Files
OrcaSlicer/src/slic3r/Utils/RaycastManager.hpp
HanifKoh 84657ff11e Add Missing Includes Across the Remaining Sources and Tests (#16071)
* Ignore Clipper, libpng, mcut and Boost.Polygon Internals in clang-tidy

Each only works through a wrapper or umbrella header: libslic3r/clipper.hpp or clipper_z.hpp configure Clipper before including it, png.h pulls in libpng's config headers, and Boost.Polygon's headers only compile through polygon.hpp or voronoi.hpp.

* Ignore minilzo's Config Headers in clang-tidy

lzoconf.h and lzodefs.h are internal to minilzo.h, which is what the code includes.

* Add Missing Includes Across the Remaining Sources and Tests

Covers src/slic3r/Utils, src/slic3r/plugin, src/slic3r/Config, src/libvgcode, src/dev-utils, src/OrcaSlicer.cpp and tests/, the directories left after src/slic3r/GUI and src/libslic3r. Generated with clang-tidy misc-include-cleaner. libvgcode's own headers are included by relative path as in the rest of that library, and Catch2 and pybind11 with angle brackets as elsewhere in the repo.

* Make the GUI and Test Headers Compile on Their Own

Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Headers that only compile on one platform, or that nothing built includes, are left alone.

* Keep Windows and nanosvg Setup Ahead of the Added Includes

OrcaSlicer.cpp and several tests set _WIN32_WINNT, WIN32_LEAN_AND_MEAN or NOMINMAX before including Windows.h, and the profile validator defines NANOSVG_IMPLEMENTATION before any libslic3r header. The added includes had landed above those blocks, which broke the Windows build.

* Add the GUI Includes the First Pass Missed

Covers headers that only became editable once they compiled on their own, and wx symbols whose suggested header changed as the clang-tidy ignore list grew after the src/slic3r/GUI pass.

* Keep the Added Test Includes Below the NOMINMAX Guard

test_marchingsquares.cpp and test_texture_displacement.cpp had includes inside #ifndef NOMINMAX, which the tests inherit as defined on Windows from libslic3r, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory, as in #16068.
2026-10-03 13:45:21 +08:00

