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Garbage collection is triggered automatically when more than half of all triangles are invalid
242 lines
7.9 KiB
C++
242 lines
7.9 KiB
C++
#ifndef slic3r_GLGizmoFdmSupports_hpp_
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#define slic3r_GLGizmoFdmSupports_hpp_
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#include "GLGizmoBase.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include "libslic3r/ObjectID.hpp"
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#include <cereal/types/vector.hpp>
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#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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namespace Slic3r {
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enum class FacetSupportType : int8_t;
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namespace GUI {
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enum class SLAGizmoEventType : unsigned char;
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class ClippingPlane;
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// Following class holds information about selected triangles. It also has power
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// to recursively subdivide the triangles and make the selection finer.
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class TriangleSelector {
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public:
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void set_edge_limit(float edge_limit);
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// Create new object on a TriangleMesh. The referenced mesh must
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// stay valid, a ptr to it is saved and used.
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explicit TriangleSelector(const TriangleMesh& mesh);
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// Select all triangles fully inside the circle, subdivide where needed.
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void select_patch(const Vec3f& hit, // point where to start
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int facet_start, // facet that point belongs to
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const Vec3f& source, // camera position (mesh coords)
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const Vec3f& dir, // direction of the ray (mesh coords)
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float radius_sqr, // squared radius of the cursor
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FacetSupportType new_state); // enforcer or blocker?
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// Render current selection. Transformation matrices are supposed
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// to be already set.
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void render(ImGuiWrapper* imgui = nullptr);
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// Remove all unnecessary data.
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void garbage_collect();
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#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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void render_debug(ImGuiWrapper* imgui);
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bool m_show_triangles{true};
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bool m_show_invalid{false};
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#endif
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private:
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// Triangle and info about how it's split.
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class Triangle {
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public:
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// Use TriangleSelector::push_triangle to create a new triangle.
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// It increments/decrements reference counter on vertices.
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Triangle(int a, int b, int c)
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: verts_idxs{a, b, c},
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state{FacetSupportType(0)},
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number_of_splits{0},
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special_side_idx{0},
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old_number_of_splits{0}
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{}
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// Indices into m_vertices.
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std::array<int, 3> verts_idxs;
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// Is this triangle valid or marked to be removed?
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bool valid{true};
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// Children triangles.
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std::array<int, 4> children;
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// Set the division type.
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void set_division(int sides_to_split, int special_side_idx = -1);
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// Get/set current state.
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void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
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FacetSupportType get_state() const { assert(! is_split()); return state; }
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// Get info on how it's split.
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bool is_split() const { return number_of_split_sides() != 0; }
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int number_of_split_sides() const { return number_of_splits; }
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int side_to_keep() const { assert(number_of_split_sides() == 2); return special_side_idx; }
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int side_to_split() const { assert(number_of_split_sides() == 1); return special_side_idx; }
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bool was_split_before() const { return old_number_of_splits != 0; }
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void forget_history() { old_number_of_splits = 0; }
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private:
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int number_of_splits;
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int special_side_idx;
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FacetSupportType state;
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// How many children were spawned during last split?
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// Is not reset on remerging the triangle.
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int old_number_of_splits;
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};
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struct Vertex {
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explicit Vertex(const stl_vertex& vert)
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: v{vert},
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ref_cnt{0}
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{}
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stl_vertex v;
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int ref_cnt;
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};
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// Lists of vertices and triangles, both original and new
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std::vector<Vertex> m_vertices;
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std::vector<Triangle> m_triangles;
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const TriangleMesh* m_mesh;
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// Number of invalid triangles (to trigger garbage collection).
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int m_invalid_triangles;
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// Limiting length of triangle side (squared).
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float m_edge_limit_sqr = 1.f;
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// Number of original vertices and triangles.
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int m_orig_size_vertices;
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int m_orig_size_indices;
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// Cache for cursor position, radius and direction.
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struct Cursor {
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Vec3f center;
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Vec3f source;
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Vec3f dir;
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float radius_sqr;
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};
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Cursor m_cursor;
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// Private functions:
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bool select_triangle(int facet_idx, FacetSupportType type,
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bool recursive_call = false);
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bool is_point_inside_cursor(const Vec3f& point) const;
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int vertices_inside(int facet_idx) const;
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bool faces_camera(int facet) const;
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void undivide_triangle(int facet_idx);
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void split_triangle(int facet_idx);
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void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
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bool is_pointer_in_triangle(int facet_idx) const;
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bool is_edge_inside_cursor(int facet_idx) const;
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void push_triangle(int a, int b, int c);
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};
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class GLGizmoFdmSupports : public GLGizmoBase
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{
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private:
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ObjectID m_old_mo_id;
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size_t m_old_volumes_size = 0;
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GLUquadricObj* m_quadric;
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float m_cursor_radius = 2.f;
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static constexpr float CursorRadiusMin = 0.f;
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static constexpr float CursorRadiusMax = 8.f;
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static constexpr float CursorRadiusStep = 0.2f;
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// For each model-part volume, store a list of statuses of
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// individual facets (one of the enum values above).
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std::vector<std::vector<FacetSupportType>> m_selected_facets;
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GLIndexedVertexArray m_iva;
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void update_vertex_buffers(const TriangleMesh* mesh,
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int mesh_id,
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FacetSupportType type, // enforcers / blockers
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const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
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public:
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GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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~GLGizmoFdmSupports() override;
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void set_fdm_support_data(ModelObject* model_object, const Selection& selection);
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bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down);
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private:
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bool on_init() override;
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void on_render() const override;
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void on_render_for_picking() const override {}
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void render_triangles(const Selection& selection) const;
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void render_cursor_circle() const;
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void update_model_object() const;
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void update_from_model_object();
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void activate_internal_undo_redo_stack(bool activate);
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void select_facets_by_angle(float threshold, bool overwrite, bool block);
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bool m_overwrite_selected = false;
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float m_angle_threshold_deg = 45.f;
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bool is_mesh_point_clipped(const Vec3d& point) const;
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float m_clipping_plane_distance = 0.f;
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std::unique_ptr<ClippingPlane> m_clipping_plane;
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bool m_setting_angle = false;
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bool m_internal_stack_active = false;
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bool m_schedule_update = false;
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std::unique_ptr<TriangleSelector> m_triangle_selector;
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// This map holds all translated description texts, so they can be easily referenced during layout calculations
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// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
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std::map<std::string, wxString> m_desc;
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enum class Button {
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None,
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Left,
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Right
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};
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Button m_button_down = Button::None;
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EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
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protected:
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void on_set_state() override;
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void on_start_dragging() override;
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void on_stop_dragging() override;
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void on_render_input_window(float x, float y, float bottom_limit) override;
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std::string on_get_name() const override;
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bool on_is_activable() const override;
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bool on_is_selectable() const override;
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void on_load(cereal::BinaryInputArchive& ar) override;
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void on_save(cereal::BinaryOutputArchive& ar) const override;
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CommonGizmosDataID on_get_requirements() const override;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLGizmoFdmSupports_hpp_
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