db2d78ff21
Fix of the new gap_fill_enable flag: Take it into account when comparing regions.
400 lines
13 KiB
C++
400 lines
13 KiB
C++
/* ADMesh -- process triangulated solid meshes
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* Copyright (C) 1995, 1996 Anthony D. Martin <amartin@engr.csulb.edu>
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* Copyright (C) 2013, 2014 several contributors, see AUTHORS
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Questions, comments, suggestions, etc to
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* https://github.com/admesh/admesh/issues
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <boost/log/trivial.hpp>
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#include "stl.h"
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void stl_verify_neighbors(stl_file *stl)
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{
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stl->stats.backwards_edges = 0;
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i) {
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for (int j = 0; j < 3; ++ j) {
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struct stl_edge {
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stl_vertex p1;
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stl_vertex p2;
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int facet_number;
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};
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stl_edge edge_a;
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edge_a.p1 = stl->facet_start[i].vertex[j];
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edge_a.p2 = stl->facet_start[i].vertex[(j + 1) % 3];
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int neighbor = stl->neighbors_start[i].neighbor[j];
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if (neighbor == -1)
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continue; // this edge has no neighbor... Continue.
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int vnot = stl->neighbors_start[i].which_vertex_not[j];
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stl_edge edge_b;
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if (vnot < 3) {
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edge_b.p1 = stl->facet_start[neighbor].vertex[(vnot + 2) % 3];
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edge_b.p2 = stl->facet_start[neighbor].vertex[(vnot + 1) % 3];
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} else {
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stl->stats.backwards_edges += 1;
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edge_b.p1 = stl->facet_start[neighbor].vertex[(vnot + 1) % 3];
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edge_b.p2 = stl->facet_start[neighbor].vertex[(vnot + 2) % 3];
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}
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if (edge_a.p1 != edge_b.p1 || edge_a.p2 != edge_b.p2) {
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// These edges should match but they don't. Print results.
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BOOST_LOG_TRIVIAL(info) << "edge " << j << " of facet " << i << " doesn't match edge " << (vnot + 1) << " of facet " << neighbor;
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stl_write_facet(stl, (char*)"first facet", i);
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stl_write_facet(stl, (char*)"second facet", neighbor);
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}
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}
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}
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}
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void stl_translate(stl_file *stl, float x, float y, float z)
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{
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stl_vertex new_min(x, y, z);
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stl_vertex shift = new_min - stl->stats.min;
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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stl->facet_start[i].vertex[j] += shift;
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stl->stats.min = new_min;
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stl->stats.max += shift;
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}
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/* Translates the stl by x,y,z, relatively from wherever it is currently */
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void stl_translate_relative(stl_file *stl, float x, float y, float z)
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{
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stl_vertex shift(x, y, z);
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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stl->facet_start[i].vertex[j] += shift;
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stl->stats.min += shift;
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stl->stats.max += shift;
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}
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void stl_scale_versor(stl_file *stl, const stl_vertex &versor)
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{
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// Scale extents.
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auto s = versor.array();
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stl->stats.min.array() *= s;
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stl->stats.max.array() *= s;
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// Scale size.
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stl->stats.size.array() *= s;
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// Scale volume.
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if (stl->stats.volume > 0.0)
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stl->stats.volume *= versor(0) * versor(1) * versor(2);
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// Scale the mesh.
