mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-13 01:37:53 -06:00
Merged with dev
This commit is contained in:
parent
d934b63424
commit
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90 changed files with 3310 additions and 1748 deletions
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@ -21,16 +21,20 @@
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#include <Eigen/Dense>
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// for SLIC3R_DEBUG_SLICE_PROCESSING
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#include "libslic3r.h"
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#if 0
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#define DEBUG
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#define _DEBUG
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#undef NDEBUG
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#define SLIC3R_DEBUG
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// #define SLIC3R_TRIANGLEMESH_DEBUG
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#endif
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#include <assert.h>
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#ifdef SLIC3R_DEBUG
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// #define SLIC3R_TRIANGLEMESH_DEBUG
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#if defined(SLIC3R_DEBUG) || defined(SLIC3R_DEBUG_SLICE_PROCESSING)
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#include "SVG.hpp"
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#endif
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@ -156,7 +160,6 @@ void TriangleMesh::repair()
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BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() finished";
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}
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float TriangleMesh::volume()
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{
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if (this->stl.stats.volume == -1)
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@ -320,7 +323,7 @@ bool TriangleMesh::has_multiple_patches() const
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
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if (! facet_visited[neighbor_idx])
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if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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@ -363,7 +366,7 @@ size_t TriangleMesh::number_of_patches() const
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
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if (! facet_visited[neighbor_idx])
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if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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@ -623,6 +626,20 @@ void TriangleMesh::require_shared_vertices()
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BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - stl_generate_shared_vertices";
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stl_generate_shared_vertices(&(this->stl));
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}
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#ifdef _DEBUG
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// Verify validity of neighborship data.
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for (int facet_idx = 0; facet_idx < stl.stats.number_of_facets; ++facet_idx) {
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const stl_neighbors &nbr = stl.neighbors_start[facet_idx];
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const int *vertices = stl.v_indices[facet_idx].vertex;
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for (int nbr_idx = 0; nbr_idx < 3; ++nbr_idx) {
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int nbr_face = this->stl.neighbors_start[facet_idx].neighbor[nbr_idx];
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if (nbr_face != -1) {
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[(nbr_idx + 1) % 3]);
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[nbr_idx]);
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}
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}
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}
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#endif /* _DEBUG */
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BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - end";
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}
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@ -699,13 +716,13 @@ void TriangleMeshSlicer::init(TriangleMesh *_mesh, throw_on_cancel_callback_type
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}
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}
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// Assign an edge index to the 1st face.
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this->facets_edges[edge_i.face * 3 + std::abs(edge_i.face_edge) - 1] = num_edges;
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this->facets_edges[edge_i.face * 3 + std::abs(edge_i.face_edge) - 1] = num_edges;
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if (found) {
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EdgeToFace &edge_j = edges_map[j];
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this->facets_edges[edge_j.face * 3 + std::abs(edge_j.face_edge) - 1] = num_edges;
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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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this->facets_edges[edge_j.face * 3 + std::abs(edge_j.face_edge) - 1] = num_edges;
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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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++ num_edges;
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if ((i & 0x0ffff) == 0)
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throw_on_cancel();
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@ -781,13 +798,30 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons
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{
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static int iRun = 0;
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for (size_t i = 0; i < z.size(); ++ i) {
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Polygons &polygons = (*layers)[i];
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SVG::export_expolygons(debug_out_path("slice_%d_%d.svg", iRun, i).c_str(), union_ex(polygons, true));
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Polygons &polygons = (*layers)[i];
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ExPolygons expolygons = union_ex(polygons, true);
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SVG::export_expolygons(debug_out_path("slice_%d_%d.svg", iRun, i).c_str(), expolygons);
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{
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BoundingBox bbox;
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for (const IntersectionLine &l : lines[i]) {
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bbox.merge(l.a);
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bbox.merge(l.b);
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}
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SVG svg(debug_out_path("slice_loops_%d_%d.svg", iRun, i).c_str(), bbox);
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svg.draw(expolygons);
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for (const IntersectionLine &l : lines[i])
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svg.draw(l, "red", 0);
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svg.draw_outline(expolygons, "black", "blue", 0);
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svg.Close();
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}
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#if 0
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//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
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for (Polygon &poly : polygons) {
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for (size_t i = 1; i < poly.points.size(); ++ i)
