Files
OrcaSlicer/src/slic3r/Utils/RaycastManager.cpp
T
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

396 lines
15 KiB
C++

#include "RaycastManager.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/AABBMesh.hpp"
#include <cstddef>
#include "libslic3r/Point.hpp"
#include <algorithm>
#include <optional>
#include <array>
#include <iterator>
#include <memory>
#include "slic3r/GUI/SceneRaycaster.hpp"
#include "slic3r/GUI/3DScene.hpp"
#include <utility>
#include <vector>
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/CameraUtils.hpp"
#include "libslic3r/ObjectID.hpp"
#include "slic3r/GUI/MeshUtils.hpp"
using namespace Slic3r::GUI;
namespace{
using namespace Slic3r;
void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes *input = nullptr);
const AABBMesh * get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id);
RaycastManager::TrKey create_key(const ModelVolume& volume, const ModelInstance& instance){
return std::make_pair(instance.id().id, volume.id().id); }
RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key);
RaycastManager::TrItems::const_iterator find(const RaycastManager::TrItems &items, const RaycastManager::TrKey &key);
bool is_lower_key(const RaycastManager::TrKey &k1, const RaycastManager::TrKey &k2) {
return k1.first < k2.first || (k1.first == k2.first && k1.second < k2.second); }
bool is_lower(const RaycastManager::TrItem &i1, const RaycastManager::TrItem &i2) {
return is_lower_key(i1.first, i2.first); };
template<typename VecType> inline void erase(std::vector<VecType> &vec, const std::vector<bool> &flags);
}
void RaycastManager::actualize(const ModelObject &object, const ISkip *skip, Meshes *meshes)
{
// actualize MeshRaycaster
::actualize(m_meshes, object.volumes, skip, meshes);
// check if inscance was removed
std::vector<bool> removed_transf(m_transformations.size(), {true});
bool need_sort = false;
// actualize transformation matrices
for (const ModelVolume *volume : object.volumes) {
if (skip != nullptr && skip->skip(volume->id().id)) continue;
const Transform3d &volume_tr = volume->get_matrix();
for (const ModelInstance *instance : object.instances) {
const Transform3d &instrance_tr = instance->get_matrix();
Transform3d transformation = instrance_tr * volume_tr;
TrKey key = ::create_key(*volume, *instance);
auto item = ::find(m_transformations, key);
if (item != m_transformations.end()) {
// actualize transformation all the time
item->second = transformation;
size_t index = item - m_transformations.begin();
removed_transf[index] = false;
} else {
// add new transformation
m_transformations.emplace_back(key, transformation);
need_sort = true;
}
}
}
// clean other transformation
::erase(m_transformations, removed_transf);
if (need_sort)
std::sort(m_transformations.begin(), m_transformations.end(), ::is_lower);
}
void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip, Meshes *meshes)
{
const ModelVolumePtrs &volumes = instance.get_object()->volumes;
// actualize MeshRaycaster
::actualize(m_meshes, volumes, skip, meshes);
// check if inscance was removed
std::vector<bool> removed_transf(m_transformations.size(), {true});
bool need_sort = false;
// actualize transformation matrices
for (const ModelVolume *volume : volumes) {
if (skip != nullptr && skip->skip(volume->id().id))
continue;
const Transform3d &volume_tr = volume->get_matrix();
const Transform3d &instrance_tr = instance.get_matrix();
Transform3d transformation = instrance_tr * volume_tr;
TrKey key = ::create_key(*volume, instance);
auto item = ::find(m_transformations, key);
if (item != m_transformations.end()) {
// actualize transformation all the time
item->second = transformation;
size_t index = item - m_transformations.begin();
removed_transf[index] = false;
} else {
// add new transformation
m_transformations.emplace_back(key, transformation);
need_sort = true;
}
}
// clean other transformation
::erase(m_transformations, removed_transf);
if (need_sort)
std::sort(m_transformations.begin(), m_transformations.end(), ::is_lower);
}
std::optional<RaycastManager::Hit> RaycastManager::first_hit(const Vec3d& point, const Vec3d& direction, const ISkip *skip) const
{
// Improve: it is not neccessaru to use AABBMesh and calc normal for every hit
// Results
const AABBMesh *hit_mesh = nullptr;
double hit_squared_distance = 0.;
int hit_face = -1;
Vec3d hit_world { Vec3d::Zero() };
const Transform3d *hit_tramsformation = nullptr;
const TrKey *hit_key = nullptr;
for (const auto &[key, transformation]: m_transformations) {
size_t volume_id = key.second;
