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Eradicated admesh from TriangleMesh:
TriangleMesh newly only holds indexed_triangle_set and TriangleMeshStats. TriangleMeshStats contains an excerpt of stl_stats. TriangleMeshStats are updated when initializing with indexed_triangle_set. Admesh triangle mesh fixing is newly only used when loading an STL. AMF / 3MF / OBJ file formats are already indexed triangle sets, thus they are no more converted to admesh stl_file format, nor fixed through admesh repair machinery. When importing AMF / 3MF / OBJ files, volume is calculated and if negative, all faces are flipped. Also a bounding box and number of open edges is calculated. Implemented its_number_of_patches(), its_num_open_edges() Optimized its_split(), its_is_splittable() using a visitor pattern. Reworked QHull integration into TriangleMesh: 1) Face normals were not right. 2) Indexed triangle set is newly emitted instead of duplicating vertices for each face. Fixed cut_mesh(): Orient the triangulated faces correctly.
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59 changed files with 1056 additions and 1758 deletions
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@ -313,7 +313,6 @@ void GLVolume::SinkingContours::update()
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m_shift = Vec3d::Zero();
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const TriangleMesh& mesh = model.objects[object_idx]->volumes[m_parent.volume_idx()]->mesh();
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assert(mesh.has_shared_vertices());
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m_model.reset();
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GUI::GLModel::InitializationData init_data;
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@ -519,7 +518,7 @@ const BoundingBoxf3& GLVolume::transformed_convex_hull_bounding_box() const
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BoundingBoxf3 GLVolume::transformed_convex_hull_bounding_box(const Transform3d &trafo) const
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{
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return (m_convex_hull && m_convex_hull->facets_count() > 0) ?
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return (m_convex_hull && ! m_convex_hull->empty()) ?
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m_convex_hull->transformed_bounding_box(trafo) :
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bounding_box().transformed(trafo);
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}
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@ -719,21 +718,20 @@ int GLVolumeCollection::load_wipe_tower_preview(
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float min_width = 30.f;
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// We'll now create the box with jagged edge. y-coordinates of the pre-generated model
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// are shifted so that the front edge has y=0 and centerline of the back edge has y=depth:
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Pointf3s points;
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std::vector<Vec3i> facets;
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float out_points_idx[][3] = { { 0, -depth, 0 }, { 0, 0, 0 }, { 38.453f, 0, 0 }, { 61.547f, 0, 0 }, { 100.0f, 0, 0 }, { 100.0f, -depth, 0 }, { 55.7735f, -10.0f, 0 }, { 44.2265f, 10.0f, 0 },
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{ 38.453f, 0, 1 }, { 0, 0, 1 }, { 0, -depth, 1 }, { 100.0f, -depth, 1 }, { 100.0f, 0, 1 }, { 61.547f, 0, 1 }, { 55.7735f, -10.0f, 1 }, { 44.2265f, 10.0f, 1 } };
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int out_facets_idx[][3] = { { 0, 1, 2 }, { 3, 4, 5 }, { 6, 5, 0 }, { 3, 5, 6 }, { 6, 2, 7 }, { 6, 0, 2 }, { 8, 9, 10 }, { 11, 12, 13 }, { 10, 11, 14 }, { 14, 11, 13 }, { 15, 8, 14 },
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{8, 10, 14}, {3, 12, 4}, {3, 13, 12}, {6, 13, 3}, {6, 14, 13}, {7, 14, 6}, {7, 15, 14}, {2, 15, 7}, {2, 8, 15}, {1, 8, 2}, {1, 9, 8},
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{0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11} };
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static constexpr const int out_facets_idx[][3] = {
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{ 0, 1, 2 }, { 3, 4, 5 }, { 6, 5, 0 }, { 3, 5, 6 }, { 6, 2, 7 }, { 6, 0, 2 }, { 8, 9, 10 }, { 11, 12, 13 }, { 10, 11, 14 }, { 14, 11, 13 }, { 15, 8, 14 },
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{ 8, 10, 14 }, { 3, 12, 4 }, { 3, 13, 12 }, { 6, 13, 3 }, { 6, 14, 13 }, { 7, 14, 6 }, { 7, 15, 14 }, { 2, 15, 7 }, { 2, 8, 15 }, { 1, 8, 2 }, { 1, 9, 8 },
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{ 0, 9, 1 }, { 0, 10, 9 }, { 5, 10, 0 }, { 5, 11, 10 }, { 4, 11, 5 }, { 4, 12, 11 } };
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indexed_triangle_set its;
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for (int i = 0; i < 16; ++i)
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points.emplace_back(out_points_idx[i][0] / (100.f / min_width),
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out_points_idx[i][1] + depth, out_points_idx[i][2]);
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for (int i = 0; i < 28; ++i)
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facets.emplace_back(out_facets_idx[i][0],
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out_facets_idx[i][1],
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out_facets_idx[i][2]);
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TriangleMesh tooth_mesh(points, facets);
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its.vertices.emplace_back(out_points_idx[i][0] / (100.f / min_width),
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out_points_idx[i][1] + depth, out_points_idx[i][2]);
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its.indices.reserve(28);
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for (const int *face : out_facets_idx)
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its.indices.emplace_back(face);
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TriangleMesh tooth_mesh(std::move(its));
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// We have the mesh ready. It has one tooth and width of min_width. We will now
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// append several of these together until we are close to the required width
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@ -744,7 +742,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
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tooth_mesh.translate(min_width, 0.f, 0.f);
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}
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mesh.scale(Vec3d(width / (n * min_width), 1.f, height)); // Scaling to proper width
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mesh.scale(Vec3f(width / (n * min_width), 1.f, height)); // Scaling to proper width
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}
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else
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mesh = make_cube(width, depth, height);
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@ -753,7 +751,6 @@ int GLVolumeCollection::load_wipe_tower_preview(
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TriangleMesh brim_mesh = make_cube(width + 2.f * brim_width, depth + 2.f * brim_width, 0.2f);
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brim_mesh.translate(-brim_width, -brim_width, 0.f);
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mesh.merge(brim_mesh);
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mesh.repair();
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volumes.emplace_back(new GLVolume(color));
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GLVolume& v = *volumes.back();
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