OrcaSlicer/src/libslic3r/MeshSplitImpl.hpp

163 lines
4.9 KiB
C++

#ifndef MESHSPLITIMPL_HPP
#define MESHSPLITIMPL_HPP
#include "TriangleMesh.hpp"
#include "libnest2d/tools/benchmark.h"
namespace Slic3r {
namespace meshsplit_detail {
template<class Its, class Enable = void> struct ItsWithNeighborsIndex_ {
using Index = typename Its::Index;
static const indexed_triangle_set &get_its(const Its &m) { return m.get_its();}
static const Index &get_index(const Its &m) { return m.get_index(); }
};
// Define a default neighbors index for indexed_triangle_set
template<> struct ItsWithNeighborsIndex_<indexed_triangle_set> {
using Index = std::vector<Vec3i>;
static const indexed_triangle_set &get_its(const indexed_triangle_set &its) noexcept { return its; }
static Index get_index(const indexed_triangle_set &its) noexcept
{
return its_create_neighbors_index(its);
}
};
// Visit all unvisited neighboring facets that are reachable from the first unvisited facet,
// and return them.
template<class NeighborIndex>
std::vector<size_t> its_find_unvisited_neighbors(
const indexed_triangle_set &its,
const NeighborIndex & neighbor_index,
std::vector<bool> & visited)
{
using stack_el = size_t;
auto facestack = reserve_vector<stack_el>(its.indices.size());
auto push = [&facestack] (const stack_el &s) { facestack.emplace_back(s); };
auto pop = [&facestack] () -> stack_el {
stack_el ret = facestack.back();
facestack.pop_back();
return ret;
};
// find the next unvisited facet and push the index
auto facet = std::find(visited.begin(), visited.end(), false);
std::vector<size_t> ret;
if (facet != visited.end()) {
ret.reserve(its.indices.size());
auto idx = size_t(facet - visited.begin());
push(idx);
ret.emplace_back(idx);
visited[idx] = true;
}
while (!facestack.empty()) {
size_t facet_idx = pop();
const auto &neighbors = neighbor_index[facet_idx];
for (auto neighbor_idx : neighbors) {
if (neighbor_idx >= 0 && !visited[size_t(neighbor_idx)]) {
visited[size_t(neighbor_idx)] = true;
push(stack_el(neighbor_idx));
ret.emplace_back(size_t(neighbor_idx));
}
}
}
return ret;
}
} // namespace meshsplit_detail
template<class IndexT> struct ItsNeighborsWrapper
{
using Index = IndexT;
const indexed_triangle_set *its;
IndexT index;
ItsNeighborsWrapper(const indexed_triangle_set &m, IndexT &&idx)
: its{&m}, index{std::move(idx)}
{}
const auto& get_its() const noexcept { return *its; }
const auto& get_index() const noexcept { return index; }
};
// Splits a mesh into multiple meshes when possible.
template<class Its, class OutputIt>
void its_split(const Its &m, OutputIt out_it)
{
using namespace meshsplit_detail;
const indexed_triangle_set &its = ItsWithNeighborsIndex_<Its>::get_its(m);
std::vector<bool> visited(its.indices.size(), false);
const size_t UNASSIGNED = its.vertices.size();
std::vector<size_t> vidx_conv(its.vertices.size());
const auto& neighbor_index = ItsWithNeighborsIndex_<Its>::get_index(m);
for (;;) {
std::vector<size_t> facets =
its_find_unvisited_neighbors(its, neighbor_index, visited);
if (facets.empty())
break;
std::fill(vidx_conv.begin(), vidx_conv.end(), UNASSIGNED);
// Create a new mesh for the part that was just split off.
indexed_triangle_set mesh;
// Assign the facets to the new mesh.
for (size_t face_id : facets) {
const auto &face = its.indices[face_id];
Vec3i new_face;
for (size_t v = 0; v < 3; ++v) {
auto vi = face(v);
if (vidx_conv[vi] == UNASSIGNED) {
vidx_conv[vi] = mesh.vertices.size();
mesh.vertices.emplace_back(its.vertices[size_t(vi)]);
}
new_face(v) = vidx_conv[vi];
}
mesh.indices.emplace_back(new_face);
}
out_it = std::move(mesh);
}
}
template<class Its>
std::vector<indexed_triangle_set> its_split(const Its &its)
{
auto ret = reserve_vector<indexed_triangle_set>(3);
its_split(its, std::back_inserter(ret));
return ret;
}
template<class Its> bool its_is_splittable(const Its &m)
{
using namespace meshsplit_detail;
const indexed_triangle_set &its = ItsWithNeighborsIndex_<Its>::get_its(m);
const auto& neighbor_index = ItsWithNeighborsIndex_<Its>::get_index(m);
std::vector<bool> visited(its.indices.size(), false);
its_find_unvisited_neighbors(its, neighbor_index, visited);
// Try finding an unvisited facet. If there are none, the mesh is not splittable.
auto it = std::find(visited.begin(), visited.end(), false);
return it != visited.end();
}
} // namespace Slic3r
#endif // MESHSPLITIMPL_HPP