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			252 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			252 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "MeshUtils.hpp"
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| 
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| #include "libslic3r/Tesselate.hpp"
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| #include "libslic3r/TriangleMesh.hpp"
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| #include "libslic3r/ClipperUtils.hpp"
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| 
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| #include "slic3r/GUI/Camera.hpp"
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| 
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| #include <GL/glew.h>
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| 
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| 
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| namespace Slic3r {
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| namespace GUI {
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| 
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| void MeshClipper::set_plane(const ClippingPlane& plane)
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| {
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|     if (m_plane != plane) {
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|         m_plane = plane;
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|         m_triangles_valid = false;
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|     }
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| }
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| 
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| 
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| 
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| void MeshClipper::set_mesh(const TriangleMesh& mesh)
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| {
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|     if (m_mesh != &mesh) {
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|         m_mesh = &mesh;
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|         m_triangles_valid = false;
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|         m_triangles2d.resize(0);
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|         m_tms.reset(nullptr);
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|     }
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| }
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| 
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| void MeshClipper::set_negative_mesh(const TriangleMesh& mesh)
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| {
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|     if (m_negative_mesh != &mesh) {
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|         m_negative_mesh = &mesh;
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|         m_triangles_valid = false;
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|         m_triangles2d.resize(0);
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|     }
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| }
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| 
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| 
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| 
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| void MeshClipper::set_transformation(const Geometry::Transformation& trafo)
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| {
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|     if (! m_trafo.get_matrix().isApprox(trafo.get_matrix())) {
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|         m_trafo = trafo;
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|         m_triangles_valid = false;
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|         m_triangles2d.resize(0);
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|     }
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| }
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| 
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| 
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| 
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| void MeshClipper::render_cut()
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| {
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|     if (! m_triangles_valid)
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|         recalculate_triangles();
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| 
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|     if (m_vertex_array.has_VBOs())
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|         m_vertex_array.render();
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| }
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| 
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| 
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| 
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| void MeshClipper::recalculate_triangles()
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| {
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|     if (! m_tms) {
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|         m_tms.reset(new TriangleMeshSlicer);
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|         m_tms->init(m_mesh, [](){});
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|     }
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| 
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|     const Transform3f& instance_matrix_no_translation_no_scaling = m_trafo.get_matrix(true,false,true).cast<float>();
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|     const Vec3f& scaling = m_trafo.get_scaling_factor().cast<float>();
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|     // Calculate clipping plane normal in mesh coordinates.
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|     Vec3f up_noscale = instance_matrix_no_translation_no_scaling.inverse() * m_plane.get_normal().cast<float>();
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|     Vec3d up (up_noscale(0)*scaling(0), up_noscale(1)*scaling(1), up_noscale(2)*scaling(2));
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|     // Calculate distance from mesh origin to the clipping plane (in mesh coordinates).
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|     float height_mesh = m_plane.distance(m_trafo.get_offset()) * (up_noscale.norm()/up.norm());
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| 
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|     // Now do the cutting
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|     std::vector<ExPolygons> list_of_expolys;
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|     m_tms->set_up_direction(up.cast<float>());
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|     m_tms->slice(std::vector<float>{height_mesh}, SlicingMode::Regular, 0.f, &list_of_expolys, [](){});
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| 
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|     if (m_negative_mesh && !m_negative_mesh->empty()) {
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|         TriangleMeshSlicer negative_tms{m_negative_mesh};
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|         negative_tms.set_up_direction(up.cast<float>());
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| 
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|         std::vector<ExPolygons> neg_polys;
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|         negative_tms.slice(std::vector<float>{height_mesh}, SlicingMode::Regular, 0.f, &neg_polys, [](){});
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|         list_of_expolys.front() = diff_ex(list_of_expolys.front(), neg_polys.front());
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|     }
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|     m_triangles2d = triangulate_expolygons_2f(list_of_expolys[0], m_trafo.get_matrix().matrix().determinant() < 0.);
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| 
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|     // Rotate the cut into world coords:
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|     Eigen::Quaterniond q;
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|     q.setFromTwoVectors(Vec3d::UnitZ(), up);
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|     Transform3d tr = Transform3d::Identity();
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|     tr.rotate(q);
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|     tr = m_trafo.get_matrix() * tr;
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| 
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|     // to avoid z-fighting
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|     height_mesh += 0.001f;
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| 
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|     m_vertex_array.release_geometry();
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|     for (auto it=m_triangles2d.cbegin(); it != m_triangles2d.cend(); it=it+3) {
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|         m_vertex_array.push_geometry(tr * Vec3d((*(it+0))(0), (*(it+0))(1), height_mesh), up);
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|         m_vertex_array.push_geometry(tr * Vec3d((*(it+1))(0), (*(it+1))(1), height_mesh), up);
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|         m_vertex_array.push_geometry(tr * Vec3d((*(it+2))(0), (*(it+2))(1), height_mesh), up);
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|         size_t idx = it - m_triangles2d.cbegin();
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|         m_vertex_array.push_triangle(idx, idx+1, idx+2);
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|     }
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|     m_vertex_array.finalize_geometry(true);
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| 
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|     m_triangles_valid = true;
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| }
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| 
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| 
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| Vec3f MeshRaycaster::get_triangle_normal(size_t facet_idx) const
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| {
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|     return m_normals[facet_idx];
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| }
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| 
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| void MeshRaycaster::line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
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|                                         Vec3d& point, Vec3d& direction) const
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| {
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|     const std::array<int, 4>& viewport = camera.get_viewport();
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|     const Transform3d& model_mat = camera.get_view_matrix();
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|     const Transform3d& proj_mat = camera.get_projection_matrix();
