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OrcaSlicer/src/libslic3r/Line.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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#ifndef slic3r_Line_hpp_
#define slic3r_Line_hpp_
#include "libslic3r.h"
#include "Point.hpp"
#include <cmath>
#include <type_traits>
#include <vector>
#include <utility>
namespace Slic3r {
class BoundingBox;
class Line;
class Line3;
class Linef3;
class Polyline;
class ThickLine;
typedef std::vector<Line> Lines;
typedef std::vector<Line3> Lines3;
typedef std::vector<ThickLine> ThickLines;
Linef3 transform(const Linef3& line, const Transform3d& t);
namespace line_alg {
template<class L, class En = void> struct Traits {
static constexpr int Dim = L::Dim;
using Scalar = typename L::Scalar;
static Vec<Dim, Scalar>& get_a(L &l) { return l.a; }
static Vec<Dim, Scalar>& get_b(L &l) { return l.b; }
static const Vec<Dim, Scalar>& get_a(const L &l) { return l.a; }
static const Vec<Dim, Scalar>& get_b(const L &l) { return l.b; }
};
template<class L> const constexpr int Dim = Traits<remove_cvref_t<L>>::Dim;
template<class L> using Scalar = typename Traits<remove_cvref_t<L>>::Scalar;
template<class L> auto get_a(L &&l) { return Traits<remove_cvref_t<L>>::get_a(l); }
template<class L> auto get_b(L &&l) { return Traits<remove_cvref_t<L>>::get_b(l); }
// Distance to the closest point of line.
template<class L>
double distance_to_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point, Vec<Dim<L>, Scalar<L>> *nearest_point)
{
const Vec<Dim<L>, double> v = (get_b(line) - get_a(line)).template cast<double>();
const Vec<Dim<L>, double> va = (point - get_a(line)).template cast<double>();
const double l2 = v.squaredNorm(); // avoid a sqrt
if (l2 == 0.0) {
// a == b case
*nearest_point = get_a(line);
return va.squaredNorm();
}
// Consider the line extending the segment, parameterized as a + t (b - a).
// We find projection of this point onto the line.
// It falls where t = [(this-a) . (b-a)] / |b-a|^2
const double t = va.dot(v) / l2;
if (t <= 0.0) {
// beyond the 'a' end of the segment
*nearest_point = get_a(line);
return va.squaredNorm();
} else if (t >= 1.0) {
// beyond the 'b' end of the segment
*nearest_point = get_b(line);
return (point - get_b(line)).template cast<double>().squaredNorm();
}
*nearest_point = (get_a(line).template cast<double>() + t * v).template cast<Scalar<L>>();
return (t * v - va).squaredNorm();
}
// Distance to the closest point of line.
template<class L>
double distance_to_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
{
Vec<Dim<L>, Scalar<L>> nearest_point;
return distance_to_squared<L>(line, point, &nearest_point);
}
template<class L>
double distance_to(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
{
return std::sqrt(distance_to_squared(line, point));
}
// Returns a squared distance to the closest point on the infinite.
// Returned nearest_point (and returned squared distance to this point) could be beyond the 'a' and 'b' ends of the segment.
template<class L>
double distance_to_infinite_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point, Vec<Dim<L>, Scalar<L>> *closest_point)
{
const Vec<Dim<L>, double> v = (get_b(line) - get_a(line)).template cast<double>();
const Vec<Dim<L>, double> va = (point - get_a(line)).template cast<double>();
const double l2 = v.squaredNorm(); // avoid a sqrt
if (l2 == 0.) {
// a == b case
*closest_point = get_a(line);
return va.squaredNorm();
}
// Consider the line extending the segment, parameterized as a + t (b - a).
// We find projection of this point onto the line.
// It falls where t = [(this-a) . (b-a)] / |b-a|^2
const double t = va.dot(v) / l2;
*closest_point = (get_a(line).template cast<double>() + t * v).template cast<Scalar<L>>();
return (t * v - va).squaredNorm();
}
// Returns a squared distance to the closest point on the infinite.
// Closest point (and returned squared distance to this point) could be beyond the 'a' and 'b' ends of the segment.
template<class L>
double distance_to_infinite_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
{
Vec<Dim<L>, Scalar<L>> nearest_point;
return distance_to_infinite_squared<L>(line, point, &nearest_point);
}
// Returns a distance to the closest point on the infinite.
