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OrcaSlicer/src/libslic3r/TriangleMesh.hpp
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HanifKoh 8a6377f087 Add Missing Includes Across src/libslic3r (#16068)
* 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.
2026-10-03 15:31:11 +08:00

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C++

#ifndef slic3r_TriangleMesh_hpp_
#define slic3r_TriangleMesh_hpp_
#include "libslic3r.h"
#include <admesh/stl.h>
#include <cstdint>
#include <cstddef>
#include <cassert>
#include <array>
#include <cereal/specialize.hpp>
#include <functional>
#include <vector>
#include "BoundingBox.hpp"
#include "Line.hpp"
#include "Point.hpp"
#include "Polygon.hpp"
#include "ExPolygon.hpp"
#include "Format/STL.hpp"
namespace Slic3r {
class TriangleMesh;
class TriangleMeshSlicer;
struct Groove;
struct RepairedMeshErrors {
// How many edges were united by merging their end points with some other end points in epsilon neighborhood?
int edges_fixed = 0;
// How many degenerate faces were removed?
int degenerate_facets = 0;
// How many faces were removed during fixing? Includes degenerate_faces and disconnected faces.
int facets_removed = 0;
// New faces could only be created with stl_fill_holes() and we ditched stl_fill_holes(), because mostly it does more harm than good.
//int facets_added = 0;
// How many facets were revesed? Faces are reversed by admesh while it connects patches of triangles togeter and a flipped triangle is encountered.
// Also the facets are reversed when a negative volume is corrected by flipping all facets.
int facets_reversed = 0;
// Edges shared by two triangles, oriented incorrectly.
int backwards_edges = 0;
void clear() { *this = RepairedMeshErrors(); }
void merge(const RepairedMeshErrors& rhs) {
this->edges_fixed += rhs.edges_fixed;
this->degenerate_facets += rhs.degenerate_facets;
this->facets_removed += rhs.facets_removed;
this->facets_reversed += rhs.facets_reversed;
this->backwards_edges += rhs.backwards_edges;
}
bool repaired() const { return degenerate_facets > 0 || edges_fixed > 0 || facets_removed > 0 || facets_reversed > 0 || backwards_edges > 0; }
};
struct TriangleMeshStats {
// Mesh metrics.
uint32_t number_of_facets = 0;
stl_vertex max = stl_vertex::Zero();
stl_vertex min = stl_vertex::Zero();
stl_vertex size = stl_vertex::Zero();
float volume = -1.f;
int number_of_parts = 0;
// Mesh errors, remaining.
int open_edges = 0;
// Mesh errors, fixed.
RepairedMeshErrors repaired_errors;
void clear() { *this = TriangleMeshStats(); }
TriangleMeshStats merge(const TriangleMeshStats &rhs) const {
if (this->number_of_facets == 0)
return rhs;
else if (rhs.number_of_facets == 0)
return *this;
else {
TriangleMeshStats out;
out.number_of_facets = this->number_of_facets + rhs.number_of_facets;
out.min = this->min.cwiseMin(rhs.min);
out.max = this->max.cwiseMax(rhs.max);
out.size = out.max - out.min;
out.number_of_parts = this->number_of_parts + rhs.number_of_parts;
out.open_edges = this->open_edges + rhs.open_edges;
out.volume = this->volume + rhs.volume;
out.repaired_errors.merge(rhs.repaired_errors);
return out;
}
}
bool manifold() const { return open_edges == 0; }
bool repaired() const { return repaired_errors.repaired(); }
};
class TriangleMesh
{
public:
TriangleMesh() = default;
TriangleMesh(const std::vector<Vec3f> &vertices, const std::vector<Vec3i32> &faces);
TriangleMesh(std::vector<Vec3f> &&vertices, const std::vector<Vec3i32> &&faces);
explicit TriangleMesh(const indexed_triangle_set &M);
explicit TriangleMesh(indexed_triangle_set &&M, const RepairedMeshErrors& repaired_errors = RepairedMeshErrors());
void clear() { this->its.clear(); this->m_stats.clear(); }
bool from_stl(stl_file& stl, bool repair = true);
bool ReadSTLFile(const char *input_file, bool repair = true, ImportstlProgressFn stlFn = nullptr, int custom_header_length = 80);
bool write_ascii(const char* output_file) const;
bool write_binary(const char* output_file) const;
float volume();
void WriteOBJFile(const char* output_file) const;
void scale(float factor);
void scale(const Vec3f &versor);
void translate(float x, float y, float z);
void translate(const Vec3f &displacement);
void rotate(float angle, const Axis &axis);
void rotate(float angle, const Vec3d& axis);
void rotate_x(float angle) { this->rotate(angle, X); }
void rotate_y(float angle) { this->rotate(angle, Y); }
void rotate_z(float angle) { this->rotate(angle, Z); }
void mirror(const Axis axis);
void mirror_x() { this->mirror(X); }
void mirror_y() { this->mirror(Y); }
void mirror_z() { this->mirror(Z); }
void transform(const Transform3d& t, bool fix_left_handed = false);
void transform(const Matrix3d& t, bool fix_left_handed = false);
// Flip triangles, negate volume.
