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Fixing dep build script on Windows and removing some warnings. Use bundled igl by default. Not building with the dependency scripts if not explicitly stated. This way, it will stay in Fix the libigl patch to include C source files in header only mode.
503 lines
16 KiB
C++
503 lines
16 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2014 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_WINDINGNUMBERTREE_H
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#define IGL_WINDINGNUMBERTREE_H
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#include <list>
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#include <map>
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#include <Eigen/Dense>
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#include "WindingNumberMethod.h"
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namespace igl
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{
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// Space partitioning tree for computing winding number hierarchically.
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//
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// Templates:
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// Point type for points in space, e.g. Eigen::Vector3d
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template <
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typename Point,
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typename DerivedV,
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typename DerivedF >
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class WindingNumberTree
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{
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public:
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// Method to use (see enum above)
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//static double min_max_w;
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static std::map<
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std::pair<const WindingNumberTree*,const WindingNumberTree*>,
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typename DerivedV::Scalar>
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cached;
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// This is only need to fill in references, it should never actually be touched
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// and shouldn't cause race conditions. (This is a hack, but I think it's "safe")
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static DerivedV dummyV;
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protected:
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WindingNumberMethod method;
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const WindingNumberTree * parent;
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std::list<WindingNumberTree * > children;
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typedef
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Eigen::Matrix<typename DerivedV::Scalar,Eigen::Dynamic,Eigen::Dynamic>
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MatrixXS;
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typedef
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Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,Eigen::Dynamic>
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MatrixXF;
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//// List of boundary edges (recall edges are vertices in 2d)
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//const Eigen::MatrixXi boundary;
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// Base mesh vertices
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DerivedV & V;
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// Base mesh vertices with duplicates removed
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MatrixXS SV;
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// Facets in this bounding volume
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MatrixXF F;
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// Tessellated boundary curve
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MatrixXF cap;
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// Upper Bound on radius of enclosing ball
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typename DerivedV::Scalar radius;
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// (Approximate) center (of mass)
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Point center;
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public:
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inline WindingNumberTree();
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// For root
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inline WindingNumberTree(
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const Eigen::MatrixBase<DerivedV> & V,
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const Eigen::MatrixBase<DerivedF> & F);
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// For chilluns
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inline WindingNumberTree(
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const WindingNumberTree<Point,DerivedV,DerivedF> & parent,
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const Eigen::MatrixBase<DerivedF> & F);
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inline virtual ~WindingNumberTree();
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inline void delete_children();
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inline virtual void set_mesh(
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const Eigen::MatrixBase<DerivedV> & V,
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const Eigen::MatrixBase<DerivedF> & F);
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// Set method
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inline void set_method( const WindingNumberMethod & m);
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public:
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inline const DerivedV & getV() const;
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inline const MatrixXF & getF() const;
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inline const MatrixXF & getcap() const;
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// Grow the Tree recursively
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inline virtual void grow();
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// Determine whether a given point is inside the bounding
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//
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// Inputs:
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// p query point
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// Returns true if the point p is inside this bounding volume
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inline virtual bool inside(const Point & p) const;
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// Compute the (partial) winding number of a given point p
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// According to method
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//
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// Inputs:
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// p query point
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// Returns winding number
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inline typename DerivedV::Scalar winding_number(const Point & p) const;
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// Same as above, but always computes winding number using exact method
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// (sum over every facet)
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inline typename DerivedV::Scalar winding_number_all(const Point & p) const;
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// Same as above, but always computes using sum over tessllated boundary
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inline typename DerivedV::Scalar winding_number_boundary(const Point & p) const;
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//// Same as winding_number above, but if max_simple_abs_winding_number is
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//// less than some threshold min_max_w just return 0 (colloquially the "fast
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//// multipole method)
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////
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////
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//// Inputs:
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//// p query point
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//// min_max_w minimum max simple w to be processed
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//// Returns approximate winding number
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//double winding_number_approx_simple(
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// const Point & p,
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// const double min_max_w);
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// Print contents of Tree
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//
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// Optional input:
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// tab tab to show depth
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inline void print(const char * tab="");
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// Determine max absolute winding number
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//
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// Inputs:
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// p query point
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// Returns max winding number of
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inline virtual typename DerivedV::Scalar max_abs_winding_number(const Point & p) const;
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// Same as above, but stronger assumptions on (V,F). Assumes (V,F) is a
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// simple polyhedron
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inline virtual typename DerivedV::Scalar max_simple_abs_winding_number(const Point & p) const;
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// Compute or read cached winding number for point p with respect to mesh
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// in bounding box, recursing according to approximation criteria
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//
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// Inputs:
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// p query point
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// that WindingNumberTree containing mesh w.r.t. which we're computing w.n.