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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stl->facet_start[i].vertex[j].array() *= s;
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}
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static void calculate_normals(stl_file *stl)
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{
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stl_normal normal;
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i) {
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stl_calculate_normal(normal, &stl->facet_start[i]);
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stl_normalize_vector(normal);
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stl->facet_start[i].normal = normal;
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}
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}
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static inline void rotate_point_2d(float &x, float &y, const double c, const double s)
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{
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double xold = x;
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double yold = y;
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x = float(c * xold - s * yold);
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y = float(s * xold + c * yold);
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}
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void stl_rotate_x(stl_file *stl, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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rotate_point_2d(stl->facet_start[i].vertex[j](1), stl->facet_start[i].vertex[j](2), c, s);
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stl_get_size(stl);
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calculate_normals(stl);
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}
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void stl_rotate_y(stl_file *stl, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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rotate_point_2d(stl->facet_start[i].vertex[j](2), stl->facet_start[i].vertex[j](0), c, s);
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stl_get_size(stl);
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calculate_normals(stl);
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}
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void stl_rotate_z(stl_file *stl, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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rotate_point_2d(stl->facet_start[i].vertex[j](0), stl->facet_start[i].vertex[j](1), c, s);
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stl_get_size(stl);
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calculate_normals(stl);
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}
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void its_rotate_x(indexed_triangle_set &its, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (stl_vertex &v : its.vertices)
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rotate_point_2d(v(1), v(2), c, s);
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}
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void its_rotate_y(indexed_triangle_set& its, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (stl_vertex& v : its.vertices)
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rotate_point_2d(v(2), v(0), c, s);
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}
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void its_rotate_z(indexed_triangle_set& its, float angle)
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{
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double radian_angle = (angle / 180.0) * M_PI;
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double c = cos(radian_angle);
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double s = sin(radian_angle);
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for (stl_vertex& v : its.vertices)
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rotate_point_2d(v(0), v(1), c, s);
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}
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void stl_get_size(stl_file *stl)
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{
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if (stl->stats.number_of_facets == 0)
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return;
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stl->stats.min = stl->facet_start[0].vertex[0];
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stl->stats.max = stl->stats.min;
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i) {
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const stl_facet &face = stl->facet_start[i];
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for (int j = 0; j < 3; ++ j) {
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stl->stats.min = stl->stats.min.cwiseMin(face.vertex[j]);
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stl->stats.max = stl->stats.max.cwiseMax(face.vertex[j]);
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}
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}
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stl->stats.size = stl->stats.max - stl->stats.min;
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stl->stats.bounding_diameter = stl->stats.size.norm();
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}
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void stl_mirror_xy(stl_file *stl)
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{
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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stl->facet_start[i].vertex[j](2) *= -1.0;
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float temp_size = stl->stats.min(2);
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stl->stats.min(2) = stl->stats.max(2);
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stl->stats.max(2) = temp_size;
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stl->stats.min(2) *= -1.0;
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stl->stats.max(2) *= -1.0;
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stl_reverse_all_facets(stl);
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stl->stats.facets_reversed -= stl->stats.number_of_facets; /* for not altering stats */
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}
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void stl_mirror_yz(stl_file *stl)
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{
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; j++)
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stl->facet_start[i].vertex[j](0) *= -1.0;
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float temp_size = stl->stats.min(0);
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stl->stats.min(0) = stl->stats.max(0);
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stl->stats.max(0) = temp_size;
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stl->stats.min(0) *= -1.0;
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stl->stats.max(0) *= -1.0;
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stl_reverse_all_facets(stl);
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stl->stats.facets_reversed -= stl->stats.number_of_facets; /* for not altering stats */
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}
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void stl_mirror_xz(stl_file *stl)
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{
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i)
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for (int j = 0; j < 3; ++ j)
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stl->facet_start[i].vertex[j](1) *= -1.0;
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float temp_size = stl->stats.min(1);
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stl->stats.min(1) = stl->stats.max(1);
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stl->stats.max(1) = temp_size;
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stl->stats.min(1) *= -1.0;
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stl->stats.max(1) *= -1.0;
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stl_reverse_all_facets(stl);
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stl->stats.facets_reversed -= stl->stats.number_of_facets; // for not altering stats
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}
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static float get_area(stl_facet *facet)
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{
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/* cast to double before calculating cross product because large coordinates
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can result in overflowing product
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(bad area is responsible for bad volume and bad facets reversal) */
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double cross[3][3];
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for (int i = 0; i < 3; i++) {
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cross[i][0]=(((double)facet->vertex[i](1) * (double)facet->vertex[(i + 1) % 3](2)) -
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((double)facet->vertex[i](2) * (double)facet->vertex[(i + 1) % 3](1)));
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cross[i][1]=(((double)facet->vertex[i](2) * (double)facet->vertex[(i + 1) % 3](0)) -
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((double)facet->vertex[i](0) * (double)facet->vertex[(i + 1) % 3](2)));
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cross[i][2]=(((double)facet->vertex[i](0) * (double)facet->vertex[(i + 1) % 3](1)) -
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((double)facet->vertex[i](1) * (double)facet->vertex[(i + 1) % 3](0)));
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}
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stl_normal sum;
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sum(0) = cross[0][0] + cross[1][0] + cross[2][0];
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sum(1) = cross[0][1] + cross[1][1] + cross[2][1];
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sum(2) = cross[0][2] + cross[1][2] + cross[2][2];
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// This should already be done. But just in case, let's do it again.
