OrcaSlicer/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp
Lukas Matena da6acd73e2 TriangleSelector: Vertices are reference-counted and garbage collected
Garbage collection is triggered automatically when more than half of all triangles are invalid
2020-07-24 17:47:16 +02:00

242 lines
7.9 KiB
C++

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