void flip_triangles();
void align_to_origin();
void rotate(double angle, Point* center);
std::vector<TriangleMesh> split() const;
void merge(const TriangleMesh &mesh);
ExPolygons horizontal_projection() const;
// 2D convex hull of a 3D mesh projected into the Z=0 plane.
Polygon convex_hull() const;
BoundingBoxf3 bounding_box() const;
// Returns the bbox of this TriangleMesh transformed by the given transformation
BoundingBoxf3 transformed_bounding_box(const Transform3d &trafo) const;
// Variant returning the bbox of the part of this TriangleMesh above the given world_min_z
BoundingBoxf3 transformed_bounding_box(const Transform3d& trafo, double world_min_z) const;
// Return the size of the mesh in coordinates.
Vec3d size() const { return m_stats.size.cast<double>(); }
/// Return the center of the related bounding box.
Vec3d center() const { return this->bounding_box().center(); }
// Returns the convex hull of this TriangleMesh
TriangleMesh convex_hull_3d() const;
// Slice this mesh at the provided Z levels and return the vector
std::vector<ExPolygons> slice(const std::vector<double>& z) const;
size_t facets_count() const { assert(m_stats.number_of_facets == this->its.indices.size()); return m_stats.number_of_facets; }
bool empty() const { return this->facets_count() == 0; }
bool repaired() const;
bool is_splittable() const;
// Estimate of the memory occupied by this structure, important for keeping an eye on the Undo / Redo stack allocation.
size_t memsize() const;
// Used by the Undo / Redo stack, legacy interface. As of now there is nothing cached at TriangleMesh,
// but we may decide to cache some data in the future (for example normals), thus we keep the interface in place.
// Release optional data from the mesh if the object is on the Undo / Redo stack only. Returns the amount of memory released.
size_t release_optional() { return 0; }
// Restore optional data possibly released by release_optional().
void restore_optional() {}
const TriangleMeshStats& stats() const { return m_stats; }
void set_init_shift(const Vec3d &offset) { m_init_shift = offset; }
Vec3d get_init_shift() const { return m_init_shift; }
indexed_triangle_set its;
private:
TriangleMeshStats m_stats;
Vec3d m_init_shift {0.0, 0.0, 0.0};
};
// Index of face indices incident with a vertex index.
struct VertexFaceIndex
{
public:
using iterator = std::vector<size_t>::const_iterator;
VertexFaceIndex(const indexed_triangle_set &its) { this->create(its); }
VertexFaceIndex() {}
void create(const indexed_triangle_set &its);
void clear() { m_vertex_to_face_start.clear(); m_vertex_faces_all.clear(); }
// Iterators of face indices incident with the input vertex_id.
iterator begin(size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id]; }
iterator end (size_t vertex_id) const throw() { return m_vertex_faces_all.begin() + m_vertex_to_face_start[vertex_id + 1]; }
// Vertex incidence.
size_t count(size_t vertex_id) const throw() { return m_vertex_to_face_start[vertex_id + 1] - m_vertex_to_face_start[vertex_id]; }
const Range<iterator> operator[](size_t vertex_id) const { return {begin(vertex_id), end(vertex_id)}; }
private:
std::vector<size_t> m_vertex_to_face_start;
std::vector<size_t> m_vertex_faces_all;
};
// Map from a face edge to a unique edge identifier or -1 if no neighbor exists.