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assert(poly.points[i-1] != poly.points[i]);
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assert(poly.points.front() != poly.points.back());
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}
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#endif
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}
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++ iRun;
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}
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@ -803,46 +837,51 @@ void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLin
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const float min_z = fminf(facet.vertex[0](2), fminf(facet.vertex[1](2), facet.vertex[2](2)));
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const float max_z = fmaxf(facet.vertex[0](2), fmaxf(facet.vertex[1](2), facet.vertex[2](2)));
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#ifdef SLIC3R_DEBUG
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0](2),
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1](2),
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2](2));
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
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// find layer extents
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std::vector<float>::const_iterator min_layer, max_layer;
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min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
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max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
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#ifdef SLIC3R_DEBUG
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
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#endif
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#endif /* SLIC3R_TRIANGLEMESH_DEBUG */
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for (std::vector<float>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
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std::vector<float>::size_type layer_idx = it - z.begin();
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IntersectionLine il;
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if (this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &il)) {
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if (this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &il) == TriangleMeshSlicer::Slicing) {
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boost::lock_guard<boost::mutex> l(*lines_mutex);
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if (il.edge_type == feHorizontal) {
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// Insert all three edges of the face.
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// Insert all marked edges of the face. The marked edges do not share an edge with another horizontal face
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// (they may not have a nighbor, or their neighbor is vertical)
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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const bool reverse = this->mesh->stl.facet_start[facet_idx].normal(2) < 0;
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for (int j = 0; j < 3; ++ j) {
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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if (reverse)
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std::swap(a_id, b_id);
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const stl_vertex &a = this->v_scaled_shared[a_id];
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const stl_vertex &b = this->v_scaled_shared[b_id];
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il.a(0) = a(0);
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il.a(1) = a(1);
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il.b(0) = b(0);
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il.b(1) = b(1);
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il.a_id = a_id;
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il.b_id = b_id;
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(*lines)[layer_idx].emplace_back(il);
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}
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for (int j = 0; j < 3; ++ j)
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if (il.flags & ((IntersectionLine::EDGE0_NO_NEIGHBOR | IntersectionLine::EDGE0_FOLD) << j)) {
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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if (reverse)
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std::swap(a_id, b_id);
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const stl_vertex &a = this->v_scaled_shared[a_id];
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const stl_vertex &b = this->v_scaled_shared[b_id];
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il.a(0) = a(0);
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il.a(1) = a(1);
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il.b(0) = b(0);
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il.b(1) = b(1);
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il.a_id = a_id;
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il.b_id = b_id;
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assert(il.a != il.b);
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// This edge will not be used as a seed for loop extraction if it was added due to a fold of two overlapping horizontal faces.
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il.set_no_seed((IntersectionLine::EDGE0_FOLD << j) != 0);
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(*lines)[layer_idx].emplace_back(il);
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}
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} else
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(*lines)[layer_idx].emplace_back(il);
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}
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@ -861,7 +900,7 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<ExPolygo
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[&layers_p, layers, throw_on_cancel, this](const tbb::blocked_range<size_t>& range) {
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for (size_t layer_id = range.begin(); layer_id < range.end(); ++ layer_id) {
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("Layer " PRINTF_ZU " (slice_z = %.2f):\n", layer_id, z[layer_id]);
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printf("Layer " PRINTF_ZU " (slice_z = %.2f):\n", layer_id, z[layer_id]);
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#endif
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throw_on_cancel();
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this->make_expolygons(layers_p[layer_id], &(*layers)[layer_id]);
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@ -871,23 +910,22 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<ExPolygo
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}
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// Return true, if the facet has been sliced and line_out has been filled.
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bool TriangleMeshSlicer::slice_facet(
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TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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float slice_z, const stl_facet &facet, const int facet_idx,
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const float min_z, const float max_z,
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IntersectionLine *line_out) const
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{
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IntersectionPoint points[3];
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size_t num_points = 0;
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size_t points_on_layer[3];
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size_t num_points_on_layer = 0;
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size_t point_on_layer = size_t(-1);
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// Reorder vertices so that the first one is the one with lowest Z.