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// Returns cached winding number
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inline virtual typename DerivedV::Scalar cached_winding_number(const WindingNumberTree & that, const Point & p) const;
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};
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}
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// Implementation
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#include "WindingNumberTree.h"
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#include "winding_number.h"
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#include "triangle_fan.h"
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#include "exterior_edges.h"
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#include <igl/PI.h>
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#include <igl/remove_duplicate_vertices.h>
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#include <iostream>
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#include <limits>
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//template <typename Point, typename DerivedV, typename DerivedF>
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//WindingNumberMethod WindingNumberTree<Point,DerivedV,DerivedF>::method = EXACT_WINDING_NUMBER_METHOD;
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//template <typename Point, typename DerivedV, typename DerivedF>
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//double WindingNumberTree<Point,DerivedV,DerivedF>::min_max_w = 0;
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template <typename Point, typename DerivedV, typename DerivedF>
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std::map< std::pair<const igl::WindingNumberTree<Point,DerivedV,DerivedF>*,const igl::WindingNumberTree<Point,DerivedV,DerivedF>*>, typename DerivedV::Scalar>
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::cached;
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template <typename Point, typename DerivedV, typename DerivedF>
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inline igl::WindingNumberTree<Point,DerivedV,DerivedF>::WindingNumberTree():
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method(EXACT_WINDING_NUMBER_METHOD),
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parent(NULL),
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V(dummyV),
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SV(),
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F(),
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//boundary(igl::boundary_facets<Eigen::MatrixXi,Eigen::MatrixXi>(F))
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cap(),
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radius(std::numeric_limits<typename DerivedV::Scalar>::infinity()),
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center(0,0,0)
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{
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline igl::WindingNumberTree<Point,DerivedV,DerivedF>::WindingNumberTree(
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const Eigen::MatrixBase<DerivedV> & _V,
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const Eigen::MatrixBase<DerivedF> & _F):
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method(EXACT_WINDING_NUMBER_METHOD),
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parent(NULL),
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V(dummyV),
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SV(),
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F(),
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//boundary(igl::boundary_facets<Eigen::MatrixXi,Eigen::MatrixXi>(F))
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cap(),
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radius(std::numeric_limits<typename DerivedV::Scalar>::infinity()),
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center(0,0,0)
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{
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set_mesh(_V,_F);
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline void igl::WindingNumberTree<Point,DerivedV,DerivedF>::set_mesh(
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const Eigen::MatrixBase<DerivedV> & _V,
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const Eigen::MatrixBase<DerivedF> & _F)
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{
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using namespace std;
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// Remove any exactly duplicate vertices
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// Q: Can this ever increase the complexity of the boundary?
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// Q: Would we gain even more by remove almost exactly duplicate vertices?
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MatrixXF SF,SVI,SVJ;
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igl::remove_duplicate_vertices(_V,_F,0.0,SV,SVI,SVJ,F);
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triangle_fan(igl::exterior_edges(F),cap);
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V = SV;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline igl::WindingNumberTree<Point,DerivedV,DerivedF>::WindingNumberTree(
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const igl::WindingNumberTree<Point,DerivedV,DerivedF> & parent,
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const Eigen::MatrixBase<DerivedF> & _F):
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method(parent.method),
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parent(&parent),
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V(parent.V),
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SV(),
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F(_F),
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cap(triangle_fan(igl::exterior_edges(_F)))
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{
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline igl::WindingNumberTree<Point,DerivedV,DerivedF>::~WindingNumberTree()
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{
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delete_children();
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline void igl::WindingNumberTree<Point,DerivedV,DerivedF>::delete_children()
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{
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using namespace std;
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// Delete children
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typename list<WindingNumberTree<Point,DerivedV,DerivedF>* >::iterator cit = children.begin();
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while(cit != children.end())
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{
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// clear the memory of this item
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delete (* cit);
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// erase from list, returns next element in iterator
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cit = children.erase(cit);
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}
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline void igl::WindingNumberTree<Point,DerivedV,DerivedF>::set_method(const WindingNumberMethod & m)
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{
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this->method = m;
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for(auto child : children)
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{
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child->set_method(m);
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}
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline const DerivedV & igl::WindingNumberTree<Point,DerivedV,DerivedF>::getV() const
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{
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return V;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline const typename igl::WindingNumberTree<Point,DerivedV,DerivedF>::MatrixXF&
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::getF() const
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{
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return F;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline const typename igl::WindingNumberTree<Point,DerivedV,DerivedF>::MatrixXF&
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::getcap() const
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{
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return cap;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline void igl::WindingNumberTree<Point,DerivedV,DerivedF>::grow()
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{
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// Don't grow
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return;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline bool igl::WindingNumberTree<Point,DerivedV,DerivedF>::inside(const Point & /*p*/) const
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{
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return true;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::winding_number(const Point & p) const
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{
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using namespace std;
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//cout<<"+"<<boundary.rows();
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// If inside then we need to be careful
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if(inside(p))
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{
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// If not a leaf then recurse
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if(children.size()>0)
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{
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// Recurse on each child and accumulate
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typename DerivedV::Scalar sum = 0;
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for(
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typename list<WindingNumberTree<Point,DerivedV,DerivedF>* >::const_iterator cit = children.begin();
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cit != children.end();
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cit++)
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{
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switch(method)
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{
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case EXACT_WINDING_NUMBER_METHOD:
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sum += (*cit)->winding_number(p);
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break;
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case APPROX_SIMPLE_WINDING_NUMBER_METHOD:
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case APPROX_CACHE_WINDING_NUMBER_METHOD:
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//if((*cit)->max_simple_abs_winding_number(p) > min_max_w)
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//{
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sum += (*cit)->winding_number(p);
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//}
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break;
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default:
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assert(false);
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break;
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}
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}
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return sum;
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}else
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{
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return winding_number_all(p);
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}
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}else{
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// Otherwise we can just consider boundary
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// Q: If we using the "multipole" method should we also subdivide the
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// boundary case?