// Two neighbor faces share a unique edge identifier even if they are flipped.
// Used for chaining slice lines into polygons.
std::vector<Vec3i32> its_face_edge_ids(const indexed_triangle_set &its);
std::vector<Vec3i32> its_face_edge_ids(const indexed_triangle_set &its, std::function<void()> throw_on_cancel_callback);
std::vector<Vec3i32> its_face_edge_ids(const indexed_triangle_set &its, const std::vector<bool> &face_mask);
// Having the face neighbors available, assign unique edge IDs to face edges for chaining of polygons over slices.
std::vector<Vec3i32> its_face_edge_ids(const indexed_triangle_set &its, std::vector<Vec3i32> &face_neighbors, bool assign_unbound_edges = false, int *num_edges = nullptr);
// Create index that gives neighbor faces for each face. Ignores face orientations.
std::vector<Vec3i32> its_face_neighbors(const indexed_triangle_set &its);
std::vector<Vec3i32> its_face_neighbors_par(const indexed_triangle_set &its);
// After applying a transformation with negative determinant, flip the faces to keep the transformed mesh volume positive.
void its_flip_triangles(indexed_triangle_set &its);
// Merge duplicate vertices, return number of vertices removed.
// This function will happily create non-manifolds if more than two faces share the same vertex position
// or more than two faces share the same edge position!
int its_merge_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
// Remove degenerate faces, return number of faces removed.
int its_remove_degenerate_faces(indexed_triangle_set &its, bool shrink_to_fit = true);
// Remove vertices, which none of the faces references. Return number of freed vertices.
int its_compactify_vertices(indexed_triangle_set &its, bool shrink_to_fit = true);
// store part of index triangle set
bool its_store_triangle(const indexed_triangle_set &its, const char *obj_filename, size_t triangle_index);
bool its_store_triangles(const indexed_triangle_set &its, const char *obj_filename, const std::vector<size_t>& triangles);
std::vector<indexed_triangle_set> its_split(const indexed_triangle_set &its);
std::vector<indexed_triangle_set> its_split(const indexed_triangle_set &its, std::vector<Vec3i32> &face_neighbors);
// Number of disconnected patches (faces are connected if they share an edge, shared edge defined with 2 shared vertex indices).
size_t its_number_of_patches(const indexed_triangle_set &its);
size_t its_number_of_patches(const indexed_triangle_set &its, const std::vector<Vec3i32> &face_neighbors);
// Same as its_number_of_patches(its) > 1, but faster.
bool its_is_splittable(const indexed_triangle_set &its);
bool its_is_splittable(const indexed_triangle_set &its, const std::vector<Vec3i32> &face_neighbors);
// Calculate number of unconnected face edges. There should be no unconnected edge in a manifold mesh.
size_t its_num_open_edges(const indexed_triangle_set &its);
size_t its_num_open_edges(const std::vector<Vec3i32> &face_neighbors);
// Shrink the vectors of its.vertices and its.faces to a minimum size by reallocating the two vectors.
void its_shrink_to_fit(indexed_triangle_set &its);
// For convex hull calculation: Transform mesh, trim it by the Z plane and collect all vertices. Duplicate vertices will be produced.
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Matrix3f &m, const float z, Points &all_pts);
void its_collect_mesh_projection_points_above(const indexed_triangle_set &its, const Transform3f &t, const float z, Points &all_pts);
// Calculate 2D convex hull of a transformed and clipped mesh. Uses the function above.
