160 lines
4.9 KiB
C++
160 lines
4.9 KiB
C++
#include "TriangulateWall.hpp"
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#include "MTUtils.hpp"
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namespace Slic3r {
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//class Ring {
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// size_t idx = 0, nextidx = 1, startidx = 0, begin = 0, end = 0;
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//public:
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// explicit Ring(size_t from, size_t to) : begin(from), end(to) { init(begin); }
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// size_t size() const { return end - begin; }
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// std::pair<size_t, size_t> pos() const { return {idx, nextidx}; }
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// bool is_lower() const { return idx < size(); }
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// void inc()
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// {
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// if (nextidx != startidx) nextidx++;
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// if (nextidx == end) nextidx = begin;
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// idx ++;
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// if (idx == end) idx = begin;
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// }
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// void init(size_t pos)
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// {
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// startidx = begin + (pos - begin) % size();
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// idx = startidx;
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// nextidx = begin + (idx + 1 - begin) % size();
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// }
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// bool is_finished() const { return nextidx == idx; }
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//};
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//template<class Sc>
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//static Sc sq_dst(const Vec<3, Sc> &v1, const Vec<3, Sc>& v2)
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//{
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// Vec<3, Sc> v = v1 - v2;
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// return v.x() * v.x() + v.y() * v.y() /*+ v.z() * v.z()*/;
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//}
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//template<class Sc>
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//static Sc trscore(const Ring & onring,
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// const Ring & offring,
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// const std::vector<Vec<3, Sc>> &pts)
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//{
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// Sc a = sq_dst(pts[onring.pos().first], pts[offring.pos().first]);
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// Sc b = sq_dst(pts[onring.pos().second], pts[offring.pos().first]);
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// return (std::abs(a) + std::abs(b)) / 2.;
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//}
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//template<class Sc>
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//class Triangulator {
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// const std::vector<Vec<3, Sc>> *pts;
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// Ring *onring, *offring;
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// double calc_score() const
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// {
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// return trscore(*onring, *offring, *pts);
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// }
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// void synchronize_rings()
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// {
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// Ring lring = *offring;
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// auto minsc = trscore(*onring, lring, *pts);
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// size_t imin = lring.pos().first;
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// lring.inc();
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// while(!lring.is_finished()) {
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// double score = trscore(*onring, lring, *pts);
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// if (score < minsc) { minsc = score; imin = lring.pos().first; }
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// lring.inc();
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// }
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// offring->init(imin);
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// }
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// void emplace_indices(std::vector<Vec3i> &indices)
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// {
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// Vec3i tr{int(onring->pos().first), int(onring->pos().second),
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// int(offring->pos().first)};
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// if (onring->is_lower()) std::swap(tr(0), tr(1));
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// indices.emplace_back(tr);
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// }
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//public:
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// void run(std::vector<Vec3i> &indices)
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// {
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// synchronize_rings();
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// double score = 0, prev_score = 0;
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// while (!onring->is_finished() || !offring->is_finished()) {
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// prev_score = score;
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// if (onring->is_finished() || (score = calc_score()) > prev_score) {
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// std::swap(onring, offring);
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// } else {
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// emplace_indices(indices);
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// onring->inc();
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// }
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// }
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// }
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// explicit Triangulator(const std::vector<Vec<3, Sc>> *points,
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// Ring & lower,
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// Ring & upper)
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// : pts{points}, onring{&upper}, offring{&lower}
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// {}
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//};
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//template<class Sc, class I>
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//void triangulate_wall(std::vector<Vec<3, Sc>> &pts,
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// std::vector<Vec<3, I>> & ind,
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// const Polygon & lower,
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// const Polygon & upper,
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// double lower_z_mm,
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// double upper_z_mm)
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//{
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// if (upper.points.size() < 3 || lower.points.size() < 3) return;
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// pts.reserve(lower.points.size() + upper.points.size());
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// for (auto &p : lower.points)
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// pts.emplace_back(unscaled(p.x()), unscaled(p.y()), lower_z_mm);
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// for (auto &p : upper.points)
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// pts.emplace_back(unscaled(p.x()), unscaled(p.y()), upper_z_mm);
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// ind.reserve(2 * (lower.size() + upper.size()));
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// Ring lring{0, lower.points.size()}, uring{lower.points.size(), pts.size()};
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// Triangulator t{&pts, lring, uring};
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// t.run(ind);
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//}
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//Wall triangulate_wall(const Polygon &lower,
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// const Polygon &upper,
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// double lower_z_mm,
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// double upper_z_mm)
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//{
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// if (upper.points.size() < 3 || lower.points.size() < 3) return {};
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// Wall wall;
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// auto &pts = wall.first;
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// auto &ind = wall.second;
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// pts.reserve(lower.points.size() + upper.points.size());
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// for (auto &p : lower.points)
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// wall.first.emplace_back(unscaled(p.x()), unscaled(p.y()), lower_z_mm);
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// for (auto &p : upper.points)
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// wall.first.emplace_back(unscaled(p.x()), unscaled(p.y()), upper_z_mm);
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// ind.reserve(2 * (lower.size() + upper.size()));
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// Ring lring{0, lower.points.size()}, uring{lower.points.size(), pts.size()};
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// Triangulator t{&pts, lring, uring};
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// t.run(ind);
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// return wall;
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//}
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} // namespace Slic3r
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