Files
OrcaSlicer/deps_src/libigl/igl/embree/EmbreeIntersector.h
Donovan Baarda dc5897d7b5 Update eigen to v5.0.1 and libigl to v2.6.0. (#11311)
* Update eigen from v3.3.7 to v5.0.1.

This updates eigen from v3.3.7 released on  December 11, 2018-12-11 to v5.0.1
released on 2025-11-11. There have be a large number of bug-fixes,
optimizations, and improvements between these releases. See the details at;

https://gitlab.com/libeigen/eigen/-/releases

It retains the previous custom minimal `CMakeLists.txt`, and adds a
README-OrcaSlicer.md that explains what version and parts of the upstream
eigen release have been included, and where the full release can be found.

* Update libigl from v2.0.0 (or older) to v2.6.0.

This updates libigl from what was probably v2.0.0 released on 2018-10-16 to
v2.6.0 released on 2025-05-15. It's possible the old version was even older
than that but there is no version indicators in the code and I ran out of
patience identifying missing changes and only went back as far as v2.0.0.

There have been a large number of bug-fixes, optimizations, and improvements
between these versions. See the following for details;

https://github.com/libigl/libigl/releases

I retained the minimal custom `CMakeLists.txt`, added `README.md` from the
libigl distribution which identifies the version, and added a
README-OrcaSlicer.md that details the version and parts that have been
included.

* Update libslic3r for libigl v2.6.0 changes.

This updates libslic3r for all changes moving to eigen v5.0.1 and libigl
v2.6.0. Despite the large number of updates to both dependencies, no changes
were required for the eigen update, and only one change was required for the
libigl update.

For libigl, `igl::Hit` was changed to a template taking the Scalar type to
use. Previously it was hard-coded to `float`, so to minimize possible impact
I've updated all places it is used from `igl::Hit` to `igl::Hit<float>`.

* Add compiler option `-DNOMINMAX` for libigl with MSVC.

MSVC by default defines `min(()` and `max()` macros that break
`std::numeric_limits<>::max()`. The upstream cmake that we don't include
adds `-DNOMINMAX` for the libigl module when compiling with MSVC, so we need
to add the same thing here.

* Fix src/libslic3r/TriangleMeshDeal.cpp for the unmodified upstream libigl.

This fixes `TriangleMeshDeal.cpp` to work with the unmodified upstream
libigl v2.6.0. loop.{h,cpp} implementation.

This file and feature was added in PR "BBS Port: Mesh Subdivision" (#12150)
which included changes to `loop.{h,cpp}` in the old version of libigl. This PR
avoids modifying the included dependencies, and uses the updated upstream
versions of those files without any modifications, which requires fixing
TriangleMeshDeal.cpp to work with them.

In particular, the modifications made to `loop.{h,cpp}` included changing the
return type from void to bool, adding additional validation checking of the
input meshes, and returning false if they failed validation. These added
checks looked unnecessary and would only have caught problems if the input
mesh was very corrupt.

To make `TriangleMeshDeal.cpp` work without this built-in checking
functionality, I removed checking/handling of any `false` return value.

There was also a hell of a lot of redundant copying and casting back and forth
between float and double, so I cleaned that up. The input and output meshs use
floats for the vertexes, and there would be no accuracy benefits from casting
to and from doubles for the simple weighted average operations done by
igl::loop(). So this just uses `Eigen:Map` to use the original input mesh
vertex data directly without requiring any copy or casting.

* Move eigen from included `deps_src` to externaly fetched `deps`.