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//FIXME this is questionable. the "sum" normal should be accurate, while the normal "n" may be calculated with a low accuracy.
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stl_normal n;
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stl_calculate_normal(n, facet);
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stl_normalize_vector(n);
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return 0.5f * n.dot(sum);
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}
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static float get_volume(stl_file *stl)
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{
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// Choose a point, any point as the reference.
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stl_vertex p0 = stl->facet_start[0].vertex[0];
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float volume = 0.f;
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for (uint32_t i = 0; i < stl->stats.number_of_facets; ++ i) {
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// Do dot product to get distance from point to plane.
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float height = stl->facet_start[i].normal.dot(stl->facet_start[i].vertex[0] - p0);
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float area = get_area(&stl->facet_start[i]);
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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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void stl_calculate_volume(stl_file *stl)
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{
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stl->stats.volume = get_volume(stl);
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if (stl->stats.volume < 0.0) {
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stl_reverse_all_facets(stl);
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stl->stats.volume = -stl->stats.volume;
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}
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}
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void stl_repair(
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stl_file *stl,
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bool fixall_flag,
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bool exact_flag,
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bool tolerance_flag,
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float tolerance,
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bool increment_flag,
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float increment,
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bool nearby_flag,
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int iterations,
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bool remove_unconnected_flag,
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bool fill_holes_flag,
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bool normal_directions_flag,
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bool normal_values_flag,
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bool reverse_all_flag,
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bool verbose_flag)
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{
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if (exact_flag || fixall_flag || nearby_flag || remove_unconnected_flag || fill_holes_flag || normal_directions_flag) {
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if (verbose_flag)
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printf("Checking exact...\n");
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exact_flag = true;
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stl_check_facets_exact(stl);
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stl->stats.facets_w_1_bad_edge = (stl->stats.connected_facets_2_edge - stl->stats.connected_facets_3_edge);
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stl->stats.facets_w_2_bad_edge = (stl->stats.connected_facets_1_edge - stl->stats.connected_facets_2_edge);
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stl->stats.facets_w_3_bad_edge = (stl->stats.number_of_facets - stl->stats.connected_facets_1_edge);
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}
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if (nearby_flag || fixall_flag) {
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if (! tolerance_flag)
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tolerance = stl->stats.shortest_edge;
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if (! increment_flag)
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increment = stl->stats.bounding_diameter / 10000.0;
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}
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if (stl->stats.connected_facets_3_edge < int(stl->stats.number_of_facets)) {
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int last_edges_fixed = 0;
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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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if (verbose_flag)
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printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
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stl_check_facets_nearby(stl, tolerance);
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if (verbose_flag)
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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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if (verbose_flag)
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printf("All facets connected. No further nearby check necessary.\n");
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break;
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}
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}
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} else if (verbose_flag)
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printf("All facets connected. No nearby check necessary.\n");
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if (remove_unconnected_flag || fixall_flag || fill_holes_flag) {
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if (stl->stats.connected_facets_3_edge < int(stl->stats.number_of_facets)) {
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if (verbose_flag)
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printf("Removing unconnected facets...\n");
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stl_remove_unconnected_facets(stl);
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} else if (verbose_flag)
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printf("No unconnected need to be removed.\n");
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}
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if (fill_holes_flag || fixall_flag) {
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if (stl->stats.connected_facets_3_edge < int(stl->stats.number_of_facets)) {
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if (verbose_flag)
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printf("Filling holes...\n");
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stl_fill_holes(stl);
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} else if (verbose_flag)
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printf("No holes need to be filled.\n");
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}
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if (reverse_all_flag) {
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if (verbose_flag)
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printf("Reversing all facets...\n");
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stl_reverse_all_facets(stl);
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}
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if (normal_directions_flag || fixall_flag) {
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if (verbose_flag)
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printf("Checking normal directions...\n");
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stl_fix_normal_directions(stl);
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}
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if (normal_values_flag || fixall_flag) {
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if (verbose_flag)
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printf("Checking normal values...\n");
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stl_fix_normal_values(stl);
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}
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// Always calculate the volume. It shouldn't take too long.
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if (verbose_flag)
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printf("Calculating volume...\n");
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stl_calculate_volume(stl);
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if (exact_flag) {
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if (verbose_flag)
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printf("Verifying neighbors...\n");
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stl_verify_neighbors(stl);
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}
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}
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