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Matrix3f &m, const float z);
Polygon its_convex_hull_2d_above(const indexed_triangle_set &its, const Transform3f &t, const float z);
// Index of a vertex inside triangle_indices.
inline int its_triangle_vertex_index(const stl_triangle_vertex_indices &triangle_indices, int vertex_idx)
{
return vertex_idx == triangle_indices[0] ? 0 :
vertex_idx == triangle_indices[1] ? 1 :
vertex_idx == triangle_indices[2] ? 2 : -1;
}
inline Vec2i32 its_triangle_edge(const stl_triangle_vertex_indices &triangle_indices, int edge_idx)
{
int next_edge_idx = (edge_idx == 2) ? 0 : edge_idx + 1;
return { triangle_indices[edge_idx], triangle_indices[next_edge_idx] };
}
// Index of an edge inside triangle.
inline int its_triangle_edge_index(const stl_triangle_vertex_indices &triangle_indices, const Vec2i32 &triangle_edge)
{
return triangle_edge(0) == triangle_indices[0] && triangle_edge(1) == triangle_indices[1] ? 0 :
triangle_edge(0) == triangle_indices[1] && triangle_edge(1) == triangle_indices[2] ? 1 :
triangle_edge(0) == triangle_indices[2] && triangle_edge(1) == triangle_indices[0] ? 2 : -1;
}
// juedge whether two triangles has the same vertices
inline bool its_triangle_vertex_the_same(const stl_triangle_vertex_indices &triangle_indices_1, const stl_triangle_vertex_indices &triangle_indices_2)
{
bool ret = false;
if (triangle_indices_1[0] == triangle_indices_2[0])
{
if ((triangle_indices_1[1] == triangle_indices_2[1])
&& (triangle_indices_1[2] == triangle_indices_2[2]))
ret = true;
else if ((triangle_indices_1[1] == triangle_indices_2[2])
&& (triangle_indices_1[2] == triangle_indices_2[1]))
ret = true;
}
else if (triangle_indices_1[0] == triangle_indices_2[1])
{
if ((triangle_indices_1[1] == triangle_indices_2[0])
&& (triangle_indices_1[2] == triangle_indices_2[2]))
ret = true;
else if ((triangle_indices_1[1] == triangle_indices_2[2])
&& (triangle_indices_1[2] == triangle_indices_2[0]))
ret = true;
}
else if (triangle_indices_1[0] == triangle_indices_2[2])
{
if ((triangle_indices_1[1] == triangle_indices_2[0])
&& (triangle_indices_1[2] == triangle_indices_2[1]))
ret = true;
else if ((triangle_indices_1[1] == triangle_indices_2[1])
&& (triangle_indices_1[2] == triangle_indices_2[0]))
ret = true;
}
return ret;
}
using its_triangle = std::array<stl_vertex, 3>;
inline its_triangle its_triangle_vertices(const indexed_triangle_set &its,
size_t face_id)
{
return {its.vertices[its.indices[face_id](0)],
its.vertices[its.indices[face_id](1)],
its.vertices[its.indices[face_id](2)]};
}
inline stl_normal its_unnormalized_normal(const indexed_triangle_set &its,
size_t face_id)
{
its_triangle tri = its_triangle_vertices(its, face_id);
return (tri[1] - tri[0]).cross(tri[2] - tri[0]);
}
float its_volume(const indexed_triangle_set &its);
float its_average_edge_length(const indexed_triangle_set &its);
void its_merge(indexed_triangle_set &A, const indexed_triangle_set &B);
void its_merge(indexed_triangle_set &A, const std::vector<Vec3f> &triangles);
void its_merge(indexed_triangle_set &A, const Pointf3s &triangles);
std::vector<Vec3f> its_face_normals(const indexed_triangle_set &its);
inline Vec3f face_normal(const stl_vertex vertex[3]) { return (vertex[1] - vertex[0]).cross(vertex[2] - vertex[1]).normalized(); }
inline Vec3f face_normal_normalized(const stl_vertex vertex[3]) { return face_normal(vertex).normalized(); }
inline Vec3f its_face_normal(const indexed_triangle_set &its, const stl_triangle_vertex_indices face)
{ const stl_vertex vertices[3] { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] }; return face_normal_normalized(vertices); }
inline Vec3f its_face_normal(const indexed_triangle_set &its, const int face_idx)
{ return its_face_normal(its, its.indices[face_idx]); }