This copys what PrusaSlicer did and moved it from an included dependency under
`deps_src` to an externaly fetched dependency under `deps`. This requires
updating some `CMakeList.txt` configs and removing the old and obsolete
`cmake/modules/FindEigen3.cmake`. The details of when this was done in
PrusaSlicer and the followup fixes are at;

* 21116995d7
* https://github.com/prusa3d/PrusaSlicer/issues/13608
* https://github.com/prusa3d/PrusaSlicer/pull/13609
* e3c277b9ee

For some reason I don't fully understand this also required fixing
`src/slic3r/GUI/GUI_App.cpp` by adding `#include <boost/nowide/cstdio.hpp>` to
fix an `error: ‘remove’ is not a member of ‘boost::nowide'`. The main thing I
don't understand is how it worked before. Note that this include is in the
PrusaSlicer version of this file, but it also significantly deviates from what
is currently in OrcaSlicer in many other ways.

* Whups... I missed adding the deps/Eigen/Eigen.cmake file...

* Tidy some whitespace indenting in CMakeLists.txt.

* Ugh... tabs indenting needing fixes.

* Change the include order of deps/Eigen.

It turns out that although Boost includes some references to Eigen, Eigen also
includes some references to Boost for supporting some of it's additional
numeric types.

I don't think it matters much since we are not using these features, but I
think technically its more correct to say Eigen depends on Boost than the
other way around, so I've re-ordered them.

* Add source for Eigen 5.0.1 download to flatpak yml config.

* Add explicit `DEPENDS dep_Boost to deps/Eigen.

I missed this before. This ensures we don't rely on include orders to make
sure Boost is installed before we configure Eigen.

* Add `DEPENDS dep_Boost dep_GMP dep_MPFR` to deps/Eigen.

It turns out Eigen can also use GMP and MPFR for multi-precision and
multi-precision-rounded numeric types if they are available.

Again, I don't think we are using these so it doesn't really matter, but it is
technically correct and ensures they are there if we ever do need them.

* Fix deps DEPENDENCY ordering for GMP, MPFR, Eigen, and CGAL.

I think this is finally correct. Apparently CGAL also optionally depends on
Eigen, so the correct dependency order from lowest to highest is GMP, MPFR, Eigen, and CGAL.

---------

Co-authored-by: Donovan Baarda <dbaarda@google.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
2026-05-12 15:09:13 +08:00

