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* Add Missing Includes Across src/libslic3r Every libslic3r source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, with libslic3r headers spelled libslic3r/... so they resolve outside the library's private include paths. MultiMaterialSegmentation.hpp, Support/SupportParameters.hpp and Format/STEP.hpp are made self-contained by hand. * Make the libslic3r 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. Left out: I18N.hpp, which errors on purpose when included from GUI code, and VoxelizeCSGMesh.hpp and SLA/bicubic.h, which nothing includes and which no longer compile at all. * Add the Includes Missing From the Hand-Fixed libslic3r Headers clang-tidy would not edit these headers while they failed to compile on their own, so the first pass skipped them. With the headers now self-contained, a second pass adds the rest. * Keep Windows Setup Ahead of the Added libslic3r Includes Print.cpp and Thread.cpp open with a _WIN32 block that has to come first; without the precompiled header, Print.cpp otherwise reaches windows.h through OCCT with NONLS defined and boost/regex fails. OpenVDBUtils.cpp and SLA/SupportTreeBuilder.cpp had includes inside #ifndef NOMINMAX, which libslic3r defines on Windows, 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. * Re-Add libslic3r Includes After the Clipper2 2.0.1 Migration Rebasing onto main took main's version of the files the Clipper2 migration rewrote, so their added includes are restored here, along with includes for main's new code. Clipper2's individual headers are now ignored by clang-tidy: they only build the Z variant through clipper2_z.hpp, which defines USINGZ first, so including clipper.core.h and the like directly broke ClipperZUtils.cpp.
157 lines
4.3 KiB
C++
157 lines
4.3 KiB
C++
#ifndef TRIANGULATEWALL_HPP
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#define TRIANGULATEWALL_HPP
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#include "Point.hpp"
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#include "libslic3r/Polygon.hpp"
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#include <cstddef>
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#include <utility>
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#include <vector>
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namespace Slic3r {
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namespace trianglulate_wall_detail {
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class Ring {
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size_t idx = 0, nextidx = 1, startidx = 0, begin = 0, end = 0;
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public:
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explicit Ring(size_t from, size_t to) : begin(from), end(to) { init(begin); }
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size_t size() const { return end - begin; }
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std::pair<size_t, size_t> pos() const { return {idx, nextidx}; }
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bool is_lower() const { return idx < size(); }
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void inc()
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{
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if (nextidx != startidx) nextidx++;
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if (nextidx == end) nextidx = begin;
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idx ++;
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if (idx == end) idx = begin;
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}
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void init(size_t pos)
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{
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startidx = begin + (pos - begin) % size();
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idx = startidx;
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nextidx = begin + (idx + 1 - begin) % size();
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}
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bool is_finished() const { return nextidx == idx; }
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};
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template<class Sc>
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static Sc sq_dst(const Vec<3, Sc> &v1, const Vec<3, Sc>& v2)
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{
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Vec<3, Sc> v = v1 - v2;
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return v.x() * v.x() + v.y() * v.y() /*+ v.z() * v.z()*/;
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}
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template<class Sc>
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static Sc trscore(const Ring & onring,
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const Ring & offring,
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const std::vector<Vec<3, Sc>> &pts)
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{
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Sc a = sq_dst(pts[onring.pos().first], pts[offring.pos().first]);
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Sc b = sq_dst(pts[onring.pos().second], pts[offring.pos().first]);
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return (std::abs(a) + std::abs(b)) / 2.;
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}
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template<class Sc>
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class Triangulator {
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const std::vector<Vec<3, Sc>> *pts;
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Ring *onring, *offring;
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double calc_score() const
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{
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return trscore(*onring, *offring, *pts);
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}
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void synchronize_rings()
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{
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Ring lring = *offring;
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auto minsc = trscore(*onring, lring, *pts);
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size_t imin = lring.pos().first;
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lring.inc();
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while(!lring.is_finished()) {
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double score = trscore(*onring, lring, *pts);
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if (score < minsc) { minsc = score; imin = lring.pos().first; }
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lring.inc();
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}
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offring->init(imin);
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}
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void emplace_indices(std::vector<Vec3i32> &indices)
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{
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Vec3i32 tr{int(onring->pos().first), int(onring->pos().second),
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int(offring->pos().first)};
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if (onring->is_lower()) std::swap(tr(0), tr(1));
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indices.emplace_back(tr);
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}
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public:
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void run(std::vector<Vec3i32> &indices)
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{
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synchronize_rings();
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double score = 0, prev_score = 0;
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while (!onring->is_finished() || !offring->is_finished()) {
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prev_score = score;
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if (onring->is_finished() || (score = calc_score()) > prev_score) {
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std::swap(onring, offring);
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} else {
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emplace_indices(indices);
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onring->inc();
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}
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}
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}
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explicit Triangulator(const std::vector<Vec<3, Sc>> *points,
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Ring & lower,
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Ring & upper)
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: pts{points}, onring{&upper}, offring{&lower}
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{}
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};
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} // namespace trianglulate_wall_detail
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template<class Sc, class I>
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void triangulate_wall(std::vector<Vec<3, Sc>> &pts,
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std::vector<Vec<3, I>> & ind,
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const Polygon & lower,
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const Polygon & upper,
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double lower_z_mm,
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double upper_z_mm)
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{
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using namespace trianglulate_wall_detail;
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if (upper.points.size() < 3 || lower.points.size() < 3) return;
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pts.reserve(lower.points.size() + upper.points.size());
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for (auto &p : lower.points)
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pts.emplace_back(unscaled(p.x()), unscaled(p.y()), lower_z_mm);
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for (auto &p : upper.points)
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pts.emplace_back(unscaled(p.x()), unscaled(p.y()), upper_z_mm);
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ind.reserve(2 * (lower.size() + upper.size()));
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Ring lring{0, lower.points.size()}, uring{lower.points.size(), pts.size()};
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Triangulator t{&pts, lring, uring};
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t.run(ind);
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}
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//using Wall = std::pair<std::vector<Vec3d>, std::vector<Vec3i32>>;
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//Wall triangulate_wall(
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// const Polygon & lower,
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// const Polygon & upper,
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// double lower_z_mm,
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// double upper_z_mm);
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//}
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} // namespace Slic3r
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#endif // TRIANGULATEWALL_HPP
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