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TriangleSelector: draft of interface
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@ -19,6 +19,77 @@ namespace GUI {
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enum class SLAGizmoEventType : unsigned char;
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class ClippingPlane;
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// Following class holds information about selected triangles. It also has power
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// to recursively subdivide the triangles and make the selection finer.
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class TriangleSelector {
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public:
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void test();
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explicit TriangleSelector(const TriangleMesh& mesh) {}
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// Select all triangles inside the circle, subdivide where needed.
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void select_patch(const Vec3f& hit, // point where to start
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int facet_idx, // facet that point belongs to
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const Vec3f& dir, // direction of the ray
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float radius_sqr, // squared radius of the cursor
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bool enforcer); // enforcer or blocker?
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void unselect_all();
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// Remove all unnecessary data (such as vertices that are not needed
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// because the selection has been made larger.
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void garbage_collect();
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private:
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// A struct to hold information about how a triangle was divided.
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struct DivisionNode {
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// Index of triangle this describes.
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int triangle_idx;
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// Bitmask encoding which sides are split.
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unsigned char division_type;
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// bits 0 and 1 : 00 - no division
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// 01 - one-edge split
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// 10 - two-edge split
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// 11 - three-edge split
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// bits 2 and 3 : decimal 0, 1 or 2 identifying the special edge (one that
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// splits in one-edge split or one that stays in two-edge split).
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// Pointers to children nodes (not all are always used).
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std::array<DivisionNode*, 4> children;
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// Set the division type.
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void set_division(int sides_to_split, int special_side_idx = -1);
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// Helpers that decode the division_type bitmask.
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int number_of_split_sides() const { return division_type & 0b11; }
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int side_to_keep() const;
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int side_to_split() const;
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};
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// Triangle and pointer to how it's divided (nullptr = not divided).
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// The ptr is nullptr for all new triangles, it is only valid for
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// the original (undivided) triangles.
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struct Triangle {
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stl_triangle_vertex_indices verts_idxs;
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DivisionNode* div_info;
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};
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// Lists of vertices and triangles, both original and new
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std::vector<stl_vertex> m_vertices;
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std::vector<Triangle> m_triangles;
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// Number of original vertices and triangles.
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int m_orig_size_vertices;
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int m_orig_size_indices;
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// Limits for stopping the recursion.
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float m_max_edge_length;
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int m_max_recursion_depth;
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};
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class GLGizmoFdmSupports : public GLGizmoBase
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{
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private:
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