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Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings. Use bundled igl by default. Not building with the dependency scripts if not explicitly stated. This way, it will stay in Fix the libigl patch to include C source files in header only mode.
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1095 changed files with 181 additions and 5 deletions
86
src/libigl/igl/ray_mesh_intersect.cpp
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86
src/libigl/igl/ray_mesh_intersect.cpp
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2016 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "ray_mesh_intersect.h"
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extern "C"
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{
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#include "raytri.c"
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}
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template <
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typename Derivedsource,
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typename Deriveddir,
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typename DerivedV,
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typename DerivedF>
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IGL_INLINE bool igl::ray_mesh_intersect(
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const Eigen::MatrixBase<Derivedsource> & s,
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const Eigen::MatrixBase<Deriveddir> & dir,
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const Eigen::MatrixBase<DerivedV> & V,
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const Eigen::MatrixBase<DerivedF> & F,
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std::vector<igl::Hit> & hits)
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{
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using namespace Eigen;
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using namespace std;
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// Should be but can't be const
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Vector3d s_d = s.template cast<double>();
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Vector3d dir_d = dir.template cast<double>();
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hits.clear();
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// loop over all triangles
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for(int f = 0;f<F.rows();f++)
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{
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// Should be but can't be const
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RowVector3d v0 = V.row(F(f,0)).template cast<double>();
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RowVector3d v1 = V.row(F(f,1)).template cast<double>();
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RowVector3d v2 = V.row(F(f,2)).template cast<double>();
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// shoot ray, record hit
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double t,u,v;
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if(intersect_triangle1(
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s_d.data(), dir_d.data(), v0.data(), v1.data(), v2.data(), &t, &u, &v) &&
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t>0)
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{
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hits.push_back({(int)f,(int)-1,(float)u,(float)v,(float)t});
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}
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}
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// Sort hits based on distance
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std::sort(
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hits.begin(),
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hits.end(),
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[](const Hit & a, const Hit & b)->bool{ return a.t < b.t;});
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return hits.size() > 0;
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}
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template <
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typename Derivedsource,
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typename Deriveddir,
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typename DerivedV,
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typename DerivedF>
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IGL_INLINE bool igl::ray_mesh_intersect(
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const Eigen::MatrixBase<Derivedsource> & source,
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const Eigen::MatrixBase<Deriveddir> & dir,
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const Eigen::MatrixBase<DerivedV> & V,
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const Eigen::MatrixBase<DerivedF> & F,
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igl::Hit & hit)
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{
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std::vector<igl::Hit> hits;
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ray_mesh_intersect(source,dir,V,F,hits);
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if(hits.size() > 0)
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{
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hit = hits.front();
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return true;
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}else
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{
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return false;
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}
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}
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#ifdef IGL_STATIC_LIBRARY
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// Explicit template instantiation
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template bool igl::ray_mesh_intersect<Eigen::Matrix<float, 3, 1, 0, 3, 1>, Eigen::Matrix<float, 3, 1, 0, 3, 1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&, Eigen::MatrixBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, std::vector<igl::Hit, std::allocator<igl::Hit> >&);
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template bool igl::ray_mesh_intersect<Eigen::Matrix<float, 3, 1, 0, 3, 1>, Eigen::Matrix<float, 3, 1, 0, 3, 1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&, Eigen::MatrixBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, igl::Hit&);
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template bool igl::ray_mesh_intersect<Eigen::Matrix<double, 1, 3, 1, 1, 3>, Eigen::Matrix<double, 1, 3, 1, 1, 3>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Block<Eigen::Matrix<int, -1, -1, 0, -1, -1> const, 1, -1, false> >(Eigen::MatrixBase<Eigen::Matrix<double, 1, 3, 1, 1, 3> > const&, Eigen::MatrixBase<Eigen::Matrix<double, 1, 3, 1, 1, 3> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Block<Eigen::Matrix<int, -1, -1, 0, -1, -1> const, 1, -1, false> > const&, igl::Hit&);
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#endif
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