if (skip != nullptr && skip->skip(volume_id)) continue;
const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
if (mesh == nullptr) continue;
Transform3d inv = transformation.inverse();
// transform input into mesh world
Vec3d point_ = inv * point;
Vec3d direction_= inv.linear() * direction;
std::vector<AABBMesh::hit_result> hits = mesh->query_ray_hits(point_, direction_);
if (hits.empty()) continue; // no intersection found
const AABBMesh::hit_result &hit = hits.front();
// convert to world
Vec3d world = transformation * hit.position();
double squared_distance = (point - world).squaredNorm();
if (hit_mesh != nullptr &&
hit_squared_distance < squared_distance)
continue; // exist closer one
hit_mesh = mesh;
hit_squared_distance = squared_distance;
hit_face = hit.face();
hit_world = world;
hit_tramsformation = &transformation;
hit_key = &key;
}
if (hit_mesh == nullptr)
return {};
// Calculate normal from transformed triangle
// NOTE: Anisotropic transformation of normal is not perpendiculat to triangle
const Vec3i32 tri = hit_mesh->indices(hit_face);
std::array<Vec3d,3> pts;
auto tr = hit_tramsformation->linear().eval();
for (int i = 0; i < 3; ++i)
pts[i] = tr * hit_mesh->vertices(tri[i]).cast<double>();
Vec3d normal_world = (pts[1] - pts[0]).cross(pts[2] - pts[1]);
if (has_reflection(*hit_tramsformation))
normal_world *= -1;
normal_world.normalize();
SurfacePoint<double> point_world{hit_world, normal_world};
return RaycastManager::Hit{point_world, *hit_key, hit_squared_distance};
}
std::optional<RaycastManager::Hit> RaycastManager::closest_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip) const
{
std::optional<Hit> closest;
for (const auto &[key, transformation] : m_transformations) {
size_t volume_id = key.second;
if (skip != nullptr && skip->skip(volume_id)) continue;
const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
if (mesh == nullptr) continue;
Transform3d tr_inv = transformation.inverse();
Vec3d mesh_point = tr_inv * point;
Vec3d mesh_direction = tr_inv.linear() * direction;
// Need for detect that actual point position is on correct place
Vec3d point_positive = mesh_point - mesh_direction;
Vec3d point_negative = mesh_point + mesh_direction;
// Throw ray to both directions of ray
std::vector<AABBMesh::hit_result> hits = mesh->query_ray_hits(point_positive, mesh_direction);
std::vector<AABBMesh::hit_result> hits_neg = mesh->query_ray_hits(point_negative, -mesh_direction);
hits.insert(hits.end(), std::make_move_iterator(hits_neg.begin()), std::make_move_iterator(hits_neg.end()));
for (const AABBMesh::hit_result &hit : hits) {
Vec3d diff = mesh_point - hit.position();
double squared_distance = diff.squaredNorm();
if (closest.has_value() &&
closest->squared_distance < squared_distance)
continue;
closest = Hit{{hit.position(), hit.normal()}, key, squared_distance};
}
}
return closest;
}
std::optional<RaycastManager::ClosePoint> RaycastManager::closest(const Vec3d &point, const ISkip *skip) const
{
std::optional<ClosePoint> closest;
for (const auto &[key, transformation] : m_transformations) {
size_t volume_id = key.second;
if (skip != nullptr && skip->skip(volume_id))
continue;
const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
if (mesh == nullptr) continue;
Transform3d tr_inv = transformation.inverse();
Vec3d mesh_point = tr_inv * point;
int face_idx = 0;
Vec3d closest_point;
Vec3d pointd = point.cast<double>();
mesh->squared_distance(pointd, face_idx, closest_point);
double squared_distance = (mesh_point - closest_point).squaredNorm();
if (closest.has_value() && closest->squared_distance < squared_distance)
continue;
closest = ClosePoint{key, closest_point, squared_distance};
}
return closest;
}
Slic3r::Transform3d RaycastManager::get_transformation(const TrKey &tr_key) const {
auto tr = ::find(m_transformations, tr_key);
if (tr == m_transformations.end())
return Transform3d::Identity();
return tr->second;
}
namespace {
void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes* inputs)
{
// check if volume was removed
std::vector<bool> removed_meshes(meshes.size(), {true});
bool need_sort = false;
// actualize MeshRaycaster
for (const ModelVolume *volume : volumes) {
size_t oid = volume->id().id;
if (skip != nullptr && skip->skip(oid))
continue;
auto is_oid = [oid](const RaycastManager::Mesh &it) { return oid == it.first; };
if (auto item = std::find_if(meshes.begin(), meshes.end(), is_oid);
item != meshes.end()) {
size_t index = item - meshes.begin();
removed_meshes[index] = false;
continue;
}
// exist AABB in inputs ?
