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Merge upstream main into image-gizmo
Three conflicts, all in the texture displacement gizmo, all resolved by keeping both sides: - Two independent additions landed next to apply_standard_mode_presets(): upstream's store_panel_state() and this branch's image-mode declarations. - m_color_tex_source: upstream changed it from a raw const void* to a weak_ptr to the image bytes, so a freed and reallocated image can no longer pass for the old one. That is the better key and it is kept; the colour correction key this branch added sits beside it, and the cache test now checks the image, the smoothing and the correction.
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# Mesh repair — High Level Design
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## Purpose and scope
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Mesh repair turns a broken triangle mesh into closed, outward oriented shells that bound a solid, so that the
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mesh slices predictably and the other mesh tools (booleans, cut, painting) get valid input. It runs on demand:
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the *Fix Model* command of the context menu of an object or part and of the warning icon in the object list, *Fix
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All* and *Fix All Plates* in the context menu of a plate, the prompt the Cut tool shows when a cut leaves open edges,
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the *Repair and import* choice of texture import, and the `--repair` option of the command line. It is built on CGAL
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and is the only repair the application has, on every platform.
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`repair_mesh()` in `src/libslic3r/MeshRepair.cpp` does the work on one `TriangleMesh`, and `ModelVolume::repair()`
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applies it to a part: it replaces the mesh only when the repair changed it, and remaps or drops the painting of a
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replaced mesh. The GUI side, `fix_model_with_cgal_gui()` in `src/slic3r/Utils/FixModelByCgal.cpp`, runs it on a
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worker thread for each volume of an object, or for one volume, behind a progress dialog. `repair_mesh()` reports its
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progress between stages through a callback, which cancels the repair by throwing.
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## What the repaired mesh is
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The repair keeps what the slicer would print from the input. The slicer fills a layer where the winding number of
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the input surface is not zero (`MeshSlicingParams::SlicingMode::Regular` uses Clipper's nonzero fill rule), so:
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- Shells crossing each other print as their union. The repair keeps them as separate shells, as the parts of an
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object are kept, and makes each of them an outward oriented solid.
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- A shell inside a solid that is oriented like it adds nothing, and the repair removes it.
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- A shell inside a solid that is oriented inward is a cavity, and stays one.
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- A whole mesh turned inside out prints as a solid, and the repair turns it outward.
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On top of that, it closes holes and cracks, gives inconsistently oriented triangles the orientation of their
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neighbours, drops degenerate, duplicate and stray flat geometry, and removes small self-intersections inside a shell,
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such as slivers and folds. Where none of this applies, it reports the mesh as unmodified and the caller keeps the
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original mesh, its painting and its object id.
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A volume is repaired in place and is never split into several parts: splitting by connectivity would turn a cavity
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into a separate solid part and fill it. Each solid of the result is a shell of its own, so *Split to parts* still
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separates them. Open pieces of the input whose borders meet exactly, which are pieces of one surface rather than
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solids, come out as the one shell they form.
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## Pipeline
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The input is treated as a triangle soup. Every stage after the first only runs on what the previous ones could
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not settle, so a valid mesh passes through quickly.
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### Valid parts first
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Parts of the input that are connected by vertex indices and are already closed, consistently oriented 2-manifolds
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skip the soup stages and go straight to the shell stages. Merging their points with coincident points of other
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parts would only make non-manifold junctions out of solids that touch, for example parts of an assembly exported
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together or voxels written as separate cubes.
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### Soup clean-up
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The rest of the soup has its coincident points merged. Triangles with repeated corners are dropped. Coincident
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triangles of opposite orientation are a wall between two solids touching face to face, so they cancel in pairs;
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of the remaining copies of a triangle one is kept. A connected region that would vanish entirely through
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cancelling is a two-sided export instead (every face written in both orientations), and keeps one copy of each
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triangle.
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Open edges then get their vertices welded within a tolerance of 1e-4 of the bounding box diagonal, which closes the
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cracks some exporters leave between triangles that should share corners. A vertex is never welded further than a
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quarter of its shortest edge, so welding cannot collapse fine detail. A soup that stays mostly open after welding has
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cracks wider than that tolerance, and is welded again with ten and then a hundred times the tolerance.
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### Work units
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The soup is cut into units repaired independently and in parallel: its connected parts, except that open parts whose
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bounding boxes touch share a unit, so that cracks and T-junctions between separately exported patches still close.
