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Add new (winner) neighbor index based on measurements
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b14b000c73
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11 changed files with 327 additions and 125 deletions
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@ -669,24 +669,6 @@ void TriangleMesh::restore_optional()
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}
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}
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std::vector<std::vector<size_t>> create_vertex_faces_index(const indexed_triangle_set &its)
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{
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std::vector<std::vector<size_t>> index;
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if (! its.vertices.empty()) {
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size_t res = its.indices.size() / its.vertices.size();
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index.assign(its.vertices.size(), reserve_vector<size_t>(res));
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for (size_t fi = 0; fi < its.indices.size(); ++fi) {
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auto &face = its.indices[fi];
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index[face(0)].emplace_back(fi);
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index[face(1)].emplace_back(fi);
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index[face(2)].emplace_back(fi);
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}
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}
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return index;
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}
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// Create a mapping from triangle edge into face.
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struct EdgeToFace {
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// Index of the 1st vertex of the triangle edge. vertex_low <= vertex_high.
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@ -1197,49 +1179,81 @@ bool its_is_splittable(const indexed_triangle_set &its)
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return its_is_splittable<>(its);
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}
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void VertexFaceIndex::create(const indexed_triangle_set &its)
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{
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m_vertex_to_face_start.assign(its.vertices.size() + 1, 0);
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// 1) Calculate vertex incidence by scatter.
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for (auto &face : its.indices) {
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++ m_vertex_to_face_start[face(0) + 1];
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++ m_vertex_to_face_start[face(1) + 1];
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++ m_vertex_to_face_start[face(2) + 1];
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}
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// 2) Prefix sum to calculate offsets to m_vertex_faces_all.
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for (size_t i = 2; i < m_vertex_to_face_start.size(); ++ i)
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m_vertex_to_face_start[i] += m_vertex_to_face_start[i - 1];
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// 3) Scatter indices of faces incident to a vertex into m_vertex_faces_all.
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m_vertex_faces_all.assign(m_vertex_to_face_start.back(), 0);
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for (size_t face_idx = 0; face_idx < its.indices.size(); ++ face_idx) {
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auto &face = its.indices[face_idx];
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for (int i = 0; i < 3; ++ i)
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m_vertex_faces_all[m_vertex_to_face_start[face(i)] ++] = face_idx;
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}
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// 4) The previous loop modified m_vertex_to_face_start. Revert the change.
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for (auto i = int(m_vertex_to_face_start.size()) - 1; i > 0; -- i)
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m_vertex_to_face_start[i] = m_vertex_to_face_start[i - 1];
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m_vertex_to_face_start.front() = 0;
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}
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static int get_vertex_index(size_t vertex_index, const stl_triangle_vertex_indices &triangle_indices) {
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if (int(vertex_index) == triangle_indices[0]) return 0;
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if (int(vertex_index) == triangle_indices[1]) return 1;
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if (int(vertex_index) == triangle_indices[2]) return 2;
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return -1;
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}
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static Vec2crd get_edge_indices(int edge_index, const stl_triangle_vertex_indices &triangle_indices)
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{
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int next_edge_index = (edge_index == 2) ? 0 : edge_index + 1;
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coord_t vi0 = triangle_indices[edge_index];
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coord_t vi1 = triangle_indices[next_edge_index];
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return Vec2crd(vi0, vi1);
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}
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std::vector<Vec3i> its_create_neighbors_index(const indexed_triangle_set &its)
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{
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std::vector<Vec3i> out(its.indices.size(), Vec3i(-1, -1, -1));
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const std::vector<stl_triangle_vertex_indices> &indices = its.indices;
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size_t vertices_size = its.vertices.size();
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std::vector<EdgeToFace> edges_map = create_edge_map(its, []{});
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// Assign a unique common edge id to touching triangle edges.
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for (size_t i = 0; i < edges_map.size(); ++ i) {
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EdgeToFace &edge_i = edges_map[i];
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if (edge_i.face == -1)
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// This edge has been connected to some neighbor already.
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continue;
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// Unconnected edge. Find its neighbor with the correct orientation.
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size_t j;
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bool found = false;
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for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
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if (edge_i.face_edge * edges_map[j].face_edge < 0 && edges_map[j].face != -1) {
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// Faces touching with opposite oriented edges and none of the edges is connected yet.
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found = true;
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if (indices.empty() || vertices_size == 0) return {};
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auto vertex_triangles = VertexFaceIndex{its};
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coord_t no_value = -1;
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std::vector<Vec3i> neighbors(indices.size(), Vec3i(no_value, no_value, no_value));
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for (const stl_triangle_vertex_indices& triangle_indices : indices) {
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coord_t index = &triangle_indices - &indices.front();
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Vec3i& neighbor = neighbors[index];
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for (int edge_index = 0; edge_index < 3; ++edge_index) {
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// check if done
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coord_t& neighbor_edge = neighbor[edge_index];
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if (neighbor_edge != no_value) continue;
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Vec2crd edge_indices = get_edge_indices(edge_index, triangle_indices);
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// IMPROVE: use same vector for 2 sides of triangle
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const auto &faces_range = vertex_triangles[edge_indices[0]];
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for (const size_t &face : faces_range) {
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if (int(face) <= index) continue;
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const stl_triangle_vertex_indices &face_indices = indices[face];
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int vertex_index = get_vertex_index(edge_indices[1], face_indices);
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// NOT Contain second vertex?
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if (vertex_index < 0) continue;
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// Has NOT oposit direction?
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if (edge_indices[0] != face_indices[(vertex_index + 1) % 3]) continue;
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neighbor_edge = face;
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neighbors[face][vertex_index] = index;
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break;
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}
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if (! found) {
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//FIXME Vojtech: Trying to find an edge with equal orientation. This smells.
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// admesh can assign the same edge ID to more than two facets (which is
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// still topologically correct), so we have to search for a duplicate of
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// this edge too in case it was already seen in this orientation
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for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
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if (edges_map[j].face != -1) {
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// Faces touching with equally oriented edges and none of the edges is connected yet.
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found = true;
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break;
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}
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}
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if (found) {
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EdgeToFace &edge_j = edges_map[j];
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out[edge_i.face](std::abs(edge_i.face_edge) - 1) = edge_j.face;
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out[edge_j.face](std::abs(edge_j.face_edge) - 1) = edge_i.face;
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// Mark the edge as connected.
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edge_j.face = -1;
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}
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}
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return out;
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return neighbors;
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}
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} // namespace Slic3r
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