97bc092cce
So it's not misleading if we use it for seam painting
156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
#ifndef libslic3r_TriangleSelector_hpp_
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#define libslic3r_TriangleSelector_hpp_
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// #define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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#include "Point.hpp"
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#include "TriangleMesh.hpp"
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namespace Slic3r {
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enum class EnforcerBlockerType : int8_t;
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// Following class holds information about selected triangles. It also has power
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// to recursively subdivide the triangles and make the selection finer.
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class TriangleSelector {
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public:
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void set_edge_limit(float edge_limit);
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// Create new object on a TriangleMesh. The referenced mesh must
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// stay valid, a ptr to it is saved and used.
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explicit TriangleSelector(const TriangleMesh& mesh);
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// Select all triangles fully inside the circle, subdivide where needed.
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void select_patch(const Vec3f& hit, // point where to start
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int facet_start, // facet that point belongs to
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const Vec3f& source, // camera position (mesh coords)
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const Vec3f& dir, // direction of the ray (mesh coords)
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float radius, // radius of the cursor
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EnforcerBlockerType new_state); // enforcer or blocker?
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// Get facets currently in the given state.
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indexed_triangle_set get_facets(EnforcerBlockerType state) const;
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// Set facet of the mesh to a given state. Only works for original triangles.
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void set_facet(int facet_idx, EnforcerBlockerType state);
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// Clear everything and make the tree empty.
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void reset();
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// Remove all unnecessary data.
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void garbage_collect();
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// Store the division trees in compact form (a long stream of
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// bits for each triangle of the original mesh).
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std::map<int, std::vector<bool>> serialize() const;
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// Load serialized data. Assumes that correct mesh is loaded.
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void deserialize(const std::map<int, std::vector<bool>> data);
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protected:
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// Triangle and info about how it's split.
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class Triangle {
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public:
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// Use TriangleSelector::push_triangle to create a new triangle.
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// It increments/decrements reference counter on vertices.
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Triangle(int a, int b, int c)
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: verts_idxs{a, b, c},
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state{EnforcerBlockerType(0)},
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number_of_splits{0},
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special_side_idx{0},
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old_number_of_splits{0}
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{}
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// Indices into m_vertices.
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std::array<int, 3> verts_idxs;
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// Is this triangle valid or marked to be removed?
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bool valid{true};
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// Children triangles.
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std::array<int, 4> children;
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// Set the division type.
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void set_division(int sides_to_split, int special_side_idx = -1);
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// Get/set current state.
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void set_state(EnforcerBlockerType type) { assert(! is_split()); state = type; }
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EnforcerBlockerType get_state() const { assert(! is_split()); return state; }
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// Get info on how it's split.
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bool is_split() const { return number_of_split_sides() != 0; }
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int number_of_split_sides() const { return number_of_splits; }
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int special_side() const { assert(is_split()); return special_side_idx; }
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bool was_split_before() const { return old_number_of_splits != 0; }
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void forget_history() { old_number_of_splits = 0; }
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private:
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int number_of_splits;
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int special_side_idx;
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EnforcerBlockerType state;
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// How many children were spawned during last split?
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// Is not reset on remerging the triangle.
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int old_number_of_splits;
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};
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struct Vertex {
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explicit Vertex(const stl_vertex& vert)
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: v{vert},
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ref_cnt{0}
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{}
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stl_vertex v;
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int ref_cnt;
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};
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// Lists of vertices and triangles, both original and new
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std::vector<Vertex> m_vertices;
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std::vector<Triangle> m_triangles;
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const TriangleMesh* m_mesh;
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// Number of invalid triangles (to trigger garbage collection).
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int m_invalid_triangles;
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// Limiting length of triangle side (squared).
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float m_edge_limit_sqr = 1.f;
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// Number of original vertices and triangles.
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int m_orig_size_vertices = 0;
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int m_orig_size_indices = 0;
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// Cache for cursor position, radius and direction.
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struct Cursor {
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Vec3f center;
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Vec3f source;
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Vec3f dir;
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float radius_sqr;
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};
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Cursor m_cursor;
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float m_old_cursor_radius;
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// Private functions:
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bool select_triangle(int facet_idx, EnforcerBlockerType type,
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bool recursive_call = false);
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bool is_point_inside_cursor(const Vec3f& point) const;
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int vertices_inside(int facet_idx) const;
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bool faces_camera(int facet) const;
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void undivide_triangle(int facet_idx);
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void split_triangle(int facet_idx);
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void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
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bool is_pointer_in_triangle(int facet_idx) const;
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bool is_edge_inside_cursor(int facet_idx) const;
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void push_triangle(int a, int b, int c);
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void perform_split(int facet_idx, EnforcerBlockerType old_state);
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};
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} // namespace Slic3r
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#endif // libslic3r_TriangleSelector_hpp_
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