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// This is needed to get all intersection lines in a consistent order
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// (external on the right of the line)
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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int i = (facet.vertex[1](2) == min_z) ? 1 : ((facet.vertex[2](2) == min_z) ? 2 : 0);
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for (int j = i; j - i < 3; ++ j) { // loop through facet edges
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for (int j = i; j - i < 3; ++j ) { // loop through facet edges
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int edge_id = this->facets_edges[facet_idx * 3 + (j % 3)];
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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int a_id = vertices[j % 3];
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int b_id = vertices[(j+1) % 3];
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const stl_vertex &a = this->v_scaled_shared[a_id];
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@ -900,116 +938,279 @@ bool TriangleMeshSlicer::slice_facet(
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const stl_vertex &v1 = this->v_scaled_shared[vertices[1]];
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const stl_vertex &v2 = this->v_scaled_shared[vertices[2]];
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bool swap = false;
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const stl_normal &normal = this->mesh->stl.facet_start[facet_idx].normal;
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// We may ignore this edge for slicing purposes, but we may still use it for object cutting.
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FacetSliceType result = Slicing;
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const stl_neighbors &nbr = this->mesh->stl.neighbors_start[facet_idx];
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if (min_z == max_z) {
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// All three vertices are aligned with slice_z.
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line_out->edge_type = feHorizontal;
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if (this->mesh->stl.facet_start[facet_idx].normal(2) < 0) {
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// Mark neighbor edges, which do not have a neighbor.
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uint32_t edges = 0;
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for (int nbr_idx = 0; nbr_idx != 3; ++ nbr_idx) {
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// If the neighbor with an edge starting with a vertex idx (nbr_idx - 2) shares no
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// opposite face, add it to the edges to process when slicing.
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if (nbr.neighbor[nbr_idx] == -1) {
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// Mark this edge to be added to the slice.
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edges |= (IntersectionLine::EDGE0_NO_NEIGHBOR << nbr_idx);
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}
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#if 1
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else if (normal(2) > 0) {
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// Produce edges for opposite faced overlapping horizontal faces aka folds.
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// This method often produces connecting lines (noise) at the cutting plane.
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// Produce the edges for the top facing face of the pair of top / bottom facing faces.
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// Index of a neighbor face.
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const int nbr_face = nbr.neighbor[nbr_idx];
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const int *nbr_vertices = this->mesh->stl.v_indices[nbr_face].vertex;
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int idx_vertex_opposite = nbr_vertices[nbr.which_vertex_not[nbr_idx]];
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const stl_vertex &c2 = this->v_scaled_shared[idx_vertex_opposite];
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if (c2(2) == slice_z) {
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// Edge shared by facet_idx and nbr_face.
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int a_id = vertices[nbr_idx];
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int b_id = vertices[(nbr_idx + 1) % 3];
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int c1_id = vertices[(nbr_idx + 2) % 3];
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const stl_vertex &a = this->v_scaled_shared[a_id];
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const stl_vertex &b = this->v_scaled_shared[b_id];
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const stl_vertex &c1 = this->v_scaled_shared[c1_id];
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// Verify that the two neighbor faces share a common edge.
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assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == b_id);
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assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
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double n1 = (double(c1(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c1(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
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double n2 = (double(c2(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c2(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
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if (n1 * n2 > 0)
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// The two faces overlap. This indicates an invalid mesh geometry (non-manifold),
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// but these are the real world objects, and leaving out these edges leads to missing contours.
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edges |= (IntersectionLine::EDGE0_FOLD << nbr_idx);
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}
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}
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#endif
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}
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// Use some edges of this triangle for slicing only if at least one of its edge does not have an opposite face.
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result = (edges == 0) ? Cutting : Slicing;
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line_out->flags |= edges;
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if (normal(2) < 0) {
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// If normal points downwards this is a bottom horizontal facet so we reverse its point order.
