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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.
145 lines
5.1 KiB
C++
145 lines
5.1 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 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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#include "bone_visible.h"
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#include "../project_to_line.h"
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#include "../EPS.h"
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#include "../Hit.h"
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#include "../Timer.h"
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#include <iostream>
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template <
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typename DerivedV,
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typename DerivedF,
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typename DerivedSD,
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typename Derivedflag>
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IGL_INLINE void igl::embree::bone_visible(
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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const Eigen::PlainObjectBase<DerivedSD> & s,
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const Eigen::PlainObjectBase<DerivedSD> & d,
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Eigen::PlainObjectBase<Derivedflag> & flag)
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{
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// "double sided lighting"
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Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,Eigen::Dynamic> FF;
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FF.resize(F.rows()*2,F.cols());
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FF << F, F.rowwise().reverse();
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// Initialize intersector
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EmbreeIntersector ei;
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ei.init(V.template cast<float>(),FF.template cast<int>());
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return bone_visible(V,F,ei,s,d,flag);
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}
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template <
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typename DerivedV,
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typename DerivedF,
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typename DerivedSD,
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typename Derivedflag>
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IGL_INLINE void igl::embree::bone_visible(
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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const EmbreeIntersector & ei,
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const Eigen::PlainObjectBase<DerivedSD> & s,
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const Eigen::PlainObjectBase<DerivedSD> & d,
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Eigen::PlainObjectBase<Derivedflag> & flag)
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{
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using namespace std;
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using namespace Eigen;
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flag.resize(V.rows());
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const double sd_norm = (s-d).norm();
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// Embree seems to be parallel when constructing but not when tracing rays
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#pragma omp parallel for
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// loop over mesh vertices
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for(int v = 0;v<V.rows();v++)
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{
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const Vector3d Vv = V.row(v);
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// Project vertex v onto line segment sd
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//embree.intersectSegment
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double t,sqrd;
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Vector3d projv;
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// degenerate bone, just snap to s
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if(sd_norm < DOUBLE_EPS)
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{
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t = 0;
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sqrd = (Vv-s).array().pow(2).sum();
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projv = s;
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}else
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{
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// project onto (infinite) line
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project_to_line(
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Vv(0),Vv(1),Vv(2),s(0),s(1),s(2),d(0),d(1),d(2),
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projv(0),projv(1),projv(2),t,sqrd);
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// handle projections past endpoints
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if(t<0)
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{
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t = 0;
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sqrd = (Vv-s).array().pow(2).sum();
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projv = s;
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} else if(t>1)
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{
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t = 1;
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sqrd = (Vv-d).array().pow(2).sum();
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projv = d;
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}
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}
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igl::Hit hit;
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// perhaps 1.0 should be 1.0-epsilon, or actually since we checking the
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// incident face, perhaps 1.0 should be 1.0+eps
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const Vector3d dir = (Vv-projv)*1.0;
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if(ei.intersectSegment(
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projv.template cast<float>(),
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dir.template cast<float>(),
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hit))
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{
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// mod for double sided lighting
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const int fi = hit.id % F.rows();
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//if(v == 1228-1)
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//{
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// Vector3d bc,P;
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// bc << 1 - hit.u - hit.v, hit.u, hit.v; // barycentric
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// P = V.row(F(fi,0))*bc(0) +
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// V.row(F(fi,1))*bc(1) +
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// V.row(F(fi,2))*bc(2);
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// cout<<(fi+1)<<endl;
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// cout<<bc.transpose()<<endl;
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// cout<<P.transpose()<<endl;
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// cout<<hit.t<<endl;
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// cout<<(projv + dir*hit.t).transpose()<<endl;
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// cout<<Vv.transpose()<<endl;
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//}
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// Assume hit is valid, so not visible
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flag(v) = false;
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// loop around corners of triangle
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for(int c = 0;c<F.cols();c++)
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{
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if(F(fi,c) == v)
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{
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// hit self, so no hits before, so vertex v is visible
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flag(v) = true;
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break;
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}
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}
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// Hit is actually past v
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if(!flag(v) && (hit.t*hit.t*dir.squaredNorm())>sqrd)
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{
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flag(v) = true;
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}
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}else
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{
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// no hit so vectex v is visible
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flag(v) = true;
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}
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}
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}
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#ifdef IGL_STATIC_LIBRARY
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// Explicit template instantiation
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template void igl::embree::bone_visible<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, 3, 1, 0, 3, 1>, Eigen::Matrix<bool, -1, 1, 0, -1, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<bool, -1, 1, 0, -1, 1> >&);
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template void igl::embree::bone_visible<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, 1, 0, -1, 1>, Eigen::Matrix<bool, -1, 1, 0, -1, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<bool, -1, 1, 0, -1, 1> >&);
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#endif
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