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TriangleSelector: first partially working implementation
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2 changed files with 422 additions and 143 deletions
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@ -24,15 +24,17 @@ class ClippingPlane;
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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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void render() const;
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// Create new object on a TriangleMesh. The referenced mesh must
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// stay valid, a ptr to it is saved and used.
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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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int facet_start, // 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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FacetSupportType new_state); // enforcer or blocker?
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void unselect_all();
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@ -43,11 +45,15 @@ public:
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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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DivisionNode();
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// Index of triangle this describes.
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int triangle_idx;
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bool valid{true};
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// Index of parent triangle (-1: original)
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int parent{-1};
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// Bitmask encoding which sides are split.
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unsigned char division_type;
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int8_t 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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@ -55,29 +61,37 @@ private:
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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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// Children triangles (0 = no child)
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std::array<int, 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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void set_state(FacetSupportType state);
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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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FacetSupportType get_state() 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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Triangle(int a, int b, int c)
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: verts_idxs{stl_triangle_vertex_indices(a, b, c)},
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div_info{std::make_unique<DivisionNode>()}
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{}
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stl_triangle_vertex_indices verts_idxs;
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DivisionNode* div_info;
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std::unique_ptr<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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const TriangleMesh* m_mesh;
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// Number of original vertices and triangles.
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int m_orig_size_vertices;
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@ -86,6 +100,32 @@ private:
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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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// Caches for cursor position, radius and direction.
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struct Cursor {
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Vec3f center;
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Vec3f dir;
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float radius_sqr;
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};
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Cursor m_cursor;
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// Private functions:
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void select_triangle(int facet_idx, FacetSupportType type,
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int num_of_inside_vertices = -1,
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bool cursor_inside = false);
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bool is_point_inside_cursor(const Vec3f& point) const;
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int vertices_inside(int facet_idx) const;
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bool faces_camera(int facet) const;
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void undivide_triangle(int facet_idx);
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bool split_triangle(int facet_idx);
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void remove_needless(int child_facet);
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};
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@ -107,10 +147,7 @@ private:
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// individual facets (one of the enum values above).
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std::vector<std::vector<FacetSupportType>> m_selected_facets;
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// Vertex buffer arrays for each model-part volume. There is a vector of
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// arrays so that adding triangles can be done without regenerating all
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// other triangles. Enforcers and blockers are of course separate.
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std::vector<std::array<std::vector<GLIndexedVertexArray>, 2>> m_ivas;
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GLIndexedVertexArray m_iva;
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void update_vertex_buffers(const TriangleMesh* mesh,
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int mesh_id,
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@ -148,6 +185,8 @@ private:
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bool m_setting_angle = false;
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bool m_internal_stack_active = false;
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bool m_schedule_update = false;
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std::unique_ptr<TriangleSelector> m_triangle_selector;
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// This map holds all translated description texts, so they can be easily referenced during layout calculations
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// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
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