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Diffstat (limited to 'src/libslic3r/SLA/Common.cpp')
-rw-r--r--src/libslic3r/SLA/Common.cpp769
1 files changed, 0 insertions, 769 deletions
diff --git a/src/libslic3r/SLA/Common.cpp b/src/libslic3r/SLA/Common.cpp
deleted file mode 100644
index d2aac18fd..000000000
--- a/src/libslic3r/SLA/Common.cpp
+++ /dev/null
@@ -1,769 +0,0 @@
-#include <cmath>
-#include <libslic3r/SLA/Common.hpp>
-#include <libslic3r/SLA/Concurrency.hpp>
-#include <libslic3r/SLA/SupportTree.hpp>
-#include <libslic3r/SLA/SpatIndex.hpp>
-#include <libslic3r/SLA/EigenMesh3D.hpp>
-#include <libslic3r/SLA/Contour3D.hpp>
-#include <libslic3r/SLA/Clustering.hpp>
-#include <libslic3r/SLA/Hollowing.hpp>
-
-
-// Workaround: IGL signed_distance.h will define PI in the igl namespace.
-#undef PI
-
-// HEAVY headers... takes eternity to compile
-
-// for concave hull merging decisions
-#include <libslic3r/SLA/BoostAdapter.hpp>
-#include "boost/geometry/index/rtree.hpp"
-
-#ifdef _MSC_VER
-#pragma warning(push)
-#pragma warning(disable: 4244)
-#pragma warning(disable: 4267)
-#endif
-#include <igl/ray_mesh_intersect.h>
-#include <igl/point_mesh_squared_distance.h>
-#include <igl/remove_duplicate_vertices.h>
-#include <igl/collapse_small_triangles.h>
-#include <igl/signed_distance.h>
-#ifdef _MSC_VER
-#pragma warning(pop)
-#endif
-
-#include <tbb/parallel_for.h>
-
-#include "ClipperUtils.hpp"
-
-namespace Slic3r {
-namespace sla {
-
-// Bring back PI from the igl namespace
-using igl::PI;
-
-/* **************************************************************************
- * PointIndex implementation
- * ************************************************************************** */
-
-class PointIndex::Impl {
-public:
- using BoostIndex = boost::geometry::index::rtree< PointIndexEl,
- boost::geometry::index::rstar<16, 4> /* ? */ >;
-
- BoostIndex m_store;
-};
-
-PointIndex::PointIndex(): m_impl(new Impl()) {}
-PointIndex::~PointIndex() {}
-
-PointIndex::PointIndex(const PointIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
-PointIndex::PointIndex(PointIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
-
-PointIndex& PointIndex::operator=(const PointIndex &cpy)
-{
- m_impl.reset(new Impl(*cpy.m_impl));
- return *this;
-}
-
-PointIndex& PointIndex::operator=(PointIndex &&cpy)
-{
- m_impl.swap(cpy.m_impl);
- return *this;
-}
-
-void PointIndex::insert(const PointIndexEl &el)
-{
- m_impl->m_store.insert(el);
-}
-
-bool PointIndex::remove(const PointIndexEl& el)
-{
- return m_impl->m_store.remove(el) == 1;
-}
-
-std::vector<PointIndexEl>
-PointIndex::query(std::function<bool(const PointIndexEl &)> fn) const
-{
- namespace bgi = boost::geometry::index;
-
- std::vector<PointIndexEl> ret;
- m_impl->m_store.query(bgi::satisfies(fn), std::back_inserter(ret));
- return ret;
-}
-
-std::vector<PointIndexEl> PointIndex::nearest(const Vec3d &el, unsigned k = 1) const
-{
- namespace bgi = boost::geometry::index;
- std::vector<PointIndexEl> ret; ret.reserve(k);
- m_impl->m_store.query(bgi::nearest(el, k), std::back_inserter(ret));
- return ret;
-}
-
-size_t PointIndex::size() const
-{
