mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 09:17:52 -06:00
SLAPrint steps moved to separate module.
* Lambdas replaced with class methods
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12 changed files with 1214 additions and 1076 deletions
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@ -1,11 +1,13 @@
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#include <cmath>
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#include <libslic3r/SLA/Common.hpp>
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#include <libslic3r/SLA/Concurrency.hpp>
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#include <libslic3r/SLA/SupportTree.hpp>
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#include <libslic3r/SLA/SpatIndex.hpp>
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#include <libslic3r/SLA/EigenMesh3D.hpp>
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#include <libslic3r/SLA/Contour3D.hpp>
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#include <libslic3r/SLA/Clustering.hpp>
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// Workaround: IGL signed_distance.h will define PI in the igl namespace.
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#undef PI
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@ -351,128 +353,131 @@ PointSet normals(const PointSet& points,
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std::function<void()> thr, // throw on cancel
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const std::vector<unsigned>& pt_indices)
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{
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if(points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
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if (points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
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return {};
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std::vector<unsigned> range = pt_indices;
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if(range.empty()) {
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if (range.empty()) {
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range.resize(size_t(points.rows()), 0);
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std::iota(range.begin(), range.end(), 0);
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}
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PointSet ret(range.size(), 3);
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PointSet ret(range.size(), 3);
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// for (size_t ridx = 0; ridx < range.size(); ++ridx)
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tbb::parallel_for(size_t(0), range.size(),
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[&ret, &range, &mesh, &points, thr, eps](size_t ridx)
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{
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thr();
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auto eidx = Eigen::Index(range[ridx]);
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int faceid = 0;
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Vec3d p;
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mesh.squared_distance(points.row(eidx), faceid, p);
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auto trindex = mesh.F().row(faceid);
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const Vec3d& p1 = mesh.V().row(trindex(0));
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const Vec3d& p2 = mesh.V().row(trindex(1));
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const Vec3d& p3 = mesh.V().row(trindex(2));
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// We should check if the point lies on an edge of the hosting triangle.
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// If it does then all the other triangles using the same two points
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// have to be searched and the final normal should be some kind of
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// aggregation of the participating triangle normals. We should also
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// consider the cases where the support point lies right on a vertex
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// of its triangle. The procedure is the same, get the neighbor
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// triangles and calculate an average normal.
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// mark the vertex indices of the edge. ia and ib marks and edge ic
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// will mark a single vertex.
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int ia = -1, ib = -1, ic = -1;
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if(std::abs(distance(p, p1)) < eps) {
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ic = trindex(0);
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}
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else if(std::abs(distance(p, p2)) < eps) {
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ic = trindex(1);
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}
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else if(std::abs(distance(p, p3)) < eps) {
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ic = trindex(2);
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}
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else if(point_on_edge(p, p1, p2, eps)) {
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ia = trindex(0); ib = trindex(1);
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}
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else if(point_on_edge(p, p2, p3, eps)) {
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ia = trindex(1); ib = trindex(2);
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}
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else if(point_on_edge(p, p1, p3, eps)) {
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ia = trindex(0); ib = trindex(2);
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}
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// vector for the neigboring triangles including the detected one.
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std::vector<Vec3i> neigh;
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if(ic >= 0) { // The point is right on a vertex of the triangle
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for(int n = 0; n < mesh.F().rows(); ++n) {
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thr();
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Vec3i ni = mesh.F().row(n);
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if((ni(X) == ic || ni(Y) == ic || ni(Z) == ic))
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neigh.emplace_back(ni);
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}
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}
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else if(ia >= 0 && ib >= 0) { // the point is on and edge
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// now get all the neigboring triangles
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for(int n = 0; n < mesh.F().rows(); ++n) {
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thr();
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Vec3i ni = mesh.F().row(n);
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if((ni(X) == ia || ni(Y) == ia || ni(Z) == ia) &&
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(ni(X) == ib || ni(Y) == ib || ni(Z) == ib))
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neigh.emplace_back(ni);
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}
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}
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// Calculate the normals for the neighboring triangles
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std::vector<Vec3d> neighnorms; neighnorms.reserve(neigh.size());
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for(const Vec3i& tri : neigh) {
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const Vec3d& pt1 = mesh.V().row(tri(0));
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const Vec3d& pt2 = mesh.V().row(tri(1));
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const Vec3d& pt3 = mesh.V().row(tri(2));
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Eigen::Vector3d U = pt2 - pt1;
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Eigen::Vector3d V = pt3 - pt1;
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neighnorms.emplace_back(U.cross(V).normalized());
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}
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// Throw out duplicates. They would cause trouble with summing. We will
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// use std::unique which works on sorted ranges. We will sort by the
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// coefficient-wise sum of the normals. It should force the same
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// elements to be consecutive.
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std::sort(neighnorms.begin(), neighnorms.end(),
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[](const Vec3d& v1, const Vec3d& v2){
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return v1.sum() < v2.sum();
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});
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auto lend = std::unique(neighnorms.begin(), neighnorms.end(),
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[](const Vec3d& n1, const Vec3d& n2) {
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// Compare normals for equivalence. This is controvers stuff.
