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OrcaSlicer/src/libslic3r/Geometry.cpp
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HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00

921 lines
33 KiB
C++

#include "Point.hpp"
#include "Polygon.hpp"
#include "MultiPoint.hpp"
#include "BoundingBox.hpp"
#include "libslic3r.h"
#include "Geometry.hpp"
#include "ClipperUtils.hpp"
#include <Eigen/Core>
#include <Eigen/Geometry>
#include <Eigen/SVD>
#include <algorithm>
#include <boost/algorithm/string/constants.hpp>
#include <array>
#include <cassert>
#include <cmath>
#include <cstddef>
#include <cstdlib>
#include <cstdint>
#include <list>
#include <map>
#include <numeric>
#include <set>
#include <string>
#include <utility>
#include <stack>
#include <vector>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string/split.hpp>
#include <boost/log/trivial.hpp>
namespace boost::polygon { template <typename T> class point_data; }
#if defined(_MSC_VER) && defined(__clang__)
#define BOOST_NO_CXX17_HDR_STRING_VIEW
#endif
namespace Slic3r { namespace Geometry {
bool directions_parallel(double angle1, double angle2, double max_diff)
{
double diff = fabs(angle1 - angle2);
max_diff += EPSILON;
return diff < max_diff || fabs(diff - PI) < max_diff;
}
bool directions_perpendicular(double angle1, double angle2, double max_diff)
{
double diff = fabs(angle1 - angle2);
max_diff += EPSILON;
return fabs(diff - 0.5 * PI) < max_diff || fabs(diff - 1.5 * PI) < max_diff;
}
template<class T>
bool contains(const std::vector<T> &vector, const Point &point)
{
for (typename std::vector<T>::const_iterator it = vector.begin(); it != vector.end(); ++it) {
if (it->contains(point)) return true;
}
return false;
}
template bool contains(const ExPolygons &vector, const Point &point);
double rad2deg_dir(double angle)
{
angle = (angle < PI) ? (-angle + PI/2.0) : (angle + PI/2.0);
if (angle < 0) angle += PI;
return rad2deg(angle);
}
void simplify_polygons(const Polygons &polygons, double tolerance, Polygons* retval)
{
Polygons pp;
for (Polygons::const_iterator it = polygons.begin(); it != polygons.end(); ++it) {
Polygon p = *it;
p.points.push_back(p.points.front());
p.points = MultiPoint::_douglas_peucker(p.points, tolerance);
p.points.pop_back();
pp.push_back(p);
}
*retval = Slic3r::simplify_polygons(pp);
}
double linint(double value, double oldmin, double oldmax, double newmin, double newmax)
{
return (value - oldmin) * (newmax - newmin) / (oldmax - oldmin) + newmin;
}
#if 0
// Point with a weight, by which the points are sorted.
// If the points have the same weight, sort them lexicographically by their positions.
struct ArrangeItem {
ArrangeItem() {}
Vec2d pos;
coordf_t weight;
bool operator<(const ArrangeItem &other) const {
return weight < other.weight ||
((weight == other.weight) && (pos(1) < other.pos(1) || (pos(1) == other.pos(1) && pos(0) < other.pos(0))));
}
};
Pointfs arrange(size_t num_parts, const Vec2d &part_size, coordf_t gap, const BoundingBoxf* bed_bounding_box)
{
// Use actual part size (the largest) plus separation distance (half on each side) in spacing algorithm.
const Vec2d cell_size(part_size(0) + gap, part_size(1) + gap);
const BoundingBoxf bed_bbox = (bed_bounding_box != NULL && bed_bounding_box->defined) ?
*bed_bounding_box :
// Bogus bed size, large enough not to trigger the unsufficient bed size error.
BoundingBoxf(
Vec2d(0, 0),
Vec2d(cell_size(0) * num_parts, cell_size(1) * num_parts));
// This is how many cells we have available into which to put parts.
size_t cellw = size_t(floor((bed_bbox.size()(0) + gap) / cell_size(0)));
size_t cellh = size_t(floor((bed_bbox.size()(1) + gap) / cell_size(1)));
if (num_parts > cellw * cellh)
throw Slic3r::InvalidArgument("%zu parts won't fit in your print area!\n", num_parts);
// Get a bounding box of cellw x cellh cells, centered at the center of the bed.
