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OrcaSlicer/src/libslic3r/LayOnFace.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

229 lines
10 KiB
C++

#include "LayOnFace.hpp"
#include "Geometry.hpp"
#include "Geometry/ConvexHull.hpp"
#include "Model.hpp"
#include "Point.hpp"
#include "TriangleMesh.hpp"
#include "libslic3r.h"
#include <Eigen/Geometry>
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <numeric>
#include <vector>
#include <utility>
#include "BoundingBox.hpp"
namespace Slic3r {
std::vector<LayOnFacePlane> lay_on_face_planes(const ModelObject &object, const Transform3d &inst_matrix)
{
// An object can only rest on its convex hull, so candidate faces are taken from the hull of all model parts.
TriangleMesh ch;
for (const ModelVolume* vol : object.volumes) {
if (vol->type() != ModelVolumeType::MODEL_PART)
continue;
TriangleMesh vol_ch = vol->get_convex_hull();
vol_ch.transform(vol->get_matrix());
ch.merge(vol_ch);
}
ch = ch.convex_hull_3d();
std::vector<LayOnFacePlane> planes;
// Following constants are used for discarding too small polygons.
const float minimal_area = 5.f; // in square mm (world coordinates)
const float minimal_side = 1.f; // mm
const float minimal_angle = 1.f; // degree, initial value was 10, but cause bugs
// Now we'll go through all the facets and append Points of facets sharing the same normal.
// This part is still performed in mesh coordinate system.
const int num_of_facets = ch.facets_count();
const std::vector<Vec3f> face_normals = its_face_normals(ch.its);
const std::vector<Vec3i32> face_neighbors = its_face_neighbors(ch.its);
std::vector<int> facet_queue(num_of_facets, 0);
std::vector<bool> facet_visited(num_of_facets, false);
int facet_queue_cnt = 0;
const stl_normal* normal_ptr = nullptr;
int facet_idx = 0;
while (1) {
// Find next unvisited triangle:
for (; facet_idx < num_of_facets; ++ facet_idx)
if (!facet_visited[facet_idx]) {
facet_queue[facet_queue_cnt ++] = facet_idx;
facet_visited[facet_idx] = true;
normal_ptr = &face_normals[facet_idx];
planes.emplace_back();
break;
}
if (facet_idx == num_of_facets)
break; // Everything was visited already
while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = face_normals[facet_idx];
if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
const Vec3i32 face = ch.its.indices[facet_idx];
for (int j=0; j<3; ++j)
planes.back().outline.emplace_back(ch.its.vertices[face[j]].cast<double>());
facet_visited[facet_idx] = true;
for (int j = 0; j < 3; ++ j)
if (int neighbor_idx = face_neighbors[facet_idx][j]; neighbor_idx >= 0 && ! facet_visited[neighbor_idx])
facet_queue[facet_queue_cnt ++] = neighbor_idx;
}
}
planes.back().normal = normal_ptr->cast<double>();
Pointf3s& verts = planes.back().outline;
// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
// make real sense.
verts = transform(verts, inst_matrix);
// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
if (verts.size() == 3 &&
((verts[0] - verts[1]).norm() < minimal_side
|| (verts[0] - verts[2]).norm() < minimal_side
|| (verts[1] - verts[2]).norm() < minimal_side))
planes.pop_back();
}
// Let's prepare transformation of the normal vector from mesh to instance coordinates.
const Matrix3d normal_matrix = inst_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
// Now we'll go through all the polygons, transform the points into xy plane to process them:
for (unsigned int polygon_id=0; polygon_id < planes.size(); ++polygon_id) {
Pointf3s& polygon = planes[polygon_id].outline;
const Vec3d& normal = planes[polygon_id].normal;
// transform the normal according to the instance matrix:
const Vec3d normal_transformed = normal_matrix * normal;
// We are going to rotate about z and y to flatten the plane
Eigen::Quaterniond q;
Transform3d& m = planes[polygon_id].to_plane_frame;
m = Transform3d::Identity();
m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
polygon = transform(polygon, m);
// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
// it works in fixed point representation, we will rescale the polygon to avoid overflows.
// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
Vec3d bb_size = BoundingBoxf3(polygon).size();
float sf = std::min(1./bb_size(0), 1./bb_size(1));
Transform3d tr = Geometry::scale_transform({ sf, sf, 1.f });
polygon = transform(polygon, tr);
polygon = Slic3r::Geometry::convex_hull(polygon);
polygon = transform(polygon, tr.inverse());
// Calculate area of the polygons and discard ones that are too small
float& area = planes[polygon_id].area;
area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
area = 0.5f * std::abs(area);
bool discard = false;
if (area < minimal_area)
discard = true;
else {
// We also check the inner angles and discard polygons with angles smaller than the following threshold
const double angle_threshold = ::cos(minimal_angle * (double)PI / 180.0);
for (unsigned int i = 0; i < polygon.size(); ++i) {
const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
const Vec3d& curr = polygon[i];
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
discard = true;
break;
}
}
}
if (discard) {
planes[polygon_id--] = std::move(planes.back());
planes.pop_back();
continue;
}
const Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0)) / double(polygon.size());
planes[polygon_id].center = inst_matrix.inverse() * (m.inverse() * centroid);
}
std::sort(planes.rbegin(), planes.rend(), [](const LayOnFacePlane& a, const LayOnFacePlane& b) { return a.area < b.area; });
return planes;
}
int find_largest_plane(const std::vector<LayOnFacePlane> &planes)
{
// The plane frame maps the instance normal to +Z, so the normal's z in instance coordinates is element (2, 2).
auto downward = [](const LayOnFacePlane &plane) { return -plane.to_plane_frame.linear()(2, 2); };
// Areas are floats from rounded geometry, so faces within 0.1% count as equal.
int best = -1;
for (size_t i = 0; i < planes.size() && planes[i].area >= planes.front().area * (1. - 1e-3); ++i)
if (best < 0 || downward(planes[i]) > downward(planes[best]))
best = int(i);
return best;
}
int find_plane_by_normal(const std::vector<LayOnFacePlane> &planes, const Vec3d &direction)
{
const Vec3d dir = direction.normalized();
int best = -1;
double best_dot = -2.;
for (size_t i = 0; i < planes.size(); ++i)
if (const double dot = planes[i].normal.dot(dir); dot > best_dot) {
best_dot = dot;
best = int(i);
}
return best;
}
int find_plane_at_point(const std::vector<LayOnFacePlane> &planes, const Transform3d &instance_matrix_no_offset,
const Vec3d &point, double tolerance)
{
const Vec3d instance_point = instance_matrix_no_offset * point;
for (size_t i = 0; i < planes.size(); ++i) {
const Pointf3s &outline = planes[i].outline;
if (outline.empty())
continue;
const Vec3d p = planes[i].to_plane_frame * instance_point;
// Facets with slightly different normals are merged into one face, so the outline is not exactly flat.
const double z = std::accumulate(outline.begin(), outline.end(), 0., [](double sum, const Vec3d &v) { return sum + v.z(); }) / double(outline.size());
if (std::abs(p.z() - z) > tolerance)
continue;
// The outline is convex: the point is inside when it is not on both sides of its edges.
bool left = false, right = false;
for (size_t j = 0; j < outline.size(); ++j) {
const Vec2d a = outline[j].head<2>();
const Vec2d edge = outline[(j + 1) % outline.size()].head<2>() - a;
const double len = edge.norm();
if (len < EPSILON)
continue;
const double side = cross2(edge, Vec2d(p.head<2>() - a)) / len;
left |= side > tolerance;
right |= side < -tolerance;
}
if (!(left && right))
return int(i);
}
return -1;
}
void lay_on_face(ModelObject &object, size_t instance_idx, const Vec3d &normal)
{
ModelInstance &instance = *object.instances[instance_idx];
const Geometry::Transformation &trafo = instance.get_transformation();
// Same rotation as Selection::flattening_rotate(): turn the transformed normal to point down.
const Vec3d tnormal = trafo.get_matrix().matrix().block(0, 0, 3, 3).inverse().transpose() * normal;
const Transform3d rotation = Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, -Vec3d::UnitZ()));
instance.set_transformation(Geometry::Transformation(trafo.get_offset_matrix() * rotation * trafo.get_matrix_no_offset()));
// Drop this instance only: ensure_on_bed() skips instances without auto_drop and measures the first instance.
object.translate_instance(instance_idx, -object.instance_bounding_box(instance_idx).min.z() * Vec3d::UnitZ());
}
} // namespace Slic3r