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| 
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|     Vec3d pt1;
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|     Vec3d pt2;
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|     ::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 0., model_mat.data(), proj_mat.data(), viewport.data(), &pt1(0), &pt1(1), &pt1(2));
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|     ::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 1., model_mat.data(), proj_mat.data(), viewport.data(), &pt2(0), &pt2(1), &pt2(2));
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| 
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|     Transform3d inv = trafo.inverse();
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|     pt1 = inv * pt1;
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|     pt2 = inv * pt2;
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| 
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|     point = pt1;
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|     direction = pt2-pt1;
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| }
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| 
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| 
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| bool MeshRaycaster::unproject_on_mesh(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
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|                                       Vec3f& position, Vec3f& normal, const ClippingPlane* clipping_plane,
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|                                       size_t* facet_idx) const
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| {
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|     Vec3d point;
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|     Vec3d direction;
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|     line_from_mouse_pos(mouse_pos, trafo, camera, point, direction);
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| 
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|     std::vector<sla::IndexedMesh::hit_result> hits = m_emesh.query_ray_hits(point, direction);
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| 
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|     if (hits.empty())
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|         return false; // no intersection found
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| 
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|     unsigned i = 0;
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| 
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|     // Remove points that are obscured or cut by the clipping plane
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|     if (clipping_plane) {
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|         for (i=0; i<hits.size(); ++i)
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|             if (! clipping_plane->is_point_clipped(trafo * hits[i].position()))
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|                 break;
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| 
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|         if (i==hits.size() || (hits.size()-i) % 2 != 0) {
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|             // All hits are either clipped, or there is an odd number of unclipped
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|             // hits - meaning the nearest must be from inside the mesh.
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|             return false;
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|         }
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|     }
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| 
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|     // Now stuff the points in the provided vector and calculate normals if asked about them:
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|     position = hits[i].position().cast<float>();
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|     normal = hits[i].normal().cast<float>();
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| 
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|     if (facet_idx)
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|         *facet_idx = hits[i].face();
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| 
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|     return true;
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| }
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| 
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| 
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| std::vector<unsigned> MeshRaycaster::get_unobscured_idxs(const Geometry::Transformation& trafo, const Camera& camera, const std::vector<Vec3f>& points,
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|                                                        const ClippingPlane* clipping_plane) const
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| {
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|     std::vector<unsigned> out;
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| 
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|     const Transform3d& instance_matrix_no_translation_no_scaling = trafo.get_matrix(true,false,true);
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|     Vec3f direction_to_camera = -camera.get_dir_forward().cast<float>();
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|     Vec3f direction_to_camera_mesh = (instance_matrix_no_translation_no_scaling.inverse().cast<float>() * direction_to_camera).normalized().eval();
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|     Vec3f scaling = trafo.get_scaling_factor().cast<float>();
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|     direction_to_camera_mesh = Vec3f(direction_to_camera_mesh(0)*scaling(0), direction_to_camera_mesh(1)*scaling(1), direction_to_camera_mesh(2)*scaling(2));
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|     const Transform3f inverse_trafo = trafo.get_matrix().inverse().cast<float>();
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| 
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|     for (size_t i=0; i<points.size(); ++i) {
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|         const Vec3f& pt = points[i];
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|         if (clipping_plane && clipping_plane->is_point_clipped(pt.cast<double>()))
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|             continue;
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| 
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|         bool is_obscured = false;
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|         // Cast a ray in the direction of the camera and look for intersection with the mesh:
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|         std::vector<sla::IndexedMesh::hit_result> hits;
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|         // Offset the start of the ray by EPSILON to account for numerical inaccuracies.
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|         hits = m_emesh.query_ray_hits((inverse_trafo * pt + direction_to_camera_mesh * EPSILON).cast<double>(),
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|                                       direction_to_camera.cast<double>());
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| 
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| 
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|         if (! hits.empty()) {
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|             // If the closest hit facet normal points in the same direction as the ray,
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|             // we are looking through the mesh and should therefore discard the point:
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|             if (hits.front().normal().dot(direction_to_camera_mesh.cast<double>()) > 0)
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|                 is_obscured = true;
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| 
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|             // Eradicate all hits that the caller wants to ignore
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|             for (unsigned j=0; j<hits.size(); ++j) {
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|                 if (clipping_plane && clipping_plane->is_point_clipped(trafo.get_matrix() * hits[j].position())) {
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|                     hits.erase(hits.begin()+j);
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|                     --j;
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|                 }
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|             }
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| 
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|             // FIXME: the intersection could in theory be behind the camera, but as of now we only have camera direction.
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|             // Also, the threshold is in mesh coordinates, not in actual dimensions.
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|             if (! hits.empty())
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|                 is_obscured = true;
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|         }
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|         if (! is_obscured)
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|             out.push_back(i);
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|     }
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|     return out;
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| }
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| 
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| 
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| Vec3f MeshRaycaster::get_closest_point(const Vec3f& point, Vec3f* normal) const
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| {
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|     int idx = 0;
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|     Vec3d closest_point;
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|     m_emesh.squared_distance(point.cast<double>(), idx, closest_point);
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|     if (normal)
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|         *normal = m_normals[idx];
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| 
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|     return closest_point.cast<float>();
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| }
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| 
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| 
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| 
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| } // namespace GUI
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| } // namespace Slic3r
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