mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-10-12 18:31:18 +00:00
Keep the model-UV work off the lines its neighbours change
Three small moves, no behaviour change: - the two 'case ModelUV:' labels are dropped. They fell through to Triplanar, which is what 'default:' already does, and they sat one line under the return statement the UV-orientation branch rewrites. - transfer_facet_paint() moves to its own place in the file, away from transfer_uv_channel(), so the branch that carries paint across a bake can hold the same function verbatim. - the UV channel is put back after the layer masks are reset rather than before, which keeps it clear of the paint transfer above it. The comment over the colour merge is also corrected: the carried paint is what it now merges over.
This commit is contained in:
@@ -1570,6 +1570,61 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
|
||||
return islands;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_paint.bitstream.empty())
|
||||
return {};
|
||||
|
||||
const TriangleMesh src(src_mesh);
|
||||
TriangleSelector selector(src);
|
||||
selector.deserialize(src_paint, false);
|
||||
|
||||
// Every sub-triangle of the source, each carrying its own state - NONE included, so the soup
|
||||
// covers the whole surface and a foot point always lands on something. One soup rather than one
|
||||
// tree per state: a foot point has one nearest triangle, and that triangle's state is the answer.
|
||||
std::vector<indexed_triangle_set> per_state;
|
||||
selector.get_facets(per_state);
|
||||
indexed_triangle_set soup;
|
||||
std::vector<uint8_t> label;
|
||||
for (size_t st = 0; st < per_state.size(); ++st) {
|
||||
const indexed_triangle_set &part = per_state[st];
|
||||
if (part.indices.empty())
|
||||
continue;
|
||||
const int base = int(soup.vertices.size());
|
||||
soup.vertices.insert(soup.vertices.end(), part.vertices.begin(), part.vertices.end());
|
||||
for (const stl_triangle_vertex_indices &t : part.indices) {
|
||||
soup.indices.emplace_back(t[0] + base, t[1] + base, t[2] + base);
|
||||
label.push_back(uint8_t(st));
|
||||
}
|
||||
}
|
||||
if (soup.indices.empty())
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(soup.vertices, soup.indices);
|
||||
|
||||
std::vector<uint8_t> out(dst_mesh.indices.size(), 0);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &t = dst_mesh.indices[j];
|
||||
// The centroid, not a corner: a facet takes one state, and its middle is the point that
|
||||
// is inside it whatever the triangle looks like.
|
||||
const Vec3f centroid = (dst_mesh.vertices[size_t(t[0])] + dst_mesh.vertices[size_t(t[1])] +
|
||||
dst_mesh.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(soup.vertices, soup.indices,
|
||||
tree, centroid, hit, foot);
|
||||
if (d2 >= 0.f && hit < label.size())
|
||||
out[j] = label[hit];
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
void average_island_scales(std::vector<TextureIsland> &islands)
|
||||
{
|
||||
if (islands.empty())
|
||||
@@ -1776,61 +1831,6 @@ std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_paint.bitstream.empty())
|
||||
return {};
|
||||
|
||||
const TriangleMesh src(src_mesh);
|
||||
TriangleSelector selector(src);
|
||||
selector.deserialize(src_paint, false);
|
||||
|
||||
// Every sub-triangle of the source, each carrying its own state - NONE included, so the soup
|
||||
// covers the whole surface and a foot point always lands on something. One soup rather than one
|
||||
// tree per state: a foot point has one nearest triangle, and that triangle's state is the answer.
|
||||
std::vector<indexed_triangle_set> per_state;
|
||||
selector.get_facets(per_state);
|
||||
indexed_triangle_set soup;
|
||||
std::vector<uint8_t> label;
|
||||
for (size_t st = 0; st < per_state.size(); ++st) {
|
||||
const indexed_triangle_set &part = per_state[st];
|
||||
if (part.indices.empty())
|
||||
continue;
|
||||
const int base = int(soup.vertices.size());
|
||||
soup.vertices.insert(soup.vertices.end(), part.vertices.begin(), part.vertices.end());
|
||||
for (const stl_triangle_vertex_indices &t : part.indices) {
|
||||
soup.indices.emplace_back(t[0] + base, t[1] + base, t[2] + base);
|
||||
label.push_back(uint8_t(st));
|
||||
}
|
||||
}
|
||||
if (soup.indices.empty())
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(soup.vertices, soup.indices);
|
||||
|
||||
std::vector<uint8_t> out(dst_mesh.indices.size(), 0);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &t = dst_mesh.indices[j];
|
||||
// The centroid, not a corner: a facet takes one state, and its middle is the point that
|
||||
// is inside it whatever the triangle looks like.
