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https://github.com/SoftFever/OrcaSlicer.git
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EigenMesh3D raycaster should now be able to pick a correct intersection on the object or inside a hole
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9dd18a8d6d
commit
2c1d256b0c
5 changed files with 147 additions and 57 deletions
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@ -183,18 +183,6 @@ void BoxIndex::foreach(std::function<void (const BoxIndexEl &)> fn)
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}
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namespace {
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// Iterates over hits and holes and returns the true hit, possibly
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// on the inside of a hole. Free function so it can return igl::Hit
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// without including igl in a header.
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igl::Hit filter_hits(const std::vector<EigenMesh3D::hit_result>& hits,
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const std::vector<DrainHole>& holes)
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{
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return igl::Hit();
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}
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} // namespace
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/* ****************************************************************************
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* EigenMesh3D implementation
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* ****************************************************************************/
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@ -280,21 +268,26 @@ EigenMesh3D::query_ray_hit(const Vec3d &s,
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const std::vector<DrainHole>* holes
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) const
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{
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assert(is_approx(dir.norm(), 1.));
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igl::Hit hit;
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hit.t = std::numeric_limits<float>::infinity();
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if (! holes)
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if (! holes) {
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m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
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else
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hit = filter_hits(query_ray_hits(s, dir), *holes);
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hit_result ret(*this);
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ret.m_t = double(hit.t);
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ret.m_dir = dir;
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ret.m_source = s;
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if(!std::isinf(hit.t) && !std::isnan(hit.t)) ret.m_face_id = hit.id;
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return ret;
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hit_result ret(*this);
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ret.m_t = double(hit.t);
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ret.m_dir = dir;
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ret.m_source = s;
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if(!std::isinf(hit.t) && !std::isnan(hit.t))
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ret.m_normal = this->normal_by_face_id(hit.id);
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return ret;
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}
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else {
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// If there are holes, the hit_results will be made by
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// query_ray_hits (object) and filter_hits (holes):
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return filter_hits(query_ray_hits(s, dir), *holes);
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}
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}
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std::vector<EigenMesh3D::hit_result>
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@ -316,12 +309,91 @@ EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
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outs.back().m_dir = dir;
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outs.back().m_source = s;
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if(!std::isinf(hit.t) && !std::isnan(hit.t))
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outs.back().m_face_id = hit.id;
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outs.back().m_normal = this->normal_by_face_id(hit.id);
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}
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return outs;
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}
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EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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const std::vector<EigenMesh3D::hit_result>& object_hits,
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const std::vector<DrainHole>& holes) const
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{
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hit_result out(*this);
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out.m_t = std::nan("");
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if (! holes.empty() && ! object_hits.empty()) {
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Vec3d s = object_hits.front().source();
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Vec3d dir = object_hits.front().direction();
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struct HoleHit {
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HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
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t(t_p), normal(normal_p), entry(entry_p) {}
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float t;
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Vec3d normal;
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bool entry;
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};
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std::vector<HoleHit> hole_isects;
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// Collect hits on all holes, preserve information about entry/exit
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for (const sla::DrainHole& hole : holes) {
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std::array<std::pair<float, Vec3d>, 2> isects;
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if (hole.get_intersections(s.cast<float>(),
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dir.cast<float>(), isects)) {
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hole_isects.emplace_back(isects[0].first, isects[0].second, true);
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hole_isects.emplace_back(isects[1].first, isects[1].second, false);
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}
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}
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// Holes can intersect each other, sort the hits by t
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std::sort(hole_isects.begin(), hole_isects.end(),
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[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
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// Now inspect the intersections with object and holes, keep track how
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// deep are we nested in mesh/holes and pick the correct intersection
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int hole_nested = 0;
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int object_nested = 0;
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bool is_hole = false;
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bool is_entry = false;
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const HoleHit* next_hole_hit = &hole_isects.front();
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const hit_result* next_mesh_hit = &object_hits.front();
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while (next_hole_hit || next_mesh_hit) {
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if (next_hole_hit && next_mesh_hit) // still have hole and obj hits
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is_hole = (next_hole_hit->t < next_mesh_hit->m_t);
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else
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is_hole = next_hole_hit; // one or the other ran out
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// Is this entry or exit hit?
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is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
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if (! is_hole && is_entry && hole_nested == 0) {
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// This mesh point is the one we seek
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return *next_mesh_hit;
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}
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if (is_hole && ! is_entry && object_nested != 0) {
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// This holehit is the one we seek
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out.m_t = next_hole_hit->t;
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out.m_normal = next_hole_hit->normal;
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out.m_source = s;
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out.m_dir = dir;
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return out;
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}
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hole_nested += (is_hole ? (is_entry ? 1 : -1) : 0);
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object_nested += (! is_hole ? (is_entry ? 1 : -1) : 0);
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// Advance the pointer
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if (is_hole && next_hole_hit++ == &hole_isects.back())
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next_hole_hit = nullptr;
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if (! is_hole && next_mesh_hit++ == &object_hits.back())
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next_mesh_hit = nullptr;
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}
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}
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return out;
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}
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#ifdef SLIC3R_SLA_NEEDS_WINDTREE
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EigenMesh3D::si_result EigenMesh3D::signed_distance(const Vec3d &p) const {
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double sign = 0; double sqdst = 0; int i = 0; Vec3d c;
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