- return m_impl->m_store.size();
-}
-
-void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn)
-{
- for(auto& el : m_impl->m_store) fn(el);
-}
-
-void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn) const
-{
- for(const auto &el : m_impl->m_store) fn(el);
-}
-
-/* **************************************************************************
- * BoxIndex implementation
- * ************************************************************************** */
-
-class BoxIndex::Impl {
-public:
- using BoostIndex = boost::geometry::index::
- rtree<BoxIndexEl, boost::geometry::index::rstar<16, 4> /* ? */>;
-
- BoostIndex m_store;
-};
-
-BoxIndex::BoxIndex(): m_impl(new Impl()) {}
-BoxIndex::~BoxIndex() {}
-
-BoxIndex::BoxIndex(const BoxIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
-BoxIndex::BoxIndex(BoxIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
-
-BoxIndex& BoxIndex::operator=(const BoxIndex &cpy)
-{
- m_impl.reset(new Impl(*cpy.m_impl));
- return *this;
-}
-
-BoxIndex& BoxIndex::operator=(BoxIndex &&cpy)
-{
- m_impl.swap(cpy.m_impl);
- return *this;
-}
-
-void BoxIndex::insert(const BoxIndexEl &el)
-{
- m_impl->m_store.insert(el);
-}
-
-bool BoxIndex::remove(const BoxIndexEl& el)
-{
- return m_impl->m_store.remove(el) == 1;
-}
-
-std::vector<BoxIndexEl> BoxIndex::query(const BoundingBox &qrbb,
- BoxIndex::QueryType qt)
-{
- namespace bgi = boost::geometry::index;
-
- std::vector<BoxIndexEl> ret; ret.reserve(m_impl->m_store.size());
-
- switch (qt) {
- case qtIntersects:
- m_impl->m_store.query(bgi::intersects(qrbb), std::back_inserter(ret));
- break;
- case qtWithin:
- m_impl->m_store.query(bgi::within(qrbb), std::back_inserter(ret));
- }
-
- return ret;
-}
-
-size_t BoxIndex::size() const
-{
- return m_impl->m_store.size();
-}
-
-void BoxIndex::foreach(std::function<void (const BoxIndexEl &)> fn)
-{
- for(auto& el : m_impl->m_store) fn(el);
-}
-
-
-/* ****************************************************************************
- * EigenMesh3D implementation
- * ****************************************************************************/
-
-class EigenMesh3D::AABBImpl: public igl::AABB<Eigen::MatrixXd, 3> {
-public:
-#ifdef SLIC3R_SLA_NEEDS_WINDTREE
- igl::WindingNumberAABB<Vec3d, Eigen::MatrixXd, Eigen::MatrixXi> windtree;
-#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
-};
-
-static const constexpr double MESH_EPS = 1e-6;
-
-void to_eigen_mesh(const TriangleMesh &tmesh, Eigen::MatrixXd &V, Eigen::MatrixXi &F)
-{
- const stl_file& stl = tmesh.stl;
-
- V.resize(3*stl.stats.number_of_facets, 3);
- F.resize(stl.stats.number_of_facets, 3);
- for (unsigned int i = 0; i < stl.stats.number_of_facets; ++i) {
- const stl_facet &facet = stl.facet_start[i];
- V.block<1, 3>(3 * i + 0, 0) = facet.vertex[0].cast<double>();
- V.block<1, 3>(3 * i + 1, 0) = facet.vertex[1].cast<double>();
- V.block<1, 3>(3 * i + 2, 0) = facet.vertex[2].cast<double>();
- F(i, 0) = int(3*i+0);
- F(i, 1) = int(3*i+1);
- F(i, 2) = int(3*i+2);
- }
-
- if (!tmesh.has_shared_vertices())
- {
- Eigen::MatrixXd rV;
- Eigen::MatrixXi rF;
- // We will convert this to a proper 3d mesh with no duplicate points.