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6.9 KiB
C++

#ifndef slic3r_RaycastManager_hpp_
#define slic3r_RaycastManager_hpp_
#include <cstddef>
#include <Eigen/Core>
#include <algorithm>
#include <memory> // unique_ptr
#include <optional>
#include <utility>
#include <vector>
#include "libslic3r/AABBMesh.hpp" // Structure to cast rays
#include "libslic3r/Point.hpp" // Transform3d
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/Model.hpp" // ModelObjectPtrs, ModelObject, ModelInstance, ModelVolume
namespace Slic3r::GUI{
/// <summary>
/// Cast rays from camera to scene
/// Used for find hit point on model volume under mouse cursor
/// </summary>
class RaycastManager
{
// Public structures used by RaycastManager
public:
// ModelVolume.id
using Mesh = std::pair<size_t, std::unique_ptr<AABBMesh> >;
using Meshes = std::vector<Mesh>;
// Key for transformation consist of unique volume and instance id ... ObjectId()
// ModelInstance, ModelVolume
using TrKey = std::pair<size_t, size_t>;
using TrItem = std::pair<TrKey, Transform3d>;
using TrItems = std::vector<TrItem>;
/// <summary>
/// Interface for identify allowed volumes to cast rays.
/// </summary>
class ISkip{
public:
virtual ~ISkip() = default;
/// <summary>
/// Condition to not process model volume
/// </summary>
/// <param name="model_volume_id">ObjectID of model volume to not process</param>
/// <returns>True on skip otherwise false</returns>
virtual bool skip(const size_t &model_volume_id) const { return false; }
};
// TODO: it is more general object move outside of this class
template<typename T>
struct SurfacePoint {
using Vec3 = Eigen::Matrix<T, 3, 1, Eigen::DontAlign>;
Vec3 position = Vec3::Zero();
Vec3 normal = Vec3::UnitZ();
};
struct Hit : public SurfacePoint<double>
{
TrKey tr_key;
double squared_distance;
};
struct ClosePoint
{
TrKey tr_key;
Vec3d point;
double squared_distance;
};
// Members
private:
// Keep structure to fast cast rays
// meshes are sorted by volume_id for faster search
Meshes m_meshes;
// Keep transformation of meshes
TrItems m_transformations;
// Note: one mesh could have more transformations ... instances
public:
/// <summary>
/// Actualize raycasters + transformation
/// Detection of removed object
/// Detection of removed instance
/// Detection of removed volume
/// </summary>
/// <param name="object">Model representation</param>
/// <param name="skip">Condifiton for skip actualization</param>
/// <param name="meshes">Speed up for already created AABBtrees</param>
void actualize(const ModelObject &object, const ISkip *skip = nullptr, Meshes *meshes = nullptr);
void actualize(const ModelInstance &instance, const ISkip *skip = nullptr, Meshes* meshes = nullptr);
class SkipVolume: public ISkip
{
size_t volume_id;
public:
SkipVolume(size_t volume_id) : volume_id(volume_id) {}
bool skip(const size_t &model_volume_id) const override { return model_volume_id == volume_id; }
};
class AllowVolumes: public ISkip
{
std::vector<size_t> allowed_id;
public:
AllowVolumes(std::vector<size_t> allowed_id) : allowed_id(allowed_id) {}
bool skip(const size_t &model_volume_id) const override {
auto it = std::find(allowed_id.begin(), allowed_id.end(), model_volume_id);
return it == allowed_id.end();
}
};
/// <summary>
/// Unproject on mesh and return closest hit to point in given direction
/// </summary>
/// <param name="point">Position in space</param>
/// <param name="direction">Casted ray direction</param>
/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
/// <returns>Position on surface, normal direction in world coorinate
/// + key, to know hitted instance and volume</returns>
std::optional<Hit> first_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip = nullptr) const;
/// <summary>
/// Unproject Ray(point direction) on mesh to find closest hit of surface in given direction
/// NOTE: It inspect also oposit direction of ray !!
/// </summary>
/// <param name="point">Start point for ray</param>
/// <param name="direction">Direction of ray, orientation doesn't matter, both are used</param>
/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
/// <returns>Position on surface, normal direction and transformation key, which define hitted object instance</returns>
std::optional<Hit> closest_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip = nullptr) const;
/// <summary>
/// Search of closest point
/// </summary>
/// <param name="point">Point</param>
/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
/// <returns></returns>
std::optional<ClosePoint> closest(const Vec3d &point, const ISkip *skip = nullptr) const;
/// <summary>
/// Getter on transformation from hitted volume to world
/// </summary>
/// <param name="tr_key">Define transformation</param>
/// <returns>Transformation for key</returns>
Transform3d get_transformation(const TrKey &tr_key) const;
};
class GLCanvas3D;
/// <summary>
/// Use scene Raycasters and prepare data for actualize RaycasterManager
/// </summary>
/// <param name="canvas">contain Scene raycasters</param>
/// <param name="condition">Limit for scene casters</param>
/// <returns>Meshes</returns>
RaycastManager::Meshes create_meshes(GLCanvas3D &canvas, const RaycastManager::AllowVolumes &condition);
struct Camera;
/// <summary>
/// Unproject on mesh by Mesh raycasters
/// </summary>
/// <param name="mouse_pos">Position of mouse on screen</param>
/// <param name="camera">Projection params</param>
/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
/// <returns>Position on surface, normal direction in world coorinate
/// + key, to know hitted instance and volume</returns>
std::optional<RaycastManager::Hit> ray_from_camera(const RaycastManager &raycaster,
const Vec2d &mouse_pos,
const Camera &camera,
const RaycastManager::ISkip *skip);
/// <summary>
/// Create condition to allowe only parts from volumes without one given
/// </summary>
/// <param name="volumes">List of allowed volumes included one which is dissalowed and non parts</param>
/// <param name="disallowed_volume_id">Disallowed volume</param>
/// <returns>Condition</returns>
RaycastManager::AllowVolumes create_condition(const ModelVolumePtrs &volumes, const ObjectID &disallowed_volume_id);
} // namespace Slic3r::GUI
#endif // slic3r_RaycastManager_hpp_