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swap = true;
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}
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} else if (v0(2) < slice_z || v1(2) < slice_z || v2(2) < slice_z) {
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// Two vertices are aligned with the cutting plane, the third vertex is below the cutting plane.
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line_out->edge_type = feTop;
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swap = true;
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} else {
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// Two vertices are aligned with the cutting plane, the third vertex is above the cutting plane.
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line_out->edge_type = feBottom;
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// Two vertices are aligned with the cutting plane, the third vertex is below or above the cutting plane.
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int nbr_idx = j % 3;
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int nbr_face = nbr.neighbor[nbr_idx];
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// Is the third vertex below the cutting plane?
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bool third_below = v0(2) < slice_z || v1(2) < slice_z || v2(2) < slice_z;
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// Is this a concave corner?
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if (nbr_face == -1) {
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#ifdef _DEBUG
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printf("Face has no neighbor!\n");
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#endif
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} else {
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assert(this->mesh->stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == b_id);
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assert(this->mesh->stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
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int idx_vertex_opposite = this->mesh->stl.v_indices[nbr_face].vertex[nbr.which_vertex_not[nbr_idx]];
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const stl_vertex &c = this->v_scaled_shared[idx_vertex_opposite];
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if (c(2) == slice_z) {
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double normal_nbr = (double(c(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
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#if 0
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if ((normal_nbr < 0) == third_below) {
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printf("Flipped normal?\n");
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}
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#endif
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result =
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// A vertical face shares edge with a horizontal face. Verify, whether the shared edge makes a convex or concave corner.
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// Unfortunately too often there are flipped normals, which brake our assumption. Let's rather return every edge,
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// and leth the code downstream hopefully handle it.
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#if 1
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// Ignore concave corners for slicing.
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// This method has the unfortunate property, that folds in a horizontal plane create concave corners,
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// leading to broken contours, if these concave corners are not replaced by edges of the folds, see above.
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((normal_nbr < 0) == third_below) ? Cutting : Slicing;
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#else
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// Use concave corners for slicing. This leads to the test 01_trianglemesh.t "slicing a top tangent plane includes its area" failing,
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// and rightly so.
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Slicing;
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#endif
|
||||
} else {
|
||||
// For a pair of faces touching exactly at the cutting plane, ignore one of them. An arbitrary rule is to ignore the face with a higher index.
|
||||
result = (facet_idx < nbr_face) ? Slicing : Cutting;
|
||||
}
|
||||
}
|
||||
if (third_below) {
|
||||
line_out->edge_type = feTop;
|
||||
swap = true;
|
||||
} else
|
||||
line_out->edge_type = feBottom;
|
||||
}
|
||||
line_out->a = to_2d(swap ? b : a).cast<coord_t>();
|
||||
line_out->b = to_2d(swap ? a : b).cast<coord_t>();
|
||||
line_out->a_id = swap ? b_id : a_id;
|
||||
line_out->b_id = swap ? a_id : b_id;
|
||||
return true;
|
||||
assert(line_out->a != line_out->b);
|
||||
return result;
|
||||
}
|
||||
|
||||
if (a(2) == slice_z) {
|
||||
// Only point a alings with the cutting plane.
|
||||
points_on_layer[num_points_on_layer ++] = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point(0) = a(0);
|
||||
point(1) = a(1);
|
||||
point.point_id = a_id;
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
||||
point_on_layer = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point(0) = a(0);
|
||||
point(1) = a(1);
|
||||
point.point_id = a_id;
|
||||
}
|
||||
} else if (b(2) == slice_z) {
|
||||
// Only point b alings with the cutting plane.
|
||||
points_on_layer[num_points_on_layer ++] = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point(0) = b(0);
|
||||
point(1) = b(1);
|
||||
point.point_id = b_id;
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
||||
point_on_layer = num_points;
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point(0) = b(0);
|
||||
point(1) = b(1);
|
||||
point.point_id = b_id;
|
||||
}
|
||||
} else if ((a(2) < slice_z && b(2) > slice_z) || (b(2) < slice_z && a(2) > slice_z)) {
|
||||
// A general case. The face edge intersects the cutting plane. Calculate the intersection point.