// Closest point (and returned squared distance to this point) could be beyond the 'a' and 'b' ends of the segment.
template<class L>
double distance_to_infinite(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
{
return std::sqrt(distance_to_infinite_squared(line, point));
}
template<class L> bool intersection(const L &l1, const L &l2, Vec<Dim<L>, Scalar<L>> *intersection_pt)
{
using Floating = typename std::conditional<std::is_floating_point<Scalar<L>>::value, Scalar<L>, double>::type;
using VecType = const Vec<Dim<L>, Floating>;
const VecType v1 = (l1.b - l1.a).template cast<Floating>();
const VecType v2 = (l2.b - l2.a).template cast<Floating>();
Floating denom = cross2(v1, v2);
if (fabs(denom) < EPSILON)
#if 0
// Lines are collinear. Return true if they are coincident (overlappign).
return ! (fabs(nume_a) < EPSILON && fabs(nume_b) < EPSILON);
#else
return false;
#endif
const VecType v12 = (l1.a - l2.a).template cast<Floating>();
Floating nume_a = cross2(v2, v12);
Floating nume_b = cross2(v1, v12);
Floating t1 = nume_a / denom;
Floating t2 = nume_b / denom;
if (t1 >= 0 && t1 <= 1.0f && t2 >= 0 && t2 <= 1.0f) {
// Get the intersection point.
(*intersection_pt) = (l1.a.template cast<Floating>() + t1 * v1).template cast<Scalar<L>>();
return true;
}
return false; // not intersecting
}
} // namespace line_alg
class Line
{
public:
Line() {}
Line(const Point& _a, const Point& _b) : a(_a), b(_b) {}
explicit operator Lines() const { Lines lines; lines.emplace_back(*this); return lines; }
void scale(double factor) { this->a *= factor; this->b *= factor; }
void translate(const Point &v) { this->a += v; this->b += v; }
void translate(double x, double y) { this->translate(Point(x, y)); }
void rotate(double angle, const Point &center) { this->a.rotate(angle, center); this->b.rotate(angle, center); }
void reverse() { std::swap(this->a, this->b); }
double length() const { return (b - a).cast<double>().norm(); }
Point midpoint() const { return (this->a + this->b) / 2; }
bool intersection_infinite(const Line &other, Point* point) const;
bool operator==(const Line &rhs) const { return this->a == rhs.a && this->b == rhs.b; }
double distance_to_squared(const Point &point) const { return distance_to_squared(point, this->a, this->b); }
double distance_to_squared(const Point &point, Point *closest_point) const { return line_alg::distance_to_squared(*this, point, closest_point); }
double distance_to(const Point &point) const { return distance_to(point, this->a, this->b); }
double distance_to_infinite_squared(const Point &point, Point *closest_point) const { return line_alg::distance_to_infinite_squared(*this, point, closest_point); }
double perp_distance_to(const Point &point) const;
bool parallel_to(double angle) const;
bool parallel_to(const Line& line) const;
bool perpendicular_to(double angle) const;
bool perpendicular_to(const Line& line) const;
double atan2_() const { return atan2(this->b(1) - this->a(1), this->b(0) - this->a(0)); }
double orientation() const;
double direction() const;
Vector vector() const { return this->b - this->a; }
Vector normal() const { return Vector((this->b(1) - this->a(1)), -(this->b(0) - this->a(0))); }
bool intersection(const Line& line, Point* intersection) const;
// Clip a line with a bounding box. Returns false if the line is completely outside of the bounding box.
bool clip_with_bbox(const BoundingBox &bbox);
// Extend the line from both sides by an offset.
void extend(double offset);
bool overlap(const Line &line, double &overlap_length) const;
static inline double distance_to_squared(const Point &point, const Point &a, const Point &b) { return line_alg::distance_to_squared(Line{a, b}, Vec<2, coord_t>{point}); }
static double distance_to(const Point &point, const Point &a, const Point &b) { return sqrt(distance_to_squared(point, a, b)); }
// Returns a distance to the closest point on the infinite.
// Closest point (and returned squared distance to this point) could be beyond the 'a' and 'b' ends of the segment.
