Reworked visualization of selected triangles by seed fill and bucket fill inside the multi-material painting gizmo. Now is drawn boundary around a selected area, and also all triangles inside the selected area are drawn with a darker color.

This commit is contained in:
Lukáš Hejl 2021-08-10 21:38:48 +02:00
parent e5ce748b10
commit 18cff61bd2
8 changed files with 239 additions and 34 deletions

View file

@ -295,11 +295,48 @@ void TriangleSelector::append_touching_subtriangles(int itriangle, int vertexi,
process_subtriangle(touching.second, Partition::Second);
}
void TriangleSelector::bucket_fill_select_triangles(const Vec3f& hit, int facet_start, bool propagate)
// It appends all edges that are touching the edge (vertexi, vertexj) of the triangle and are not selected by seed fill
// It doesn't append the edges that are touching the triangle only by part of the edge that means the triangles are from lower depth.
void TriangleSelector::append_touching_edges(int itriangle, int vertexi, int vertexj, std::vector<Vec2i> &touching_edges_out) const
{
if (itriangle == -1)
return;
auto process_subtriangle = [this, &itriangle, &vertexi, &vertexj, &touching_edges_out](const int subtriangle_idx, Partition partition) -> void {
assert(subtriangle_idx != -1);
if (!m_triangles[subtriangle_idx].is_split()) {
if (!m_triangles[subtriangle_idx].is_selected_by_seed_fill()) {
int midpoint = this->triangle_midpoint(itriangle, vertexi, vertexj);
if (partition == Partition::First && midpoint != -1) {
touching_edges_out.emplace_back(vertexi, midpoint);
} else if (partition == Partition::First && midpoint == -1) {
touching_edges_out.emplace_back(vertexi, vertexj);
} else {
assert(midpoint != -1 && partition == Partition::Second);
touching_edges_out.emplace_back(midpoint, vertexj);
}
}
} else if (int midpoint = this->triangle_midpoint(itriangle, vertexi, vertexj); midpoint != -1)
append_touching_edges(subtriangle_idx, partition == Partition::First ? vertexi : midpoint, partition == Partition::First ? midpoint : vertexj,
touching_edges_out);
else
append_touching_edges(subtriangle_idx, vertexi, vertexj, touching_edges_out);
};
std::pair<int, int> touching = this->triangle_subtriangles(itriangle, vertexi, vertexj);
if (touching.first != -1)
process_subtriangle(touching.first, Partition::First);
if (touching.second != -1)
process_subtriangle(touching.second, Partition::Second);
}
void TriangleSelector::bucket_fill_select_triangles(const Vec3f& hit, int facet_start, bool propagate, bool force_reselection)
{
int start_facet_idx = select_unsplit_triangle(hit, facet_start);
assert(start_facet_idx != -1);
// Recompute bucket fill only if the cursor is pointing on facet unselected by bucket fill.
if (start_facet_idx == -1 || m_triangles[start_facet_idx].is_selected_by_seed_fill())
if (start_facet_idx == -1 || (m_triangles[start_facet_idx].is_selected_by_seed_fill() && !force_reselection))
return;
assert(!m_triangles[start_facet_idx].is_split());
@ -1358,6 +1395,48 @@ void TriangleSelector::get_facets_split_by_tjoints(const Vec3i &vertices, const
}
}
std::vector<Vec2i> TriangleSelector::get_seed_fill_contour() const {
std::vector<Vec2i> edges_out;
for (int facet_idx = 0; facet_idx < this->m_orig_size_indices; ++facet_idx) {
const Vec3i neighbors = root_neighbors(*m_mesh, facet_idx);
assert(this->verify_triangle_neighbors(m_triangles[facet_idx], neighbors));
this->get_seed_fill_contour_recursive(facet_idx, neighbors, neighbors, edges_out);
}
return edges_out;
}
void TriangleSelector::get_seed_fill_contour_recursive(const int facet_idx, const Vec3i &neighbors, const Vec3i &neighbors_propagated, std::vector<Vec2i> &edges_out) const {
assert(facet_idx != -1 && facet_idx < int(m_triangles.size()));
assert(this->verify_triangle_neighbors(m_triangles[facet_idx], neighbors));
const Triangle *tr = &m_triangles[facet_idx];
if (!tr->valid())
return;
if (tr->is_split()) {
int num_of_children = tr->number_of_split_sides() + 1;
if (num_of_children != 1) {
for (int i = 0; i < num_of_children; ++i) {
assert(i < int(tr->children.size()));
assert(tr->children[i] < int(m_triangles.size()));
// Recursion, deep first search over the children of this triangle.
// All children of this triangle were created by splitting a single source triangle of the original mesh.
this->get_seed_fill_contour_recursive(tr->children[i], this->child_neighbors(*tr, neighbors, i), this->child_neighbors_propagated(*tr, neighbors_propagated, i), edges_out);
}
}
} else if (tr->is_selected_by_seed_fill()) {
Vec3i vertices = {m_triangles[facet_idx].verts_idxs[0], m_triangles[facet_idx].verts_idxs[1], m_triangles[facet_idx].verts_idxs[2]};
append_touching_edges(neighbors(0), vertices(1), vertices(0), edges_out);
append_touching_edges(neighbors(1), vertices(2), vertices(1), edges_out);
append_touching_edges(neighbors(2), vertices(0), vertices(2), edges_out);
// It appends the edges that are touching the triangle only by part of the edge that means the triangles are from lower depth.
for (int idx = 0; idx < 3; ++idx)
if (int neighbor_tr_idx = neighbors_propagated(idx); neighbor_tr_idx != -1 && !m_triangles[neighbor_tr_idx].is_split() && !m_triangles[neighbor_tr_idx].is_selected_by_seed_fill())
edges_out.emplace_back(vertices(idx), vertices(next_idx_modulo(idx, 3)));
}
}
std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> TriangleSelector::serialize() const
{
// Each original triangle of the mesh is assigned a number encoding its state