OrcaSlicer/src/libslic3r/TriangleSelector.hpp
Vojtech Bubnik 0d70a2be69 Renamed create_face_neighbors_index() to its_face_edge_ids().
Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par().
New variant of its_face_edge_ids() to create edge IDs from face neighbors.
Fixed some incorrect use of _NDEBUG, it should be NDEBUG.
PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons.
Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons.
TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated.
New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation.
TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers.
When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps.
When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure.
GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3.
Improved MMU painting refresh speed by optimizing generation of the vertex buffers.
Refactored MMU segmentation - projection of painted surfaces from top / bottom.
	1) Parallelized.
	2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
2021-06-20 15:21:12 +02:00

228 lines
10 KiB
C++

#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
};
// 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);
// 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
bool has_facets(EnforcerBlockerType state) const;
static bool has_facets(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data, const 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<std::pair<int, int>>, std::vector<bool>> serialize() const;
// Load serialized data. Assumes that correct mesh is loaded.
void deserialize(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data);
// 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<int, 3> verts_idxs;
// Index of the source triangle at the initial (unsplit) mesh.
int source_triangle;
// Children triangles.
std::array<int, 4> 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 throw() { return m_valid; }
// Get info on how it's split.
bool is_split() const throw() { return number_of_split_sides() != 0; }
int number_of_split_sides() const throw() { return number_of_splits; }
int special_side() const throw() { 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<Vertex> m_vertices;
std::vector<Triangle> 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, const 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;
// 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);
#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<stl_triangle_vertex_indices> &out_triangles) const;
void get_facets_split_by_tjoints(const Vec3i vertices, const Vec3i neighbors, std::vector<stl_triangle_vertex_indices> &out_triangles) const;
int m_free_triangles_head { -1 };
int m_free_vertices_head { -1 };
};
} // namespace Slic3r
#endif // libslic3r_TriangleSelector_hpp_