indexed_triangle_set its_make_cube(double x, double y, double z);
indexed_triangle_set its_make_prism(float width, float length, float height);
indexed_triangle_set its_make_cylinder(double r, double h, double fa=(2*PI/180));
indexed_triangle_set its_make_cone(double r, double h, double fa=(2*PI/180));
indexed_triangle_set its_make_frustum(double r, double h, double fa=(2*PI/180));
indexed_triangle_set its_make_torus(double r, double h, double fa);
indexed_triangle_set its_make_frustum_dowel(double r, double h, int sectorCount);
indexed_triangle_set its_make_pyramid(float base, float height);
indexed_triangle_set its_make_sphere(double radius, double fa);
indexed_triangle_set its_make_snap(double r, double h, float space_proportion = 0.25f, float bulge_proportion = 0.125f);
indexed_triangle_set its_make_groove_plane(const Groove &cur_groove, float rotate_radius, std::vector<Vec3d> &cur_groove_vertices);
indexed_triangle_set its_convex_hull(const std::vector<Vec3f> &pts);
inline indexed_triangle_set its_convex_hull(const indexed_triangle_set &its) { return its_convex_hull(its.vertices); }
inline TriangleMesh make_cube(double x, double y, double z) { return TriangleMesh(its_make_cube(x, y, z)); }
inline TriangleMesh make_prism(float width, float length, float height) { return TriangleMesh(its_make_prism(width, length, height)); }
inline TriangleMesh make_cylinder(double r, double h, double fa=(2*PI/180)) { return TriangleMesh{its_make_cylinder(r, h, fa)}; }
inline TriangleMesh make_cone(double r, double h, double fa=(2*PI/180)) { return TriangleMesh(its_make_cone(r, h, fa)); }
inline TriangleMesh make_pyramid(float base, float height) { return TriangleMesh(its_make_pyramid(base, height)); }
inline TriangleMesh make_sphere(double rho, double fa=(2*PI/90)) { return TriangleMesh(its_make_sphere(rho, fa)); }
inline TriangleMesh make_torus(double r, double h, double fa=(PI/60)) { return TriangleMesh(its_make_torus(r, h, fa)); }
bool its_write_stl_ascii(const char *file, const char *label, const std::vector<stl_triangle_vertex_indices> &indices, const std::vector<stl_vertex> &vertices);
inline bool its_write_stl_ascii(const char *file, const char *label, const indexed_triangle_set &its) { return its_write_stl_ascii(file, label, its.indices, its.vertices); }
bool its_write_stl_binary(const char *file, const char *label, const std::vector<stl_triangle_vertex_indices> &indices, const std::vector<stl_vertex> &vertices);
inline bool its_write_stl_binary(const char *file, const char *label, const indexed_triangle_set &its) { return its_write_stl_binary(file, label, its.indices, its.vertices); }
inline BoundingBoxf3 bounding_box(const TriangleMesh &m) { return m.bounding_box(); }
inline BoundingBoxf3 bounding_box(const indexed_triangle_set& its)
{
if (its.vertices.empty())
return {};
Vec3f bmin = its.vertices.front(), bmax = its.vertices.front();
for (const Vec3f &p : its.vertices) {
bmin = p.cwiseMin(bmin);
bmax = p.cwiseMax(bmax);
}
return {bmin.cast<double>(), bmax.cast<double>()};
}
}
// Serialization through the Cereal library
#include <cereal/access.hpp>
namespace cereal {
template <class Archive> struct specialize<Archive, Slic3r::TriangleMesh, cereal::specialization::non_member_load_save> {};
template<class Archive> void load(Archive &archive, Slic3r::TriangleMesh &mesh) {
archive.loadBinary(reinterpret_cast<char*>(const_cast<Slic3r::TriangleMeshStats*>(&mesh.stats())), sizeof(Slic3r::TriangleMeshStats));
archive(mesh.its.indices, mesh.its.vertices);
}
template<class Archive> void save(Archive &archive, const Slic3r::TriangleMesh &mesh) {
archive.saveBinary(reinterpret_cast<const char*>(&mesh.stats()), sizeof(Slic3r::TriangleMeshStats));
archive(mesh.its.indices, mesh.its.vertices);
}
}
#endif