static inline double distance_to_infinite_squared(const Point &point, const Point &a, const Point &b) { return line_alg::distance_to_infinite_squared(Line{a, b}, Vec<2, coord_t>{point}); }
static double distance_to_infinite(const Point &point, const Point &a, const Point &b) { return sqrt(distance_to_infinite_squared(point, a, b)); }
Point a;
Point b;
static const constexpr int Dim = 2;
using Scalar = Point::Scalar;
};
class ThickLine : public Line
{
public:
ThickLine() : a_width(0), b_width(0) {}
ThickLine(const Point& a, const Point& b) : Line(a, b), a_width(0), b_width(0) {}
ThickLine(const Point& a, const Point& b, double wa, double wb) : Line(a, b), a_width(wa), b_width(wb) {}
double a_width, b_width;
};
class CurledLine : public Line
{
public:
CurledLine() : curled_height(0.0f) {}
CurledLine(const Point& a, const Point& b) : Line(a, b), curled_height(0.0f) {}
CurledLine(const Point& a, const Point& b, float curled_height) : Line(a, b), curled_height(curled_height) {}
float curled_height;
};
using CurledLines = std::vector<CurledLine>;
class Line3
{
public:
Line3() : a(Point3()), b(Point3()) {}
Line3(const Point3& _a, const Point3& _b) : a(_a), b(_b) {}
// Backward compatibility with Vec3crd
Line3(const Vec3crd& _a, const Vec3crd& _b) : a(Point3(_a)), b(Point3(_b)) {}
double length() const { return (this->a - this->b).cast<double>().norm(); }
Point3 vector() const { Vec3crd v = this->b - this->a; return Point3(v.x(), v.y(), v.z()); }
Point3 midpoint() const { return Point3((this->a.x() + this->b.x()) / 2, (this->a.y() + this->b.y()) / 2, (this->a.z() + this->b.z()) / 2); }
// Convert to 2D line by dropping Z coordinate
Line to_line() const { return Line(this->a.to_point(), this->b.to_point()); }
static inline double distance_to_squared(const Point3& point, const Point3& a, const Point3& b)
{
return line_alg::distance_to_squared(Line3{a, b}, Vec<3, coord_t>{point});
}
Point3 a;
Point3 b;
static const constexpr int Dim = 3;
using Scalar = coord_t;
};
class Linef
{
public:
Linef() : a(Vec2d::Zero()), b(Vec2d::Zero()) {}
Linef(const Vec2d& _a, const Vec2d& _b) : a(_a), b(_b) {}
Vec2d vector() const { return this->b - this->a; }
Vec2d unit_vector() const { return (length() == 0.0) ? Vec2d::Zero() : vector().normalized(); }
double length() const { return vector().norm(); }
Vec2d a;
Vec2d b;
static const constexpr int Dim = 2;
using Scalar = Vec2d::Scalar;
};
using Linesf = std::vector<Linef>;
class Linef3
{
public:
Linef3() : a(Vec3d::Zero()), b(Vec3d::Zero()) {}
Linef3(const Vec3d& _a, const Vec3d& _b) : a(_a), b(_b) {}
Linef3(const Vec2d& _a, const Vec2d& _b, double z) : a(Vec3d(_a.x(), _a.y(), z)), b(Vec3d(_b.x(), _b.y(), z)) {}
Vec3d intersect_plane(double z) const;
void scale(double factor) { this->a *= factor; this->b *= factor; }
Vec3d vector() const { return this->b - this->a; }
Vec3d unit_vector() const { return (length() == 0.0) ? Vec3d::Zero() : vector().normalized(); }
double length() const { return vector().norm(); }
double distance_to_infinite_squared(const Vec3d &point, Vec3d *closest_point) const {
const Vec3d v = this->b - this->a;
const Vec3d va = point - this->a;
const double l2 = v.squaredNorm();
if (l2 == 0.) {
// a == b case
*closest_point = this->a;
return va.squaredNorm();
}
// Consider the line extending the segment, parameterized as a + t (b - a).
// Find parameter value t of the projection of point onto the line.
const double t = va.dot(v) / l2;
*closest_point = this->a + t * v;
return (point - *closest_point).squaredNorm();
}
double distance_to_infinite_squared(const Vec3d &point) const {
Vec3d nearest_point;
return distance_to_infinite_squared(point, &nearest_point);
}
static inline double distance_to_infinite_squared(const Vec3d &point, const Vec3d &a, const Vec3d &b) {
Linef3 line{a, b};
return line.distance_to_infinite_squared(point);
}
Vec3d a;
Vec3d b;
static const constexpr int Dim = 3;
using Scalar = Vec3d::Scalar;
};
using Linesf3 = std::vector<Linef3>;
BoundingBox get_extents(const Lines &lines);
} // namespace Slic3r
// start Boost
#include <boost/polygon/polygon.hpp>
namespace boost { namespace polygon {
template <>
struct geometry_concept<Slic3r::Line> { typedef segment_concept type; };
template <>
struct segment_traits<Slic3r::Line> {
typedef coord_t coordinate_type;
typedef Slic3r::Point point_type;
static inline point_type get(const Slic3r::Line& line, direction_1d dir) {
return dir.to_int() ? line.b : line.a;
}
};
} }
// end Boost
#endif // slic3r_Line_hpp_