- Eigen::VectorXi SVI, SVJ;
- igl::remove_duplicate_vertices(V, F, MESH_EPS, rV, SVI, SVJ, rF);
- V = std::move(rV);
- F = std::move(rF);
- }
-}
-
-void to_triangle_mesh(const Eigen::MatrixXd &V, const Eigen::MatrixXi &F, TriangleMesh &out)
-{
- Pointf3s points(size_t(V.rows()));
- std::vector<Vec3crd> facets(size_t(F.rows()));
-
- for (Eigen::Index i = 0; i < V.rows(); ++i)
- points[size_t(i)] = V.row(i);
-
- for (Eigen::Index i = 0; i < F.rows(); ++i)
- facets[size_t(i)] = F.row(i);
-
- out = {points, facets};
-}
-
-EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh): m_aabb(new AABBImpl()) {
- auto&& bb = tmesh.bounding_box();
- m_ground_level += bb.min(Z);
-
- to_eigen_mesh(tmesh, m_V, m_F);
-
- // Build the AABB accelaration tree
- m_aabb->init(m_V, m_F);
-#ifdef SLIC3R_SLA_NEEDS_WINDTREE
- m_aabb->windtree.set_mesh(m_V, m_F);
-#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
-}
-
-EigenMesh3D::~EigenMesh3D() {}
-
-EigenMesh3D::EigenMesh3D(const EigenMesh3D &other):
- m_V(other.m_V), m_F(other.m_F), m_ground_level(other.m_ground_level),
- m_aabb( new AABBImpl(*other.m_aabb) ) {}
-
-EigenMesh3D::EigenMesh3D(const Contour3D &other)
-{
- m_V.resize(Eigen::Index(other.points.size()), 3);
- m_F.resize(Eigen::Index(other.faces3.size() + 2 * other.faces4.size()), 3);
-
- for (Eigen::Index i = 0; i < Eigen::Index(other.points.size()); ++i)
- m_V.row(i) = other.points[size_t(i)];
-
- for (Eigen::Index i = 0; i < Eigen::Index(other.faces3.size()); ++i)
- m_F.row(i) = other.faces3[size_t(i)];
-
- size_t N = other.faces3.size() + 2 * other.faces4.size();
- for (size_t i = other.faces3.size(); i < N; i += 2) {
- size_t quad_idx = (i - other.faces3.size()) / 2;
- auto & quad = other.faces4[quad_idx];
- m_F.row(Eigen::Index(i)) = Vec3i{quad(0), quad(1), quad(2)};
- m_F.row(Eigen::Index(i + 1)) = Vec3i{quad(2), quad(3), quad(0)};
- }
-}
-
-EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
-{
- m_V = other.m_V;
- m_F = other.m_F;
- m_ground_level = other.m_ground_level;
- m_aabb.reset(new AABBImpl(*other.m_aabb)); return *this;
-}
-
-EigenMesh3D &EigenMesh3D::operator=(EigenMesh3D &&other) = default;
-
-EigenMesh3D::EigenMesh3D(EigenMesh3D &&other) = default;
-
-EigenMesh3D::hit_result
-EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
-{
- assert(is_approx(dir.norm(), 1.));
- igl::Hit hit;
- hit.t = std::numeric_limits<float>::infinity();
-
- if (m_holes.empty()) {
- m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
- hit_result ret(*this);
- ret.m_t = double(hit.t);
- ret.m_dir = dir;
- ret.m_source = s;
- if(!std::isinf(hit.t) && !std::isnan(hit.t))
- ret.m_normal = this->normal_by_face_id(hit.id);
-
- return ret;
- }
- else {
- // If there are holes, the hit_results will be made by
- // query_ray_hits (object) and filter_hits (holes):
- return filter_hits(query_ray_hits(s, dir));
- }
-}
-
-std::vector<EigenMesh3D::hit_result>
-EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
-{
- std::vector<EigenMesh3D::hit_result> outs;
- std::vector<igl::Hit> hits;
- m_aabb->intersect_ray(m_V, m_F, s, dir, hits);
-
- // The sort is necessary, the hits are not always sorted.
