Renamed create_face_neighbors_index() to its_face_edge_ids().

Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par().
New variant of its_face_edge_ids() to create edge IDs from face neighbors.
Fixed some incorrect use of _NDEBUG, it should be NDEBUG.
PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons.
Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons.
TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated.
New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation.
TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers.
When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps.
When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure.
GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3.
Improved MMU painting refresh speed by optimizing generation of the vertex buffers.
Refactored MMU segmentation - projection of painted surfaces from top / bottom.
	1) Parallelized.
	2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
This commit is contained in:
Vojtech Bubnik 2021-06-20 15:21:12 +02:00
parent d08a70478e
commit 0d70a2be69
23 changed files with 1357 additions and 489 deletions

View file

@ -728,7 +728,7 @@ static std::vector<EdgeToFace> create_edge_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 ThrowOnCancelCallback>
static inline std::vector<Vec3i> create_face_neighbors_index_impl(const indexed_triangle_set &its, ThrowOnCancelCallback throw_on_cancel)
static inline std::vector<Vec3i> its_face_edge_ids_impl(const indexed_triangle_set &its, ThrowOnCancelCallback throw_on_cancel)
{
std::vector<Vec3i> out(its.indices.size(), Vec3i(-1, -1, -1));
@ -778,14 +778,56 @@ static inline std::vector<Vec3i> create_face_neighbors_index_impl(const indexed_
return out;
}
std::vector<Vec3i> create_face_neighbors_index(const indexed_triangle_set &its)
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its)
{
return create_face_neighbors_index_impl(its, [](){});
return its_face_edge_ids_impl(its, [](){});
}
std::vector<Vec3i> create_face_neighbors_index(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback)
std::vector<Vec3i> its_face_edge_ids(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback)
{
return create_face_neighbors_index_impl(its, throw_on_cancel_callback);
return its_face_edge_ids_impl(its, throw_on_cancel_callback);
}
// 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.
@ -1219,14 +1261,14 @@ void VertexFaceIndex::create(const indexed_triangle_set &its)
m_vertex_to_face_start.front() = 0;
}
std::vector<Vec3i> its_create_neighbors_index(const indexed_triangle_set &its)
std::vector<Vec3i> its_face_neighbors(const indexed_triangle_set &its)
{
return create_neighbors_index(ex_seq, its);
return create_face_neighbors_index(ex_seq, its);
}
std::vector<Vec3i> its_create_neighbors_index_par(const indexed_triangle_set &its)
std::vector<Vec3i> its_face_neighbors_par(const indexed_triangle_set &its)
{
return create_neighbors_index(ex_tbb, its);
return create_face_neighbors_index(ex_tbb, its);
}
} // namespace Slic3r