OrcaSlicer/src/libigl/igl/embree/bone_visible.cpp
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
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.
2019-06-19 14:52:55 +02:00

145 lines
5.1 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "bone_visible.h"
#include "../project_to_line.h"
#include "../EPS.h"
#include "../Hit.h"
#include "../Timer.h"
#include <iostream>
template <
typename DerivedV,
typename DerivedF,
typename DerivedSD,
typename Derivedflag>
IGL_INLINE void igl::embree::bone_visible(
const Eigen::PlainObjectBase<DerivedV> & V,
const Eigen::PlainObjectBase<DerivedF> & F,
const Eigen::PlainObjectBase<DerivedSD> & s,
const Eigen::PlainObjectBase<DerivedSD> & d,
Eigen::PlainObjectBase<Derivedflag> & flag)
{
// "double sided lighting"
Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,Eigen::Dynamic> FF;
FF.resize(F.rows()*2,F.cols());
FF << F, F.rowwise().reverse();
// Initialize intersector
EmbreeIntersector ei;
ei.init(V.template cast<float>(),FF.template cast<int>());
return bone_visible(V,F,ei,s,d,flag);
}
template <
typename DerivedV,
typename DerivedF,
typename DerivedSD,
typename Derivedflag>
IGL_INLINE void igl::embree::bone_visible(
const Eigen::PlainObjectBase<DerivedV> & V,
const Eigen::PlainObjectBase<DerivedF> & F,
const EmbreeIntersector & ei,
const Eigen::PlainObjectBase<DerivedSD> & s,
const Eigen::PlainObjectBase<DerivedSD> & d,
Eigen::PlainObjectBase<Derivedflag> & flag)
{
using namespace std;
using namespace Eigen;
flag.resize(V.rows());
const double sd_norm = (s-d).norm();
// Embree seems to be parallel when constructing but not when tracing rays
#pragma omp parallel for
// loop over mesh vertices
for(int v = 0;v<V.rows();v++)
{
const Vector3d Vv = V.row(v);
// Project vertex v onto line segment sd
//embree.intersectSegment
double t,sqrd;
Vector3d projv;
// degenerate bone, just snap to s
if(sd_norm < DOUBLE_EPS)
{
t = 0;
sqrd = (Vv-s).array().pow(2).sum();
projv = s;
}else
{
// project onto (infinite) line
project_to_line(
Vv(0),Vv(1),Vv(2),s(0),s(1),s(2),d(0),d(1),d(2),
projv(0),projv(1),projv(2),t,sqrd);
// handle projections past endpoints
if(t<0)
{
t = 0;
sqrd = (Vv-s).array().pow(2).sum();
projv = s;
} else if(t>1)
{
t = 1;
sqrd = (Vv-d).array().pow(2).sum();
projv = d;
}
}
igl::Hit hit;
// perhaps 1.0 should be 1.0-epsilon, or actually since we checking the
// incident face, perhaps 1.0 should be 1.0+eps
const Vector3d dir = (Vv-projv)*1.0;
if(ei.intersectSegment(
projv.template cast<float>(),
dir.template cast<float>(),
hit))
{
// mod for double sided lighting
const int fi = hit.id % F.rows();
//if(v == 1228-1)
//{
// Vector3d bc,P;
// bc << 1 - hit.u - hit.v, hit.u, hit.v; // barycentric
// P = V.row(F(fi,0))*bc(0) +
// V.row(F(fi,1))*bc(1) +
// V.row(F(fi,2))*bc(2);
// cout<<(fi+1)<<endl;
// cout<<bc.transpose()<<endl;
// cout<<P.transpose()<<endl;
// cout<<hit.t<<endl;
// cout<<(projv + dir*hit.t).transpose()<<endl;
// cout<<Vv.transpose()<<endl;
//}
// Assume hit is valid, so not visible
flag(v) = false;
// loop around corners of triangle
for(int c = 0;c<F.cols();c++)
{
if(F(fi,c) == v)
{
// hit self, so no hits before, so vertex v is visible
flag(v) = true;
break;
}
}
// Hit is actually past v
if(!flag(v) && (hit.t*hit.t*dir.squaredNorm())>sqrd)
{
flag(v) = true;
}
}else
{
// no hit so vectex v is visible
flag(v) = true;
}
}
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
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> >&);
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> >&);
#endif