|
||||
const Vec3f centroid = (dst_mesh.vertices[size_t(t[0])] + dst_mesh.vertices[size_t(t[1])] +
|
||||
dst_mesh.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(soup.vertices, soup.indices,
|
||||
tree, centroid, hit, foot);
|
||||
if (d2 >= 0.f && hit < label.size())
|
||||
out[j] = label[hit];
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
namespace {
|
||||
// apply_uv_transform()'s per-layer constants, worked out once. Triplanar sampling runs the transform
|
||||
// three times per point, and recomputing the rotation's cos/sin and the tiling reciprocal on every one
|
||||
@@ -1990,8 +1990,7 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
|
||||
// Flat projection onto the captured projector plane. Single-valued per point, so unlike
|
||||
// blended triplanar it is one sample, and it is what "project from view" places.
|
||||
return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::ModelUV: // the volume carries no UV channel - same fallback
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::Triplanar:
|
||||
default: break;
|
||||
}
|
||||
@@ -2086,8 +2085,7 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
out = sample_at(p);
|
||||
return true;
|
||||
}
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::ModelUV: // the volume carries no UV channel - same fallback
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::Triplanar:
|
||||
default: break;
|
||||
}
|
||||
|
||||
@@ -600,6 +600,31 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
const Vec3f &patch_center = Vec3f::Zero(), const Vec3f &patch_axis = Vec3f::UnitZ(),
|
||||
const Vec2f *lscm_uv = nullptr);
|
||||
|
||||
// Carries a per-facet paint annotation - the colour paint above all - from a mesh onto the mesh a
|
||||
// bake produced from it: every triangle of `dst_mesh` takes the state painted at its own foot point on
|
||||
// `src_mesh`, i.e. on the nearest point of the surface it was built from. Returned as one
|
||||
// EnforcerBlockerType per `dst_mesh` triangle, 0 (NONE) where that foot point carried no paint.
|
||||
//
|
||||
// ModelVolume::restore_painting() cannot do this. Its remap pairs a source paint triangle with a
|
||||
// target triangle that *overlaps* it to within 0.01 mm, which is right for a remesh or a
|
||||
// simplification - they leave the surface where it was - and useless after a bake, which moves the
|
||||
// surface by the relief depth. Measured on a model displaced by a tenth of its own size, that remap
|
||||
// kept a quarter of the colour and left the rest unpainted; this keeps essentially all of it, because
|
||||
// a foot point is exactly as far away as the relief is deep and the lookup does not care how far that
|
||||
// is.
|
||||
//
|
||||
// The source's *sub*-triangles are what is looked up, not its triangles, so the part of a triangle a
|
||||
// brush stroke only clipped a corner off keeps its own state rather than rounding to the whole
|
||||
// triangle's. No distance limit is needed or wanted: the nearest point on the source surface is where
|
||||
// a baked triangle came from however far the relief carried it, and an unpainted origin reports NONE
|
||||
// on its own.
|
||||
//
|
||||
// Returns an empty vector when `src_paint` is empty or either mesh is - the caller then has nothing to
|
||||
// carry, which is not the same as "carry nothing".