- std::sort(hits.begin(), hits.end(),
- [](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
-
- // Remove duplicates. They sometimes appear, for example when the ray is cast
- // along an axis of a cube due to floating-point approximations in igl (?)
- hits.erase(std::unique(hits.begin(), hits.end(),
- [](const igl::Hit& a, const igl::Hit& b)
- { return a.t == b.t; }),
- hits.end());
-
- // Convert the igl::Hit into hit_result
- outs.reserve(hits.size());
- for (const igl::Hit& hit : hits) {
- outs.emplace_back(EigenMesh3D::hit_result(*this));
- outs.back().m_t = double(hit.t);
- outs.back().m_dir = dir;
- outs.back().m_source = s;
- if(!std::isinf(hit.t) && !std::isnan(hit.t))
- outs.back().m_normal = this->normal_by_face_id(hit.id);
- }
-
- return outs;
-}
-
-EigenMesh3D::hit_result EigenMesh3D::filter_hits(
- const std::vector<EigenMesh3D::hit_result>& object_hits) const
-{
- assert(! m_holes.empty());
- hit_result out(*this);
-
- if (object_hits.empty())
- return out;
-
- const Vec3d& s = object_hits.front().source();
- const Vec3d& dir = object_hits.front().direction();
-
- // A helper struct to save an intersetion with a hole
- struct HoleHit {
- HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
- t(t_p), normal(normal_p), entry(entry_p) {}
- float t;
- Vec3d normal;
- bool entry;
- };
- std::vector<HoleHit> hole_isects;
- hole_isects.reserve(m_holes.size());
-
- auto sf = s.cast<float>();
- auto dirf = dir.cast<float>();
-
- // Collect hits on all holes, preserve information about entry/exit
- for (const sla::DrainHole& hole : m_holes) {
- std::array<std::pair<float, Vec3d>, 2> isects;
- if (hole.get_intersections(sf, dirf, isects)) {
- // Ignore hole hits behind the source
- if (isects[0].first > 0.f) hole_isects.emplace_back(isects[0].first, isects[0].second, true);
- if (isects[1].first > 0.f) hole_isects.emplace_back(isects[1].first, isects[1].second, false);
- }
- }
-
- // Holes can intersect each other, sort the hits by t
- std::sort(hole_isects.begin(), hole_isects.end(),
- [](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
-
- // Now inspect the intersections with object and holes, in the order of
- // increasing distance. Keep track how deep are we nested in mesh/holes and
- // pick the correct intersection.
- // This needs to be done twice - first to find out how deep in the structure
- // the source is, then to pick the correct intersection.
- int hole_nested = 0;
- int object_nested = 0;
- for (int dry_run=1; dry_run>=0; --dry_run) {
- hole_nested = -hole_nested;
- object_nested = -object_nested;
-
- bool is_hole = false;
- bool is_entry = false;
- const HoleHit* next_hole_hit = hole_isects.empty() ? nullptr : &hole_isects.front();
- const hit_result* next_mesh_hit = &object_hits.front();
-
- while (next_hole_hit || next_mesh_hit) {
- if (next_hole_hit && next_mesh_hit) // still have hole and obj hits
- is_hole = (next_hole_hit->t < next_mesh_hit->m_t);
- else
- is_hole = next_hole_hit; // one or the other ran out
-
- // Is this entry or exit hit?
