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16 changed files with 539 additions and 908 deletions
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@ -51,31 +51,16 @@ TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Vec3crd>& f
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for (int i = 0; i < stl.stats.number_of_facets; i++) {
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stl_facet facet;
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const Vec3d& ref_f1 = points[facets[i](0)];
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facet.vertex[0].x = ref_f1(0);
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facet.vertex[0].y = ref_f1(1);
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facet.vertex[0].z = ref_f1(2);
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const Vec3d& ref_f2 = points[facets[i](1)];
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facet.vertex[1].x = ref_f2(0);
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facet.vertex[1].y = ref_f2(1);
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facet.vertex[1].z = ref_f2(2);
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const Vec3d& ref_f3 = points[facets[i](2)];
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facet.vertex[2].x = ref_f3(0);
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facet.vertex[2].y = ref_f3(1);
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facet.vertex[2].z = ref_f3(2);
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facet.vertex[0] = points[facets[i](0)].cast<float>();
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facet.vertex[1] = points[facets[i](1)].cast<float>();
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facet.vertex[2] = points[facets[i](2)].cast<float>();
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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float normal[3];
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stl_normal normal;
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stl_calculate_normal(normal, &facet);
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stl_normalize_vector(normal);
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facet.normal.x = normal[0];
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facet.normal.y = normal[1];
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facet.normal.z = normal[2];
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facet.normal = normal;
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stl.facet_start[i] = facet;
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}
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@ -302,11 +287,7 @@ void TriangleMesh::scale(float factor)
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void TriangleMesh::scale(const Vec3d &versor)
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{
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float fversor[3];
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fversor[0] = versor(0);
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fversor[1] = versor(1);
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fversor[2] = versor(2);
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stl_scale_versor(&this->stl, fversor);
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stl_scale_versor(&this->stl, versor.cast<float>());
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stl_invalidate_shared_vertices(&this->stl);
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}
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@ -390,10 +371,9 @@ void TriangleMesh::transform(const float* matrix3x4)
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void TriangleMesh::align_to_origin()
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{
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this->translate(
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-(this->stl.stats.min.x),
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-(this->stl.stats.min.y),
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-(this->stl.stats.min.z)
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);
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- this->stl.stats.min(0),
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- this->stl.stats.min(1),
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- this->stl.stats.min(2));
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}
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void TriangleMesh::rotate(double angle, Point* center)
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@ -518,7 +498,7 @@ TriangleMesh::split() const
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stl_clear_error(&mesh->stl);
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stl_allocate(&mesh->stl);
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int first = 1;
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bool first = true;
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for (std::deque<int>::const_iterator facet = facets.begin(); facet != facets.end(); ++facet) {
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mesh->stl.facet_start[facet - facets.begin()] = this->stl.facet_start[*facet];
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stl_facet_stats(&mesh->stl, this->stl.facet_start[*facet], first);
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@ -561,9 +541,9 @@ ExPolygons TriangleMesh::horizontal_projection() const
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stl_facet* facet = &this->stl.facet_start[i];
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Polygon p;
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p.points.resize(3);
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p.points[0] = Point::new_scale(facet->vertex[0].x, facet->vertex[0].y);
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p.points[1] = Point::new_scale(facet->vertex[1].x, facet->vertex[1].y);
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p.points[2] = Point::new_scale(facet->vertex[2].x, facet->vertex[2].y);
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p.points[0] = Point::new_scale(facet->vertex[0](0), facet->vertex[0](1));
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p.points[1] = Point::new_scale(facet->vertex[1](0), facet->vertex[1](1));
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p.points[2] = Point::new_scale(facet->vertex[2](0), facet->vertex[2](1));
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p.make_counter_clockwise(); // do this after scaling, as winding order might change while doing that
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pp.emplace_back(p);
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}
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@ -578,8 +558,8 @@ Polygon TriangleMesh::convex_hull()
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Points pp;
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pp.reserve(this->stl.stats.shared_vertices);
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for (int i = 0; i < this->stl.stats.shared_vertices; ++ i) {
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stl_vertex* v = &this->stl.v_shared[i];
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pp.emplace_back(Point::new_scale(v->x, v->y));
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const stl_vertex &v = this->stl.v_shared[i];
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pp.emplace_back(Point::new_scale(v(0), v(1)));
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}
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return Slic3r::Geometry::convex_hull(pp);
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}
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@ -589,12 +569,8 @@ TriangleMesh::bounding_box() const
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{
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BoundingBoxf3 bb;
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bb.defined = true;
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bb.min(0) = this->stl.stats.min.x;
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bb.min(1) = this->stl.stats.min.y;
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bb.min(2) = this->stl.stats.min.z;
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bb.max(0) = this->stl.stats.max.x;
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bb.max(1) = this->stl.stats.max.y;
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bb.max(2) = this->stl.stats.max.z;
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bb.min = this->stl.stats.min.cast<double>();
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bb.max = this->stl.stats.max.cast<double>();
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return bb;
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}
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@ -619,11 +595,8 @@ TriangleMeshSlicer::TriangleMeshSlicer(TriangleMesh* _mesh) :
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facets_edges.assign(_mesh->stl.stats.number_of_facets * 3, -1);
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v_scaled_shared.assign(_mesh->stl.v_shared, _mesh->stl.v_shared + _mesh->stl.stats.shared_vertices);
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// Scale the copied vertices.
