Fix part offset

This commit is contained in:
Noisyfox
2026-05-05 17:55:38 +08:00
parent 01e0013b16
commit 368563e14e
3 changed files with 14 additions and 11 deletions

View File

@@ -34,7 +34,7 @@ static void remap_and_set_painting(ModelVolume* vol, const SavedPainting* saved)
FacetsAnnotation& target_facets) { FacetsAnnotation& target_facets) {
if (src_data.bitstream.empty()) if (src_data.bitstream.empty())
return; return;
auto result = TriangleSelector::remap_painting(saved->its, src_data, vol->mesh().its); auto result = TriangleSelector::remap_painting(saved->its, src_data, vol->mesh().its, translation_transform(vol->mesh().get_init_shift()));
if (!result.bitstream.empty()) if (!result.bitstream.empty())
target_facets.set_data(result); target_facets.set_data(result);
}; };

View File

@@ -2361,7 +2361,8 @@ const double TriangleCursor::facet_angle_limit = cos(Geometry::deg2rad(5));
TriangleSelector::TriangleSplittingData TriangleSelector::remap_painting( TriangleSelector::TriangleSplittingData TriangleSelector::remap_painting(
const indexed_triangle_set& source_its, const indexed_triangle_set& source_its,
const TriangleSplittingData& source_painting, const TriangleSplittingData& source_painting,
const indexed_triangle_set& target_its) const indexed_triangle_set& target_its,
const Transform3d& target_transform)
{ {
TriangleSelector::TriangleSplittingData result; TriangleSelector::TriangleSplittingData result;
if (source_painting.bitstream.empty()) if (source_painting.bitstream.empty())
@@ -2385,7 +2386,9 @@ TriangleSelector::TriangleSplittingData TriangleSelector::remap_painting(
return result; return result;
// 3. Build AABB tree of target mesh so we could find nearest face quickly // 3. Build AABB tree of target mesh so we could find nearest face quickly
AABBTreeIndirect::Tree3f target_tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(target_its.vertices, target_its.indices); TriangleMesh target_mesh(target_its);
target_mesh.transform(target_transform);
AABBTreeIndirect::Tree3f target_tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(target_mesh.its.vertices, target_mesh.its.indices);
// Helper: check overlap between a paint triangle and a target triangle. // Helper: check overlap between a paint triangle and a target triangle.
// Uses 3D barycentric point-in-triangle tests and dominant-axis 2D projection // Uses 3D barycentric point-in-triangle tests and dominant-axis 2D projection
@@ -2431,7 +2434,6 @@ TriangleSelector::TriangleSplittingData TriangleSelector::remap_painting(
}; };
// 4. For each painted face, we find the nearest target face, and apply the TriangleCursor to paint it // 4. For each painted face, we find the nearest target face, and apply the TriangleCursor to paint it
TriangleMesh target_mesh(target_its);
TriangleSelector target_selector(target_mesh); TriangleSelector target_selector(target_mesh);
for (auto tri_ref : painted_triangles) { for (auto tri_ref : painted_triangles) {
const Triangle& tri = tri_ref.get(); const Triangle& tri = tri_ref.get();
@@ -2448,16 +2450,16 @@ TriangleSelector::TriangleSplittingData TriangleSelector::remap_painting(
AABBTreeIndirect::traverse(target_tree, AABBTreeIndirect::intersecting(pt_bbox), [&](const AABBTreeIndirect::Tree3f::Node& node) -> bool { AABBTreeIndirect::traverse(target_tree, AABBTreeIndirect::intersecting(pt_bbox), [&](const AABBTreeIndirect::Tree3f::Node& node) -> bool {
size_t face_idx = node.idx; size_t face_idx = node.idx;
if (face_idx >= target_its.indices.size()) if (face_idx >= target_mesh.its.indices.size())
return true; return true;
const Vec3f& norm_a = source_selector.m_face_normals[tri.source_triangle]; const Vec3f& norm_a = source_selector.m_face_normals[tri.source_triangle];
const Vec3f& norm_b = target_selector.m_face_normals[face_idx]; const Vec3f& norm_b = target_selector.m_face_normals[face_idx];
const Vec3i32& face = target_its.indices[face_idx]; const Vec3i32& face = target_mesh.its.indices[face_idx];
const Vec3f& ta = target_its.vertices[face(0)]; const Vec3f& ta = target_mesh.its.vertices[face(0)];
const Vec3f& tb = target_its.vertices[face(1)]; const Vec3f& tb = target_mesh.its.vertices[face(1)];
const Vec3f& tc = target_its.vertices[face(2)]; const Vec3f& tc = target_mesh.its.vertices[face(2)];
if (TriangleCursor::check_normal(norm_b, -norm_a) && check_overlap(pv0, pv1, pv2, ta, tb, tc)) { if (TriangleCursor::check_normal(norm_b, -norm_a) && check_overlap(pv0, pv1, pv2, ta, tb, tc)) {
// Paint this face // Paint this face

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@@ -373,11 +373,12 @@ public:
void seed_fill_apply_on_triangles(EnforcerBlockerType new_state); void seed_fill_apply_on_triangles(EnforcerBlockerType new_state);
// Remap painting data from source mesh to target mesh using spatial mapping. // Remap painting data from source mesh to target mesh using spatial mapping.
// Both meshes must be in the same coordinate space. // `target_transform` should transform the target mesh into source's coordinate space.
static TriangleSplittingData remap_painting( static TriangleSplittingData remap_painting(
const indexed_triangle_set& source_its, const indexed_triangle_set& source_its,
const TriangleSplittingData& source_painting, const TriangleSplittingData& source_painting,
const indexed_triangle_set& target_its); const indexed_triangle_set& target_its,
const Transform3d& target_transform);
protected: protected:
// Triangle and info about how it's split. // Triangle and info about how it's split.