|
||||
IntersectionPoint &point = points[num_points ++];
|
||||
point(0) = b(0) + (a(0) - b(0)) * (slice_z - b(2)) / (a(2) - b(2));
|
||||
point(1) = b(1) + (a(1) - b(1)) * (slice_z - b(2)) / (a(2) - b(2));
|
||||
point.edge_id = edge_id;
|
||||
assert(a_id != b_id);
|
||||
// Sort the edge to give a consistent answer.
|
||||
const stl_vertex *pa = &a;
|
||||
const stl_vertex *pb = &b;
|
||||
if (a_id > b_id) {
|
||||
std::swap(a_id, b_id);
|
||||
std::swap(pa, pb);
|
||||
}
|
||||
IntersectionPoint &point = points[num_points];
|
||||
double t = (double(slice_z) - double((*pb)(2))) / (double((*pa)(2)) - double((*pb)(2)));
|
||||
if (t <= 0.) {
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
|
||||
point(0) = (*pa)(0);
|
||||
point(1) = (*pa)(1);
|
||||
point_on_layer = num_points ++;
|
||||
point.point_id = a_id;
|
||||
}
|
||||
} else if (t >= 1.) {
|
||||
if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
|
||||
point(0) = (*pb)(0);
|
||||
point(1) = (*pb)(1);
|
||||
point_on_layer = num_points ++;
|
||||
point.point_id = b_id;
|
||||
}
|
||||
} else {
|
||||
point(0) = coord_t(floor(double((*pb)(0)) + (double((*pa)(0)) - double((*pb)(0))) * t + 0.5));
|
||||
point(1) = coord_t(floor(double((*pb)(1)) + (double((*pa)(1)) - double((*pb)(1))) * t + 0.5));
|
||||
point.edge_id = edge_id;
|
||||
++ num_points;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We can't have only one point on layer because each vertex gets detected
|
||||
// twice (once for each edge), and we can't have three points on layer,
|
||||
// because we assume this code is not getting called for horizontal facets.
|
||||
assert(num_points_on_layer == 0 || num_points_on_layer == 2);
|
||||
if (num_points_on_layer > 0) {
|
||||
assert(points[points_on_layer[0]].point_id == points[points_on_layer[1]].point_id);
|
||||
assert(num_points == 2 || num_points == 3);
|
||||
if (num_points < 3)
|
||||
// This triangle touches the cutting plane with a single vertex. Ignore it.
|
||||
return false;
|
||||
// Erase one of the duplicate points.
|
||||
-- num_points;
|
||||
for (int i = points_on_layer[1]; i < num_points; ++ i)
|
||||
points[i] = points[i + 1];
|
||||
}
|
||||
|
||||
// Facets must intersect each plane 0 or 2 times.
|
||||
assert(num_points == 0 || num_points == 2);
|
||||
// Facets must intersect each plane 0 or 2 times, or it may touch the plane at a single vertex only.
|
||||
assert(num_points < 3);
|
||||
if (num_points == 2) {
|
||||
line_out->edge_type = feNone;
|
||||
line_out->edge_type = feGeneral;
|
||||
line_out->a = (Point)points[1];
|
||||
line_out->b = (Point)points[0];
|
||||
line_out->a_id = points[1].point_id;
|
||||
line_out->b_id = points[0].point_id;
|
||||
line_out->edge_a_id = points[1].edge_id;
|
||||
line_out->edge_b_id = points[0].edge_id;
|
||||
return true;
|
||||
// Not a zero lenght edge.
|
||||
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
||||
//assert(line_out->a != line_out->b);
|
||||
// The plane cuts at least one edge in a general position.
|
||||
assert(line_out->a_id == -1 || line_out->b_id == -1);
|
||||
assert(line_out->edge_a_id != -1 || line_out->edge_b_id != -1);
|
||||
// General slicing position, use the segment for both slicing and object cutting.
|
||||
#if 0
|
||||
if (line_out->a_id != -1 && line_out->b_id != -1) {
|
||||
// Solving a degenerate case, where both the intersections snapped to an edge.
|
||||
// Correctly classify the face as below or above based on the position of the 3rd point.
