TriangleSelector: Improvements

This commit is contained in:
Lukas Matena 2020-06-19 09:20:58 +02:00
parent d2b2446b07
commit c3db84e382
2 changed files with 176 additions and 148 deletions

View file

@ -24,16 +24,18 @@ class ClippingPlane;
// to recursively subdivide the triangles and make the selection finer.
class TriangleSelector {
public:
void set_edge_limit(float edge_limit) { m_edge_limit_sqr = std::pow(edge_limit, 2.f); }
void render() const;
// 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 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& dir, // direction of the ray
float radius_sqr, // squared radius of the cursor
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?
void unselect_all();
@ -43,49 +45,44 @@ public:
void garbage_collect();
private:
// A struct to hold information about how a triangle was divided.
struct DivisionNode {
DivisionNode();
// Index of triangle this describes.
// Triangle and info about how it's split.
struct Triangle {
public:
Triangle(int a, int b, int c)
: verts_idxs{stl_triangle_vertex_indices(a, b, c)},
division_type{0}
{}
stl_triangle_vertex_indices verts_idxs;
// Is this triangle valid or marked to remove?
bool valid{true};
// Index of parent triangle (-1: original)
int parent{-1};
// Bitmask encoding which sides are split.
int8_t division_type;
// bits 0 and 1 : 00 - no division
// 01 - one-edge split
// 10 - two-edge split
// 11 - three-edge split
// bits 2 and 3 : decimal 0, 1 or 2 identifying the special edge (one that
// splits in one-edge split or one that stays in two-edge split).
// Children triangles (0 = no child)
std::array<int, 4> children;
// Set the division type.
void set_division(int sides_to_split, int special_side_idx = -1);
void set_state(FacetSupportType state);
// Helpers that decode the division_type bitmask.
// Get/set current state.
void set_state(FacetSupportType state);
FacetSupportType get_state() const;
// Get info on how it's split.
bool is_split() const { return number_of_split_sides() != 0; }
int number_of_split_sides() const { return division_type & 0b11; }
int side_to_keep() const;
int side_to_split() const;
FacetSupportType get_state() const;
};
// Triangle and pointer to how it's divided (nullptr = not divided).
// The ptr is nullptr for all new triangles, it is only valid for
// the original (undivided) triangles.
struct Triangle {
Triangle(int a, int b, int c)
: verts_idxs{stl_triangle_vertex_indices(a, b, c)},
div_info{std::make_unique<DivisionNode>()}
{}
stl_triangle_vertex_indices verts_idxs;
std::unique_ptr<DivisionNode> div_info;
private:
// Bitmask encoding which sides are split.
int8_t division_type;
// bits 0, 1 : decimal 0, 1, 2 or 3 (how many sides are split)
// bits 2, 3 (non-leaf): decimal 0, 1 or 2 identifying the special edge
// (one that splits in one-edge split or one that stays in two-edge split).
// bits 2, 3 (leaf): FacetSupportType value
};
// Lists of vertices and triangles, both original and new
@ -93,6 +90,8 @@ private:
std::vector<Triangle> m_triangles;
const TriangleMesh* m_mesh;
float m_edge_limit_sqr = 1.f;
// Number of original vertices and triangles.
int m_orig_size_vertices;
int m_orig_size_indices;
@ -104,6 +103,7 @@ private:
// Caches for cursor position, radius and direction.
struct Cursor {
Vec3f center;
Vec3f source;
Vec3f dir;
float radius_sqr;
};
@ -111,8 +111,7 @@ private:
Cursor m_cursor;
// Private functions:
void select_triangle(int facet_idx, FacetSupportType type,
int num_of_inside_vertices = -1,
bool select_triangle(int facet_idx, FacetSupportType type,
bool cursor_inside = false);
bool is_point_inside_cursor(const Vec3f& point) const;
@ -125,7 +124,8 @@ private:
bool split_triangle(int facet_idx);
void remove_needless(int child_facet);
void remove_if_needless(int child_facet);
bool is_pointer_in_triangle(int facet_idx) const;
};