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh);
|
||||
|
||||
// Area-weighted centroid and average normal of a layer's currently painted patch, in mesh-local
|
||||
// coordinates - the same measurements build_texture_displacement() uses to pick its dominant
|
||||
// projection axis. Used by the GUI to anchor the on-canvas "adjust texture placement" gizmo to
|
||||
@@ -762,31 +787,6 @@ std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance = -1.f);
|
||||
|
||||
// Carries a per-facet paint annotation - the colour paint above all - from a mesh onto the mesh a
|
||||
// bake produced from it: every triangle of `dst_mesh` takes the state painted at its own foot point on
|
||||
// `src_mesh`, i.e. on the nearest point of the surface it was built from. Returned as one
|
||||
// EnforcerBlockerType per `dst_mesh` triangle, 0 (NONE) where that foot point carried no paint.
|
||||
//
|
||||
// ModelVolume::restore_painting() cannot do this. Its remap pairs a source paint triangle with a
|
||||
// target triangle that *overlaps* it to within 0.01 mm, which is right for a remesh or a
|
||||
// simplification - they leave the surface where it was - and useless after a bake, which moves the
|
||||
// surface by the relief depth. Measured on a model displaced by a tenth of its own size, that remap
|
||||
// kept a quarter of the colour and left the rest unpainted; this keeps essentially all of it, because
|
||||
// a foot point is exactly as far away as the relief is deep and the lookup does not care how far that
|
||||
// is.
|
||||
//
|
||||
// The source's *sub*-triangles are what is looked up, not its triangles, so the part of a triangle a
|
||||
// brush stroke only clipped a corner off keeps its own state rather than rounding to the whole
|
||||
// triangle's. No distance limit is needed or wanted: the nearest point on the source surface is where
|
||||
// a baked triangle came from however far the relief carried it, and an unpainted origin reports NONE
|
||||
// on its own.
|
||||
//
|
||||
// Returns an empty vector when `src_paint` is empty or either mesh is - the caller then has nothing to
|
||||
// carry, which is not the same as "carry nothing".
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh);
|
||||
|
||||
// The TextureDisplacementLayer::lscm_uv_overrides key for one unwrapped vertex (an index into PatchUnwrap::uvs).
|
||||
inline int lscm_uv_override_key(int unwrapped_vertex) { return -(unwrapped_vertex + 1); }
|
||||
|
||||
|
||||
@@ -188,20 +188,12 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
}
|
||||
}
|
||||
|
||||
// The model's own UV channel. Resampled onto a rebuilt mesh from the surface the bake started
|
||||
// from: a displaced vertex came from its foot point on that surface, which is the position its
|
||||
// uv belongs to - so no distance limit, the relief depth is exactly how far it has moved.
|
||||
if (!m_input.model_uv.empty())
|
||||
volume->texture_uv = topology_changed ? transfer_uv_channel(m_input.base_mesh, m_input.model_uv,
|
||||
volume->mesh().its) :
|
||||
m_input.model_uv;
|
||||
|
||||
// Colour lands in mmu_segmentation_facets, merged *over* whatever is already painted there
|
||||
// rather than replacing it: a triangle the texture does not colour keeps its existing filament,
|
||||
// and one the user never painted at all stays at NONE, which already means "the volume's own
|
||||
// filament". That is what confines the effect to the painted area without having to invent a
|
||||
// colour for everything outside it. Safe to index straight onto the new mesh - the bake is
|
||||
// topology-preserving, so triangle i is still triangle i.
|
||||
// colour for everything outside it. What was already painted is whatever the transfer above
|
||||
// left in the annotation, so this bake's colour lands on top of it rather than instead of it.
|
||||
if (!m_triangle_color.empty() && m_triangle_color.size() == volume->mesh().its.indices.size()) {
|
||||
TriangleSelector selector(volume->mesh());
|
||||
const TriangleSelector::TriangleSplittingData &existing = volume->mmu_segmentation_facets.get_data();
|
||||
@@ -232,6 +224,14 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
volume->texture_displacement_facet(slot).reset();
|
||||
}
|
||||
|
||||
// The model's own UV channel. Resampled onto a rebuilt mesh from the surface the bake started
|
||||
// from: a displaced vertex came from its foot point on that surface, which is the position its
|
||||
// uv belongs to - so no distance limit, the relief depth is exactly how far it has moved.
|
||||
if (!m_input.model_uv.empty())
|
||||
volume->texture_uv = topology_changed ? transfer_uv_channel(m_input.base_mesh, m_input.model_uv,
|
||||
volume->mesh().its) :
|
||||
m_input.model_uv;
|
||||
|
||||
ModelObject *object = volume->get_object();
|
||||
if (object == nullptr)
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user