big_endian_reverse_quads(reinterpret_cast<char*>(&nfaces), 4);
|
|
::fwrite(&nfaces, 4, 1, fp);
|
|
|
|
stl_facet f;
|
|
f.extra[0] = 0;
|
|
f.extra[1] = 0;
|
|
for (const stl_triangle_vertex_indices& face : indices) {
|
|
f.vertex[0] = vertices[face(0)];
|
|
f.vertex[1] = vertices[face(1)];
|
|
f.vertex[2] = vertices[face(2)];
|
|
f.normal = (f.vertex[1] - f.vertex[0]).cross(f.vertex[2] - f.vertex[1]).normalized();
|
|
big_endian_reverse_quads(reinterpret_cast<char*>(&f), 48);
|
|
fwrite(&f, 50, 1, fp);
|
|
}
|
|
|
|
fclose(fp);
|
|
return true;
|
|
}
|
|
|
|
|
|
} // namespace Slic3r
|