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C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
// 2014 Christian Schüller <schuellchr@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
// igl function interface for Embree2.2
//
// Necessary changes to switch from previous Embree versions:
// * Use igl:Hit instead of embree:Hit (where id0 -> id)
// * For Embree2.2
// * Uncomment #define __USE_RAY_MASK__ in platform.h to enable masking
#ifndef IGL_EMBREE_EMBREE_INTERSECTOR_H
#define IGL_EMBREE_EMBREE_INTERSECTOR_H
#include "../Hit.h"
#include <Eigen/Geometry>
#include <Eigen/Core>
#include <embree4/rtcore.h>
#include <embree4/rtcore_ray.h>
#include <iostream>
#include <vector>
#include "EmbreeDevice.h"
namespace igl
{
namespace embree
{
/// Simple class to wrap Embree's ray tracing functionality
class EmbreeIntersector
{
public:
typedef Eigen::Matrix<float,Eigen::Dynamic,3> PointMatrixType;
typedef Eigen::Matrix<int,Eigen::Dynamic,3> FaceMatrixType;
public:
EmbreeIntersector();
private:
// Copying and assignment are not allowed.
EmbreeIntersector(const EmbreeIntersector & that);
EmbreeIntersector & operator=(const EmbreeIntersector &);
public:
virtual ~EmbreeIntersector();
/// Initialize with a given mesh.
///
/// @param[in] V #V by 3 list of vertex positions
/// @param[in] F #F by 3 list of Oriented triangles
/// @param[in] isStatic scene is optimized for static geometry
/// #### Side effects:
/// The first time this is ever called the embree engine is initialized.
void init(
const PointMatrixType& V,
const FaceMatrixType& F,
bool isStatic = false);
/// Initialize with a given mesh.
///
/// @param[in] V vector of #V by 3 list of vertex positions for each geometry
/// @param[in] F vector of #F by 3 list of Oriented triangles for each geometry
/// @param[in] masks a 32 bit mask to identify active geometries.
/// @param[in] isStatic scene is optimized for static geometry
///
/// ##### Side effects:
/// The first time this is ever called the embree engine is initialized.
void init(
const std::vector<const PointMatrixType*>& V,
const std::vector<const FaceMatrixType*>& F,
const std::vector<int>& masks,
bool isStatic = false);
/// Deinitialize embree datasctructures for current mesh. Also called on
/// destruction: no need to call if you just want to init() once and
/// destroy.
void deinit();
/// Given a ray find the first hit
///
/// @param[in] origin 3d origin point of ray
/// @param[in] direction 3d (not necessarily normalized) direction vector of ray
/// @param[in] tnear start of ray segment
/// @param[in] tfar end of ray segment
/// @param[in] masks a 32 bit mask to identify active geometries.
/// @param[out] hit information about hit
/// @return true if and only if there was a hit
bool intersectRay(
const Eigen::RowVector3f& origin,
const Eigen::RowVector3f& direction,
Hit<float>& hit,
float tnear = 0,
float tfar = std::numeric_limits<float>::infinity(),
int mask = 0xFFFFFFFF) const;
/// Given a ray find the first hit
/// This is a conservative hit test where multiple rays within a small radius
/// will be tested and only the closesest hit is returned.
///
/// @param[in] origin 3d origin point of ray
/// @param[in] direction 3d (not necessarily normalized) direction vector of ray
/// @param[in] tnear start of ray segment
/// @param[in] tfar end of ray segment
/// @param[in] masks a 32 bit mask to identify active geometries.
/// @param[in] geoId id of geometry mask (default std::numeric_limits<float>::infinity() if no: no masking)
/// @param[in] closestHit true for gets closest hit, false for furthest hit
/// @param[out] hit information about hit
/// @return true if and only if there was a hit
bool intersectBeam(
const Eigen::RowVector3f& origin,
const Eigen::RowVector3f& direction,
Hit<float>& hit,
float tnear = 0,
float tfar = std::numeric_limits<float>::infinity(),
int mask = 0xFFFFFFFF,
int geoId = -1,
bool closestHit = true,
unsigned int samples = 4) const;
/// Given a ray find all hits in order
///
/// @param[in] origin 3d origin point of ray
/// @param[in] direction 3d (not necessarily normalized) direction vector of ray
/// @param[in] tnear start of ray segment
/// @param[in] tfar end of ray segment
/// @param[in] masks a 32 bit mask to identify active geometries.
/// @param[out] hit information about hit
/// @param[out] num_rays number of rays shot (at least one)
/// @return true if and only if there was a hit
bool intersectRay(
const Eigen::RowVector3f& origin,
const Eigen::RowVector3f& direction,
std::vector<Hit<float>> &hits,
int& num_rays,
float tnear = 0,
float tfar = std::numeric_limits<float>::infinity(),
int mask = 0xFFFFFFFF) const;
/// Given a ray find the first hit
///
/// @param[in] a 3d first end point of segment
/// @param[in] ab 3d vector from a to other endpoint b
/// @param[out] hit information about hit
/// @return true if and only if there was a hit
bool intersectSegment(
const Eigen::RowVector3f& a,
const Eigen::RowVector3f& ab,
Hit<float> &hit,
int mask = 0xFFFFFFFF) const;
private:
struct Vertex {float x,y,z,a;};
struct Triangle {int v0, v1, v2;};
RTCScene scene;
unsigned geomID;
Vertex* vertices;
Triangle* triangles;
bool initialized;
RTCDevice device;
void createRay(
RTCRayHit& ray,
const Eigen::RowVector3f& origin,
const Eigen::RowVector3f& direction,
float tnear,
float tfar,
int mask) const;
};
}
}
#ifndef IGL_STATIC_LIBRARY
# include "EmbreeIntersector.cpp"
#endif
#endif //EMBREE_INTERSECTOR_H