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if((cap.rows() - 2) < F.rows())
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{
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switch(method)
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{
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case EXACT_WINDING_NUMBER_METHOD:
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return winding_number_boundary(p);
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case APPROX_SIMPLE_WINDING_NUMBER_METHOD:
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{
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typename DerivedV::Scalar dist = (p-center).norm();
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// Radius is already an overestimate of inside
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if(dist>1.0*radius)
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{
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return 0;
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}else
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{
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return winding_number_boundary(p);
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}
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}
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case APPROX_CACHE_WINDING_NUMBER_METHOD:
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{
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return parent->cached_winding_number(*this,p);
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}
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default: assert(false);break;
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}
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}else
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{
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// doesn't pay off to use boundary
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return winding_number_all(p);
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}
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}
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return 0;
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::winding_number_all(const Point & p) const
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{
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return igl::winding_number(V,F,p);
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::winding_number_boundary(const Point & p) const
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{
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using namespace Eigen;
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using namespace std;
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return igl::winding_number(V,cap,p);
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}
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//template <typename Point, typename DerivedV, typename DerivedF>
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//inline double igl::WindingNumberTree<Point,DerivedV,DerivedF>::winding_number_approx_simple(
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// const Point & p,
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// const double min_max_w)
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//{
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// using namespace std;
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// if(max_simple_abs_winding_number(p) > min_max_w)
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// {
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// return winding_number(p);
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// }else
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// {
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// cout<<"Skipped! "<<max_simple_abs_winding_number(p)<<"<"<<min_max_w<<endl;
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// return 0;
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// }
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//}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline void igl::WindingNumberTree<Point,DerivedV,DerivedF>::print(const char * tab)
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{
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using namespace std;
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// Print all facets
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cout<<tab<<"["<<endl<<F<<endl<<"]";
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// Print children
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for(
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typename list<WindingNumberTree<Point,DerivedV,DerivedF>* >::iterator cit = children.begin();
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cit != children.end();
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cit++)
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{
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cout<<","<<endl;
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(*cit)->print((string(tab)+"").c_str());
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}
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::max_abs_winding_number(const Point & /*p*/) const
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{
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return std::numeric_limits<typename DerivedV::Scalar>::infinity();
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::max_simple_abs_winding_number(
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const Point & /*p*/) const
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{
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using namespace std;
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return numeric_limits<typename DerivedV::Scalar>::infinity();
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}
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template <typename Point, typename DerivedV, typename DerivedF>
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inline typename DerivedV::Scalar
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igl::WindingNumberTree<Point,DerivedV,DerivedF>::cached_winding_number(
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const igl::WindingNumberTree<Point,DerivedV,DerivedF> & that,
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const Point & p) const
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{
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using namespace std;
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// Simple metric for `is_far`
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//
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// this that
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// --------
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// ----- / | \ .
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// / r \ / R \ .
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// | p ! | | ! |
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// \_____/ \ /
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// \________/
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//
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//
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// a = angle formed by trapazoid formed by raising sides with lengths r and R
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// at respective centers.
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//
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// a = atan2(R-r,d), where d is the distance between centers
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// That should be bigger (what about parent? what about sister?)
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bool is_far = this->radius<that.radius;
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if(is_far)
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{
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typename DerivedV::Scalar a = atan2(
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that.radius - this->radius,
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(that.center - this->center).norm());
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assert(a>0);
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is_far = (a<PI/8.0);
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}
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if(is_far)
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{
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// Not implemented yet
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pair<const WindingNumberTree*,const WindingNumberTree*> this_that(this,&that);
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// Need to compute it for first time?
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if(cached.count(this_that)==0)
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{
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cached[this_that] =
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that.winding_number_boundary(this->center);
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}
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return cached[this_that];
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}else if(children.size() == 0)
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{
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// not far and hierarchy ended too soon: can't use cache
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return that.winding_number_boundary(p);
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}else
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{
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for(
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typename list<WindingNumberTree<Point,DerivedV,DerivedF>* >::const_iterator cit = children.begin();
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cit != children.end();
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cit++)
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{
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if((*cit)->inside(p))
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{
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return (*cit)->cached_winding_number(that,p);
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}
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}
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// Not inside any children? This can totally happen because bounding boxes
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// are set to bound contained facets. So sibilings may overlap and their
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// union may not contain their parent (though, their union is certainly a
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// subset of their parent).
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assert(false);
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}
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return 0;
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}
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// Explicit instantiation of static variable
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template <
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typename Point,
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typename DerivedV,
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typename DerivedF >
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DerivedV igl::WindingNumberTree<Point,DerivedV,DerivedF>::dummyV;
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#endif
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