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auto deq = [](double a, double b) { return std::abs(a-b) < 1e-3; };
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return deq(n1(X), n2(X)) && deq(n1(Y), n2(Y)) && deq(n1(Z), n2(Z));
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});
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if(!neighnorms.empty()) { // there were neighbors to count with
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// sum up the normals and then normalize the result again.
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// This unification seems to be enough.
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Vec3d sumnorm(0, 0, 0);
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sumnorm = std::accumulate(neighnorms.begin(), lend, sumnorm);
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sumnorm.normalize();
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ret.row(long(ridx)) = sumnorm;
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}
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else { // point lies safely within its triangle
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Eigen::Vector3d U = p2 - p1;
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Eigen::Vector3d V = p3 - p1;
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ret.row(long(ridx)) = U.cross(V).normalized();
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}
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ccr::enumerate(
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range.begin(), range.end(),
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[&ret, &mesh, &points, thr, eps](unsigned el, size_t ridx) {
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thr();
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auto eidx = Eigen::Index(el);
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int faceid = 0;
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Vec3d p;
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mesh.squared_distance(points.row(eidx), faceid, p);
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auto trindex = mesh.F().row(faceid);
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const Vec3d &p1 = mesh.V().row(trindex(0));
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const Vec3d &p2 = mesh.V().row(trindex(1));
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const Vec3d &p3 = mesh.V().row(trindex(2));
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// We should check if the point lies on an edge of the hosting
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// triangle. If it does then all the other triangles using the
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// same two points have to be searched and the final normal should
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// be some kind of aggregation of the participating triangle
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// normals. We should also consider the cases where the support
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// point lies right on a vertex of its triangle. The procedure is
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// the same, get the neighbor triangles and calculate an average
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// normal.
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// mark the vertex indices of the edge. ia and ib marks and edge
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// ic will mark a single vertex.
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int ia = -1, ib = -1, ic = -1;
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if (std::abs(distance(p, p1)) < eps) {
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ic = trindex(0);
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} else if (std::abs(distance(p, p2)) < eps) {
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ic = trindex(1);
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} else if (std::abs(distance(p, p3)) < eps) {
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ic = trindex(2);
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} else if (point_on_edge(p, p1, p2, eps)) {
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ia = trindex(0);
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ib = trindex(1);
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} else if (point_on_edge(p, p2, p3, eps)) {
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ia = trindex(1);
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ib = trindex(2);
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} else if (point_on_edge(p, p1, p3, eps)) {
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ia = trindex(0);
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ib = trindex(2);
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}
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// vector for the neigboring triangles including the detected one.
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std::vector<Vec3i> neigh;
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if (ic >= 0) { // The point is right on a vertex of the triangle
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for (int n = 0; n < mesh.F().rows(); ++n) {
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thr();
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Vec3i ni = mesh.F().row(n);
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if ((ni(X) == ic || ni(Y) == ic || ni(Z) == ic))
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neigh.emplace_back(ni);
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}
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} else if (ia >= 0 && ib >= 0) { // the point is on and edge
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// now get all the neigboring triangles
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for (int n = 0; n < mesh.F().rows(); ++n) {
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thr();
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Vec3i ni = mesh.F().row(n);
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if ((ni(X) == ia || ni(Y) == ia || ni(Z) == ia) &&
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(ni(X) == ib || ni(Y) == ib || ni(Z) == ib))
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neigh.emplace_back(ni);
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}
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}
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// Calculate the normals for the neighboring triangles
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std::vector<Vec3d> neighnorms;
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neighnorms.reserve(neigh.size());
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for (const Vec3i &tri : neigh) {
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const Vec3d & pt1 = mesh.V().row(tri(0));
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const Vec3d & pt2 = mesh.V().row(tri(1));
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const Vec3d & pt3 = mesh.V().row(tri(2));
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Eigen::Vector3d U = pt2 - pt1;
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Eigen::Vector3d V = pt3 - pt1;
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neighnorms.emplace_back(U.cross(V).normalized());
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}
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// Throw out duplicates. They would cause trouble with summing. We
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// will use std::unique which works on sorted ranges. We will sort
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// by the coefficient-wise sum of the normals. It should force the
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// same elements to be consecutive.
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std::sort(neighnorms.begin(), neighnorms.end(),
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[](const Vec3d &v1, const Vec3d &v2) {
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return v1.sum() < v2.sum();
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});
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auto lend = std::unique(neighnorms.begin(), neighnorms.end(),
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[](const Vec3d &n1, const Vec3d &n2) {
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// Compare normals for equivalence.
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// This is controvers stuff.
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auto deq = [](double a, double b) {
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return std::abs(a - b) < 1e-3;
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};
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return deq(n1(X), n2(X)) &&
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deq(n1(Y), n2(Y)) &&
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deq(n1(Z), n2(Z));
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});
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if (!neighnorms.empty()) { // there were neighbors to count with
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// sum up the normals and then normalize the result again.
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// This unification seems to be enough.
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Vec3d sumnorm(0, 0, 0);
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sumnorm = std::accumulate(neighnorms.begin(), lend, sumnorm);
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sumnorm.normalize();
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ret.row(long(ridx)) = sumnorm;
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} else { // point lies safely within its triangle
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Eigen::Vector3d U = p2 - p1;
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Eigen::Vector3d V = p3 - p1;
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ret.row(long(ridx)) = U.cross(V).normalized();
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}
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});
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return ret;
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}
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