TriangleSelector: Reusing of previously calculated triangle divisions, partial garbage collection implementation

This commit is contained in:
Lukas Matena 2020-06-24 12:24:32 +02:00
parent fb73bb1c66
commit b9321856f3
2 changed files with 117 additions and 65 deletions

View file

@ -800,51 +800,29 @@ void GLGizmoFdmSupports::on_save(cereal::BinaryOutputArchive&) const
}
// sides_to_split==-1 : just restore previous split
void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
{
assert(sides_to_split >=0 && sides_to_split <= 3);
assert(sides_to_split >=-1 && sides_to_split <= 3);
assert(special_side_idx >=-1 && special_side_idx < 3);
// If splitting one or two sides, second argument must be provided.
assert(sides_to_split != 1 || special_side_idx != -1);
assert(sides_to_split != 2 || special_side_idx != -1);
division_type = sides_to_split | ((special_side_idx != -1 ? special_side_idx : 0 ) <<2);
}
void TriangleSelector::Triangle::set_state(FacetSupportType type)
{
// If this is not a leaf-node, this makes no sense and
// the bits are used for storing index of an edge.
assert(! is_split());
division_type = (int8_t(type) << 2);
}
int TriangleSelector::Triangle::side_to_keep() const
{
assert(number_of_split_sides() == 2);
return division_type >> 2;
}
int TriangleSelector::Triangle::side_to_split() const
{
assert(number_of_split_sides() == 1);
return division_type >> 2;
}
FacetSupportType TriangleSelector::Triangle::get_state() const
{
assert(! is_split()); // this must be leaf
return FacetSupportType(division_type >> 2);
if (sides_to_split != -1) {
this->number_of_splits = sides_to_split;
if (sides_to_split != 0) {
assert(old_number_of_splits == 0);
this->special_side_idx = special_side_idx;
this->old_number_of_splits = sides_to_split;
}
}
else {
assert(old_number_of_splits != 0);
this->number_of_splits = old_number_of_splits;
// indices of children should still be there.
}
}
@ -938,17 +916,29 @@ bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, boo
}
bool TriangleSelector::split_triangle(int facet_idx)
void TriangleSelector::split_triangle(int facet_idx)
{
if (m_triangles[facet_idx].is_split()) {
// The triangle was divided already.
return false;
// The triangle is divided already.
return;
}
Triangle* tr = &m_triangles[facet_idx];
FacetSupportType old_type = tr->get_state();
if (tr->was_split_before() != 0) {
// This triangle is not split at the moment, but was at one point
// in history. We can just restore it and resurrect its children.
tr->set_division(-1);
for (int i=0; i<=tr->number_of_split_sides(); ++i) {
m_triangles[tr->children[i]].set_state(old_type);
m_triangles[tr->children[i]].valid = true;
}
return;
}
// If we got here, we are about to actually split the triangle.
const double limit_squared = m_edge_limit_sqr;
stl_triangle_vertex_indices& facet = tr->verts_idxs;
@ -964,8 +954,9 @@ bool TriangleSelector::split_triangle(int facet_idx)
side_to_keep = pt_idx;
}
if (sides_to_split.empty()) {
// This shall be unselected.
tr->set_division(0);
return false;
return;
}
// indices of triangle vertices
@ -1023,11 +1014,8 @@ bool TriangleSelector::split_triangle(int facet_idx)
assert(! sides_to_split.empty() && int(sides_to_split.size()) <= 3);
for (int i=0; i<=int(sides_to_split.size()); ++i) {
tr->children[i] = m_triangles.size()-1-i;
m_triangles[tr->children[i]].parent = facet_idx;
m_triangles[tr->children[i]].set_state(old_type);
}
return true;
}
@ -1166,6 +1154,45 @@ void TriangleSelector::remove_useless_children(int facet_idx)
}
void TriangleSelector::garbage_collect()
{
// First make a map from old to new triangle indices.
int new_idx = m_orig_size_indices;
std::vector<int> new_triangle_indices(m_triangles.size(), -1);
std::vector<bool> invalid_vertices(m_vertices.size(), false);
for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
if (m_triangles[i].valid) {
new_triangle_indices[i] = new_idx;
++new_idx;
} else {
// FIXME: Decrement reference counter for the vertices.
}
}
// We can remove all invalid triangles and vertices that are no longer referenced.
m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
[](const Triangle& tr) { return ! tr.valid; }),
m_triangles.end());
// Now go through all remaining triangles and update changed indices.
for (Triangle& tr : m_triangles) {
assert(tr.valid);
if (tr.is_split()) {
// There are children. Update their indices.
for (int j=0; j<=tr.number_of_split_sides(); ++j) {
assert(new_triangle_indices[tr.children[j]] != -1);
tr.children[j] = new_triangle_indices[tr.children[j]];
}
}
// If this triangle was split before, forget it.
// Children referenced in the cache are dead by now.
tr.forget_history();
}
}
TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
{
for (const stl_vertex& vert : mesh.its.vertices)
@ -1209,6 +1236,20 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
#endif
}
void TriangleSelector::set_edge_limit(float edge_limit)
{
float new_limit_sqr = std::pow(edge_limit, 2.f);
if (new_limit_sqr != m_edge_limit_sqr) {
m_edge_limit_sqr = new_limit_sqr;
// The way how triangles split may be different now, forget
// all cached splits.
garbage_collect();
}
}
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
void TriangleSelector::render_debug(ImGuiWrapper* imgui)
{
@ -1218,28 +1259,35 @@ void TriangleSelector::render_debug(ImGuiWrapper* imgui)
imgui->text("Edge limit (mm): ");
imgui->slider_float("", &edge_limit, 0.1f, 8.f);
set_edge_limit(edge_limit);
imgui->checkbox("Show triangles: ", m_show_triangles);
imgui->checkbox("Show split triangles: ", m_show_triangles);
imgui->checkbox("Show invalid triangles: ", m_show_invalid);
int valid_triangles = std::count_if(m_triangles.begin(), m_triangles.end(),
[](const Triangle& tr) { return tr.valid; });
imgui->text("Valid triangles: " + std::to_string(valid_triangles) +
"/" + std::to_string(m_triangles.size()));
imgui->text("Number of vertices: " + std::to_string(m_vertices.size()));
if (imgui->button("Force garbage collection"))
garbage_collect();
imgui->end();
if (m_show_triangles) {
::glColor3f(0.f, 0.f, 1.f);
::glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
::glBegin( GL_TRIANGLES);
for (int tr_id=0; tr_id<int(m_triangles.size()); ++tr_id) {
const Triangle& tr = m_triangles[tr_id];
if (! tr.valid)
if (! m_show_invalid && ! tr.valid)
continue;
if (tr_id == m_orig_size_indices-1)
if (tr.valid)
::glColor3f(1.f, 0.f, 0.f);
else
::glColor3f(1.f, 1.f, 0.f);
if (tr_id < m_orig_size_indices)
::glColor3f(0.f, 0.f, 1.f);
for (int i=0; i<3; ++i)
::glVertex3f(m_vertices[tr.verts_idxs[i]][0],