mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 01:07:57 -06:00
TriangleSelector: Separated frontend/backend, support of multiple volumes, etc.
This commit is contained in:
parent
b250c08ec9
commit
6baff45759
7 changed files with 856 additions and 855 deletions
149
src/libslic3r/TriangleSelector.hpp
Normal file
149
src/libslic3r/TriangleSelector.hpp
Normal file
|
@ -0,0 +1,149 @@
|
|||
#ifndef libslic3r_TriangleSelector_hpp_
|
||||
#define libslic3r_TriangleSelector_hpp_
|
||||
|
||||
#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
|
||||
|
||||
|
||||
#include "Point.hpp"
|
||||
#include "TriangleMesh.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
enum class FacetSupportType : int8_t;
|
||||
|
||||
|
||||
|
||||
// Following class holds information about selected triangles. It also has power
|
||||
// to recursively subdivide the triangles and make the selection finer.
|
||||
class TriangleSelector {
|
||||
public:
|
||||
void set_edge_limit(float edge_limit);
|
||||
|
||||
// Create new object on a TriangleMesh. The referenced mesh must
|
||||
// stay valid, a ptr to it is saved and used.
|
||||
explicit TriangleSelector(const TriangleMesh& mesh);
|
||||
|
||||
// Select all triangles fully inside the circle, subdivide where needed.
|
||||
void select_patch(const Vec3f& hit, // point where to start
|
||||
int facet_start, // facet that point belongs to
|
||||
const Vec3f& source, // camera position (mesh coords)
|
||||
const Vec3f& dir, // direction of the ray (mesh coords)
|
||||
float radius_sqr, // squared radius of the cursor
|
||||
FacetSupportType new_state); // enforcer or blocker?
|
||||
|
||||
|
||||
// Clear everything and make the tree empty.
|
||||
void reset();
|
||||
|
||||
// Remove all unnecessary data.
|
||||
void garbage_collect();
|
||||
|
||||
// Store the division trees in compact form (a long stream of
|
||||
// bits for each triangle of the original mesh).
|
||||
std::map<int, std::vector<bool>> serialize() const;
|
||||
|
||||
// Load serialized data. Assumes that correct mesh is loaded.
|
||||
void deserialize(const std::map<int, std::vector<bool>> data);
|
||||
|
||||
|
||||
protected:
|
||||
// Triangle and info about how it's split.
|
||||
class Triangle {
|
||||
public:
|
||||
// Use TriangleSelector::push_triangle to create a new triangle.
|
||||
// It increments/decrements reference counter on vertices.
|
||||
Triangle(int a, int b, int c)
|
||||
: verts_idxs{a, b, c},
|
||||
state{FacetSupportType(0)},
|
||||
number_of_splits{0},
|
||||
special_side_idx{0},
|
||||
old_number_of_splits{0}
|
||||
{}
|
||||
// Indices into m_vertices.
|
||||
std::array<int, 3> verts_idxs;
|
||||
|
||||
// Is this triangle valid or marked to be removed?
|
||||
bool valid{true};
|
||||
|
||||
// Children triangles.
|
||||
std::array<int, 4> children;
|
||||
|
||||
// Set the division type.
|
||||
void set_division(int sides_to_split, int special_side_idx = -1);
|
||||
|
||||
// Get/set current state.
|
||||
void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
|
||||
FacetSupportType get_state() const { assert(! is_split()); return state; }
|
||||
|
||||
// Get info on how it's split.
|
||||
bool is_split() const { return number_of_split_sides() != 0; }
|
||||
int number_of_split_sides() const { return number_of_splits; }
|
||||
int special_side() const { assert(is_split()); return special_side_idx; }
|
||||
bool was_split_before() const { return old_number_of_splits != 0; }
|
||||
void forget_history() { old_number_of_splits = 0; }
|
||||
|
||||
private:
|
||||
int number_of_splits;
|
||||
int special_side_idx;
|
||||
FacetSupportType state;
|
||||
|
||||
// How many children were spawned during last split?
|
||||
// Is not reset on remerging the triangle.
|
||||
int old_number_of_splits;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
explicit Vertex(const stl_vertex& vert)
|
||||
: v{vert},
|
||||
ref_cnt{0}
|
||||
{}
|
||||
stl_vertex v;
|
||||
int ref_cnt;
|
||||
};
|
||||
|
||||
// Lists of vertices and triangles, both original and new
|
||||
std::vector<Vertex> m_vertices;
|
||||
std::vector<Triangle> m_triangles;
|
||||
const TriangleMesh* m_mesh;
|
||||
|
||||
// Number of invalid triangles (to trigger garbage collection).
|
||||
int m_invalid_triangles;
|
||||
|
||||
// Limiting length of triangle side (squared).
|
||||
float m_edge_limit_sqr = 1.f;
|
||||
|
||||
// Number of original vertices and triangles.
|
||||
int m_orig_size_vertices;
|
||||
int m_orig_size_indices;
|
||||
|
||||
// Cache for cursor position, radius and direction.
|
||||
struct Cursor {
|
||||
Vec3f center;
|
||||
Vec3f source;
|
||||
Vec3f dir;
|
||||
float radius_sqr;
|
||||
};
|
||||
|
||||
Cursor m_cursor;
|
||||
|
||||
// Private functions:
|
||||
bool select_triangle(int facet_idx, FacetSupportType type,
|
||||
bool recursive_call = false);
|
||||
bool is_point_inside_cursor(const Vec3f& point) const;
|
||||
int vertices_inside(int facet_idx) const;
|
||||
bool faces_camera(int facet) const;
|
||||
void undivide_triangle(int facet_idx);
|
||||
void split_triangle(int facet_idx);
|
||||
void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
|
||||
bool is_pointer_in_triangle(int facet_idx) const;
|
||||
bool is_edge_inside_cursor(int facet_idx) const;
|
||||
void push_triangle(int a, int b, int c);
|
||||
void perform_split(int facet_idx, FacetSupportType old_state);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif // libslic3r_TriangleSelector_hpp_
|
Loading…
Add table
Add a link
Reference in a new issue