Changing the internal representation of Point / Pointf / Point3 / Pointf3 to Eigen Matrix types:

Changed the Point3 / Pointf3 to composite Eigen Vec3crd / Vec3d.
Point3 is no more derived from Point,
Pointf3 is no more derived from Pointf.
Introduced Transform2f/3f/2d/3d types as aliases to Eigen::Transform.
This commit is contained in:
bubnikv 2018-08-14 21:33:41 +02:00
parent 86da661097
commit f34252a27b
15 changed files with 197 additions and 303 deletions

View file

@ -502,7 +502,7 @@ TriangleMesh::split() const
int facet_idx = facet_queue.front();
facet_queue.pop();
if (seen_facets.find(facet_idx) != seen_facets.end()) continue;
facets.push_back(facet_idx);
facets.emplace_back(facet_idx);
for (int j = 0; j <= 2; j++) {
facet_queue.push(this->stl.neighbors_start[facet_idx].neighbor[j]);
}
@ -510,7 +510,7 @@ TriangleMesh::split() const
}
TriangleMesh* mesh = new TriangleMesh;
meshes.push_back(mesh);
meshes.emplace_back(mesh);
mesh->stl.stats.type = inmemory;
mesh->stl.stats.number_of_facets = facets.size();
mesh->stl.stats.original_num_facets = mesh->stl.stats.number_of_facets;
@ -564,7 +564,7 @@ ExPolygons TriangleMesh::horizontal_projection() const
p.points[1] = Point::new_scale(facet->vertex[1].x, facet->vertex[1].y);
p.points[2] = Point::new_scale(facet->vertex[2].x, facet->vertex[2].y);
p.make_counter_clockwise(); // do this after scaling, as winding order might change while doing that
pp.push_back(p);
pp.emplace_back(p);
}
// the offset factor was tuned using groovemount.stl
@ -819,10 +819,10 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
il.b.y() = b->y;
il.a_id = a_id;
il.b_id = b_id;
(*lines)[layer_idx].push_back(il);
(*lines)[layer_idx].emplace_back(il);
}
} else
(*lines)[layer_idx].push_back(il);
(*lines)[layer_idx].emplace_back(il);
}
}
}
@ -1229,9 +1229,9 @@ void TriangleMeshSlicer::make_expolygons_simple(std::vector<IntersectionLine> &l
if (loop->area() >= 0.) {
ExPolygon ex;
ex.contour = *loop;
slices->push_back(ex);
slices->emplace_back(ex);
} else {
holes.push_back(*loop);
holes.emplace_back(*loop);
}
}
@ -1322,8 +1322,8 @@ void TriangleMeshSlicer::make_expolygons(const Polygons &loops, ExPolygons* slic
//std::vector<double> area;
//std::vector<size_t> sorted_area; // vector of indices
//for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
// area.push_back(loop->area());
// sorted_area.push_back(loop - loops.begin());
// area.emplace_back(loop->area());
// sorted_area.emplace_back(loop - loops.begin());
//}
//
//// outer first
@ -1338,7 +1338,7 @@ void TriangleMeshSlicer::make_expolygons(const Polygons &loops, ExPolygons* slic
// would do the same, thus repeating the calculation */
// Polygons::const_iterator loop = loops.begin() + *loop_idx;
// if (area[*loop_idx] > +EPSILON)
// p_slices.push_back(*loop);
// p_slices.emplace_back(*loop);
// else if (area[*loop_idx] < -EPSILON)
// //FIXME This is arbitrary and possibly very slow.
// // If the hole is inside a polygon, then there is no need to diff.
@ -1396,12 +1396,12 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
if (this->slice_facet(scaled_z, *facet, facet_idx, min_z, max_z, &line)) {
// Save intersection lines for generating correct triangulations.
if (line.edge_type == feTop) {
lower_lines.push_back(line);
lower_lines.emplace_back(line);
} else if (line.edge_type == feBottom) {
upper_lines.push_back(line);
upper_lines.emplace_back(line);
} else if (line.edge_type != feHorizontal) {
lower_lines.push_back(line);
upper_lines.push_back(line);
lower_lines.emplace_back(line);
upper_lines.emplace_back(line);
}
}
@ -1560,8 +1560,8 @@ TriangleMesh make_cylinder(double r, double h, double fa) {
std::vector<Point3> facets;
// 2 special vertices, top and bottom center, rest are relative to this
vertices.push_back(Pointf3(0.0, 0.0, 0.0));
vertices.push_back(Pointf3(0.0, 0.0, h));
vertices.emplace_back(Pointf3(0.0, 0.0, 0.0));
vertices.emplace_back(Pointf3(0.0, 0.0, h));
// adjust via rounding to get an even multiple for any provided angle.
double angle = (2*PI / floor(2*PI / fa));
@ -1571,26 +1571,24 @@ TriangleMesh make_cylinder(double r, double h, double fa) {
// top and bottom.
// Special case: Last line shares 2 vertices with the first line.
