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https://github.com/OrcaSlicer/OrcaSlicer.git
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SPE-2298: Fix crash caused by a numerical issue during testing if a Voronoi vertex is inside a corner of a polygon.
Cherry-picked from prusa3d/PrusaSlicer@669c931b77 Co-authored-by: Lukáš Hejl <hejl.lukas@gmail.com>
This commit is contained in:
@@ -7,7 +7,6 @@
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#include <functional>
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#include <sstream>
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#include <queue>
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#include <functional>
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#include <boost/log/trivial.hpp>
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#include "utils/linearAlg2D.hpp"
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@@ -104,7 +103,7 @@ SkeletalTrapezoidation::node_t &SkeletalTrapezoidation::makeNode(const VD::verte
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}
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}
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void SkeletalTrapezoidation::transferEdge(Point from, Point to, const VD::edge_type &vd_edge, edge_t *&prev_edge, Point &start_source_point, Point &end_source_point, const std::vector<Segment> &segments) {
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void SkeletalTrapezoidation::transferEdge(const Point &from, const Point &to, const VD::edge_type &vd_edge, edge_t *&prev_edge, const Point &start_source_point, const Point &end_source_point, const std::vector<Segment> &segments) {
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auto he_edge_it = vd_edge_to_he_edge.find(vd_edge.twin());
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if (he_edge_it != vd_edge_to_he_edge.end())
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{ // Twin segment(s) have already been made
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@@ -323,50 +322,6 @@ Points SkeletalTrapezoidation::discretize(const VD::edge_type& vd_edge, const st
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}
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}
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bool SkeletalTrapezoidation::computePointCellRange(const VD::cell_type &cell, Point &start_source_point, Point &end_source_point, const VD::edge_type *&starting_vd_edge, const VD::edge_type *&ending_vd_edge, const std::vector<Segment> &segments) {
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if (cell.incident_edge()->is_infinite())
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return false; //Infinite edges only occur outside of the polygon. Don't copy any part of this cell.
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// Check if any point of the cell is inside or outside polygon
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// Copy whole cell into graph or not at all
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// If the cell.incident_edge()->vertex0() is far away so much that it doesn't even fit into Vec2i64, then there is no way that it will be inside the input polygon.
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if (const VD::vertex_type &vert = *cell.incident_edge()->vertex0();
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vert.x() >= double(std::numeric_limits<int64_t>::max()) || vert.x() <= double(std::numeric_limits<int64_t>::lowest()) ||
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vert.y() >= double(std::numeric_limits<int64_t>::max()) || vert.y() <= double(std::numeric_limits<int64_t>::lowest()))
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return false; // Don't copy any part of this cell
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const Point source_point = Geometry::VoronoiUtils::get_source_point(cell, segments.begin(), segments.end());
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const PolygonsPointIndex source_point_index = Geometry::VoronoiUtils::get_source_point_index(cell, segments.begin(), segments.end());
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Vec2i64 some_point = Geometry::VoronoiUtils::to_point(cell.incident_edge()->vertex0());
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if (some_point == source_point.cast<int64_t>())
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some_point = Geometry::VoronoiUtils::to_point(cell.incident_edge()->vertex1());
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//Test if the some_point is even inside the polygon.
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//The edge leading out of a polygon must have an endpoint that's not in the corner following the contour of the polygon at that vertex.
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//So if it's inside the corner formed by the polygon vertex, it's all fine.
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//But if it's outside of the corner, it must be a vertex of the Voronoi diagram that goes outside of the polygon towards infinity.