Vec2d cells_size(cellw * cell_size(0) - gap, cellh * cell_size(1) - gap);
Vec2d cells_offset(bed_bbox.center() - 0.5 * cells_size);
BoundingBoxf cells_bb(cells_offset, cells_size + cells_offset);
// List of cells, sorted by distance from center.
std::vector<ArrangeItem> cellsorder(cellw * cellh, ArrangeItem());
for (size_t j = 0; j < cellh; ++ j) {
// Center of the jth row on the bed.
coordf_t cy = linint(j + 0.5, 0., double(cellh), cells_bb.min(1), cells_bb.max(1));
// Offset from the bed center.
coordf_t yd = cells_bb.center()(1) - cy;
for (size_t i = 0; i < cellw; ++ i) {
// Center of the ith column on the bed.
coordf_t cx = linint(i + 0.5, 0., double(cellw), cells_bb.min(0), cells_bb.max(0));
// Offset from the bed center.
coordf_t xd = cells_bb.center()(0) - cx;
// Cell with a distance from the bed center.
ArrangeItem &ci = cellsorder[j * cellw + i];
// Cell center
ci.pos(0) = cx;
ci.pos(1) = cy;
// Square distance of the cell center to the bed center.
ci.weight = xd * xd + yd * yd;
}
}
// Sort the cells lexicographically by their distances to the bed center and left to right / bttom to top.
std::sort(cellsorder.begin(), cellsorder.end());
cellsorder.erase(cellsorder.begin() + num_parts, cellsorder.end());
// Return the (left,top) corners of the cells.
Pointfs positions;
positions.reserve(num_parts);
for (std::vector<ArrangeItem>::const_iterator it = cellsorder.begin(); it != cellsorder.end(); ++ it)
positions.push_back(Vec2d(it->pos(0) - 0.5 * part_size(0), it->pos(1) - 0.5 * part_size(1)));
return positions;
}
#else
class ArrangeItem {
public:
Vec2d pos = Vec2d::Zero();
size_t index_x, index_y;
coordf_t dist;
};
class ArrangeItemIndex {
public:
coordf_t index;
ArrangeItem item;
ArrangeItemIndex(coordf_t _index, ArrangeItem _item) : index(_index), item(_item) {};
};
bool
arrange(size_t total_parts, const Vec2d &part_size, coordf_t dist, const BoundingBoxf* bb, Pointfs &positions)
{
positions.clear();
Vec2d part = part_size;
// use actual part size (the largest) plus separation distance (half on each side) in spacing algorithm
part(0) += dist;
part(1) += dist;
Vec2d area(Vec2d::Zero());
if (bb != NULL && bb->defined) {
area = bb->size();
} else {
// bogus area size, large enough not to trigger the error below
area(0) = part(0) * total_parts;
area(1) = part(1) * total_parts;
}
// this is how many cells we have available into which to put parts
size_t cellw = floor((area(0) + dist) / part(0));
size_t cellh = floor((area(1) + dist) / part(1));
if (total_parts > (cellw * cellh))
return false;
// total space used by cells
Vec2d cells(cellw * part(0), cellh * part(1));
// bounding box of total space used by cells
BoundingBoxf cells_bb;
cells_bb.merge(Vec2d(0,0)); // min
cells_bb.merge(cells); // max
// center bounding box to area
cells_bb.translate(
(area(0) - cells(0)) / 2,
(area(1) - cells(1)) / 2
);
// list of cells, sorted by distance from center
std::vector<ArrangeItemIndex> cellsorder;
// work out distance for all cells, sort into list
for (size_t i = 0; i <= cellw-1; ++i) {
for (size_t j = 0; j <= cellh-1; ++j) {
coordf_t cx = linint(i + 0.5, 0, cellw, cells_bb.min(0), cells_bb.max(0));
coordf_t cy = linint(j + 0.5, 0, cellh, cells_bb.min(1), cells_bb.max(1));
coordf_t xd = fabs((area(0) / 2) - cx);
coordf_t yd = fabs((area(1) / 2) - cy);
ArrangeItem c;
c.pos(0) = cx;
c.pos(1) = cy;
c.index_x = i;
c.index_y = j;
c.dist = xd * xd + yd * yd - fabs((cellw / 2) - (i + 0.5));
// binary insertion sort
{
coordf_t index = c.dist;
size_t low = 0;
size_t high = cellsorder.size();
while (low < high) {
size_t mid = (low + ((high - low) / 2)) | 0;
coordf_t midval = cellsorder[mid].index;
if (midval < index) {
low = mid + 1;
} else if (midval > index) {
high = mid;
} else {
cellsorder.insert(cellsorder.begin() + mid, ArrangeItemIndex(index, c));
goto ENDSORT;
}
}
cellsorder.insert(cellsorder.begin() + low, ArrangeItemIndex(index, c));
}
ENDSORT: ;
}
}
// the extents of cells actually used by objects
coordf_t lx = 0;
coordf_t ty = 0;
coordf_t rx = 0;
coordf_t by = 0;
// now find cells actually used by objects, map out the extents so we can position correctly
for (size_t i = 1; i <= total_parts; ++i) {
ArrangeItemIndex c = cellsorder[i - 1];
coordf_t cx = c.item.index_x;
coordf_t cy = c.item.index_y;
if (i == 1) {
lx = rx = cx;
ty = by = cy;
} else {
if (cx > rx) rx = cx;
if (cx < lx) lx = cx;
if (cy > by) by = cy;
if (cy < ty) ty = cy;
}
}
// now we actually place objects into cells, positioned such that the left and bottom borders are at 0
for (size_t i = 1; i <= total_parts; ++i) {
ArrangeItemIndex c = cellsorder.front();
cellsorder.erase(cellsorder.begin());
coordf_t cx = c.item.index_x - lx;
coordf_t cy = c.item.index_y - ty;
positions.push_back(Vec2d(cx * part(0), cy * part(1)));
}
if (bb != NULL && bb->defined) {
for (Pointfs::iterator p = positions.begin(); p != positions.end(); ++p) {
p->x() += bb->min(0);
p->y() += bb->min(1);
}
}
return true;
}
#endif
// Euclidian distance of two boost::polygon points.
template<typename T>
T dist(const boost::polygon::point_data<T> &p1,const boost::polygon::point_data<T> &p2)
{
T dx = p2(0) - p1(0);
T dy = p2(1) - p1(1);
return sqrt(dx*dx+dy*dy);
}
// Find a foot point of "px" on a segment "seg".
template<typename segment_type, typename point_type>
inline point_type project_point_to_segment(segment_type &seg, point_type &px)
{
typedef typename point_type::coordinate_type T;
const point_type &p0 = low(seg);
const point_type &p1 = high(seg);
const point_type dir(p1(0)-p0(0), p1(1)-p0(1));
const point_type dproj(px(0)-p0(0), px(1)-p0(1));
const T t = (dir(0)*dproj(0) + dir(1)*dproj(1)) / (dir(0)*dir(0) + dir(1)*dir(1));
assert(t >= T(-1e-6) && t <= T(1. + 1e-6));
return point_type(p0(0) + t*dir(0), p0(1) + t*dir(1));
}
void assemble_transform(Transform3d& transform, const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale, const Vec3d& mirror)
{
transform = Transform3d::Identity();
transform.translate(translation);
transform.rotate(Eigen::AngleAxisd(rotation(2), Vec3d::UnitZ()) * Eigen::AngleAxisd(rotation(1), Vec3d::UnitY()) * Eigen::AngleAxisd(rotation(0), Vec3d::UnitX()));
transform.scale(scale.cwiseProduct(mirror));
}
Transform3d assemble_transform(const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale, const Vec3d& mirror)
{
Transform3d transform;
assemble_transform(transform, translation, rotation, scale, mirror);
return transform;
}
void assemble_transform(Transform3d& transform, const Transform3d& translation, const Transform3d& rotation, const Transform3d& scale, const Transform3d& mirror)
{
transform = translation * rotation * scale * mirror;
}
Transform3d assemble_transform(const Transform3d& translation, const Transform3d& rotation, const Transform3d& scale, const Transform3d& mirror)
{
Transform3d transform;
assemble_transform(transform, translation, rotation, scale, mirror);
return transform;
}
void translation_transform(Transform3d& transform, const Vec3d& translation)
{
transform = Transform3d::Identity();
transform.translate(translation);
}
Transform3d translation_transform(const Vec3d& translation)
{
Transform3d transform;
translation_transform(transform, translation);
return transform;
}
void rotation_transform(Transform3d& transform, const Vec3d& rotation)
{
transform = Transform3d::Identity();
transform.rotate(Eigen::AngleAxisd(rotation.z(), Vec3d::UnitZ()) * Eigen::AngleAxisd(rotation.y(), Vec3d::UnitY()) * Eigen::AngleAxisd(rotation.x(), Vec3d::UnitX()));
}
Transform3d rotation_transform(const Vec3d& rotation)
{
Transform3d transform;
rotation_transform(transform, rotation);
return transform;
}
void scale_transform(Transform3d& transform, double scale)
{
return scale_transform(transform, scale * Vec3d::Ones());
}
void scale_transform(Transform3d& transform, const Vec3d& scale)
{
transform = Transform3d::Identity();
transform.scale(scale);
}
Transform3d scale_transform(double scale)
{
return scale_transform(scale * Vec3d::Ones());
}
Transform3d scale_transform(const Vec3d& scale)
{
Transform3d transform;
scale_transform(transform, scale);
return transform;
}
Vec3d extract_euler_angles(const Eigen::Matrix<double, 3, 3, Eigen::DontAlign>& rotation_matrix)
{
// The extracted "rotation" is a triplet of numbers such that Geometry::rotation_transform
// returns the original transform. Because of the chosen order of rotations, the triplet
// is not equivalent to Euler angles in the usual sense.
Vec3d angles = rotation_matrix.eulerAngles(2,1,0);
std::swap(angles(0), angles(2));
return angles;
}
Vec3d extract_euler_angles(const Transform3d& transform)
{
// use only the non-translational part of the transform
Eigen::Matrix<double, 3, 3, Eigen::DontAlign> m = transform.matrix().block(0, 0, 3, 3);
// remove scale
m.col(0).normalize();
m.col(1).normalize();
m.col(2).normalize();
return extract_euler_angles(m);
}
void rotation_from_two_vectors(Vec3d from, Vec3d to, Vec3d& rotation_axis, double& phi, Matrix3d* rotation_matrix)
{
const Matrix3d m = Eigen::Quaterniond().setFromTwoVectors(from, to).toRotationMatrix();
const Eigen::AngleAxisd aa(m);
rotation_axis = aa.axis();
phi = aa.angle();
if (rotation_matrix)
*rotation_matrix = m;
}
Transform3d Transformation::get_offset_matrix() const
{
return translation_transform(get_offset());
}
static Transform3d extract_rotation_matrix(const Transform3d& trafo)
{
Matrix3d rotation;
Matrix3d scale;
trafo.computeRotationScaling(&rotation, &scale);
return Transform3d(rotation);
}
static Transform3d extract_scale(const Transform3d& trafo)
{
Matrix3d rotation;
Matrix3d scale;
trafo.computeRotationScaling(&rotation, &scale);
return Transform3d(scale);
}
static std::pair<Transform3d, Transform3d> extract_rotation_scale(const Transform3d& trafo)
{
Matrix3d rotation;
Matrix3d scale;
trafo.computeRotationScaling(&rotation, &scale);
return { Transform3d(rotation), Transform3d(scale) };
}
static bool contains_skew(const Transform3d& trafo)
{
Matrix3d rotation;
Matrix3d scale;
trafo.computeRotationScaling(&rotation, &scale);
if (scale.isDiagonal())
return false;
if (scale.determinant() >= 0.0)
return true;
// the matrix contains mirror
const Matrix3d ratio = scale.cwiseQuotient(trafo.matrix().block<3,3>(0,0));
auto check_skew = [&ratio](int i, int j, bool& skew) {
if (!std::isnan(ratio(i, j)) && !std::isnan(ratio(j, i)))
skew |= std::abs(ratio(i, j) * ratio(j, i) - 1.0) > EPSILON;
};
bool has_skew = false;
check_skew(0, 1, has_skew);
check_skew(0, 2, has_skew);
check_skew(1, 2, has_skew);
return has_skew;
}
Vec3d Transformation::get_rotation() const
{
return extract_euler_angles(extract_rotation_matrix(m_matrix));
}
Transform3d Transformation::get_rotation_matrix() const
{
return extract_rotation_matrix(m_matrix);
}
Vec3d Transformation::get_rotation_by_quaternion() const
{
Matrix3d rotation_matrix = m_matrix.matrix().block(0, 0, 3, 3);
Eigen::Quaterniond quaternion(rotation_matrix);
quaternion.normalize();
Vec3d temp_rotation = quaternion.matrix().eulerAngles(2, 1, 0);
std::swap(temp_rotation(0), temp_rotation(2));
return temp_rotation;
}
void Transformation::set_rotation(const Vec3d& rotation)
{
const Vec3d offset = get_offset();
m_matrix = rotation_transform(rotation) * extract_scale(m_matrix);
m_matrix.translation() = offset;
}
void Transformation::set_rotation(Axis axis, double rotation)
{
rotation = angle_to_0_2PI(rotation);
if (is_approx(std::abs(rotation), 2.0 * double(PI)))
rotation = 0.0;
auto [curr_rotation, scale] = extract_rotation_scale(m_matrix);
Vec3d angles = extract_euler_angles(curr_rotation);
angles[axis] = rotation;
const Vec3d offset = get_offset();
m_matrix = rotation_transform(angles) * scale;
m_matrix.translation() = offset;
}
Vec3d Transformation::get_scaling_factor() const
{
const Transform3d scale = extract_scale(m_matrix);
return { std::abs(scale(0, 0)), std::abs(scale(1, 1)), std::abs(scale(2, 2)) };
}
Transform3d Transformation::get_scaling_factor_matrix() const
{
Transform3d scale = extract_scale(m_matrix);
scale(0, 0) = std::abs(scale(0, 0));
scale(1, 1) = std::abs(scale(1, 1));
scale(2, 2) = std::abs(scale(2, 2));
return scale;
}
void Transformation::set_scaling_factor(const Vec3d& scaling_factor)
{
assert(scaling_factor.x() > 0.0 && scaling_factor.y() > 0.0 && scaling_factor.z() > 0.0);
const Vec3d offset = get_offset();
m_matrix = extract_rotation_matrix(m_matrix) * scale_transform(scaling_factor);
m_matrix.translation() = offset;
}
void Transformation::set_scaling_factor(Axis axis, double scaling_factor)
{
assert(scaling_factor > 0.0);
auto [rotation, scale] = extract_rotation_scale(m_matrix);
scale(axis, axis) = scaling_factor;
const Vec3d offset = get_offset();
m_matrix = rotation * scale;
m_matrix.translation() = offset;
}
Vec3d Transformation::get_mirror() const
{
const Transform3d scale = extract_scale(m_matrix);
return { scale(0, 0) / std::abs(scale(0, 0)), scale(1, 1) / std::abs(scale(1, 1)), scale(2, 2) / std::abs(scale(2, 2)) };
}
Transform3d Transformation::get_mirror_matrix() const
{
Transform3d scale = extract_scale(m_matrix);
scale(0, 0) = scale(0, 0) / std::abs(scale(0, 0));
scale(1, 1) = scale(1, 1) / std::abs(scale(1, 1));
scale(2, 2) = scale(2, 2) / std::abs(scale(2, 2));
return scale;
}
void Transformation::set_mirror(const Vec3d& mirror)
{
Vec3d copy(mirror);
const Vec3d abs_mirror = copy.cwiseAbs();
for (int i = 0; i < 3; ++i) {
if (abs_mirror(i) == 0.0)
copy(i) = 1.0;
else if (abs_mirror(i) != 1.0)
copy(i) /= abs_mirror(i);
}
auto [rotation, scale] = extract_rotation_scale(m_matrix);
const Vec3d curr_scales = { scale(0, 0), scale(1, 1), scale(2, 2) };
const Vec3d signs = curr_scales.cwiseProduct(copy);
if (signs[0] < 0.0) scale(0, 0) = -scale(0, 0);
if (signs[1] < 0.0) scale(1, 1) = -scale(1, 1);
if (signs[2] < 0.0) scale(2, 2) = -scale(2, 2);
const Vec3d offset = get_offset();
m_matrix = rotation * scale;
m_matrix.translation() = offset;
}
void Transformation::set_mirror(Axis axis, double mirror)
{
double abs_mirror = std::abs(mirror);
if (abs_mirror == 0.0)
mirror = 1.0;
else if (abs_mirror != 1.0)
mirror /= abs_mirror;
auto [rotation, scale] = extract_rotation_scale(m_matrix);
const double curr_scale = scale(axis, axis);
const double sign = curr_scale * mirror;
if (sign < 0.0) scale(axis, axis) = -scale(axis, axis);
const Vec3d offset = get_offset();
m_matrix = rotation * scale;
m_matrix.translation() = offset;
}
bool Transformation::has_skew() const
{
return contains_skew(m_matrix);
}
void Transformation::reset()
{
m_matrix = Transform3d::Identity();
}
void Transformation::reset_rotation()
{
const Geometry::TransformationSVD svd(*this);
m_matrix = get_offset_matrix() * Transform3d(svd.v * svd.s * svd.v.transpose()) * svd.mirror_matrix();
}
void Transformation::reset_scaling_factor()
{
const Geometry::TransformationSVD svd(*this);
m_matrix = get_offset_matrix() * Transform3d(svd.u) * Transform3d(svd.v.transpose()) * svd.mirror_matrix();
}
void Transformation::reset_skew()
{
auto new_scale_factor = [](const Matrix3d& s) {
return pow(s(0, 0) * s(1, 1) * s(2, 2), 1. / 3.); // scale average
};
const Geometry::TransformationSVD svd(*this);
m_matrix = get_offset_matrix() * Transform3d(svd.u) * scale_transform(new_scale_factor(svd.s)) * Transform3d(svd.v.transpose()) * svd.mirror_matrix();
}
Transform3d Transformation::get_matrix_no_offset() const
{
Transformation copy(*this);
copy.reset_offset();
return copy.get_matrix();
}
Transform3d Transformation::get_matrix_no_scaling_factor() const
{
Transformation copy(*this);
copy.reset_scaling_factor();
return copy.get_matrix();
}
// Orca: Implement prusa's filament shrink compensation approach
Transform3d Transformation::get_matrix_with_applied_shrinkage_compensation(const Vec3d &shrinkage_compensation) const {
const Transform3d shrinkage_trafo = Geometry::scale_transform(shrinkage_compensation);
const Vec3d trafo_offset = this->get_offset();
const Vec3d trafo_offset_xy = Vec3d(trafo_offset.x(), trafo_offset.y(), 0.);
Transformation copy(*this);
copy.set_offset(Axis::X, 0.);
copy.set_offset(Axis::Y, 0.);
Transform3d trafo_after_shrinkage = (shrinkage_trafo * copy.get_matrix());
trafo_after_shrinkage.translation() += trafo_offset_xy;
return trafo_after_shrinkage;
}
Transformation Transformation::operator * (const Transformation& other) const
{
return Transformation(get_matrix() * other.get_matrix());
}
Transformation Transformation::volume_to_bed_transformation(const Transformation& instance_transformation, const BoundingBoxf3& bbox)
{
Transformation out;
if (instance_transformation.is_scaling_uniform()) {
// No need to run the non-linear least squares fitting for uniform scaling.
// Just set the inverse.
out.set_matrix(instance_transformation.get_matrix_no_offset().inverse());
}
else if (is_rotation_ninety_degrees(instance_transformation.get_rotation())) {
// Anisotropic scaling, rotation by multiples of ninety degrees.
Eigen::Matrix3d instance_rotation_trafo =
(Eigen::AngleAxisd(instance_transformation.get_rotation().z(), Vec3d::UnitZ()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().x(), Vec3d::UnitX())).toRotationMatrix();
Eigen::Matrix3d volume_rotation_trafo =
(Eigen::AngleAxisd(-instance_transformation.get_rotation().x(), Vec3d::UnitX()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().z(), Vec3d::UnitZ())).toRotationMatrix();
// 8 corners of the bounding box.
auto pts = Eigen::MatrixXd(8, 3);
pts(0, 0) = bbox.min.x(); pts(0, 1) = bbox.min.y(); pts(0, 2) = bbox.min.z();
pts(1, 0) = bbox.min.x(); pts(1, 1) = bbox.min.y(); pts(1, 2) = bbox.max.z();
pts(2, 0) = bbox.min.x(); pts(2, 1) = bbox.max.y(); pts(2, 2) = bbox.min.z();
pts(3, 0) = bbox.min.x(); pts(3, 1) = bbox.max.y(); pts(3, 2) = bbox.max.z();
pts(4, 0) = bbox.max.x(); pts(4, 1) = bbox.min.y(); pts(4, 2) = bbox.min.z();
pts(5, 0) = bbox.max.x(); pts(5, 1) = bbox.min.y(); pts(5, 2) = bbox.max.z();
pts(6, 0) = bbox.max.x(); pts(6, 1) = bbox.max.y(); pts(6, 2) = bbox.min.z();
pts(7, 0) = bbox.max.x(); pts(7, 1) = bbox.max.y(); pts(7, 2) = bbox.max.z();
// Corners of the bounding box transformed into the modifier mesh coordinate space, with inverse rotation applied to the modifier.
auto qs = (pts *
(instance_rotation_trafo *
Eigen::Scaling(instance_transformation.get_scaling_factor().cwiseProduct(instance_transformation.get_mirror())) *
volume_rotation_trafo).inverse().transpose()).eval();
// Fill in scaling based on least squares fitting of the bounding box corners.
Vec3d scale;
for (int i = 0; i < 3; ++i)
scale(i) = pts.col(i).dot(qs.col(i)) / pts.col(i).dot(pts.col(i));
out.set_rotation(Geometry::extract_euler_angles(volume_rotation_trafo));
out.set_scaling_factor(Vec3d(std::abs(scale.x()), std::abs(scale.y()), std::abs(scale.z())));
out.set_mirror(Vec3d(scale.x() > 0 ? 1. : -1, scale.y() > 0 ? 1. : -1, scale.z() > 0 ? 1. : -1));
}
else
{
// General anisotropic scaling, general rotation.
// Keep the modifier mesh in the instance coordinate system, so the modifier mesh will not be aligned with the world.
// Scale it to get the required size.
out.set_scaling_factor(instance_transformation.get_scaling_factor().cwiseInverse());
}
return out;
}
// For parsing a transformation matrix from 3MF / AMF.
Transform3d transform3d_from_string(const std::string& transform_str)
{
assert(is_decimal_separator_point()); // for atof
Transform3d transform = Transform3d::Identity();
if (!transform_str.empty()) {
std::vector<std::string> mat_elements_str;
boost::split(mat_elements_str, transform_str, boost::is_any_of(" "), boost::token_compress_on);
const unsigned int size = (unsigned int)mat_elements_str.size();
if (size == 16) {
unsigned int i = 0;
for (unsigned int r = 0; r < 4; ++r) {
for (unsigned int c = 0; c < 4; ++c) {
transform(r, c) = ::atof(mat_elements_str[i++].c_str());
}
}
}
}
return transform;
}
Eigen::Quaterniond rotation_xyz_diff(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to)
{
return
// From the current coordinate system to world.
Eigen::AngleAxisd(rot_xyz_to.z(), Vec3d::UnitZ()) * Eigen::AngleAxisd(rot_xyz_to.y(), Vec3d::UnitY()) * Eigen::AngleAxisd(rot_xyz_to.x(), Vec3d::UnitX()) *
// From world to the initial coordinate system.
Eigen::AngleAxisd(-rot_xyz_from.x(), Vec3d::UnitX()) * Eigen::AngleAxisd(-rot_xyz_from.y(), Vec3d::UnitY()) * Eigen::AngleAxisd(-rot_xyz_from.z(), Vec3d::UnitZ());
}
// This should only be called if it is known, that the two rotations only differ in rotation around the Z axis.
double rotation_diff_z(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to)
{
const Eigen::AngleAxisd angle_axis(rotation_xyz_diff(rot_xyz_from, rot_xyz_to));
const Vec3d axis = angle_axis.axis();
const double angle = angle_axis.angle();
#ifndef NDEBUG
if (std::abs(angle) > 1e-8) {
assert(std::abs(axis.x()) < 1e-8);
assert(std::abs(axis.y()) < 1e-8);
}
#endif /* NDEBUG */
return (axis.z() < 0) ? -angle : angle;
}
TransformationSVD::TransformationSVD(const Transform3d& trafo)
{
const Matrix3d m0 = trafo.matrix().block<3, 3>(0, 0);
mirror = m0.determinant() < 0.0;
Matrix3d m;
if (mirror)
m = m0 * Eigen::DiagonalMatrix<double, 3, 3>(-1.0, 1.0, 1.0);
else
m = m0;
const Eigen::JacobiSVD<Matrix3d> svd(m, Eigen::ComputeFullU | Eigen::ComputeFullV);
u = svd.matrixU();
v = svd.matrixV();
s = svd.singularValues().asDiagonal();
scale = !s.isApprox(Matrix3d::Identity());
anisotropic_scale = ! is_approx(s(0, 0), s(1, 1)) || ! is_approx(s(1, 1), s(2, 2));
rotation = !v.isApprox(u);
if (anisotropic_scale) {
rotation_90_degrees = true;
for (int i = 0; i < 3; ++i) {
const Vec3d row = v.row(i).cwiseAbs();
const size_t num_zeros = is_approx(row[0], 0.) + is_approx(row[1], 0.) + is_approx(row[2], 0.);
const size_t num_ones = is_approx(row[0], 1.) + is_approx(row[1], 1.) + is_approx(row[2], 1.);
if (num_zeros != 2 || num_ones != 1) {
rotation_90_degrees = false;
break;
}
}
// Detect skew by brute force: check if the axes are still orthogonal after transformation
const Matrix3d trafo_linear = trafo.linear();
const std::array<Vec3d, 3> axes = { Vec3d::UnitX(), Vec3d::UnitY(), Vec3d::UnitZ() };
std::array<Vec3d, 3> transformed_axes;
for (int i = 0; i < 3; ++i) {
transformed_axes[i] = trafo_linear * axes[i];
}
skew = std::abs(transformed_axes[0].dot(transformed_axes[1])) > EPSILON ||
std::abs(transformed_axes[1].dot(transformed_axes[2])) > EPSILON ||
std::abs(transformed_axes[2].dot(transformed_axes[0])) > EPSILON;
// This following old code does not work under all conditions. The v matrix can become non diagonal (see SPE-1492)
// skew = ! rotation_90_degrees;
} else
skew = false;
}
Transformation mat_around_a_point_rotate(const Transformation &InMat, const Vec3d &pt, const Vec3d &axis, float rotate_theta_radian)
{
auto xyz = InMat.get_offset();
Transformation left;
left.set_offset(-xyz); // at world origin
auto curMat = left * InMat;
auto qua = Eigen::Quaterniond(Eigen::AngleAxisd(rotate_theta_radian, axis));
qua.normalize();
Transform3d cur_matrix;
Transformation rotateMat4;
rotateMat4.set_matrix(cur_matrix.fromPositionOrientationScale(Vec3d(0., 0., 0.), qua, Vec3d(1., 1., 1.)));
curMat = rotateMat4 * curMat; // along_fix_axis
// rotate mat4 along fix pt
Transformation temp_world;
auto qua_world = Eigen::Quaterniond(Eigen::AngleAxisd(0, axis));
qua_world.normalize();
Transform3d cur_matrix_world;
temp_world.set_matrix(cur_matrix_world.fromPositionOrientationScale(pt, qua_world, Vec3d(1., 1., 1.)));
Vec3d temp_xyz = temp_world.get_matrix().inverse() * xyz;
Vec3d new_pos = temp_world.get_matrix() * (rotateMat4.get_matrix() * temp_xyz);
curMat.set_offset(new_pos);
return curMat;
}
Transformation generate_transform(const Vec3d& x_dir, const Vec3d& y_dir, const Vec3d& z_dir, const Vec3d& origin) {
Matrix3d m;
m.col(0) = x_dir.normalized();
m.col(1) = y_dir.normalized();
m.col(2) = z_dir.normalized();
Transform3d mm(m);
Transformation tran(mm);
tran.set_offset(origin);
return tran;
}
bool is_point_inside_polygon_corner(const Point &a, const Point &b, const Point &c, const Point &query_point) {
// Cast all input points into int64_t to prevent overflows when points are close to max values of coord_t.
const Vec2i64 a_i64 = a.cast<int64_t>();
const Vec2i64 b_i64 = b.cast<int64_t>();
const Vec2i64 c_i64 = c.cast<int64_t>();
const Vec2i64 query_point_i64 = query_point.cast<int64_t>();
// Shift all points to have a base in vertex B.
// Then construct normalized vectors to ensure that we will work with vectors with endpoints on the unit circle.
const Vec2d ba = (a_i64 - b_i64).cast<double>().normalized();
const Vec2d bc = (c_i64 - b_i64).cast<double>().normalized();
const Vec2d bq = (query_point_i64 - b_i64).cast<double>().normalized();
// Points A and C has to be different.
assert(ba != bc);
// Construct a normal for the vector BQ that points to the left side of the vector BQ.
const Vec2d bq_left_normal = perp(bq);
const double proj_a_on_bq_normal = ba.dot(bq_left_normal); // Project point A on the normal of BQ.
const double proj_c_on_bq_normal = bc.dot(bq_left_normal); // Project point C on the normal of BQ.
if ((proj_a_on_bq_normal > 0. && proj_c_on_bq_normal <= 0.) || (proj_a_on_bq_normal <= 0. && proj_c_on_bq_normal > 0.)) {
// Q is between points A and C or lies on one of those vectors (BA or BC).
// Based on the CCW order of polygons (contours) and order of corner ABC,
// when this condition is met, the query point is inside the corner.
return proj_a_on_bq_normal > 0.;
} else {
// Q isn't between points A and C, but still it can be inside the corner.
const double proj_a_on_bq = ba.dot(bq); // Project point A on BQ.
const double proj_c_on_bq = bc.dot(bq); // Project point C on BQ.
// The value of proj_a_on_bq_normal is the same when we project the vector BA on the normal of BQ.
// So we can say that the Q is on the right side of the vector BA when proj_a_on_bq_normal > 0, and
// that the Q is on the left side of the vector BA proj_a_on_bq_normal < 0.
// Also, the Q is on the right side of the bisector of oriented angle ABC when proj_c_on_bq < proj_a_on_bq, and
// the Q is on the left side of the bisector of oriented angle ABC when proj_c_on_bq > proj_a_on_bq.
// So the Q is inside the corner when one of the following conditions is met:
// * The Q is on the right side of the vector BA, and the Q is on the right side of the bisector of the oriented angle ABC.
// * The Q is on the left side of the vector BA, and the Q is on the left side of the bisector of the oriented angle ABC.
return (proj_a_on_bq_normal > 0. && proj_c_on_bq < proj_a_on_bq) || (proj_a_on_bq_normal <= 0. && proj_c_on_bq >= proj_a_on_bq);
}
}
}} // namespace Slic3r::Geometry