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for (int i = 0; i < this->mesh->stl.stats.shared_vertices; ++ i) {
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this->v_scaled_shared[i].x /= float(SCALING_FACTOR);
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this->v_scaled_shared[i].y /= float(SCALING_FACTOR);
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this->v_scaled_shared[i].z /= float(SCALING_FACTOR);
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}
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for (int i = 0; i < this->mesh->stl.stats.shared_vertices; ++ i)
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this->v_scaled_shared[i] *= float(1. / SCALING_FACTOR);
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// Create a mapping from triangle edge into face.
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struct EdgeToFace {
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@ -779,14 +752,14 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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const stl_facet &facet = this->mesh->stl.facet_start[facet_idx];
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// find facet extents
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const float min_z = fminf(facet.vertex[0].z, fminf(facet.vertex[1].z, facet.vertex[2].z));
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const float max_z = fmaxf(facet.vertex[0].z, fmaxf(facet.vertex[1].z, facet.vertex[2].z));
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const float min_z = fminf(facet.vertex[0](2), fminf(facet.vertex[1](2), facet.vertex[2](2)));
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const float max_z = fmaxf(facet.vertex[0](2), fmaxf(facet.vertex[1](2), facet.vertex[2](2)));
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#ifdef SLIC3R_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0].z,
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1].z,
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2].z);
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0](2),
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1](2),
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2](2));
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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@ -806,18 +779,18 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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if (il.edge_type == feHorizontal) {
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// Insert all three edges of the face.
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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const bool reverse = this->mesh->stl.facet_start[facet_idx].normal.z < 0;
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const bool reverse = this->mesh->stl.facet_start[facet_idx].normal(2) < 0;
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for (int j = 0; j < 3; ++ j) {
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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if (reverse)
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std::swap(a_id, b_id);
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const stl_vertex *a = &this->v_scaled_shared[a_id];
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const stl_vertex *b = &this->v_scaled_shared[b_id];
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il.a(0) = a->x;
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il.a(1) = a->y;
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il.b(0) = b->x;
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il.b(1) = b->y;
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const stl_vertex &a = this->v_scaled_shared[a_id];
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const stl_vertex &b = this->v_scaled_shared[b_id];
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il.a(0) = a(0);
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il.a(1) = a(1);
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il.b(0) = b(0);
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il.b(1) = b(1);
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il.a_id = a_id;
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il.b_id = b_id;
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(*lines)[layer_idx].emplace_back(il);
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@ -863,66 +836,63 @@ bool TriangleMeshSlicer::slice_facet(
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// Reorder vertices so that the first one is the one with lowest Z.
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// This is needed to get all intersection lines in a consistent order
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// (external on the right of the line)
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int i = (facet.vertex[1].z == min_z) ? 1 : ((facet.vertex[2].z == min_z) ? 2 : 0);
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int i = (facet.vertex[1](2) == min_z) ? 1 : ((facet.vertex[2](2) == min_z) ? 2 : 0);
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for (int j = i; j - i < 3; ++ j) { // loop through facet edges
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int edge_id = this->facets_edges[facet_idx * 3 + (j % 3)];
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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const stl_vertex *a = &this->v_scaled_shared[a_id];
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const stl_vertex *b = &this->v_scaled_shared[b_id];
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const stl_vertex &a = this->v_scaled_shared[a_id];
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const stl_vertex &b = this->v_scaled_shared[b_id];
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// Is edge or face aligned with the cutting plane?
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if (a->z == slice_z && b->z == slice_z) {
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if (a(2) == slice_z && b(2) == slice_z) {
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// Edge is horizontal and belongs to the current layer.
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const stl_vertex &v0 = this->v_scaled_shared[vertices[0]];
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const stl_vertex &v1 = this->v_scaled_shared[vertices[1]];
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const stl_vertex &v2 = this->v_scaled_shared[vertices[2]];
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bool swap = false;
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if (min_z == max_z) {
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// All three vertices are aligned with slice_z.