if (inputs != nullptr) {
auto input = std::find_if(inputs->begin(), inputs->end(), is_oid);
if (input != inputs->end()) {
meshes.emplace_back(std::move(*input));
need_sort = true;
continue;
}
}
// add new raycaster
bool calculate_epsilon = true;
auto mesh = std::make_unique<AABBMesh>(volume->mesh(), calculate_epsilon);
meshes.emplace_back(std::make_pair(oid, std::move(mesh)));
need_sort = true;
}
// clean other raycasters
erase(meshes, removed_meshes);
// All the time meshes must be sorted by volume id - for faster search
if (need_sort) {
auto is_lower = [](const RaycastManager::Mesh &m1, const RaycastManager::Mesh &m2) { return m1.first < m2.first; };
std::sort(meshes.begin(), meshes.end(), is_lower);
}
}
const Slic3r::AABBMesh *get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id)
{
auto is_lower_index = [](const RaycastManager::Mesh &m, size_t i) { return m.first < i; };
auto it = std::lower_bound(meshes.begin(), meshes.end(), volume_id, is_lower_index);
if (it == meshes.end() || it->first != volume_id)
return nullptr;
return &(*(it->second));
}
RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key) {
auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &l_key) { return is_lower_key(it.first, l_key); };
auto it = std::lower_bound(items.begin(), items.end(), key, fnc);
if (it != items.end() && it->first != key)
return items.end();
return it;
}
RaycastManager::TrItems::const_iterator find(const RaycastManager::TrItems &items, const RaycastManager::TrKey &key)
{
auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &l_key) { return is_lower_key(it.first, l_key); };
auto it = std::lower_bound(items.begin(), items.end(), key, fnc);
if (it != items.end() && it->first != key)
return items.end();
return it;
}
template<typename VecType> inline void erase(std::vector<VecType> &vec, const std::vector<bool> &flags)
{
if (vec.size() < flags.size() || flags.empty())
return;
// reverse iteration over flags to erase indices from back to front.
for (int i = static_cast<int>(flags.size()) - 1; i >= 0; --i)
if (flags[i])
vec.erase(vec.begin() + i);
}
} // namespace
namespace Slic3r::GUI{
RaycastManager::Meshes create_meshes(GLCanvas3D &canvas, const RaycastManager::AllowVolumes &condition)
{
SceneRaycaster::EType type = SceneRaycaster::EType::Volume;
auto scene_casters = canvas.get_raycasters_for_picking(type);
if (scene_casters == nullptr)
return {};
const std::vector<std::shared_ptr<SceneRaycasterItem>> &casters = *scene_casters;
const GLVolumePtrs &gl_volumes = canvas.get_volumes().volumes;
const ModelObjectPtrs &objects = canvas.get_model()->objects;
RaycastManager::Meshes meshes;
for (const std::shared_ptr<SceneRaycasterItem> &caster : casters) {
int index = SceneRaycaster::decode_id(type, caster->get_id());
if (index < 0)
continue;
auto index_ = static_cast<size_t>(index);
if(index_ >= gl_volumes.size())
continue;
const GLVolume *gl_volume = gl_volumes[index_];
if (gl_volume == nullptr)
continue;
const ModelVolume *volume = get_model_volume(*gl_volume, objects);
if (volume == nullptr)
continue;
size_t id = volume->id().id;
if (condition.skip(id))
continue;
auto mesh = std::make_unique<AABBMesh>(caster->get_raycaster()->get_aabb_mesh());
meshes.emplace_back(std::make_pair(id, std::move(mesh)));
}
return meshes;
}
std::optional<RaycastManager::Hit> ray_from_camera(const RaycastManager &raycaster,
const Vec2d &mouse_pos,
const Camera &camera,
const RaycastManager::ISkip *skip)
{
Vec3d point;
Vec3d direction;
CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction);
return raycaster.first_hit(point, direction, skip);
}
RaycastManager::AllowVolumes create_condition(const ModelVolumePtrs &volumes, const ObjectID &disallowed_volume_id) {
std::vector<size_t> allowed_volumes_id;
if (volumes.size() > 1) {
allowed_volumes_id.reserve(volumes.size() - 1);
for (const ModelVolume *v : volumes) {
// drag only above part not modifiers or negative surface
if (!v->is_model_part())
continue;
// skip actual selected object
if (v->id() == disallowed_volume_id)
continue;
allowed_volumes_id.emplace_back(v->id().id);
}
}
return RaycastManager::AllowVolumes(allowed_volumes_id);
}
} // namespace Slic3r::GUI