- is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
-
- if (! dry_run) {
- if (! is_hole && hole_nested == 0) {
- // This is a valid object hit
- return *next_mesh_hit;
- }
- if (is_hole && ! is_entry && object_nested != 0) {
- // This holehit is the one we seek
- out.m_t = next_hole_hit->t;
- out.m_normal = next_hole_hit->normal;
- out.m_source = s;
- out.m_dir = dir;
- return out;
- }
- }
-
- // Increase/decrease the counter
- (is_hole ? hole_nested : object_nested) += (is_entry ? 1 : -1);
-
- // Advance the respective pointer
- if (is_hole && next_hole_hit++ == &hole_isects.back())
- next_hole_hit = nullptr;
- if (! is_hole && next_mesh_hit++ == &object_hits.back())
- next_mesh_hit = nullptr;
- }
- }
-
- // if we got here, the ray ended up in infinity
- return out;
-}
-
-#ifdef SLIC3R_SLA_NEEDS_WINDTREE
-EigenMesh3D::si_result EigenMesh3D::signed_distance(const Vec3d &p) const {
- double sign = 0; double sqdst = 0; int i = 0; Vec3d c;
- igl::signed_distance_winding_number(*m_aabb, m_V, m_F, m_aabb->windtree,
- p, sign, sqdst, i, c);
-
- return si_result(sign * std::sqrt(sqdst), i, c);
-}
-
-bool EigenMesh3D::inside(const Vec3d &p) const {
- return m_aabb->windtree.inside(p);
-}
-#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
-
-double EigenMesh3D::squared_distance(const Vec3d &p, int& i, Vec3d& c) const {
- double sqdst = 0;
- Eigen::Matrix<double, 1, 3> pp = p;
- Eigen::Matrix<double, 1, 3> cc;
- sqdst = m_aabb->squared_distance(m_V, m_F, pp, i, cc);
- c = cc;
- return sqdst;
-}
-
-/* ****************************************************************************
- * Misc functions
- * ****************************************************************************/
-
-namespace {
-
-bool point_on_edge(const Vec3d& p, const Vec3d& e1, const Vec3d& e2,
- double eps = 0.05)
-{
- using Line3D = Eigen::ParametrizedLine<double, 3>;
-
- auto line = Line3D::Through(e1, e2);
- double d = line.distance(p);
- return std::abs(d) < eps;
-}
-
-template<class Vec> double distance(const Vec& pp1, const Vec& pp2) {
- auto p = pp2 - pp1;
- return std::sqrt(p.transpose() * p);
-}
-
-}
-
-PointSet normals(const PointSet& points,
- const EigenMesh3D& mesh,
- double eps,
- std::function<void()> thr, // throw on cancel
- const std::vector<unsigned>& pt_indices)
-{
- if (points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
- return {};
-
- std::vector<unsigned> range = pt_indices;
- if (range.empty()) {
- range.resize(size_t(points.rows()), 0);
- std::iota(range.begin(), range.end(), 0);
- }
-
- PointSet ret(range.size(), 3);
-
- // for (size_t ridx = 0; ridx < range.size(); ++ridx)
- ccr::enumerate(
- range.begin(), range.end(),
- [&ret, &mesh, &points, thr, eps](unsigned el, size_t ridx) {
- thr();
- auto eidx = Eigen::Index(el);
- int faceid = 0;
- Vec3d p;
-
- mesh.squared_distance(points.row(eidx), faceid, p);
-
- auto trindex = mesh.F().row(faceid);
-
- const Vec3d &p1 = mesh.V().row(trindex(0));
- const Vec3d &p2 = mesh.V().row(trindex(1));
- const Vec3d &p3 = mesh.V().row(trindex(2));
-
- // We should check if the point lies on an edge of the hosting
- // triangle. If it does then all the other triangles using the
- // same two points have to be searched and the final normal should
- // be some kind of aggregation of the participating triangle
- // normals. We should also consider the cases where the support
- // point lies right on a vertex of its triangle. The procedure is
- // the same, get the neighbor triangles and calculate an average
- // normal.
-
- // mark the vertex indices of the edge. ia and ib marks and edge
- // ic will mark a single vertex.