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if (!LinearAlg2D::isInsideCorner(source_point_index.prev().p(), source_point_index.p(), source_point_index.next().p(), some_point))
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return false; // Don't copy any part of this cell
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const VD::edge_type* vd_edge = cell.incident_edge();
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do {
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assert(vd_edge->is_finite());
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if (Vec2i64 p1 = Geometry::VoronoiUtils::to_point(vd_edge->vertex1()); p1 == source_point.cast<int64_t>()) {
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start_source_point = source_point;
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end_source_point = source_point;
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starting_vd_edge = vd_edge->next();
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ending_vd_edge = vd_edge;
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} else {
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assert((Geometry::VoronoiUtils::to_point(vd_edge->vertex0()) == source_point.cast<int64_t>() || !vd_edge->is_secondary()) && "point cells must end in the point! They cannot cross the point with an edge, because collinear edges are not allowed in the input.");
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}
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}
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while (vd_edge = vd_edge->next(), vd_edge != cell.incident_edge());
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assert(starting_vd_edge && ending_vd_edge);
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assert(starting_vd_edge != ending_vd_edge);
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return true;
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}
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SkeletalTrapezoidation::SkeletalTrapezoidation(const Polygons& polys, const BeadingStrategy& beading_strategy,
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double transitioning_angle, coord_t discretization_step_size,
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coord_t transition_filter_dist, coord_t allowed_filter_deviation,
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@@ -434,15 +389,20 @@ void SkeletalTrapezoidation::constructFromPolygons(const Polygons& polys)
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// Compute and store result in above variables
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if (cell.contains_point()) {
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const bool keep_going = computePointCellRange(cell, start_source_point, end_source_point, starting_voronoi_edge, ending_voronoi_edge, segments);
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if (!keep_going)
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Geometry::PointCellRange<Point> cell_range = Geometry::VoronoiUtils::compute_point_cell_range(cell, segments.cbegin(), segments.cend());
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start_source_point = cell_range.source_point;
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end_source_point = cell_range.source_point;
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starting_voronoi_edge = cell_range.edge_begin;
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ending_voronoi_edge = cell_range.edge_end;
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if (!cell_range.is_valid())
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continue;
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} else {
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assert(cell.contains_segment());
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Geometry::SegmentCellRange<Point> cell_range = Geometry::VoronoiUtils::compute_segment_cell_range(cell, segments.cbegin(), segments.cend());
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assert(cell_range.is_valid());
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start_source_point = cell_range.segment_start_point;
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end_source_point = cell_range.segment_end_point;
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start_source_point = cell_range.source_segment_start_point;
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end_source_point = cell_range.source_segment_end_point;
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starting_voronoi_edge = cell_range.edge_begin;
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ending_voronoi_edge = cell_range.edge_end;
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}
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@@ -182,7 +182,7 @@ protected:
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* Transfer an edge from the VD to the HE and perform discretization of parabolic edges (and vertex-vertex edges)
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* \p prev_edge serves as input and output. May be null as input.
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*/
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void transferEdge(Point from, Point to, const VD::edge_type &vd_edge, edge_t *&prev_edge, Point &start_source_point, Point &end_source_point, const std::vector<Segment> &segments);
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void transferEdge(const Point &from, const Point &to, const VD::edge_type &vd_edge, edge_t *&prev_edge, const Point &start_source_point, const Point &end_source_point, const std::vector<Segment> &segments);
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/*!
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* Discretize a Voronoi edge that represents the medial axis of a vertex-
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@@ -211,32 +211,6 @@ protected:
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*/
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Points discretize(const VD::edge_type& segment, const std::vector<Segment>& segments);
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/*!
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* Compute the range of line segments that surround a cell of the skeletal
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* graph that belongs to a point on the medial axis.
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*
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* This should only be used on cells that belong to a corner in the skeletal
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* graph, e.g. triangular cells, not trapezoid cells.
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*
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* The resulting line segments is just the first and the last segment. They
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* are linked to the neighboring segments, so you can iterate over the
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* segments until you reach the last segment.
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* \param cell The cell to compute the range of line segments for.
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* \param[out] start_source_point The start point of the source segment of
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* this cell.
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* \param[out] end_source_point The end point of the source segment of this
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* cell.
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* \param[out] starting_vd_edge The edge of the Voronoi diagram where the
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* loop around the cell starts.
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* \param[out] ending_vd_edge The edge of the Voronoi diagram where the loop
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* around the cell ends.
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* \param points All vertices of the input Polygons.
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* \param segments All edges of the input Polygons.
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* /return Whether the cell is inside of the polygon. If it's outside of the
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* polygon we should skip processing it altogether.