|
||||
int i = vertices[0];
|
||||
if (i == line_out->a_id || i == line_out->b_id)
|
||||
i = vertices[1];
|
||||
if (i == line_out->a_id || i == line_out->b_id)
|
||||
i = vertices[2];
|
||||
assert(i != line_out->a_id && i != line_out->b_id);
|
||||
line_out->edge_type = (this->v_scaled_shared[i].z < slice_z) ? feTop : feBottom;
|
||||
}
|
||||
#endif
|
||||
return Slicing;
|
||||
}
|
||||
return NoSlice;
|
||||
}
|
||||
|
||||
//FIXME Should this go away? For valid meshes the function slice_facet() returns Slicing
|
||||
// and sets edges of vertical triangles to produce only a single edge per pair of neighbor faces.
|
||||
// So the following code makes only sense now to handle degenerate meshes with more than two faces
|
||||
// sharing a single edge.
|
||||
static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
|
||||
{
|
||||
std::vector<IntersectionLine*> by_vertex_pair;
|
||||
by_vertex_pair.reserve(lines.size());
|
||||
for (IntersectionLine& line : lines)
|
||||
if (line.edge_type != feGeneral && line.a_id != -1)
|
||||
// This is a face edge. Check whether there is its neighbor stored in lines.
|
||||
by_vertex_pair.emplace_back(&line);
|
||||
auto edges_lower_sorted = [](const IntersectionLine *l1, const IntersectionLine *l2) {
|
||||
// Sort vertices of l1, l2 lexicographically
|
||||
int l1a = l1->a_id;
|
||||
int l1b = l1->b_id;
|
||||
int l2a = l2->a_id;
|
||||
int l2b = l2->b_id;
|
||||
if (l1a > l1b)
|
||||
std::swap(l1a, l1b);
|
||||
if (l2a > l2b)
|
||||
std::swap(l2a, l2b);
|
||||
// Lexicographical "lower" operator on lexicographically sorted vertices should bring equal edges together when sored.
|
||||
return l1a < l2a || (l1a == l2a && l1b < l2b);
|
||||
};
|
||||
std::sort(by_vertex_pair.begin(), by_vertex_pair.end(), edges_lower_sorted);
|
||||
for (auto line = by_vertex_pair.begin(); line != by_vertex_pair.end(); ++ line) {
|
||||
IntersectionLine &l1 = **line;
|
||||
if (! l1.skip()) {
|
||||
// Iterate as long as line and line2 edges share the same end points.
|
||||
for (auto line2 = line + 1; line2 != by_vertex_pair.end() && ! edges_lower_sorted(*line, *line2); ++ line2) {
|
||||
// Lines must share the end points.
|
||||
assert(! edges_lower_sorted(*line, *line2));
|
||||
assert(! edges_lower_sorted(*line2, *line));
|
||||
IntersectionLine &l2 = **line2;
|
||||
if (l2.skip())
|
||||
continue;
|
||||
if (l1.a_id == l2.a_id) {
|
||||
assert(l1.b_id == l2.b_id);
|
||||
l2.set_skip();
|
||||
// If they are both oriented upwards or downwards (like a 'V'),
|
||||
// then we can remove both edges from this layer since it won't
|
||||
// affect the sliced shape.
|
||||
// If one of them is oriented upwards and the other is oriented
|
||||
// downwards, let's only keep one of them (it doesn't matter which
|
||||
// one since all 'top' lines were reversed at slicing).
|
||||
if (l1.edge_type == l2.edge_type) {
|
||||
l1.set_skip();
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
assert(l1.a_id == l2.b_id && l1.b_id == l2.a_id);
|
||||
// If this edge joins two horizontal facets, remove both of them.
|
||||
if (l1.edge_type == feHorizontal && l2.edge_type == feHorizontal) {
|
||||
l1.set_skip();
|
||||
l2.set_skip();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
|
||||
{
|
||||
// Remove tangent edges.
|
||||
//FIXME This is O(n^2) in rare cases when many faces intersect the cutting plane.
