TriangleSelector: Separated frontend/backend, support of multiple volumes, etc.

This commit is contained in:
Lukas Matena 2020-07-09 16:25:34 +02:00
parent b250c08ec9
commit 6baff45759
7 changed files with 856 additions and 855 deletions

View file

@ -6,11 +6,11 @@
#include "slic3r/GUI/3DScene.hpp"
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/TriangleSelector.hpp"
#include <cereal/types/vector.hpp>
#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
namespace Slic3r {
@ -23,144 +23,26 @@ enum class SLAGizmoEventType : unsigned char;
class ClippingPlane;
// Following class holds information about selected triangles. It also has power
// to recursively subdivide the triangles and make the selection finer.
class TriangleSelector {
class TriangleSelectorGUI : public 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?
explicit TriangleSelectorGUI(const TriangleMesh& mesh)
: TriangleSelector(mesh) {}
// Render current selection. Transformation matrices are supposed
// to be already set.
void render(ImGuiWrapper* imgui = nullptr);
// 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);
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
void render_debug(ImGuiWrapper* imgui);
bool m_show_triangles{true};
bool m_show_triangles{false};
bool m_show_invalid{false};
#endif
private:
// 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;
GLIndexedVertexArray m_iva_enforcers;
GLIndexedVertexArray m_iva_blockers;
std::array<GLIndexedVertexArray, 3> m_varrays;
// 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);
};
@ -178,17 +60,8 @@ private:
static constexpr float CursorRadiusMax = 8.f;
static constexpr float CursorRadiusStep = 0.2f;
// For each model-part volume, store a list of statuses of
// individual facets (one of the enum values above).
std::vector<std::vector<FacetSupportType>> m_selected_facets;
GLIndexedVertexArray m_iva;
void update_vertex_buffers(const TriangleMesh* mesh,
int mesh_id,
FacetSupportType type, // enforcers / blockers
const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
// For each model-part volume, store status and division of the triangles.
std::vector<std::unique_ptr<TriangleSelectorGUI>> m_triangle_selectors;
public:
GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
@ -220,8 +93,6 @@ private:
bool m_setting_angle = false;
bool m_internal_stack_active = false;
bool m_schedule_update = false;
std::unique_ptr<TriangleSelector> m_triangle_selector;
// This map holds all translated description texts, so they can be easily referenced during layout calculations
// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.