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line_out->edge_type = feHorizontal;
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if (this->mesh->stl.facet_start[facet_idx].normal.z < 0) {
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if (this->mesh->stl.facet_start[facet_idx].normal(2) < 0) {
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// If normal points downwards this is a bottom horizontal facet so we reverse its point order.
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std::swap(a, b);
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std::swap(a_id, b_id);
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swap = true;
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}
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} else if (v0.z < slice_z || v1.z < slice_z || v2.z < slice_z) {
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} else if (v0(2) < slice_z || v1(2) < slice_z || v2(2) < slice_z) {
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// Two vertices are aligned with the cutting plane, the third vertex is below the cutting plane.
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line_out->edge_type = feTop;
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std::swap(a, b);
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std::swap(a_id, b_id);
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swap = true;
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} else {
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// Two vertices are aligned with the cutting plane, the third vertex is above the cutting plane.
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line_out->edge_type = feBottom;
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}
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line_out->a(0) = a->x;
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line_out->a(1) = a->y;
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line_out->b(0) = b->x;
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line_out->b(1) = b->y;
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line_out->a_id = a_id;
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line_out->b_id = b_id;
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line_out->a = to_2d(swap ? b : a).cast<coord_t>();
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line_out->b = to_2d(swap ? a : b).cast<coord_t>();
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line_out->a_id = swap ? b_id : a_id;
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line_out->b_id = swap ? a_id : b_id;
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return true;
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}
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if (a->z == slice_z) {
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if (a(2) == slice_z) {
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// Only point a alings with the cutting plane.
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points_on_layer[num_points_on_layer ++] = num_points;
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IntersectionPoint &point = points[num_points ++];
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point(0) = a->x;
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point(1) = a->y;
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point(0) = a(0);
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point(1) = a(1);
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point.point_id = a_id;
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} else if (b->z == slice_z) {
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} else if (b(2) == slice_z) {
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// Only point b alings with the cutting plane.
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points_on_layer[num_points_on_layer ++] = num_points;
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IntersectionPoint &point = points[num_points ++];
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point(0) = b->x;
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point(1) = b->y;
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point(0) = b(0);
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point(1) = b(1);
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point.point_id = b_id;
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} else if ((a->z < slice_z && b->z > slice_z) || (b->z < slice_z && a->z > slice_z)) {
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} else if ((a(2) < slice_z && b(2) > slice_z) || (b(2) < slice_z && a(2) > slice_z)) {
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// A general case. The face edge intersects the cutting plane. Calculate the intersection point.
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IntersectionPoint &point = points[num_points ++];
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point(0) = b->x + (a->x - b->x) * (slice_z - b->z) / (a->z - b->z);
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point(1) = b->y + (a->y - b->y) * (slice_z - b->z) / (a->z - b->z);
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point(0) = b(0) + (a(0) - b(0)) * (slice_z - b(2)) / (a(2) - b(2));
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point(1) = b(1) + (a(1) - b(1)) * (slice_z - b(2)) / (a(2) - b(2));
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point.edge_id = edge_id;
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}
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}
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@ -1389,8 +1359,8 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
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stl_facet* facet = &this->mesh->stl.facet_start[facet_idx];
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// find facet extents
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float min_z = std::min(facet->vertex[0].z, std::min(facet->vertex[1].z, facet->vertex[2].z));
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float max_z = std::max(facet->vertex[0].z, std::max(facet->vertex[1].z, facet->vertex[2].z));
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float min_z = std::min(facet->vertex[0](2), std::min(facet->vertex[1](2), facet->vertex[2](2)));
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float max_z = std::max(facet->vertex[0](2), std::max(facet->vertex[1](2), facet->vertex[2](2)));
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// intersect facet with cutting plane
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IntersectionLine line;
