#ifndef libslic3r_TriangleSelector_hpp_ #define libslic3r_TriangleSelector_hpp_ // #define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG #include "Point.hpp" #include "TriangleMesh.hpp" namespace Slic3r { enum class EnforcerBlockerType : int8_t; // Following class holds information about selected triangles. It also has power // to recursively subdivide the triangles and make the selection finer. class TriangleSelector { public: enum CursorType { CIRCLE, SPHERE, POINTER }; std::pair, std::vector> precompute_all_neighbors() const; void precompute_all_neighbors_recursive(int facet_idx, const Vec3i &neighbors, const Vec3i &neighbors_propagated, std::vector &neighbors_out, std::vector &neighbors_normal_out) const; // Set a limit to the edge length, below which the edge will not be split by select_patch(). // Called by select_patch() internally. Made public for debugging purposes, see TriangleSelectorGUI::render_debug(). void set_edge_limit(float edge_limit); // Create new object on a TriangleMesh. The referenced mesh must // stay valid, a ptr to it is saved and used. explicit TriangleSelector(const TriangleMesh& mesh); // Returns the facet_idx of the unsplit triangle containing the "hit". Returns -1 if the triangle isn't found. [[nodiscard]] int select_unsplit_triangle(const Vec3f &hit, int facet_idx) const; [[nodiscard]] int select_unsplit_triangle(const Vec3f &hit, int facet_idx, const Vec3i &neighbors) const; // Select all triangles fully inside the circle, subdivide where needed. void select_patch(const Vec3f &hit, // point where to start int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to const Vec3f &source, // camera position (mesh coords) float radius, // radius of the cursor CursorType type, // current type of cursor EnforcerBlockerType new_state, // enforcer or blocker? const Transform3d &trafo, // matrix to get from mesh to world bool triangle_splitting); // If triangles will be split base on the cursor or not void seed_fill_select_triangles(const Vec3f &hit, // point where to start int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to float seed_fill_angle); // the maximal angle between two facets to be painted by the same color void bucket_fill_select_triangles(const Vec3f &hit, // point where to start int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to bool propagate); // if bucket fill is propagated to neighbor faces or if it fills the only facet of the modified mesh that the hit point belongs to. bool has_facets(EnforcerBlockerType state) const; static bool has_facets(const std::pair>, std::vector> &data, EnforcerBlockerType test_state); int num_facets(EnforcerBlockerType state) const; // Get facets at a given state. Don't triangulate T-joints. indexed_triangle_set get_facets(EnforcerBlockerType state) const; // Get facets at a given state. Triangulate T-joints. indexed_triangle_set get_facets_strict(EnforcerBlockerType state) const; // Set facet of the mesh to a given state. Only works for original triangles. void set_facet(int facet_idx, EnforcerBlockerType state); // Clear everything and make the tree empty. void reset(); // Remove all unnecessary data. void garbage_collect(); // Store the division trees in compact form (a long stream of bits for each triangle of the original mesh). // First vector contains pairs of (triangle index, first bit in the second vector). std::pair>, std::vector> serialize() const; // Load serialized data. Assumes that correct mesh is loaded. void deserialize(const std::pair>, std::vector> &data, bool needs_reset = true); // For all triangles, remove the flag indicating that the triangle was selected by seed fill. void seed_fill_unselect_all_triangles(); // For all triangles selected by seed fill, set new EnforcerBlockerType and remove flag indicating that triangle was selected by seed fill. // The operation may merge split triangles if they are being assigned the same color. void seed_fill_apply_on_triangles(EnforcerBlockerType new_state); protected: // Triangle and info about how it's split. class Triangle { public: // Use TriangleSelector::push_triangle to create a new triangle. // It increments/decrements reference counter on vertices. Triangle(int a, int b, int c, int source_triangle, const EnforcerBlockerType init_state) : verts_idxs{a, b, c}, source_triangle{source_triangle}, state{init_state} { // Initialize bit fields. Default member initializers are not supported by C++17. m_selected_by_seed_fill = false; m_valid = true; } // Indices into m_vertices. std::array verts_idxs; // Index of the source triangle at the initial (unsplit) mesh. int source_triangle; // Children triangles. std::array children; // Set the division type. void set_division(int sides_to_split, int special_side_idx); // Get/set current state. void set_state(EnforcerBlockerType type) { assert(! is_split()); state = type; } EnforcerBlockerType get_state() const { assert(! is_split()); return state; } // Set if the triangle has been selected or unselected by seed fill. void select_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = true; } void unselect_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = false; } // Get if the triangle has been selected or not by seed fill. bool is_selected_by_seed_fill() const { assert(! is_split()); return m_selected_by_seed_fill; } // Is this triangle valid or marked to be removed? bool valid() const noexcept { return m_valid; } // Get info on how it's split. bool is_split() const noexcept { return number_of_split_sides() != 0; } int number_of_split_sides() const noexcept { return number_of_splits; } int special_side() const noexcept { assert(is_split()); return special_side_idx; } private: friend TriangleSelector; // Packing the rest of member variables into 4 bytes, aligned to 4 bytes boundary. char number_of_splits { 0 }; // Index of a vertex opposite to the split edge (for number_of_splits == 1) // or index of a vertex shared by the two split edges (for number_of_splits == 2). // For number_of_splits == 3, special_side_idx is always zero. char special_side_idx { 0 }; EnforcerBlockerType state; bool m_selected_by_seed_fill : 1; // Is this triangle valid or marked to be removed? bool m_valid : 1; }; struct Vertex { explicit Vertex(const stl_vertex& vert) : v{vert}, ref_cnt{0} {} stl_vertex v; int ref_cnt; }; // Lists of vertices and triangles, both original and new std::vector m_vertices; std::vector m_triangles; const TriangleMesh* m_mesh; // Number of invalid triangles (to trigger garbage collection). int m_invalid_triangles; // Limiting length of triangle side (squared). float m_edge_limit_sqr = 1.f; // Number of original vertices and triangles. int m_orig_size_vertices = 0; int m_orig_size_indices = 0; // Cache for cursor position, radius and direction. struct Cursor { Cursor() = default; Cursor(const Vec3f& center_, const Vec3f& source_, float radius_world, CursorType type_, const Transform3d& trafo_); bool is_mesh_point_inside(Vec3f pt) const; bool is_pointer_in_triangle(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3) const; Vec3f center; Vec3f source; Vec3f dir; float radius_sqr; CursorType type; Transform3f trafo; Transform3f trafo_normal; bool uniform_scaling; }; Cursor m_cursor; float m_old_cursor_radius_sqr; // Private functions: private: bool select_triangle(int facet_idx, EnforcerBlockerType type, bool triangle_splitting); bool select_triangle_recursive(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType type, bool triangle_splitting); int vertices_inside(int facet_idx) const; bool faces_camera(int facet) const; void undivide_triangle(int facet_idx); void split_triangle(int facet_idx, const Vec3i &neighbors); void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant. bool is_pointer_in_triangle(int facet_idx) const; bool is_edge_inside_cursor(int facet_idx) const; int push_triangle(int a, int b, int c, int source_triangle, EnforcerBlockerType state = EnforcerBlockerType{0}); void perform_split(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType old_state); Vec3i child_neighbors(const Triangle &tr, const Vec3i &neighbors, int child_idx) const; Vec3i child_neighbors_propagated(const Triangle &tr, const Vec3i &neighbors, int child_idx) const; // Return child of itriangle at a CCW oriented side (vertexi, vertexj), either first or 2nd part. // If itriangle == -1 or if the side sharing (vertexi, vertexj) is not split, return -1. enum class Partition { First, Second, }; int neighbor_child(const Triangle& tr, int vertexi, int vertexj, Partition partition) const; int neighbor_child(int itriangle, int vertexi, int vertexj, Partition partition) const; int triangle_midpoint(const Triangle& tr, int vertexi, int vertexj) const; int triangle_midpoint(int itriangle, int vertexi, int vertexj) const; int triangle_midpoint_or_allocate(int itriangle, int vertexi, int vertexj); static std::pair triangle_subtriangles(const Triangle &tr, int vertexi, int vertexj); std::pair triangle_subtriangles(int itriangle, int vertexi, int vertexj) const; void append_touching_subtriangles(int itriangle, int vertexi, int vertexj, std::vector &touching_subtriangles_out) const; #ifndef NDEBUG bool verify_triangle_neighbors(const Triangle& tr, const Vec3i& neighbors) const; bool verify_triangle_midpoints(const Triangle& tr) const; #endif // NDEBUG void get_facets_strict_recursive( const Triangle &tr, const Vec3i &neighbors, EnforcerBlockerType state, std::vector &out_triangles) const; void get_facets_split_by_tjoints(const Vec3i &vertices, const Vec3i &neighbors, std::vector &out_triangles) const; int m_free_triangles_head { -1 }; int m_free_vertices_head { -1 }; }; } // namespace Slic3r #endif // libslic3r_TriangleSelector_hpp_