- int ia = -1, ib = -1, ic = -1;
-
- if (std::abs(distance(p, p1)) < eps) {
- ic = trindex(0);
- } else if (std::abs(distance(p, p2)) < eps) {
- ic = trindex(1);
- } else if (std::abs(distance(p, p3)) < eps) {
- ic = trindex(2);
- } else if (point_on_edge(p, p1, p2, eps)) {
- ia = trindex(0);
- ib = trindex(1);
- } else if (point_on_edge(p, p2, p3, eps)) {
- ia = trindex(1);
- ib = trindex(2);
- } else if (point_on_edge(p, p1, p3, eps)) {
- ia = trindex(0);
- ib = trindex(2);
- }
-
- // vector for the neigboring triangles including the detected one.
- std::vector<Vec3i> neigh;
- if (ic >= 0) { // The point is right on a vertex of the triangle
- for (int n = 0; n < mesh.F().rows(); ++n) {
- thr();
- Vec3i ni = mesh.F().row(n);
- if ((ni(X) == ic || ni(Y) == ic || ni(Z) == ic))
- neigh.emplace_back(ni);
- }
- } else if (ia >= 0 && ib >= 0) { // the point is on and edge
- // now get all the neigboring triangles
- for (int n = 0; n < mesh.F().rows(); ++n) {
- thr();
- Vec3i ni = mesh.F().row(n);
- if ((ni(X) == ia || ni(Y) == ia || ni(Z) == ia) &&
- (ni(X) == ib || ni(Y) == ib || ni(Z) == ib))
- neigh.emplace_back(ni);
- }
- }
-
- // Calculate the normals for the neighboring triangles
- std::vector<Vec3d> neighnorms;
- neighnorms.reserve(neigh.size());
- for (const Vec3i &tri : neigh) {
- const Vec3d & pt1 = mesh.V().row(tri(0));
- const Vec3d & pt2 = mesh.V().row(tri(1));
- const Vec3d & pt3 = mesh.V().row(tri(2));
- Eigen::Vector3d U = pt2 - pt1;
- Eigen::Vector3d V = pt3 - pt1;
- neighnorms.emplace_back(U.cross(V).normalized());
- }
-
- // Throw out duplicates. They would cause trouble with summing. We
- // will use std::unique which works on sorted ranges. We will sort
- // by the coefficient-wise sum of the normals. It should force the
- // same elements to be consecutive.
- std::sort(neighnorms.begin(), neighnorms.end(),
- [](const Vec3d &v1, const Vec3d &v2) {
- return v1.sum() < v2.sum();
- });
-
- auto lend = std::unique(neighnorms.begin(), neighnorms.end(),
- [](const Vec3d &n1, const Vec3d &n2) {
- // Compare normals for equivalence.
- // This is controvers stuff.
- auto deq = [](double a, double b) {
- return std::abs(a - b) < 1e-3;
- };
- return deq(n1(X), n2(X)) &&
- deq(n1(Y), n2(Y)) &&
- deq(n1(Z), n2(Z));
- });
-
- if (!neighnorms.empty()) { // there were neighbors to count with
- // sum up the normals and then normalize the result again.
- // This unification seems to be enough.
- Vec3d sumnorm(0, 0, 0);
- sumnorm = std::accumulate(neighnorms.begin(), lend, sumnorm);
- sumnorm.normalize();
- ret.row(long(ridx)) = sumnorm;
- } else { // point lies safely within its triangle
- Eigen::Vector3d U = p2 - p1;
- Eigen::Vector3d V = p3 - p1;
- ret.row(long(ridx)) = U.cross(V).normalized();
- }
- });
-
- return ret;
-}
-
-namespace bgi = boost::geometry::index;
-using Index3D = bgi::rtree< PointIndexEl, bgi::rstar<16, 4> /* ? */ >;
-
-namespace {
-
-bool cmp_ptidx_elements(const PointIndexEl& e1, const PointIndexEl& e2)
-{
- return e1.second < e2.second;
-};
-
-ClusteredPoints cluster(Index3D &sindex,
- unsigned max_points,
- std::function<std::vector<PointIndexEl>(
- const Index3D &, const PointIndexEl &)> qfn)
-{
- using Elems = std::vector<PointIndexEl>;
-
- // Recursive function for visiting all the points in a given distance to
- // each other
- std::function<void(Elems&, Elems&)> group =
- [&sindex, &group, max_points, qfn](Elems& pts, Elems& cluster)
- {
- for(auto& p : pts) {
- std::vector<PointIndexEl> tmp = qfn(sindex, p);
-
- std::sort(tmp.begin(), tmp.end(), cmp_ptidx_elements);
-
- Elems newpts;
- std::set_difference(tmp.begin(), tmp.end(),
- cluster.begin(), cluster.end(),
- std::back_inserter(newpts), cmp_ptidx_elements);
-
- int c = max_points && newpts.size() + cluster.size() > max_points?
- int(max_points - cluster.size()) : int(newpts.size());
-
- cluster.insert(cluster.end(), newpts.begin(), newpts.begin() + c);
- std::sort(cluster.begin(), cluster.end(), cmp_ptidx_elements);
-
- if(!newpts.empty() && (!max_points || cluster.size() < max_points))
- group(newpts, cluster);
- }
- };
-
- std::vector<Elems> clusters;
- for(auto it = sindex.begin(); it != sindex.end();) {
- Elems cluster = {};
- Elems pts = {*it};
- group(pts, cluster);
-
- for(auto& c : cluster) sindex.remove(c);
- it = sindex.begin();
-
- clusters.emplace_back(cluster);
- }
-
- ClusteredPoints result;
- for(auto& cluster : clusters) {
- result.emplace_back();
- for(auto c : cluster) result.back().emplace_back(c.second);
- }
-
- return result;
-}
-
-std::vector<PointIndexEl> distance_queryfn(const Index3D& sindex,
- const PointIndexEl& p,
- double dist,
- unsigned max_points)
-{
- std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
- sindex.query(
- bgi::nearest(p.first, max_points),
- std::back_inserter(tmp)
- );
-
- for(auto it = tmp.begin(); it < tmp.end(); ++it)
- if(distance(p.first, it->first) > dist) it = tmp.erase(it);
-
- return tmp;
-}
-
-} // namespace
-
-// Clustering a set of points by the given criteria
-ClusteredPoints cluster(
- const std::vector<unsigned>& indices,
- std::function<Vec3d(unsigned)> pointfn,
- double dist,
- unsigned max_points)
-{
- // A spatial index for querying the nearest points
- Index3D sindex;
-
- // Build the index
- for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
-
- return cluster(sindex, max_points,
- [dist, max_points](const Index3D& sidx, const PointIndexEl& p)
- {
- return distance_queryfn(sidx, p, dist, max_points);
- });
-}
-
-// Clustering a set of points by the given criteria
-ClusteredPoints cluster(
- const std::vector<unsigned>& indices,
- std::function<Vec3d(unsigned)> pointfn,
- std::function<bool(const PointIndexEl&, const PointIndexEl&)> predicate,
- unsigned max_points)
-{
- // A spatial index for querying the nearest points
- Index3D sindex;
-
- // Build the index
- for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
-
- return cluster(sindex, max_points,
- [max_points, predicate](const Index3D& sidx, const PointIndexEl& p)
- {
- std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
- sidx.query(bgi::satisfies([p, predicate](const PointIndexEl& e){
- return predicate(p, e);
- }), std::back_inserter(tmp));
- return tmp;
- });
-}
-
-ClusteredPoints cluster(const PointSet& pts, double dist, unsigned max_points)
-{
- // A spatial index for querying the nearest points
- Index3D sindex;
-
- // Build the index
- for(Eigen::Index i = 0; i < pts.rows(); i++)
- sindex.insert(std::make_pair(Vec3d(pts.row(i)), unsigned(i)));
-
- return cluster(sindex, max_points,
- [dist, max_points](const Index3D& sidx, const PointIndexEl& p)
- {
- return distance_queryfn(sidx, p, dist, max_points);
- });
-}
-
-} // namespace sla
-} // namespace Slic3r