unsigned id = vertices.size() - 1;
vertices.push_back(Pointf3(sin(0) * r , cos(0) * r, 0));
vertices.push_back(Pointf3(sin(0) * r , cos(0) * r, h));
vertices.emplace_back(Pointf3(sin(0) * r , cos(0) * r, 0));
vertices.emplace_back(Pointf3(sin(0) * r , cos(0) * r, h));
for (double i = 0; i < 2*PI; i+=angle) {
Pointf3 b(0, r, 0);
Pointf3 t(0, r, h);
b.rotate(i, Pointf3(0,0,0));
t.rotate(i, Pointf3(0,0,h));
vertices.push_back(b);
vertices.push_back(t);
Pointf p(0, r);
p.rotate(i);
vertices.emplace_back(Pointf3(p.x(), p.y(), 0.));
vertices.emplace_back(Pointf3(p.x(), p.y(), h));
id = vertices.size() - 1;
facets.push_back(Point3( 0, id - 1, id - 3)); // top
facets.push_back(Point3(id, 1, id - 2)); // bottom
facets.push_back(Point3(id, id - 2, id - 3)); // upper-right of side
facets.push_back(Point3(id, id - 3, id - 1)); // bottom-left of side
facets.emplace_back(Point3( 0, id - 1, id - 3)); // top
facets.emplace_back(Point3(id, 1, id - 2)); // bottom
facets.emplace_back(Point3(id, id - 2, id - 3)); // upper-right of side
facets.emplace_back(Point3(id, id - 3, id - 1)); // bottom-left of side
}
// Connect the last set of vertices with the first.
facets.push_back(Point3( 2, 0, id - 1));
facets.push_back(Point3( 1, 3, id));
facets.push_back(Point3(id, 3, 2));
facets.push_back(Point3(id, 2, id - 1));
facets.emplace_back(Point3( 2, 0, id - 1));
facets.emplace_back(Point3( 1, 3, id));
facets.emplace_back(Point3(id, 3, 2));
facets.emplace_back(Point3(id, 2, id - 1));
TriangleMesh mesh(vertices, facets);
return mesh;
@ -1613,29 +1611,25 @@ TriangleMesh make_sphere(double rho, double fa) {
// Ring to be scaled to generate the steps of the sphere
std::vector<double> ring;
for (double i = 0; i < 2*PI; i+=angle) {
ring.push_back(i);
ring.emplace_back(i);
}
const size_t steps = ring.size();
const double increment = (double)(1.0 / (double)steps);
// special case: first ring connects to 0,0,0
// insert and form facets.
vertices.push_back(Pointf3(0.0, 0.0, -rho));
vertices.emplace_back(Pointf3(0.0, 0.0, -rho));
size_t id = vertices.size();
for (size_t i = 0; i < ring.size(); i++) {
// Fixed scaling
const double z = -rho + increment*rho*2.0;
// radius of the circle for this step.
const double r = sqrt(abs(rho*rho - z*z));
Pointf3 b(0, r, z);
b.rotate(ring[i], Pointf3(0,0,z));
vertices.push_back(b);
if (i == 0) {
facets.push_back(Point3(1, 0, ring.size()));
} else {
facets.push_back(Point3(id, 0, id - 1));
}
id++;
Pointf b(0, r);
b.rotate(ring[i]);
vertices.emplace_back(Pointf3(b.x(), b.y(), z));
facets.emplace_back((i == 0) ? Point3(1, 0, ring.size()) : Point3(id, 0, id - 1));
++ id;
}
// General case: insert and form facets for each step, joining it to the ring below it.
@ -1644,16 +1638,16 @@ TriangleMesh make_sphere(double rho, double fa) {
const double r = sqrt(abs(rho*rho - z*z));
for (size_t i = 0; i < ring.size(); i++) {
Pointf3 b(0, r, z);
b.rotate(ring[i], Pointf3(0,0,z));
vertices.push_back(b);
Pointf b(0, r);
b.rotate(ring[i]);
vertices.emplace_back(Pointf3(b.x(), b.y(), z));
if (i == 0) {
// wrap around
facets.push_back(Point3(id + ring.size() - 1 , id, id - 1));
facets.push_back(Point3(id, id - ring.size(), id - 1));
facets.emplace_back(Point3(id + ring.size() - 1 , id, id - 1));
facets.emplace_back(Point3(id, id - ring.size(), id - 1));
} else {
facets.push_back(Point3(id , id - ring.size(), (id - 1) - ring.size()));
facets.push_back(Point3(id, id - 1 - ring.size() , id - 1));
facets.emplace_back(Point3(id , id - ring.size(), (id - 1) - ring.size()));
facets.emplace_back(Point3(id, id - 1 - ring.size() , id - 1));
}
id++;
}
@ -1662,13 +1656,13 @@ TriangleMesh make_sphere(double rho, double fa) {
// special case: last ring connects to 0,0,rho*2.0
// only form facets.
vertices.push_back(Pointf3(0.0, 0.0, rho));
vertices.emplace_back(Pointf3(0.0, 0.0, rho));
for (size_t i = 0; i < ring.size(); i++) {
if (i == 0) {
// third vertex is on the other side of the ring.
facets.push_back(Point3(id, id - ring.size(), id - 1));
facets.emplace_back(Point3(id, id - ring.size(), id - 1));
} else {
facets.push_back(Point3(id, id - ring.size() + i, id - ring.size() + (i - 1)));
facets.emplace_back(Point3(id, id - ring.size() + i, id - ring.size() + (i - 1)));
}
}
id++;