|
||||
for (IntersectionLines::iterator line = lines.begin(); line != lines.end(); ++ line)
|
||||
if (! line->skip && line->edge_type != feNone) {
|
||||
// This line is af facet edge. There may be a duplicate line with the same end vertices.
|
||||
// If the line is is an edge connecting two facets, find another facet edge
|
||||
// having the same endpoints but in reverse order.
|
||||
for (IntersectionLines::iterator line2 = line + 1; line2 != lines.end(); ++ line2)
|
||||
if (! line2->skip && line2->edge_type != feNone) {
|
||||
// Are these facets adjacent? (sharing a common edge on this layer)
|
||||
if (line->a_id == line2->a_id && line->b_id == line2->b_id) {
|
||||
line2->skip = true;
|
||||
/* if they are both oriented upwards or downwards (like a 'V')
|
||||
then we can remove both edges from this layer since it won't
|
||||
affect the sliced shape */
|
||||
/* if one of them is oriented upwards and the other is oriented
|
||||
downwards, let's only keep one of them (it doesn't matter which
|
||||
one since all 'top' lines were reversed at slicing) */
|
||||
if (line->edge_type == line2->edge_type) {
|
||||
line->skip = true;
|
||||
break;
|
||||
}
|
||||
} else if (line->a_id == line2->b_id && line->b_id == line2->a_id) {
|
||||
/* if this edge joins two horizontal facets, remove both of them */
|
||||
if (line->edge_type == feHorizontal && line2->edge_type == feHorizontal) {
|
||||
line->skip = true;
|
||||
line2->skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#if 0
|
||||
//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
|
||||
//#ifdef _DEBUG
|
||||
for (const Line &l : lines)
|
||||
assert(l.a != l.b);
|
||||
#endif /* _DEBUG */
|
||||
|
||||
remove_tangent_edges(lines);
|
||||
|
||||
struct OpenPolyline {
|
||||
OpenPolyline() {};
|
||||
|
@ -1032,7 +1233,7 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
by_edge_a_id.reserve(lines.size());
|
||||
by_a_id.reserve(lines.size());
|
||||
for (IntersectionLine &line : lines) {
|
||||
if (! line.skip) {
|
||||
if (! line.skip()) {
|
||||
if (line.edge_a_id != -1)
|
||||
by_edge_a_id.emplace_back(&line);
|
||||
if (line.a_id != -1)
|
||||
|
@ -1049,13 +1250,14 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
// take first spare line and start a new loop
|
||||
IntersectionLine *first_line = nullptr;
|
||||
for (; it_line_seed != lines.end(); ++ it_line_seed)
|
||||
if (! it_line_seed->skip) {
|
||||
if (it_line_seed->is_seed_candidate()) {
|
||||
//if (! it_line_seed->skip()) {
|
||||
first_line = &(*it_line_seed ++);
|
||||
break;
|
||||
}
|
||||
if (first_line == nullptr)
|
||||
break;
|
||||
first_line->skip = true;
|
||||
first_line->set_skip();
|
||||
Points loop_pts;
|
||||
loop_pts.emplace_back(first_line->a);
|
||||
IntersectionLine *last_line = first_line;
|
||||
|
@ -1076,7 +1278,7 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
if (it_begin != by_edge_a_id.end()) {
|
||||
auto it_end = std::upper_bound(it_begin, by_edge_a_id.end(), &key, by_edge_lower);
|
||||
for (auto it_line = it_begin; it_line != it_end; ++ it_line)
|
||||
if (! (*it_line)->skip) {
|
||||
if (! (*it_line)->skip()) {
|
||||
next_line = *it_line;
|
||||
break;
|
||||
}
|
||||
|
@ -1088,7 +1290,7 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
if (it_begin != by_a_id.end()) {
|
||||
auto it_end = std::upper_bound(it_begin, by_a_id.end(), &key, by_vertex_lower);
|
||||
for (auto it_line = it_begin; it_line != it_end; ++ it_line)
|
||||
if (! (*it_line)->skip) {
|
||||
if (! (*it_line)->skip()) {
|
||||
next_line = *it_line;
|
||||
break;
|
||||
}
|
||||
|
@ -1119,7 +1321,7 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
*/
|
||||
loop_pts.emplace_back(next_line->a);
|
||||
last_line = next_line;
|
||||
next_line->skip = true;
|
||||
next_line->set_skip();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1186,12 +1388,12 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
}
|
||||
}
|
||||
}
|
||||
if (next_start == nullptr) {
|
||||
// The current loop could not be closed. Unmark the segment.
