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https://github.com/SoftFever/OrcaSlicer.git
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TriangleSelector: Vertices are reference-counted and garbage collected
Garbage collection is triggered automatically when more than half of all triangles are invalid
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2 changed files with 120 additions and 57 deletions
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@ -33,7 +33,7 @@ public:
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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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// Select all triangles fully 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_start, // facet that point belongs to
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const Vec3f& source, // camera position (mesh coords)
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@ -41,14 +41,11 @@ public:
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float radius_sqr, // squared radius of the cursor
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FacetSupportType new_state); // enforcer or blocker?
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void unselect_all();
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// Render current selection. Transformation matrices are supposed
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// to be already set.
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void render(ImGuiWrapper* imgui = nullptr);
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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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// Remove all unnecessary data.
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void garbage_collect();
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#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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@ -59,21 +56,24 @@ public:
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private:
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// Triangle and info about how it's split.
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struct Triangle {
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class Triangle {
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public:
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// Use TriangleSelector::push_triangle to create a new triangle.
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// It increments/decrements reference counter on vertices.
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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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: verts_idxs{a, b, c},
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state{FacetSupportType(0)},
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number_of_splits{0},
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special_side_idx{0},
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old_number_of_splits{0}
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{}
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stl_triangle_vertex_indices verts_idxs;
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// Indices into m_vertices.
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std::array<int, 3> verts_idxs;
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// Is this triangle valid or marked to remove?
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// Is this triangle valid or marked to be removed?
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bool valid{true};
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// Children triangles (0 = no child)
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// Children triangles.
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std::array<int, 4> children;
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// Set the division type.
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@ -101,22 +101,31 @@ private:
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int old_number_of_splits;
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};
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struct Vertex {
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explicit Vertex(const stl_vertex& vert)
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: v{vert},
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ref_cnt{0}
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{}
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stl_vertex v;
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int ref_cnt;
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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<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 invalid triangles (to trigger garbage collection).
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int m_invalid_triangles;
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// Limiting length of triangle side (squared).
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float m_edge_limit_sqr = 1.f;
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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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// Caches for cursor position, radius and direction.
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// Cache for cursor position, radius and direction.
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struct Cursor {
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Vec3f center;
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Vec3f source;
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@ -130,13 +139,14 @@ private:
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bool select_triangle(int facet_idx, FacetSupportType type,
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bool recursive_call = 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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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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void split_triangle(int facet_idx);
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void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
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bool is_pointer_in_triangle(int facet_idx) const;
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bool is_edge_inside_cursor(int facet_idx) const;
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void push_triangle(int a, int b, int c);
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};
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