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@ -1417,47 +1387,47 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
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// look for the vertex on whose side of the slicing plane there are no other vertices
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int isolated_vertex;
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if ( (facet->vertex[0].z > z) == (facet->vertex[1].z > z) ) {
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if ( (facet->vertex[0](2) > z) == (facet->vertex[1](2) > z) ) {
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isolated_vertex = 2;
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} else if ( (facet->vertex[1].z > z) == (facet->vertex[2].z > z) ) {
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} else if ( (facet->vertex[1](2) > z) == (facet->vertex[2](2) > z) ) {
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isolated_vertex = 0;
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} else {
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isolated_vertex = 1;
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}
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// get vertices starting from the isolated one
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stl_vertex* v0 = &facet->vertex[isolated_vertex];
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stl_vertex* v1 = &facet->vertex[(isolated_vertex+1) % 3];
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stl_vertex* v2 = &facet->vertex[(isolated_vertex+2) % 3];
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const stl_vertex &v0 = facet->vertex[isolated_vertex];
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const stl_vertex &v1 = facet->vertex[(isolated_vertex+1) % 3];
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const stl_vertex &v2 = facet->vertex[(isolated_vertex+2) % 3];
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// intersect v0-v1 and v2-v0 with cutting plane and make new vertices
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stl_vertex v0v1, v2v0;
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v0v1.x = v1->x + (v0->x - v1->x) * (z - v1->z) / (v0->z - v1->z);
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v0v1.y = v1->y + (v0->y - v1->y) * (z - v1->z) / (v0->z - v1->z);
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v0v1.z = z;
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v2v0.x = v2->x + (v0->x - v2->x) * (z - v2->z) / (v0->z - v2->z);
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v2v0.y = v2->y + (v0->y - v2->y) * (z - v2->z) / (v0->z - v2->z);
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v2v0.z = z;
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v0v1(0) = v1(0) + (v0(0) - v1(0)) * (z - v1(2)) / (v0(2) - v1(2));
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v0v1(1) = v1(1) + (v0(1) - v1(1)) * (z - v1(2)) / (v0(2) - v1(2));
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v0v1(2) = z;
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v2v0(0) = v2(0) + (v0(0) - v2(0)) * (z - v2(2)) / (v0(2) - v2(2));
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v2v0(1) = v2(1) + (v0(1) - v2(1)) * (z - v2(2)) / (v0(2) - v2(2));
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v2v0(2) = z;
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// build the triangular facet
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stl_facet triangle;
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triangle.normal = facet->normal;
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triangle.vertex[0] = *v0;
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triangle.vertex[0] = v0;
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triangle.vertex[1] = v0v1;
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triangle.vertex[2] = v2v0;
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// build the facets forming a quadrilateral on the other side
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stl_facet quadrilateral[2];
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quadrilateral[0].normal = facet->normal;
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quadrilateral[0].vertex[0] = *v1;
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quadrilateral[0].vertex[1] = *v2;
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quadrilateral[0].vertex[0] = v1;
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quadrilateral[0].vertex[1] = v2;
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quadrilateral[0].vertex[2] = v0v1;
|
||||
quadrilateral[1].normal = facet->normal;
|
||||
quadrilateral[1].vertex[0] = *v2;
|
||||
quadrilateral[1].vertex[0] = v2;
|
||||
quadrilateral[1].vertex[1] = v2v0;
|
||||
quadrilateral[1].vertex[2] = v0v1;
|
||||
|
||||
if (v0->z > z) {
|
||||
if (v0(2) > z) {
|
||||
if (upper != NULL) stl_add_facet(&upper->stl, &triangle);
|
||||
if (lower != NULL) {
|
||||
stl_add_facet(&lower->stl, &quadrilateral[0]);
|
||||
|
@ -1489,13 +1459,11 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
|
|||
Polygon p = *polygon;
|
||||
p.reverse();
|
||||
stl_facet facet;
|
||||
facet.normal.x = 0;
|
||||
facet.normal.y = 0;
|
||||
facet.normal.z = -1;
|
||||
facet.normal = stl_normal(0, 0, -1.f);
|
||||
for (size_t i = 0; i <= 2; ++i) {
|
||||
facet.vertex[i].x = unscale<float>(p.points[i](0));
|
||||
facet.vertex[i].y = unscale<float>(p.points[i](1));
|
||||
facet.vertex[i].z = z;
|
||||
facet.vertex[i](0) = unscale<float>(p.points[i](0));
|
||||
facet.vertex[i](1) = unscale<float>(p.points[i](1));
|
||||
facet.vertex[i](2) = z;
|
||||
}
|
||||
stl_add_facet(&upper->stl, &facet);
|
||||
}
|
||||
|
@ -1515,13 +1483,11 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
|
|||
// convert triangles to facets and append them to mesh
|
||||
for (Polygons::const_iterator polygon = triangles.begin(); polygon != triangles.end(); ++polygon) {
|
||||
stl_facet facet;
|
||||
facet.normal.x = 0;
|
||||
facet.normal.y = 0;
|
||||
facet.normal.z = 1;
|
||||
facet.normal = stl_normal(0, 0, 1.f);
|
||||
for (size_t i = 0; i <= 2; ++i) {
|
||||
facet.vertex[i].x = unscale<float>(polygon->points[i](0));
|
||||
facet.vertex[i].y = unscale<float>(polygon->points[i](1));
|
||||
facet.vertex[i].z = z;
|
||||
facet.vertex[i](0) = unscale<float>(polygon->points[i](0));
|
||||
facet.vertex[i](1) = unscale<float>(polygon->points[i](1));
|
||||
facet.vertex[i](2) = z;
|
||||
}
|
||||
stl_add_facet(&lower->stl, &facet);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue