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* 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
610 lines
23 KiB
C++
610 lines
23 KiB
C++
#include "MeshUtils.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/TriangleMeshSlicer.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/Model.hpp"
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#include "libslic3r/CSGMesh/SliceCSGMesh.hpp"
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#include "libslic3r/libslic3r.h"
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/CameraUtils.hpp"
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#include <cstddef>
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#include <algorithm>
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#include <cassert>
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#include <Eigen/Geometry>
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#include <Eigen/Core>
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#include <cstdlib>
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#include <cmath>
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#include <glad/gl.h>
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#include <igl/unproject.h>
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#include <cstdint>
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#include "libslic3r/AnyPtr.hpp"
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#include <utility>
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#include "libslic3r/Geometry.hpp"
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#include "libslic3r/Color.hpp"
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#include <vector>
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#include "slic3r/GUI/GLShader.hpp"
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#include "libslic3r/Point.hpp"
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#include <optional>
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#include <math.h>
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#include <limits>
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/ExPolygon.hpp"
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#include "libslic3r/AABBMesh.hpp"
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#include "libslic3r/CSGMesh/CSGMesh.hpp"
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#include "libslic3r/MultiMaterialSegmentation.hpp"
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#include "slic3r/GUI/GLModel.hpp"
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namespace Slic3r {
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namespace GUI {
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void MeshClipper::set_behaviour(bool fill_cut, double contour_width)
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{
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if (fill_cut != m_fill_cut || ! is_approx(contour_width, m_contour_width))
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m_result.reset();
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m_fill_cut = fill_cut;
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m_contour_width = contour_width;
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}
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void MeshClipper::set_plane(const ClippingPlane& plane)
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{
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if (m_plane != plane) {
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m_plane = plane;
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m_result.reset();
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}
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}
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void MeshClipper::set_limiting_plane(const ClippingPlane& plane)
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{
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if (m_limiting_plane != plane) {
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m_limiting_plane = plane;
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m_result.reset();
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}
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}
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void MeshClipper::set_mesh(const indexed_triangle_set& mesh)
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{
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if (m_mesh.get() != &mesh) {
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m_mesh = &mesh;
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m_result.reset();
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}
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}
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void MeshClipper::set_mesh(AnyPtr<const indexed_triangle_set> &&ptr)
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{
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if (m_mesh.get() != ptr.get()) {
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m_mesh = std::move(ptr);
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m_result.reset();
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}
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}
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void MeshClipper::set_negative_mesh(const indexed_triangle_set& mesh)
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{
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if (m_negative_mesh.get() != &mesh) {
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m_negative_mesh = &mesh;
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m_result.reset();
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}
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}
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void MeshClipper::set_negative_mesh(AnyPtr<const indexed_triangle_set> &&ptr)
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{
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if (m_negative_mesh.get() != ptr.get()) {
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m_negative_mesh = std::move(ptr);
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m_result.reset();
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}
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}
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void MeshClipper::set_transformation(const Geometry::Transformation& trafo)
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{
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if (! m_trafo.get_matrix().isApprox(trafo.get_matrix())) {
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m_trafo = trafo;
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m_result.reset();
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}
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}
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void MeshClipper::render_cut(const ColorRGBA& color, const std::vector<size_t>* ignore_idxs)
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{
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if (! m_result)
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recalculate_triangles();
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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if (curr_shader != nullptr)
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curr_shader->stop_using();
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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for (size_t i=0; i<m_result->cut_islands.size(); ++i) {
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if (ignore_idxs && std::binary_search(ignore_idxs->begin(), ignore_idxs->end(), i))
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continue;
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CutIsland& isl = m_result->cut_islands[i];
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isl.model.set_color(isl.disabled ? ColorRGBA(0.5f, 0.5f, 0.5f, 1.f) : color);
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isl.model.render();
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}
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shader->stop_using();
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}
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if (curr_shader != nullptr)
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curr_shader->start_using();
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}
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void MeshClipper::render_contour(const ColorRGBA& color, const std::vector<size_t>* ignore_idxs)
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{
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if (! m_result)
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recalculate_triangles();
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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if (curr_shader != nullptr)
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curr_shader->stop_using();
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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for (size_t i=0; i<m_result->cut_islands.size(); ++i) {
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if (ignore_idxs && std::binary_search(ignore_idxs->begin(), ignore_idxs->end(), i))
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continue;
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CutIsland& isl = m_result->cut_islands[i];
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isl.model_expanded.set_color(isl.disabled ? ColorRGBA(1.f, 0.f, 0.f, 1.f) : color);
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isl.model_expanded.render();
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}
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shader->stop_using();
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}
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if (curr_shader != nullptr)
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curr_shader->start_using();
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}
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int MeshClipper::is_projection_inside_cut(const Vec3d& point_in) const
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{
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if (!m_result || m_result->cut_islands.empty())
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return -1;
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Vec3d point = m_result->trafo.inverse() * point_in;
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Point pt_2d = Point::new_scale(Vec2d(point.x(), point.y()));
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for (int i=0; i<int(m_result->cut_islands.size()); ++i) {
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const CutIsland& isl = m_result->cut_islands[i];
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if (isl.expoly_bb.contains(pt_2d) && isl.expoly.contains(pt_2d))
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return i; // TODO: handle intersecting contours
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}
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return -1;
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}
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bool MeshClipper::has_valid_contour() const
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{
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return m_result && std::any_of(m_result->cut_islands.begin(), m_result->cut_islands.end(), [](const CutIsland& isl) { return !isl.expoly.empty(); });
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}
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std::vector<Vec3d> MeshClipper::point_per_contour() const {
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std::vector<Vec3d> out;
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if (m_result == std::nullopt) {
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return out;
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}
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assert(m_result);
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for (const auto& isl : m_result->cut_islands) {
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assert(isl.expoly.contour.size() > 2);
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// Now return a point lying inside the contour but not in a hole.
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// We do this by taking a point lying close to the edge, repeating
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// this several times for different edges and distances from them.
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// (We prefer point not extremely close to the border.
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bool done = false;
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Vec2d p;
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size_t i = 1;
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while (i < isl.expoly.contour.size()) {
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const Vec2d& a = unscale(isl.expoly.contour.points[i-1]);
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const Vec2d& b = unscale(isl.expoly.contour.points[i]);
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Vec2d n = (b-a).normalized();
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std::swap(n.x(), n.y());
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n.x() = -1 * n.x();
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double f = 10.;
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while (f > 0.05) {
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p = (0.5*(b+a)) + f * n;
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if (isl.expoly.contains(Point::new_scale(p))) {
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done = true;
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break;
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}
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f = f/10.;
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}
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if (done)
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break;
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i += std::max(size_t(2), isl.expoly.contour.size() / 5);
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}
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// If the above failed, just return the centroid, regardless of whether
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// it is inside the contour or in a hole (we must return something).
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Vec2d c = done ? p : unscale(isl.expoly.contour.centroid());
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out.emplace_back(m_result->trafo * Vec3d(c.x(), c.y(), 0.));
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}
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return out;
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}
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void MeshClipper::recalculate_triangles()
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{
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m_result = ClipResult();
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auto plane_mesh = Eigen::Hyperplane<double, 3>(m_plane.get_normal(), -m_plane.distance(Vec3d::Zero())).transform(m_trafo.get_matrix().inverse());
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const Vec3d up = plane_mesh.normal();
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const float height_mesh = -plane_mesh.offset();
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// Now do the cutting
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MeshSlicingParams slicing_params;
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slicing_params.trafo.rotate(Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(up, Vec3d::UnitZ()));
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ExPolygons expolys;
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if (m_csgmesh.empty()) {
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if (m_mesh)
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expolys = union_ex(slice_mesh(*m_mesh, height_mesh, slicing_params));
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if (m_negative_mesh && !m_negative_mesh->empty()) {
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const ExPolygons neg_expolys = union_ex(slice_mesh(*m_negative_mesh, height_mesh, slicing_params));
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expolys = diff_ex(expolys, neg_expolys);
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}
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} else {
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expolys = std::move(csg::slice_csgmesh_ex(range(m_csgmesh), {height_mesh}, MeshSlicingParamsEx{slicing_params}).front());
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}
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// Triangulate and rotate the cut into world coords:
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Eigen::Quaterniond q;
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q.setFromTwoVectors(Vec3d::UnitZ(), up);
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Transform3d tr = Transform3d::Identity();
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tr.rotate(q);
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tr = m_trafo.get_matrix() * tr;
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m_result->trafo = tr;
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if (m_limiting_plane != ClippingPlane::ClipsNothing())
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{
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// Now remove whatever ended up below the limiting plane (e.g. sinking objects).
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// First transform the limiting plane from world to mesh coords.
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// Note that inverse of tr transforms the plane from world to horizontal.
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const Vec3d normal_old = m_limiting_plane.get_normal().normalized();
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const Vec3d normal_new = (tr.matrix().block<3,3>(0,0).transpose() * normal_old).normalized();
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// normal_new should now be the plane normal in mesh coords. To find the offset,
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// transform a point and set offset so it belongs to the transformed plane.
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Vec3d pt = Vec3d::Zero();
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const double plane_offset = m_limiting_plane.get_data()[3];
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if (std::abs(normal_old.z()) > 0.5) // normal is normalized, at least one of the coords if larger than sqrt(3)/3 = 0.57
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pt.z() = - plane_offset / normal_old.z();
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else if (std::abs(normal_old.y()) > 0.5)
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pt.y() = - plane_offset / normal_old.y();
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else
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pt.x() = - plane_offset / normal_old.x();
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pt = tr.inverse() * pt;
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const double offset = -(normal_new.dot(pt));
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if (std::abs(normal_old.dot(m_plane.get_normal().normalized())) > 0.99) {
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// The cuts are parallel, show all or nothing.
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if (normal_old.dot(m_plane.get_normal().normalized()) < 0.0 && offset < height_mesh)
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expolys.clear();
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} else {
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// The cut is a horizontal plane defined by z=height_mesh.
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// ax+by+e=0 is the line of intersection with the limiting plane.
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// Normalized so a^2 + b^2 = 1.
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const double len = std::hypot(normal_new.x(), normal_new.y());
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if (len == 0.)
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return;
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const double a = normal_new.x() / len;
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const double b = normal_new.y() / len;
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const double e = (normal_new.z() * height_mesh + offset) / len;
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// We need a half-plane to limit the cut. Get angle of the intersecting line.
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double angle = (b != 0.0) ? std::atan(-a / b) : ((a < 0.0) ? -0.5 * M_PI : 0.5 * M_PI);
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if (b > 0) // select correct half-plane
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angle += M_PI;
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// We'll take a big rectangle above x-axis and rotate and translate
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// it so it lies on our line. This will be the figure to subtract
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// from the cut. The coordinates must not overflow after the transform,
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// make the rectangle a bit smaller.
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const coord_t size = (double(std::numeric_limits<coord_t>::max()/2) - scale_(std::max(std::abs(e * a), std::abs(e * b)))) / 4;
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Polygons ep {Polygon({Point(-size, 0), Point(size, 0), Point(size, 2*size), Point(-size, 2*size)})};
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ep.front().rotate(angle);
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ep.front().translate(scale_(-e * a), scale_(-e * b));
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expolys = diff_ex(expolys, ep);
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}
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}
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tr.pretranslate(0.001 * m_plane.get_normal().normalized()); // to avoid z-fighting
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Transform3d tr2 = tr;
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tr2.pretranslate(0.002 * m_plane.get_normal().normalized());
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std::vector<Vec2f> triangles2d;
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for (const ExPolygon& exp : expolys) {
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triangles2d.clear();
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m_result->cut_islands.push_back(CutIsland());
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CutIsland& isl = m_result->cut_islands.back();
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if (m_fill_cut) {
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triangles2d = triangulate_expolygon_2f(exp, m_trafo.get_matrix().matrix().determinant() < 0.);
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
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init_data.reserve_vertices(triangles2d.size());
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init_data.reserve_indices(triangles2d.size());
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// vertices + indices
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for (auto it = triangles2d.cbegin(); it != triangles2d.cend(); it = it + 3) {
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init_data.add_vertex((Vec3f)(tr * Vec3d((*(it + 0)).x(), (*(it + 0)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
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init_data.add_vertex((Vec3f)(tr * Vec3d((*(it + 1)).x(), (*(it + 1)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
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init_data.add_vertex((Vec3f)(tr * Vec3d((*(it + 2)).x(), (*(it + 2)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
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const size_t idx = it - triangles2d.cbegin();
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init_data.add_triangle((unsigned int)idx, (unsigned int)idx + 1, (unsigned int)idx + 2);
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}
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if (!init_data.is_empty())
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isl.model.init_from(std::move(init_data));
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}
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if (m_contour_width != 0. && ! exp.contour.empty()) {
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triangles2d.clear();
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// The contours must not scale with the object. Check the scale factor
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// in the respective directions, create a scaled copy of the ExPolygon
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// offset it and then unscale the result again.
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Transform3d t = tr;
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t.translation() = Vec3d::Zero();
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double scale_x = (t * Vec3d::UnitX()).norm();
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double scale_y = (t * Vec3d::UnitY()).norm();
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// To prevent overflow after scaling, downscale the input if needed:
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double extra_scale = 1.;
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coord_t limit = coord_t(std::min(double(std::numeric_limits<coord_t>::max()) / (2. * std::max(1., scale_x)), double(std::numeric_limits<coord_t>::max()) / (2. * std::max(1., scale_y))));
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coord_t max_coord = 0;
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for (const Point& pt : exp.contour)
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max_coord = std::max(max_coord, std::max(std::abs(pt.x()), std::abs(pt.y())));
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if (max_coord + m_contour_width >= limit)
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extra_scale = 0.9 * double(limit) / max_coord;
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ExPolygon exp_copy = exp;
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if (extra_scale != 1.)
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exp_copy.scale(extra_scale);
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exp_copy.scale(scale_x, scale_y);
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ExPolygons expolys_exp = offset_ex(exp_copy, scale_(m_contour_width));
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expolys_exp = diff_ex(expolys_exp, ExPolygons({exp_copy}));
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for (ExPolygon& e : expolys_exp) {
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e.scale(1./scale_x, 1./scale_y);
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if (extra_scale != 1.)
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e.scale(1./extra_scale);
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}
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triangles2d = triangulate_expolygons_2f(expolys_exp, m_trafo.get_matrix().matrix().determinant() < 0.);
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GLModel::Geometry init_data = GLModel::Geometry();
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
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init_data.reserve_vertices(triangles2d.size());
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init_data.reserve_indices(triangles2d.size());
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// vertices + indices
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for (auto it = triangles2d.cbegin(); it != triangles2d.cend(); it = it + 3) {
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init_data.add_vertex((Vec3f)(tr2 * Vec3d((*(it + 0)).x(), (*(it + 0)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
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init_data.add_vertex((Vec3f)(tr2 * Vec3d((*(it + 1)).x(), (*(it + 1)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
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|
init_data.add_vertex((Vec3f)(tr2 * Vec3d((*(it + 2)).x(), (*(it + 2)).y(), height_mesh)).cast<float>(), (Vec3f)up.cast<float>());
|
|
const size_t idx = it - triangles2d.cbegin();
|
|
init_data.add_triangle((unsigned short)idx, (unsigned short)idx + 1, (unsigned short)idx + 2);
|
|
}
|
|
|
|
if (!init_data.is_empty())
|
|
isl.model_expanded.init_from(std::move(init_data));
|
|
}
|
|
|
|
isl.expoly = std::move(exp);
|
|
isl.expoly_bb = get_extents(isl.expoly);
|
|
|
|
Point centroid_scaled = isl.expoly.contour.centroid();
|
|
Vec3d centroid_world = m_result->trafo * Vec3d(unscale(centroid_scaled).x(), unscale(centroid_scaled).y(), 0.);
|
|
isl.hash = isl.expoly.contour.size() + size_t(std::abs(100.*centroid_world.x())) + size_t(std::abs(100.*centroid_world.y())) + size_t(std::abs(100.*centroid_world.z()));
|
|
}
|
|
|
|
// Now sort the islands so they are in defined order. This is a hack needed by cut gizmo, which sometimes
|
|
// flips the normal of the cut, in which case the contours stay the same but their order may change.
|
|
std::sort(m_result->cut_islands.begin(), m_result->cut_islands.end(), [](const CutIsland& a, const CutIsland& b) {
|
|
return a.hash < b.hash;
|
|
});
|
|
}
|
|
|
|
|
|
Vec3f MeshRaycaster::get_triangle_normal(size_t facet_idx) const
|
|
{
|
|
return m_normals[facet_idx];
|
|
}
|
|
|
|
void MeshRaycaster::line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera, Vec3d& point, Vec3d& direction)
|
|
{
|
|
CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction);
|
|
Transform3d inv = trafo.inverse();
|
|
point = inv*point;
|
|
direction = inv.linear()*direction;
|
|
}
|
|
|
|
bool MeshRaycaster::unproject_on_mesh(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
|
|
Vec3f& position, Vec3f& normal, const ClippingPlane* clipping_plane,
|
|
size_t* facet_idx, bool sinking_limit) const
|
|
{
|
|
Vec3d point;
|
|
Vec3d direction;
|
|
CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction);
|
|
Transform3d inv = trafo.inverse();
|
|
point = inv*point;
|
|
direction = inv.linear()*direction;
|
|
|
|
std::vector<AABBMesh::hit_result> hits = m_emesh.query_ray_hits(point, direction);
|
|
|
|
if (hits.empty())
|
|
return false; // no intersection found
|
|
|
|
unsigned i = 0;
|
|
|
|
// Remove points that are obscured or cut by the clipping plane.
|
|
// Also, remove anything below the bed (sinking objects).
|
|
for (i=0; i<hits.size(); ++i) {
|
|
Vec3d transformed_hit = trafo * hits[i].position();
|
|
if (transformed_hit.z() >= (sinking_limit ? SINKING_Z_THRESHOLD : -std::numeric_limits<double>::max()) &&
|
|
(!clipping_plane || !clipping_plane->is_point_clipped(transformed_hit)))
|
|
break;
|
|
}
|
|
|
|
if (i==hits.size() || (hits.size()-i) % 2 != 0) {
|
|
// All hits are either clipped, or there is an odd number of unclipped
|
|
// hits - meaning the nearest must be from inside the mesh.
|
|
return false;
|
|
}
|
|
|
|
// Now stuff the points in the provided vector and calculate normals if asked about them:
|
|
position = hits[i].position().cast<float>();
|
|
normal = hits[i].normal().cast<float>();
|
|
|
|
if (facet_idx)
|
|
*facet_idx = hits[i].face();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
bool MeshRaycaster::intersects_line(Vec3d point, Vec3d direction, const Transform3d& trafo) const
|
|
{
|
|
Transform3d trafo_inv = trafo.inverse();
|
|
Vec3d to = trafo_inv * (point + direction);
|
|
point = trafo_inv * point;
|
|
direction = (to-point).normalized();
|
|
|
|
std::vector<AABBMesh::hit_result> hits = m_emesh.query_ray_hits(point, direction);
|
|
std::vector<AABBMesh::hit_result> neg_hits = m_emesh.query_ray_hits(point, -direction);
|
|
|
|
return !hits.empty() || !neg_hits.empty();
|
|
}
|
|
|
|
|
|
std::vector<unsigned> MeshRaycaster::get_unobscured_idxs(const Geometry::Transformation& trafo, const Camera& camera, const std::vector<Vec3f>& points,
|
|
const ClippingPlane* clipping_plane) const
|
|
{
|
|
std::vector<unsigned> out;
|
|
|
|
const Transform3d instance_matrix_no_translation_no_scaling = trafo.get_rotation_matrix();
|
|
Vec3d direction_to_camera = -camera.get_dir_forward();
|
|
Vec3d direction_to_camera_mesh = (instance_matrix_no_translation_no_scaling.inverse() * direction_to_camera).normalized().eval();
|
|
direction_to_camera_mesh = direction_to_camera_mesh.cwiseProduct(trafo.get_scaling_factor());
|
|
const Transform3d inverse_trafo = trafo.get_matrix().inverse();
|
|
|
|
for (size_t i=0; i<points.size(); ++i) {
|
|
const Vec3f& pt = points[i];
|
|
if (clipping_plane && clipping_plane->is_point_clipped(pt.cast<double>()))
|
|
continue;
|
|
|
|
bool is_obscured = false;
|
|
// Cast a ray in the direction of the camera and look for intersection with the mesh:
|
|
std::vector<AABBMesh::hit_result> hits;
|
|
// Offset the start of the ray by EPSILON to account for numerical inaccuracies.
|
|
hits = m_emesh.query_ray_hits((inverse_trafo * pt.cast<double>() + direction_to_camera_mesh * EPSILON),
|
|
direction_to_camera_mesh);
|
|
|
|
if (! hits.empty()) {
|
|
// If the closest hit facet normal points in the same direction as the ray,
|
|
// we are looking through the mesh and should therefore discard the point:
|
|
if (hits.front().normal().dot(direction_to_camera_mesh.cast<double>()) > 0)
|
|
is_obscured = true;
|
|
|
|
// Eradicate all hits that the caller wants to ignore
|
|
for (unsigned j=0; j<hits.size(); ++j) {
|
|
if (clipping_plane && clipping_plane->is_point_clipped(trafo.get_matrix() * hits[j].position())) {
|
|
hits.erase(hits.begin()+j);
|
|
--j;
|
|
}
|
|
}
|
|
|
|
// FIXME: the intersection could in theory be behind the camera, but as of now we only have camera direction.
|
|
// Also, the threshold is in mesh coordinates, not in actual dimensions.
|
|
if (! hits.empty())
|
|
is_obscured = true;
|
|
}
|
|
if (! is_obscured)
|
|
out.push_back(i);
|
|
}
|
|
return out;
|
|
}
|
|
|
|
bool MeshRaycaster::closest_hit(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
|
|
Vec3f& position, Vec3f& normal, const ClippingPlane* clipping_plane, size_t* facet_idx) const
|
|
{
|
|
Vec3d point;
|
|
Vec3d direction;
|
|
line_from_mouse_pos(mouse_pos, trafo, camera, point, direction);
|
|
|
|
const std::vector<AABBMesh::hit_result> hits = m_emesh.query_ray_hits(point, direction.normalized());
|
|
|
|
if (hits.empty())
|
|
return false; // no intersection found
|
|
|
|
size_t hit_id = 0;
|
|
if (clipping_plane != nullptr) {
|
|
while (hit_id < hits.size() && clipping_plane->is_point_clipped(trafo * hits[hit_id].position())) {
|
|
++hit_id;
|
|
}
|
|
}
|
|
|
|
if (hit_id == hits.size())
|
|
return false; // all points are obscured or cut by the clipping plane.
|
|
|
|
const AABBMesh::hit_result& hit = hits[hit_id];
|
|
|
|
position = hit.position().cast<float>();
|
|
normal = hit.normal().cast<float>();
|
|
|
|
if (facet_idx != nullptr)
|
|
*facet_idx = hit.face();
|
|
|
|
return true;
|
|
}
|
|
|
|
Vec3f MeshRaycaster::get_closest_point(const Vec3f& point, Vec3f* normal) const
|
|
{
|
|
int idx = 0;
|
|
Vec3d closest_point;
|
|
Vec3d pointd = point.cast<double>();
|
|
m_emesh.squared_distance(pointd, idx, closest_point);
|
|
if (normal)
|
|
// TODO: consider: get_normal(m_emesh, pointd).cast<float>();
|
|
*normal = m_normals[idx];
|
|
|
|
return closest_point.cast<float>();
|
|
}
|
|
|
|
int MeshRaycaster::get_closest_facet(const Vec3f &point) const
|
|
{
|
|
int facet_idx = 0;
|
|
Vec3d closest_point;
|
|
m_emesh.squared_distance(point.cast<double>(), facet_idx, closest_point);
|
|
return facet_idx;
|
|
}
|
|
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|