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*/
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static bool computePointCellRange(const VD::cell_type &cell, Point &start_source_point, Point &end_source_point, const VD::edge_type *&starting_vd_edge, const VD::edge_type *&ending_vd_edge, const std::vector<Segment> &segments);
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/*!
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* For VD cells associated with an input polygon vertex, we need to separate the node at the end and start of the cell into two
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* That way we can reach both the quad_start and the quad_end from the [incident_edge] of the two new nodes
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@@ -315,8 +315,7 @@ void SkeletalTrapezoidationGraph::collapseSmallEdges(coord_t snap_dist)
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}
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}
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void SkeletalTrapezoidationGraph::makeRib(edge_t*& prev_edge, Point start_source_point, Point end_source_point)
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{
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void SkeletalTrapezoidationGraph::makeRib(edge_t *&prev_edge, const Point &start_source_point, const Point &end_source_point) {
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Point p;
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Line(start_source_point, end_source_point).distance_to_infinite_squared(prev_edge->to->p, &p);
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coord_t dist = (prev_edge->to->p - p).cast<int64_t>().norm();
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@@ -83,7 +83,7 @@ public:
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*/
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void collapseSmallEdges(coord_t snap_dist = 5);
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void makeRib(edge_t*& prev_edge, Point start_source_point, Point end_source_point);
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void makeRib(edge_t*& prev_edge, const Point &start_source_point, const Point &end_source_point);
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/*!
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* Insert a node into the graph and connect it to the input polygon using ribs
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@@ -9,63 +9,6 @@
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namespace Slic3r::Arachne::LinearAlg2D
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{
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/*!
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* Test whether a point is inside a corner.
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* Whether point \p query_point is left of the corner abc.
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* Whether the \p query_point is in the circle half left of ab and left of bc, rather than to the right.
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*
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* Test whether the \p query_point is inside of a polygon w.r.t a single corner.
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*/
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inline static bool isInsideCorner(const Point &a, const Point &b, const Point &c, const Vec2i64 &query_point)
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{
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// Visualisation for the algorithm below:
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//
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// query
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// |
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// |
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// |
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// perp-----------b
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// / \ (note that the lines
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// / \ AB and AC are normalized
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// / \ to 10000 units length)
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// a c
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//
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auto normal = [](const Point &p0, coord_t len) -> Point {
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int64_t _len = p0.norm();
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if (_len < 1)
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return {len, 0};
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return (p0.cast<int64_t>() * int64_t(len) / _len).cast<coord_t>();
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};
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auto rotate_90_degree_ccw = [](const Vec2d &p) -> Vec2d {
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return {-p.y(), p.x()};
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};
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constexpr coord_t normal_length = 10000; //Create a normal vector of reasonable length in order to reduce rounding error.
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const Point ba = normal(a - b, normal_length);
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const Point bc = normal(c - b, normal_length);
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const Vec2d bq = query_point.cast<double>() - b.cast<double>();
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const Vec2d perpendicular = rotate_90_degree_ccw(bq); //The query projects to this perpendicular to coordinate 0.
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const double project_a_perpendicular = ba.cast<double>().dot(perpendicular); //Project vertex A on the perpendicular line.
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const double project_c_perpendicular = bc.cast<double>().dot(perpendicular); //Project vertex C on the perpendicular line.
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if ((project_a_perpendicular > 0.) != (project_c_perpendicular > 0.)) //Query is between A and C on the projection.
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{
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return project_a_perpendicular > 0.; //Due to the winding order of corner ABC, this means that the query is inside.
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}
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else //Beyond either A or C, but it could still be inside of the polygon.
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{
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const double project_a_parallel = ba.cast<double>().dot(bq); //Project not on the perpendicular, but on the original.
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const double project_c_parallel = bc.cast<double>().dot(bq);
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//Either:
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// * A is to the right of B (project_a_perpendicular > 0) and C is below A (project_c_parallel < project_a_parallel), or
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// * A is to the left of B (project_a_perpendicular < 0) and C is above A (project_c_parallel > project_a_parallel).
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return (project_c_parallel < project_a_parallel) == (project_a_perpendicular > 0.);
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}
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}
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/*!
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* Returns the determinant of the 2D matrix defined by the the vectors ab and ap as rows.
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*
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