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### Building the mesh
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A unit whose edges are each shared by at most two triangles, running in opposite directions, and whose vertices each
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have a single fan of triangles, becomes a `Surface_mesh` directly. Any other unit is oriented first. Triangles are
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flipped so that neighbours across an edge shared by two of them agree, each part keeping the orientation the
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majority of its area had, which keeps inward oriented cavities inward. Edges where that is impossible or that more
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than two triangles share are cut, and each fan of triangles around a vertex gets its own copy of the vertex. If that
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still leaves an invalid mesh, CGAL's `orient_polygon_soup()` orients the unit instead, and the parts it flipped
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against their majority are reversed back. The linear pass exists because `orient_polygon_soup()` is several times
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slower on large soups that need only a few fixes.
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### Closing
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Compatible borders are stitched, parts that can be stitched once reversed are merged, and borders still open are
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snapped onto each other within the weld tolerance, which closes T-junctions. Exactly degenerate faces are removed.
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Holes are filled last. Planar border loops that face each other in one plane, one inside the other, bound a single
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region, such as a missing annulus at the end of a tube or a cap with features standing on it. Such a group is
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triangulated at once with a 2D constrained Delaunay triangulation that fills only the faces at odd nesting depth,
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so the openings inside the region stay open. The patch is used only if it closes every loop with the orientation
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of the triangles around it. Every other loop is filled on its own with `triangulate_hole()`, which uses a 2D
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constrained Delaunay triangulation when the loop is planar. Otherwise it searches the best triangulation among all
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triangles over the loop for loops of up to 100 edges, and among the triangles of a 3D Delaunay triangulation for
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longer ones, as the full search is cubic in the length of the loop. Beyond 200 edges the full search is not even
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used as a fallback, and a fan around the loop's centroid closes a loop nothing else could.
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The closed unit is split into its shells. The largest stays in place and the others are copied out, as converting
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the whole mesh again costs seconds on large models.
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### Shells
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The shells of all units, together with the valid parts set aside at the start, are handled independently and in
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parallel. Shells enclosing no volume, which hole filling makes out of stray flat patches, are dropped.
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Self-intersections inside a shell are removed locally with `experimental::remove_self_intersections()`, which
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remeshes the region around them. It is used only for local defects: a shell whose intersections involve more than
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5 % of its faces is left as it is, and a result that changes the enclosed volume by more than 0.1 % is undone. On
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heavily overlapping ornamental models the remeshing otherwise cuts parts down to slivers, while on genuine defects
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it changes the volume by thousandths of a percent. Overlaps left in place slice correctly. Remeshing can cut
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small pieces off a shell, so a shell it changed is split again and its pieces enclosing no volume are dropped.
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Shells crossing others are found through their bounding boxes and an AABB tree per shell, and are made outward
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oriented solids. For every other shell the winding number just outside it is summed from the orientation of the
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shells containing it, tested from a point on its largest face. The shell bounds the solid only if the winding
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number is zero on exactly one of its sides; it is then oriented so that the solid is inside, or dropped otherwise.
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Crossing shells are not united. Slicing unites them anyway, uniting them exactly costs tens of seconds on models
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made of many overlapping pieces, and it would fuse parts that *Split to parts* should keep apart.
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## Robustness
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The repair avoids `experimental::autorefine_and_remove_self_intersections()` and corefinement, which can crash on
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messy input, and uses only steps whose failures it can detect. A step that fails keeps its input. CGAL precondition
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failures surface as `repair_mesh()` returning false with the message as the error. The output is written in float,
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as every mesh in the application is.
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The result does not depend on thread scheduling. `libslic3r_cgal` is built with `CGAL_LINKED_WITH_TBB`. Units and
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shells are processed in parallel, but each on its own data, and their results are gathered in a fixed order;
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sorts compare complete keys, and the detected self-intersections are put in order before they are used. Snapping
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stays sequential, as its parallel version gives different results from run to run. Holes are filled with the full
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search wherever it is affordable, because the search among Delaunay triangles can choose between equally good fills
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differently from run to run, so only non-planar holes of more than 100 edges may still vary. On some inputs
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`experimental::remove_self_intersections()` itself places a few vertices differently from run to run.
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## Verification
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`tests/libslic3r/test_mesh_repair.cpp` covers each kind of defect above on small meshes with known volumes.
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