|
||||
opl.consumed = false;
|
||||
break;
|
||||
}
|
||||
// Attach this polyline to the end of the initial polyline.
|
||||
if (next_start == nullptr) {
|
||||
// The current loop could not be closed. Unmark the segment.
|
||||
opl.consumed = false;
|
||||
break;
|
||||
}
|
||||
// Attach this polyline to the end of the initial polyline.
|
||||
if (next_start->start) {
|
||||
auto it = next_start->polyline->points.begin();
|
||||
std::copy(++ it, next_start->polyline->points.end(), back_inserter(opl.points));
|
||||
|
@ -1211,8 +1413,8 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
if ((ip1.edge_id != -1 && ip1.edge_id == ip2.edge_id) ||
|
||||
(ip1.point_id != -1 && ip1.point_id == ip2.point_id)) {
|
||||
// The current loop is complete. Add it to the output.
|
||||
/*assert(opl.points.front().point_id == opl.points.back().point_id);
|
||||
assert(opl.points.front().edge_id == opl.points.back().edge_id);*/
|
||||
//assert(opl.points.front().point_id == opl.points.back().point_id);
|
||||
//assert(opl.points.front().edge_id == opl.points.back().edge_id);
|
||||
// Remove the duplicate last point.
|
||||
opl.points.pop_back();
|
||||
if (opl.points.size() >= 3) {
|
||||
|
@ -1227,9 +1429,9 @@ void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygo
|
|||
loops->emplace_back(std::move(opl.points));
|
||||
}
|
||||
opl.points.clear();
|
||||
break;
|
||||
break;
|
||||
}
|
||||
// Continue with the current loop.
|
||||
// Continue with the current loop.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1277,15 +1479,15 @@ void TriangleMeshSlicer::make_expolygons_simple(std::vector<IntersectionLine> &l
|
|||
if (slice_idx == -1)
|
||||
// Ignore this hole.
|
||||
continue;
|
||||
assert(current_contour_area < std::numeric_limits<double>::max() && current_contour_area >= -hole->area());
|
||||
(*slices)[slice_idx].holes.emplace_back(std::move(*hole));
|
||||
assert(current_contour_area < std::numeric_limits<double>::max() && current_contour_area >= -hole->area());
|
||||
(*slices)[slice_idx].holes.emplace_back(std::move(*hole));
|
||||
}
|
||||
|
||||
#if 0
|
||||
// If the input mesh is not valid, the holes may intersect with the external contour.
|
||||
// Rather subtract them from the outer contour.
|
||||
Polygons poly;
|
||||
for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
|
||||
for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
|
||||
if (it_slice->holes.empty()) {
|
||||
poly.emplace_back(std::move(it_slice->contour));
|
||||
} else {
|
||||
|
@ -1295,7 +1497,7 @@ void TriangleMeshSlicer::make_expolygons_simple(std::vector<IntersectionLine> &l
|
|||
it->reverse();
|
||||
polygons_append(poly, diff(contours, it_slice->holes));
|
||||
}
|
||||
}
|
||||
}
|
||||
// If the input mesh is not valid, the input contours may intersect.
|
||||
*slices = union_ex(poly);
|
||||
#endif
|
||||
|
@ -1412,7 +1614,7 @@ void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower)
|
|||
|
||||
// intersect facet with cutting plane
|
||||
IntersectionLine line;
|
||||
if (this->slice_facet(scaled_z, *facet, facet_idx, min_z, max_z, &line)) {
|
||||
if (this->slice_facet(scaled_z, *facet, facet_idx, min_z, max_z, &line) != TriangleMeshSlicer::NoSlice) {
|
||||
// Save intersection lines for generating correct triangulations.
|
||||
if (line.edge_type == feTop) {
|
||||
lower_lines.emplace_back(line);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue