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Diffstat (limited to 'src/libslic3r/TriangleMesh.cpp')
-rw-r--r--src/libslic3r/TriangleMesh.cpp1888
1 files changed, 1888 insertions, 0 deletions
diff --git a/src/libslic3r/TriangleMesh.cpp b/src/libslic3r/TriangleMesh.cpp
new file mode 100644
index 000000000..4bf13330f
--- /dev/null
+++ b/src/libslic3r/TriangleMesh.cpp
@@ -0,0 +1,1888 @@
+#include "TriangleMesh.hpp"
+#include "ClipperUtils.hpp"
+#include "Geometry.hpp"
+#include "qhull/src/libqhullcpp/Qhull.h"
+#include "qhull/src/libqhullcpp/QhullFacetList.h"
+#include "qhull/src/libqhullcpp/QhullVertexSet.h"
+#include <cmath>
+#include <deque>
+#include <queue>
+#include <set>
+#include <vector>
+#include <map>
+#include <utility>
+#include <algorithm>
+#include <math.h>
+#include <type_traits>
+
+#include <boost/log/trivial.hpp>
+
+#include <tbb/parallel_for.h>
+
+#include <Eigen/Dense>
+
+// for SLIC3R_DEBUG_SLICE_PROCESSING
+#include "libslic3r.h"
+
+#if 0
+ #define DEBUG
+ #define _DEBUG
+ #undef NDEBUG
+ #define SLIC3R_DEBUG
+// #define SLIC3R_TRIANGLEMESH_DEBUG
+#endif
+
+#include <assert.h>
+
+#if defined(SLIC3R_DEBUG) || defined(SLIC3R_DEBUG_SLICE_PROCESSING)
+#include "SVG.hpp"
+#endif
+
+namespace Slic3r {
+
+TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Vec3crd>& facets )
+ : repaired(false)
+{
+ stl_initialize(&this->stl);
+ stl_file &stl = this->stl;
+ stl.error = 0;
+ stl.stats.type = inmemory;
+
+ // count facets and allocate memory
+ stl.stats.number_of_facets = facets.size();
+ stl.stats.original_num_facets = stl.stats.number_of_facets;
+ stl_allocate(&stl);
+
+ for (int i = 0; i < stl.stats.number_of_facets; i++) {
+ stl_facet facet;
+ facet.vertex[0] = points[facets[i](0)].cast<float>();
+ facet.vertex[1] = points[facets[i](1)].cast<float>();
+ facet.vertex[2] = points[facets[i](2)].cast<float>();
+ facet.extra[0] = 0;
+ facet.extra[1] = 0;
+
+ stl_normal normal;
+ stl_calculate_normal(normal, &facet);
+ stl_normalize_vector(normal);
+ facet.normal = normal;
+
+ stl.facet_start[i] = facet;
+ }
+ stl_get_size(&stl);
+}
+
+TriangleMesh& TriangleMesh::operator=(const TriangleMesh &other)
+{
+ stl_close(&this->stl);
+ this->stl = other.stl;
+ this->repaired = other.repaired;
+ this->stl.heads = nullptr;
+ this->stl.tail = nullptr;
+ this->stl.error = other.stl.error;
+ if (other.stl.facet_start != nullptr) {
+ this->stl.facet_start = (stl_facet*)calloc(other.stl.stats.number_of_facets, sizeof(stl_facet));
+ std::copy(other.stl.facet_start, other.stl.facet_start + other.stl.stats.number_of_facets, this->stl.facet_start);
+ }
+ if (other.stl.neighbors_start != nullptr) {
+ this->stl.neighbors_start = (stl_neighbors*)calloc(other.stl.stats.number_of_facets, sizeof(stl_neighbors));
+ std::copy(other.stl.neighbors_start, other.stl.neighbors_start + other.stl.stats.number_of_facets, this->stl.neighbors_start);
+ }
+ if (other.stl.v_indices != nullptr) {
+ this->stl.v_indices = (v_indices_struct*)calloc(other.stl.stats.number_of_facets, sizeof(v_indices_struct));
+ std::copy(other.stl.v_indices, other.stl.v_indices + other.stl.stats.number_of_facets, this->stl.v_indices);
+ }
+ if (other.stl.v_shared != nullptr) {
+ this->stl.v_shared = (stl_vertex*)calloc(other.stl.stats.shared_vertices, sizeof(stl_vertex));
+ std::copy(other.stl.v_shared, other.stl.v_shared + other.stl.stats.shared_vertices, this->stl.v_shared);
+ }
+ return *this;
+}
+
+void TriangleMesh::repair()
+{
+ if (this->repaired) return;
+
+ // admesh fails when repairing empty meshes
+ if (this->stl.stats.number_of_facets == 0) return;
+
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() started";
+
+ // checking exact
+ stl_check_facets_exact(&stl);
+ stl.stats.facets_w_1_bad_edge = (stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge);
+ stl.stats.facets_w_2_bad_edge = (stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge);
+ stl.stats.facets_w_3_bad_edge = (stl.stats.number_of_facets - stl.stats.connected_facets_1_edge);
+
+ // checking nearby
+ //int last_edges_fixed = 0;
+ float tolerance = stl.stats.shortest_edge;
+ float increment = stl.stats.bounding_diameter / 10000.0;
+ int iterations = 2;
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ for (int i = 0; i < iterations; i++) {
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ //printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
+ stl_check_facets_nearby(&stl, tolerance);
+ //printf(" Fixed %d edges.\n", stl.stats.edges_fixed - last_edges_fixed);
+ //last_edges_fixed = stl.stats.edges_fixed;
+ tolerance += increment;
+ } else {
+ break;
+ }
+ }
+ }
+
+ // remove_unconnected
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ stl_remove_unconnected_facets(&stl);
+ }
+
+ // fill_holes
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ stl_fill_holes(&stl);
+ stl_clear_error(&stl);
+ }
+
+ // normal_directions
+ stl_fix_normal_directions(&stl);
+
+ // normal_values
+ stl_fix_normal_values(&stl);
+
+ // always calculate the volume and reverse all normals if volume is negative
+ stl_calculate_volume(&stl);
+
+ // neighbors
+ stl_verify_neighbors(&stl);
+
+ this->repaired = true;
+
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMesh::repair() finished";
+}
+
+float TriangleMesh::volume()
+{
+ if (this->stl.stats.volume == -1)
+ stl_calculate_volume(&this->stl);
+ return this->stl.stats.volume;
+}
+
+void TriangleMesh::check_topology()
+{
+ // checking exact
+ stl_check_facets_exact(&stl);
+ stl.stats.facets_w_1_bad_edge = (stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge);
+ stl.stats.facets_w_2_bad_edge = (stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge);
+ stl.stats.facets_w_3_bad_edge = (stl.stats.number_of_facets - stl.stats.connected_facets_1_edge);
+
+ // checking nearby
+ //int last_edges_fixed = 0;
+ float tolerance = stl.stats.shortest_edge;
+ float increment = stl.stats.bounding_diameter / 10000.0;
+ int iterations = 2;
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ for (int i = 0; i < iterations; i++) {
+ if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
+ //printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
+ stl_check_facets_nearby(&stl, tolerance);
+ //printf(" Fixed %d edges.\n", stl.stats.edges_fixed - last_edges_fixed);
+ //last_edges_fixed = stl.stats.edges_fixed;
+ tolerance += increment;
+ } else {
+ break;
+ }
+ }
+ }
+}
+
+void TriangleMesh::reset_repair_stats() {
+ this->stl.stats.degenerate_facets = 0;
+ this->stl.stats.edges_fixed = 0;
+ this->stl.stats.facets_removed = 0;
+ this->stl.stats.facets_added = 0;
+ this->stl.stats.facets_reversed = 0;
+ this->stl.stats.backwards_edges = 0;
+ this->stl.stats.normals_fixed = 0;
+}
+
+bool TriangleMesh::needed_repair() const
+{
+ return this->stl.stats.degenerate_facets > 0
+ || this->stl.stats.edges_fixed > 0
+ || this->stl.stats.facets_removed > 0
+ || this->stl.stats.facets_added > 0
+ || this->stl.stats.facets_reversed > 0
+ || this->stl.stats.backwards_edges > 0;
+}
+
+void TriangleMesh::WriteOBJFile(char* output_file)
+{
+ stl_generate_shared_vertices(&stl);
+ stl_write_obj(&stl, output_file);
+}
+
+void TriangleMesh::scale(float factor)
+{
+ stl_scale(&(this->stl), factor);
+ stl_invalidate_shared_vertices(&this->stl);
+}
+
+void TriangleMesh::scale(const Vec3d &versor)
+{
+ stl_scale_versor(&this->stl, versor.cast<float>());
+ stl_invalidate_shared_vertices(&this->stl);
+}
+
+void TriangleMesh::translate(float x, float y, float z)
+{
+ if (x == 0.f && y == 0.f && z == 0.f)
+ return;
+ stl_translate_relative(&(this->stl), x, y, z);
+ stl_invalidate_shared_vertices(&this->stl);
+}
+
+void TriangleMesh::rotate(float angle, const Axis &axis)
+{
+ if (angle == 0.f)
+ return;
+
+ // admesh uses degrees
+ angle = Slic3r::Geometry::rad2deg(angle);
+
+ if (axis == X) {
+ stl_rotate_x(&(this->stl), angle);
+ } else if (axis == Y) {
+ stl_rotate_y(&(this->stl), angle);
+ } else if (axis == Z) {
+ stl_rotate_z(&(this->stl), angle);
+ }
+ stl_invalidate_shared_vertices(&this->stl);
+}
+
+void TriangleMesh::rotate(float angle, const Vec3d& axis)
+{
+ if (angle == 0.f)
+ return;
+
+ Vec3f axis_norm = axis.cast<float>().normalized();
+ Transform3f m = Transform3f::Identity();
+ m.rotate(Eigen::AngleAxisf(angle, axis_norm));
+ stl_transform(&stl, m);
+}
+
+void TriangleMesh::mirror(const Axis &axis)
+{
+ if (axis == X) {
+ stl_mirror_yz(&this->stl);
+ } else if (axis == Y) {
+ stl_mirror_xz(&this->stl);
+ } else if (axis == Z) {
+ stl_mirror_xy(&this->stl);
+ }
+ stl_invalidate_shared_vertices(&this->stl);
+}
+
+void TriangleMesh::transform(const Transform3f& t)
+{
+ stl_transform(&stl, t);
+}
+
+void TriangleMesh::align_to_origin()
+{
+ this->translate(
+ - this->stl.stats.min(0),
+ - this->stl.stats.min(1),
+ - this->stl.stats.min(2));
+}
+
+void TriangleMesh::rotate(double angle, Point* center)
+{
+ if (angle == 0.)
+ return;
+ Vec2f c = center->cast<float>();
+ this->translate(-c(0), -c(1), 0);
+ stl_rotate_z(&(this->stl), (float)angle);
+ this->translate(c(0), c(1), 0);
+}
+
+bool TriangleMesh::has_multiple_patches() const
+{
+ // we need neighbors
+ if (!this->repaired)
+ throw std::runtime_error("split() requires repair()");
+
+ if (this->stl.stats.number_of_facets == 0)
+ return false;
+
+ std::vector<int> facet_queue(this->stl.stats.number_of_facets, 0);
+ std::vector<char> facet_visited(this->stl.stats.number_of_facets, false);
+ int facet_queue_cnt = 1;
+ facet_queue[0] = 0;
+ facet_visited[0] = true;
+ while (facet_queue_cnt > 0) {
+ int facet_idx = facet_queue[-- facet_queue_cnt];
+ facet_visited[facet_idx] = true;
+ for (int j = 0; j < 3; ++ j) {
+ int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
+ if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
+ facet_queue[facet_queue_cnt ++] = neighbor_idx;
+ }
+ }
+
+ // If any of the face was not visited at the first time, return "multiple bodies".
+ for (int facet_idx = 0; facet_idx < this->stl.stats.number_of_facets; ++ facet_idx)
+ if (! facet_visited[facet_idx])
+ return true;
+ return false;
+}
+
+size_t TriangleMesh::number_of_patches() const
+{
+ // we need neighbors
+ if (!this->repaired)
+ throw std::runtime_error("split() requires repair()");
+
+ if (this->stl.stats.number_of_facets == 0)
+ return false;
+
+ std::vector<int> facet_queue(this->stl.stats.number_of_facets, 0);
+ std::vector<char> facet_visited(this->stl.stats.number_of_facets, false);
+ int facet_queue_cnt = 0;
+ size_t num_bodies = 0;
+ for (;;) {
+ // Find a seeding triangle for a new body.
+ int facet_idx = 0;
+ for (; facet_idx < this->stl.stats.number_of_facets; ++ facet_idx)
+ if (! facet_visited[facet_idx]) {
+ // A seed triangle was found.
+ facet_queue[facet_queue_cnt ++] = facet_idx;
+ facet_visited[facet_idx] = true;
+ break;
+ }
+ if (facet_idx == this->stl.stats.number_of_facets)
+ // No seed found.
+ break;
+ ++ num_bodies;
+ while (facet_queue_cnt > 0) {
+ int facet_idx = facet_queue[-- facet_queue_cnt];
+ facet_visited[facet_idx] = true;
+ for (int j = 0; j < 3; ++ j) {
+ int neighbor_idx = this->stl.neighbors_start[facet_idx].neighbor[j];
+ if (neighbor_idx != -1 && ! facet_visited[neighbor_idx])
+ facet_queue[facet_queue_cnt ++] = neighbor_idx;
+ }
+ }
+ }
+
+ return num_bodies;
+}
+
+TriangleMeshPtrs TriangleMesh::split() const
+{
+ TriangleMeshPtrs meshes;
+ std::vector<unsigned char> facet_visited(this->stl.stats.number_of_facets, false);
+
+ // we need neighbors
+ if (!this->repaired)
+ throw std::runtime_error("split() requires repair()");
+
+ // loop while we have remaining facets
+ for (;;) {
+ // get the first facet
+ std::queue<int> facet_queue;
+ std::deque<int> facets;
+ for (int facet_idx = 0; facet_idx < this->stl.stats.number_of_facets; facet_idx++) {
+ if (! facet_visited[facet_idx]) {
+ // if facet was not seen put it into queue and start searching
+ facet_queue.push(facet_idx);
+ break;
+ }
+ }
+ if (facet_queue.empty())
+ break;
+
+ while (! facet_queue.empty()) {
+ int facet_idx = facet_queue.front();
+ facet_queue.pop();
+ if (! facet_visited[facet_idx]) {
+ facets.emplace_back(facet_idx);
+ for (int j = 0; j < 3; ++ j)
+ facet_queue.push(this->stl.neighbors_start[facet_idx].neighbor[j]);
+ facet_visited[facet_idx] = true;
+ }
+ }
+
+ TriangleMesh* mesh = new TriangleMesh;
+ meshes.emplace_back(mesh);
+ mesh->stl.stats.type = inmemory;
+ mesh->stl.stats.number_of_facets = facets.size();
+ mesh->stl.stats.original_num_facets = mesh->stl.stats.number_of_facets;
+ stl_clear_error(&mesh->stl);
+ stl_allocate(&mesh->stl);
+
+ bool first = true;
+ for (std::deque<int>::const_iterator facet = facets.begin(); facet != facets.end(); ++ facet) {
+ mesh->stl.facet_start[facet - facets.begin()] = this->stl.facet_start[*facet];
+ stl_facet_stats(&mesh->stl, this->stl.facet_start[*facet], first);
+ }
+ }
+
+ return meshes;
+}
+
+void TriangleMesh::merge(const TriangleMesh &mesh)
+{
+ // reset stats and metadata
+ int number_of_facets = this->stl.stats.number_of_facets;
+ stl_invalidate_shared_vertices(&this->stl);
+ this->repaired = false;
+
+ // update facet count and allocate more memory
+ this->stl.stats.number_of_facets = number_of_facets + mesh.stl.stats.number_of_facets;
+ this->stl.stats.original_num_facets = this->stl.stats.number_of_facets;
+ stl_reallocate(&this->stl);
+
+ // copy facets
+ for (int i = 0; i < mesh.stl.stats.number_of_facets; i++) {
+ this->stl.facet_start[number_of_facets + i] = mesh.stl.facet_start[i];
+ }
+
+ // update size
+ stl_get_size(&this->stl);
+}
+
+// Calculate projection of the mesh into the XY plane, in scaled coordinates.
+//FIXME This could be extremely slow! Use it for tiny meshes only!
+ExPolygons TriangleMesh::horizontal_projection() const
+{
+ Polygons pp;
+ pp.reserve(this->stl.stats.number_of_facets);
+ for (int i = 0; i < this->stl.stats.number_of_facets; i++) {
+ stl_facet* facet = &this->stl.facet_start[i];
+ Polygon p;
+ p.points.resize(3);
+ p.points[0] = Point::new_scale(facet->vertex[0](0), facet->vertex[0](1));
+ p.points[1] = Point::new_scale(facet->vertex[1](0), facet->vertex[1](1));
+ p.points[2] = Point::new_scale(facet->vertex[2](0), facet->vertex[2](1));
+ p.make_counter_clockwise(); // do this after scaling, as winding order might change while doing that
+ pp.emplace_back(p);
+ }
+
+ // the offset factor was tuned using groovemount.stl
+ return union_ex(offset(pp, scale_(0.01)), true);
+}
+
+const float* TriangleMesh::first_vertex() const
+{
+ return this->stl.facet_start ? &this->stl.facet_start->vertex[0](0) : nullptr;
+}
+
+Polygon TriangleMesh::convex_hull()
+{
+ this->require_shared_vertices();
+ Points pp;
+ pp.reserve(this->stl.stats.shared_vertices);
+ for (int i = 0; i < this->stl.stats.shared_vertices; ++ i) {
+ const stl_vertex &v = this->stl.v_shared[i];
+ pp.emplace_back(Point::new_scale(v(0), v(1)));
+ }
+ return Slic3r::Geometry::convex_hull(pp);
+}
+
+BoundingBoxf3 TriangleMesh::bounding_box() const
+{
+ BoundingBoxf3 bb;
+ bb.defined = true;
+ bb.min = this->stl.stats.min.cast<double>();
+ bb.max = this->stl.stats.max.cast<double>();
+ return bb;
+}
+
+BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d& t) const
+{
+ bool has_shared = (stl.v_shared != nullptr);
+ if (!has_shared)
+ stl_generate_shared_vertices(&stl);
+
+ unsigned int vertices_count = (stl.stats.shared_vertices > 0) ? (unsigned int)stl.stats.shared_vertices : 3 * (unsigned int)stl.stats.number_of_facets;
+
+ if (vertices_count == 0)
+ return BoundingBoxf3();
+
+ Eigen::MatrixXd src_vertices(3, vertices_count);
+
+ if (stl.stats.shared_vertices > 0)
+ {
+ stl_vertex* vertex_ptr = stl.v_shared;
+ for (int i = 0; i < stl.stats.shared_vertices; ++i)
+ {
+ src_vertices(0, i) = (double)(*vertex_ptr)(0);
+ src_vertices(1, i) = (double)(*vertex_ptr)(1);
+ src_vertices(2, i) = (double)(*vertex_ptr)(2);
+ vertex_ptr += 1;
+ }
+ }
+ else
+ {
+ stl_facet* facet_ptr = stl.facet_start;
+ unsigned int v_id = 0;
+ while (facet_ptr < stl.facet_start + stl.stats.number_of_facets)
+ {
+ for (int i = 0; i < 3; ++i)
+ {
+ src_vertices(0, v_id) = (double)facet_ptr->vertex[i](0);
+ src_vertices(1, v_id) = (double)facet_ptr->vertex[i](1);
+ src_vertices(2, v_id) = (double)facet_ptr->vertex[i](2);
+ ++v_id;
+ }
+ facet_ptr += 1;
+ }
+ }
+
+ if (!has_shared && (stl.stats.shared_vertices > 0))
+ stl_invalidate_shared_vertices(&stl);
+
+ Eigen::MatrixXd dst_vertices(3, vertices_count);
+ dst_vertices = t * src_vertices.colwise().homogeneous();
+
+ Vec3d v_min(dst_vertices(0, 0), dst_vertices(1, 0), dst_vertices(2, 0));
+ Vec3d v_max = v_min;
+
+ for (int i = 1; i < vertices_count; ++i)
+ {
+ for (int j = 0; j < 3; ++j)
+ {
+ v_min(j) = std::min(v_min(j), dst_vertices(j, i));
+ v_max(j) = std::max(v_max(j), dst_vertices(j, i));
+ }
+ }
+
+ return BoundingBoxf3(v_min, v_max);
+}
+
+TriangleMesh TriangleMesh::convex_hull_3d() const
+{
+ // Helper struct for qhull:
+ struct PointForQHull{
+ PointForQHull(float x_p, float y_p, float z_p) : x((realT)x_p), y((realT)y_p), z((realT)z_p) {}
+ realT x, y, z;
+ };
+ std::vector<PointForQHull> src_vertices;
+
+ // We will now fill the vector with input points for computation:
+ stl_facet* facet_ptr = stl.facet_start;
+ while (facet_ptr < stl.facet_start + stl.stats.number_of_facets)
+ {
+ for (int i = 0; i < 3; ++i)
+ {
+ const stl_vertex& v = facet_ptr->vertex[i];
+ src_vertices.emplace_back(v(0), v(1), v(2));
+ }
+
+ facet_ptr += 1;
+ }
+
+ // The qhull call:
+ orgQhull::Qhull qhull;
+ qhull.disableOutputStream(); // we want qhull to be quiet
+ try
+ {
+ qhull.runQhull("", 3, (int)src_vertices.size(), (const realT*)(src_vertices.data()), "Qt");
+ }
+ catch (...)
+ {
+ std::cout << "Unable to create convex hull" << std::endl;
+ return TriangleMesh();
+ }
+
+ // Let's collect results:
+ Pointf3s dst_vertices;
+ std::vector<Vec3crd> facets;
+ auto facet_list = qhull.facetList().toStdVector();
+ for (const orgQhull::QhullFacet& facet : facet_list)
+ { // iterate through facets
+ orgQhull::QhullVertexSet vertices = facet.vertices();
+ for (int i = 0; i < 3; ++i)
+ { // iterate through facet's vertices
+
+ orgQhull::QhullPoint p = vertices[i].point();
+ const float* coords = p.coordinates();
+ dst_vertices.emplace_back(coords[0], coords[1], coords[2]);
+ }
+ unsigned int size = (unsigned int)dst_vertices.size();
+ facets.emplace_back(size - 3, size - 2, size - 1);
+ }
+
+ TriangleMesh output_mesh(dst_vertices, facets);
+ output_mesh.repair();
+ output_mesh.require_shared_vertices();
+ return output_mesh;
+}
+
+void TriangleMesh::require_shared_vertices()
+{
+ BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - start";
+ if (!this->repaired)
+ this->repair();
+ if (this->stl.v_shared == NULL) {
+ BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - stl_generate_shared_vertices";
+ stl_generate_shared_vertices(&(this->stl));
+ }
+#ifdef _DEBUG
+ // Verify validity of neighborship data.
+ for (int facet_idx = 0; facet_idx < stl.stats.number_of_facets; ++facet_idx) {
+ const stl_neighbors &nbr = stl.neighbors_start[facet_idx];
+ const int *vertices = stl.v_indices[facet_idx].vertex;
+ for (int nbr_idx = 0; nbr_idx < 3; ++nbr_idx) {
+ int nbr_face = this->stl.neighbors_start[facet_idx].neighbor[nbr_idx];
+ if (nbr_face != -1) {
+ assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[(nbr_idx + 1) % 3]);
+ assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[nbr_idx]);
+ }
+ }
+ }
+#endif /* _DEBUG */
+ BOOST_LOG_TRIVIAL(trace) << "TriangleMeshSlicer::require_shared_vertices - end";
+}
+
+void TriangleMeshSlicer::init(TriangleMesh *_mesh, throw_on_cancel_callback_type throw_on_cancel)
+{
+ mesh = _mesh;
+ _mesh->require_shared_vertices();
+ throw_on_cancel();
+ facets_edges.assign(_mesh->stl.stats.number_of_facets * 3, -1);
+ v_scaled_shared.assign(_mesh->stl.v_shared, _mesh->stl.v_shared + _mesh->stl.stats.shared_vertices);
+ // Scale the copied vertices.
+ for (int i = 0; i < this->mesh->stl.stats.shared_vertices; ++ i)
+ this->v_scaled_shared[i] *= float(1. / SCALING_FACTOR);
+
+ // Create a mapping from triangle edge into face.
+ struct EdgeToFace {
+ // Index of the 1st vertex of the triangle edge. vertex_low <= vertex_high.
+ int vertex_low;
+ // Index of the 2nd vertex of the triangle edge.
+ int vertex_high;
+ // Index of a triangular face.
+ int face;
+ // Index of edge in the face, starting with 1. Negative indices if the edge was stored reverse in (vertex_low, vertex_high).
+ int face_edge;
+ bool operator==(const EdgeToFace &other) const { return vertex_low == other.vertex_low && vertex_high == other.vertex_high; }
+ bool operator<(const EdgeToFace &other) const { return vertex_low < other.vertex_low || (vertex_low == other.vertex_low && vertex_high < other.vertex_high); }
+ };
+ std::vector<EdgeToFace> edges_map;
+ edges_map.assign(this->mesh->stl.stats.number_of_facets * 3, EdgeToFace());
+ for (int facet_idx = 0; facet_idx < this->mesh->stl.stats.number_of_facets; ++ facet_idx)
+ for (int i = 0; i < 3; ++ i) {
+ EdgeToFace &e2f = edges_map[facet_idx*3+i];
+ e2f.vertex_low = this->mesh->stl.v_indices[facet_idx].vertex[i];
+ e2f.vertex_high = this->mesh->stl.v_indices[facet_idx].vertex[(i + 1) % 3];
+ e2f.face = facet_idx;
+ // 1 based indexing, to be always strictly positive.
+ e2f.face_edge = i + 1;
+ if (e2f.vertex_low > e2f.vertex_high) {
+ // Sort the vertices
+ std::swap(e2f.vertex_low, e2f.vertex_high);
+ // and make the face_edge negative to indicate a flipped edge.
+ e2f.face_edge = - e2f.face_edge;
+ }
+ }
+ throw_on_cancel();
+ std::sort(edges_map.begin(), edges_map.end());
+
+ // Assign a unique common edge id to touching triangle edges.
+ int num_edges = 0;
+ for (size_t i = 0; i < edges_map.size(); ++ i) {
+ EdgeToFace &edge_i = edges_map[i];
+ if (edge_i.face == -1)
+ // This edge has been connected to some neighbor already.
+ continue;
+ // Unconnected edge. Find its neighbor with the correct orientation.
+ size_t j;
+ bool found = false;
+ for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
+ if (edge_i.face_edge * edges_map[j].face_edge < 0 && edges_map[j].face != -1) {
+ // Faces touching with opposite oriented edges and none of the edges is connected yet.
+ found = true;
+ break;
+ }
+ if (! found) {
+ //FIXME Vojtech: Trying to find an edge with equal orientation. This smells.
+ // admesh can assign the same edge ID to more than two facets (which is
+ // still topologically correct), so we have to search for a duplicate of
+ // this edge too in case it was already seen in this orientation
+ for (j = i + 1; j < edges_map.size() && edge_i == edges_map[j]; ++ j)
+ if (edges_map[j].face != -1) {
+ // Faces touching with equally oriented edges and none of the edges is connected yet.
+ found = true;
+ break;
+ }
+ }
+ // Assign an edge index to the 1st face.
+ this->facets_edges[edge_i.face * 3 + std::abs(edge_i.face_edge) - 1] = num_edges;
+ if (found) {
+ EdgeToFace &edge_j = edges_map[j];
+ this->facets_edges[edge_j.face * 3 + std::abs(edge_j.face_edge) - 1] = num_edges;
+ // Mark the edge as connected.
+ edge_j.face = -1;
+ }
+ ++ num_edges;
+ if ((i & 0x0ffff) == 0)
+ throw_on_cancel();
+ }
+}
+
+void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons>* layers, throw_on_cancel_callback_type throw_on_cancel) const
+{
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::slice";
+
+ /*
+ This method gets called with a list of unscaled Z coordinates and outputs
+ a vector pointer having the same number of items as the original list.
+ Each item is a vector of polygons created by slicing our mesh at the
+ given heights.
+
+ This method should basically combine the behavior of the existing
+ Perl methods defined in lib/Slic3r/TriangleMesh.pm:
+
+ - analyze(): this creates the 'facets_edges' and the 'edges_facets'
+ tables (we don't need the 'edges' table)
+
+ - slice_facet(): this has to be done for each facet. It generates
+ intersection lines with each plane identified by the Z list.
+ The get_layer_range() binary search used to identify the Z range
+ of the facet is already ported to C++ (see Object.xsp)
+
+ - make_loops(): this has to be done for each layer. It creates polygons
+ from the lines generated by the previous step.
+
+ At the end, we free the tables generated by analyze() as we don't
+ need them anymore.
+
+ NOTE: this method accepts a vector of floats because the mesh coordinate
+ type is float.
+ */
+
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::_slice_do";
+ std::vector<IntersectionLines> lines(z.size());
+ {
+ boost::mutex lines_mutex;
+ tbb::parallel_for(
+ tbb::blocked_range<int>(0,this->mesh->stl.stats.number_of_facets),
+ [&lines, &lines_mutex, &z, throw_on_cancel, this](const tbb::blocked_range<int>& range) {
+ for (int facet_idx = range.begin(); facet_idx < range.end(); ++ facet_idx) {
+ if ((facet_idx & 0x0ffff) == 0)
+ throw_on_cancel();
+ this->_slice_do(facet_idx, &lines, &lines_mutex, z);
+ }
+ }
+ );
+ }
+ throw_on_cancel();
+
+ // v_scaled_shared could be freed here
+
+ // build loops
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::_make_loops_do";
+ layers->resize(z.size());
+ tbb::parallel_for(
+ tbb::blocked_range<size_t>(0, z.size()),
+ [&lines, &layers, throw_on_cancel, this](const tbb::blocked_range<size_t>& range) {
+ for (size_t line_idx = range.begin(); line_idx < range.end(); ++ line_idx) {
+ if ((line_idx & 0x0ffff) == 0)
+ throw_on_cancel();
+ this->make_loops(lines[line_idx], &(*layers)[line_idx]);
+ }
+ }
+ );
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::slice finished";
+
+#ifdef SLIC3R_DEBUG
+ {
+ static int iRun = 0;
+ for (size_t i = 0; i < z.size(); ++ i) {
+ Polygons &polygons = (*layers)[i];
+ ExPolygons expolygons = union_ex(polygons, true);
+ SVG::export_expolygons(debug_out_path("slice_%d_%d.svg", iRun, i).c_str(), expolygons);
+ {
+ BoundingBox bbox;
+ for (const IntersectionLine &l : lines[i]) {
+ bbox.merge(l.a);
+ bbox.merge(l.b);
+ }
+ SVG svg(debug_out_path("slice_loops_%d_%d.svg", iRun, i).c_str(), bbox);
+ svg.draw(expolygons);
+ for (const IntersectionLine &l : lines[i])
+ svg.draw(l, "red", 0);
+ svg.draw_outline(expolygons, "black", "blue", 0);
+ svg.Close();
+ }
+#if 0
+//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
+ for (Polygon &poly : polygons) {
+ for (size_t i = 1; i < poly.points.size(); ++ i)
+ assert(poly.points[i-1] != poly.points[i]);
+ assert(poly.points.front() != poly.points.back());
+ }
+#endif
+ }
+ ++ iRun;
+ }
+#endif
+}
+
+void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLines>* lines, boost::mutex* lines_mutex,
+ const std::vector<float> &z) const
+{
+ const stl_facet &facet = this->mesh->stl.facet_start[facet_idx];
+
+ // find facet extents
+ const float min_z = fminf(facet.vertex[0](2), fminf(facet.vertex[1](2), facet.vertex[2](2)));
+ const float max_z = fmaxf(facet.vertex[0](2), fmaxf(facet.vertex[1](2), facet.vertex[2](2)));
+
+ #ifdef SLIC3R_TRIANGLEMESH_DEBUG
+ printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
+ facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0](2),
+ facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1](2),
+ facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2](2));
+ printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
+ #endif /* SLIC3R_TRIANGLEMESH_DEBUG */
+
+ // find layer extents
+ std::vector<float>::const_iterator min_layer, max_layer;
+ min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
+ max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
+ #ifdef SLIC3R_TRIANGLEMESH_DEBUG
+ printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
+ #endif /* SLIC3R_TRIANGLEMESH_DEBUG */
+
+ for (std::vector<float>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
+ std::vector<float>::size_type layer_idx = it - z.begin();
+ IntersectionLine il;
+ if (this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &il) == TriangleMeshSlicer::Slicing) {
+ boost::lock_guard<boost::mutex> l(*lines_mutex);
+ if (il.edge_type == feHorizontal) {
+ // Insert all marked edges of the face. The marked edges do not share an edge with another horizontal face
+ // (they may not have a nighbor, or their neighbor is vertical)
+ const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
+ const bool reverse = this->mesh->stl.facet_start[facet_idx].normal(2) < 0;
+ for (int j = 0; j < 3; ++ j)
+ if (il.flags & ((IntersectionLine::EDGE0_NO_NEIGHBOR | IntersectionLine::EDGE0_FOLD) << j)) {
+ int a_id = vertices[j % 3];
+ int b_id = vertices[(j+1) % 3];
+ if (reverse)
+ std::swap(a_id, b_id);
+ const stl_vertex &a = this->v_scaled_shared[a_id];
+ const stl_vertex &b = this->v_scaled_shared[b_id];
+ il.a(0) = a(0);
+ il.a(1) = a(1);
+ il.b(0) = b(0);
+ il.b(1) = b(1);
+ il.a_id = a_id;
+ il.b_id = b_id;
+ assert(il.a != il.b);
+ // This edge will not be used as a seed for loop extraction if it was added due to a fold of two overlapping horizontal faces.
+ il.set_no_seed((IntersectionLine::EDGE0_FOLD << j) != 0);
+ (*lines)[layer_idx].emplace_back(il);
+ }
+ } else
+ (*lines)[layer_idx].emplace_back(il);
+ }
+ }
+}
+
+void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<ExPolygons>* layers, throw_on_cancel_callback_type throw_on_cancel) const
+{
+ std::vector<Polygons> layers_p;
+ this->slice(z, &layers_p, throw_on_cancel);
+
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::make_expolygons in parallel - start";
+ layers->resize(z.size());
+ tbb::parallel_for(
+ tbb::blocked_range<size_t>(0, z.size()),
+ [&layers_p, layers, throw_on_cancel, this](const tbb::blocked_range<size_t>& range) {
+ for (size_t layer_id = range.begin(); layer_id < range.end(); ++ layer_id) {
+#ifdef SLIC3R_TRIANGLEMESH_DEBUG
+ printf("Layer " PRINTF_ZU " (slice_z = %.2f):\n", layer_id, z[layer_id]);
+#endif
+ throw_on_cancel();
+ this->make_expolygons(layers_p[layer_id], &(*layers)[layer_id]);
+ }
+ });
+ BOOST_LOG_TRIVIAL(debug) << "TriangleMeshSlicer::make_expolygons in parallel - end";
+}
+
+// Return true, if the facet has been sliced and line_out has been filled.
+TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
+ float slice_z, const stl_facet &facet, const int facet_idx,
+ const float min_z, const float max_z,
+ IntersectionLine *line_out) const
+{
+ IntersectionPoint points[3];
+ size_t num_points = 0;
+ size_t point_on_layer = size_t(-1);
+
+ // Reorder vertices so that the first one is the one with lowest Z.
+ // This is needed to get all intersection lines in a consistent order
+ // (external on the right of the line)
+ const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
+ int i = (facet.vertex[1](2) == min_z) ? 1 : ((facet.vertex[2](2) == min_z) ? 2 : 0);
+ for (int j = i; j - i < 3; ++j ) { // loop through facet edges
+ int edge_id = this->facets_edges[facet_idx * 3 + (j % 3)];
+ int a_id = vertices[j % 3];
+ int b_id = vertices[(j+1) % 3];
+ const stl_vertex &a = this->v_scaled_shared[a_id];
+ const stl_vertex &b = this->v_scaled_shared[b_id];
+
+ // Is edge or face aligned with the cutting plane?
+ if (a(2) == slice_z && b(2) == slice_z) {
+ // Edge is horizontal and belongs to the current layer.
+ const stl_vertex &v0 = this->v_scaled_shared[vertices[0]];
+ const stl_vertex &v1 = this->v_scaled_shared[vertices[1]];
+ const stl_vertex &v2 = this->v_scaled_shared[vertices[2]];
+ bool swap = false;
+ const stl_normal &normal = this->mesh->stl.facet_start[facet_idx].normal;
+ // We may ignore this edge for slicing purposes, but we may still use it for object cutting.
+ FacetSliceType result = Slicing;
+ const stl_neighbors &nbr = this->mesh->stl.neighbors_start[facet_idx];
+ if (min_z == max_z) {
+ // All three vertices are aligned with slice_z.
+ line_out->edge_type = feHorizontal;
+ // Mark neighbor edges, which do not have a neighbor.
+ uint32_t edges = 0;
+ for (int nbr_idx = 0; nbr_idx != 3; ++ nbr_idx) {
+ // If the neighbor with an edge starting with a vertex idx (nbr_idx - 2) shares no
+ // opposite face, add it to the edges to process when slicing.
+ if (nbr.neighbor[nbr_idx] == -1) {
+ // Mark this edge to be added to the slice.
+ edges |= (IntersectionLine::EDGE0_NO_NEIGHBOR << nbr_idx);
+ }
+#if 1
+ else if (normal(2) > 0) {
+ // Produce edges for opposite faced overlapping horizontal faces aka folds.
+ // This method often produces connecting lines (noise) at the cutting plane.
+ // Produce the edges for the top facing face of the pair of top / bottom facing faces.
+
+ // Index of a neighbor face.
+ const int nbr_face = nbr.neighbor[nbr_idx];
+ const int *nbr_vertices = this->mesh->stl.v_indices[nbr_face].vertex;
+ int idx_vertex_opposite = nbr_vertices[nbr.which_vertex_not[nbr_idx]];
+ const stl_vertex &c2 = this->v_scaled_shared[idx_vertex_opposite];
+ if (c2(2) == slice_z) {
+ // Edge shared by facet_idx and nbr_face.
+ int a_id = vertices[nbr_idx];
+ int b_id = vertices[(nbr_idx + 1) % 3];
+ int c1_id = vertices[(nbr_idx + 2) % 3];
+ const stl_vertex &a = this->v_scaled_shared[a_id];
+ const stl_vertex &b = this->v_scaled_shared[b_id];
+ const stl_vertex &c1 = this->v_scaled_shared[c1_id];
+ // Verify that the two neighbor faces share a common edge.
+ assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == b_id);
+ assert(nbr_vertices[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
+ double n1 = (double(c1(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c1(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
+ double n2 = (double(c2(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c2(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
+ if (n1 * n2 > 0)
+ // The two faces overlap. This indicates an invalid mesh geometry (non-manifold),
+ // but these are the real world objects, and leaving out these edges leads to missing contours.
+ edges |= (IntersectionLine::EDGE0_FOLD << nbr_idx);
+ }
+ }
+#endif
+ }
+ // Use some edges of this triangle for slicing only if at least one of its edge does not have an opposite face.
+ result = (edges == 0) ? Cutting : Slicing;
+ line_out->flags |= edges;
+ if (normal(2) < 0) {
+ // If normal points downwards this is a bottom horizontal facet so we reverse its point order.
+ swap = true;
+ }
+ } else {
+ // Two vertices are aligned with the cutting plane, the third vertex is below or above the cutting plane.
+ int nbr_idx = j % 3;
+ int nbr_face = nbr.neighbor[nbr_idx];
+ // Is the third vertex below the cutting plane?
+ bool third_below = v0(2) < slice_z || v1(2) < slice_z || v2(2) < slice_z;
+ // Is this a concave corner?
+ if (nbr_face == -1) {
+#ifdef _DEBUG
+ printf("Face has no neighbor!\n");
+#endif
+ } else {
+ assert(this->mesh->stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == b_id);
+ assert(this->mesh->stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == a_id);
+ int idx_vertex_opposite = this->mesh->stl.v_indices[nbr_face].vertex[nbr.which_vertex_not[nbr_idx]];
+ const stl_vertex &c = this->v_scaled_shared[idx_vertex_opposite];
+ if (c(2) == slice_z) {
+ double normal_nbr = (double(c(0)) - double(a(0))) * (double(b(1)) - double(a(1))) - (double(c(1)) - double(a(1))) * (double(b(0)) - double(a(0)));
+#if 0
+ if ((normal_nbr < 0) == third_below) {
+ printf("Flipped normal?\n");
+ }
+#endif
+ result =
+ // A vertical face shares edge with a horizontal face. Verify, whether the shared edge makes a convex or concave corner.
+ // Unfortunately too often there are flipped normals, which brake our assumption. Let's rather return every edge,
+ // and leth the code downstream hopefully handle it.
+ #if 1
+ // Ignore concave corners for slicing.
+ // This method has the unfortunate property, that folds in a horizontal plane create concave corners,
+ // leading to broken contours, if these concave corners are not replaced by edges of the folds, see above.
+ ((normal_nbr < 0) == third_below) ? Cutting : Slicing;
+ #else
+ // Use concave corners for slicing. This leads to the test 01_trianglemesh.t "slicing a top tangent plane includes its area" failing,
+ // and rightly so.
+ Slicing;
+ #endif
+ } else {
+ // For a pair of faces touching exactly at the cutting plane, ignore one of them. An arbitrary rule is to ignore the face with a higher index.
+ result = (facet_idx < nbr_face) ? Slicing : Cutting;
+ }
+ }
+ if (third_below) {
+ line_out->edge_type = feTop;
+ swap = true;
+ } else
+ line_out->edge_type = feBottom;
+ }
+ line_out->a = to_2d(swap ? b : a).cast<coord_t>();
+ line_out->b = to_2d(swap ? a : b).cast<coord_t>();
+ line_out->a_id = swap ? b_id : a_id;
+ line_out->b_id = swap ? a_id : b_id;
+ assert(line_out->a != line_out->b);
+ return result;
+ }
+
+ if (a(2) == slice_z) {
+ // Only point a alings with the cutting plane.
+ if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
+ point_on_layer = num_points;
+ IntersectionPoint &point = points[num_points ++];
+ point(0) = a(0);
+ point(1) = a(1);
+ point.point_id = a_id;
+ }
+ } else if (b(2) == slice_z) {
+ // Only point b alings with the cutting plane.
+ if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
+ point_on_layer = num_points;
+ IntersectionPoint &point = points[num_points ++];
+ point(0) = b(0);
+ point(1) = b(1);
+ point.point_id = b_id;
+ }
+ } else if ((a(2) < slice_z && b(2) > slice_z) || (b(2) < slice_z && a(2) > slice_z)) {
+ // A general case. The face edge intersects the cutting plane. Calculate the intersection point.
+ assert(a_id != b_id);
+ // Sort the edge to give a consistent answer.
+ const stl_vertex *pa = &a;
+ const stl_vertex *pb = &b;
+ if (a_id > b_id) {
+ std::swap(a_id, b_id);
+ std::swap(pa, pb);
+ }
+ IntersectionPoint &point = points[num_points];
+ double t = (double(slice_z) - double((*pb)(2))) / (double((*pa)(2)) - double((*pb)(2)));
+ if (t <= 0.) {
+ if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
+ point(0) = (*pa)(0);
+ point(1) = (*pa)(1);
+ point_on_layer = num_points ++;
+ point.point_id = a_id;
+ }
+ } else if (t >= 1.) {
+ if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
+ point(0) = (*pb)(0);
+ point(1) = (*pb)(1);
+ point_on_layer = num_points ++;
+ point.point_id = b_id;
+ }
+ } else {
+ point(0) = coord_t(floor(double((*pb)(0)) + (double((*pa)(0)) - double((*pb)(0))) * t + 0.5));
+ point(1) = coord_t(floor(double((*pb)(1)) + (double((*pa)(1)) - double((*pb)(1))) * t + 0.5));
+ point.edge_id = edge_id;
+ ++ num_points;
+ }
+ }
+ }
+
+ // Facets must intersect each plane 0 or 2 times, or it may touch the plane at a single vertex only.
+ assert(num_points < 3);
+ if (num_points == 2) {
+ line_out->edge_type = feGeneral;
+ line_out->a = (Point)points[1];
+ line_out->b = (Point)points[0];
+ line_out->a_id = points[1].point_id;
+ line_out->b_id = points[0].point_id;
+ line_out->edge_a_id = points[1].edge_id;
+ line_out->edge_b_id = points[0].edge_id;
+ // Not a zero lenght edge.
+ //FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
+ //assert(line_out->a != line_out->b);
+ // The plane cuts at least one edge in a general position.
+ assert(line_out->a_id == -1 || line_out->b_id == -1);
+ assert(line_out->edge_a_id != -1 || line_out->edge_b_id != -1);
+ // General slicing position, use the segment for both slicing and object cutting.
+#if 0
+ if (line_out->a_id != -1 && line_out->b_id != -1) {
+ // Solving a degenerate case, where both the intersections snapped to an edge.
+ // Correctly classify the face as below or above based on the position of the 3rd point.
+ int i = vertices[0];
+ if (i == line_out->a_id || i == line_out->b_id)
+ i = vertices[1];
+ if (i == line_out->a_id || i == line_out->b_id)
+ i = vertices[2];
+ assert(i != line_out->a_id && i != line_out->b_id);
+ line_out->edge_type = (this->v_scaled_shared[i].z < slice_z) ? feTop : feBottom;
+ }
+#endif
+ return Slicing;
+ }
+ return NoSlice;
+}
+
+//FIXME Should this go away? For valid meshes the function slice_facet() returns Slicing
+// and sets edges of vertical triangles to produce only a single edge per pair of neighbor faces.
+// So the following code makes only sense now to handle degenerate meshes with more than two faces
+// sharing a single edge.
+static inline void remove_tangent_edges(std::vector<IntersectionLine> &lines)
+{
+ std::vector<IntersectionLine*> by_vertex_pair;
+ by_vertex_pair.reserve(lines.size());
+ for (IntersectionLine& line : lines)
+ if (line.edge_type != feGeneral && line.a_id != -1)
+ // This is a face edge. Check whether there is its neighbor stored in lines.
+ by_vertex_pair.emplace_back(&line);
+ auto edges_lower_sorted = [](const IntersectionLine *l1, const IntersectionLine *l2) {
+ // Sort vertices of l1, l2 lexicographically
+ int l1a = l1->a_id;
+ int l1b = l1->b_id;
+ int l2a = l2->a_id;
+ int l2b = l2->b_id;
+ if (l1a > l1b)
+ std::swap(l1a, l1b);
+ if (l2a > l2b)
+ std::swap(l2a, l2b);
+ // Lexicographical "lower" operator on lexicographically sorted vertices should bring equal edges together when sored.
+ return l1a < l2a || (l1a == l2a && l1b < l2b);
+ };
+ std::sort(by_vertex_pair.begin(), by_vertex_pair.end(), edges_lower_sorted);
+ for (auto line = by_vertex_pair.begin(); line != by_vertex_pair.end(); ++ line) {
+ IntersectionLine &l1 = **line;
+ if (! l1.skip()) {
+ // Iterate as long as line and line2 edges share the same end points.
+ for (auto line2 = line + 1; line2 != by_vertex_pair.end() && ! edges_lower_sorted(*line, *line2); ++ line2) {
+ // Lines must share the end points.
+ assert(! edges_lower_sorted(*line, *line2));
+ assert(! edges_lower_sorted(*line2, *line));
+ IntersectionLine &l2 = **line2;
+ if (l2.skip())
+ continue;
+ if (l1.a_id == l2.a_id) {
+ assert(l1.b_id == l2.b_id);
+ l2.set_skip();
+ // If they are both oriented upwards or downwards (like a 'V'),
+ // then we can remove both edges from this layer since it won't
+ // affect the sliced shape.
+ // If one of them is oriented upwards and the other is oriented
+ // downwards, let's only keep one of them (it doesn't matter which
+ // one since all 'top' lines were reversed at slicing).
+ if (l1.edge_type == l2.edge_type) {
+ l1.set_skip();
+ break;
+ }
+ } else {
+ assert(l1.a_id == l2.b_id && l1.b_id == l2.a_id);
+ // If this edge joins two horizontal facets, remove both of them.
+ if (l1.edge_type == feHorizontal && l2.edge_type == feHorizontal) {
+ l1.set_skip();
+ l2.set_skip();
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+void TriangleMeshSlicer::make_loops(std::vector<IntersectionLine> &lines, Polygons* loops) const
+{
+#if 0
+//FIXME slice_facet() may create zero length edges due to rounding of doubles into coord_t.
+//#ifdef _DEBUG
+ for (const Line &l : lines)
+ assert(l.a != l.b);
+#endif /* _DEBUG */
+
+ remove_tangent_edges(lines);
+
+ struct OpenPolyline {
+ OpenPolyline() {};
+ OpenPolyline(const IntersectionReference &start, const IntersectionReference &end, Points &&points) :
+ start(start), end(end), points(std::move(points)), consumed(false) {}
+ void reverse() {
+ std::swap(start, end);
+ std::reverse(points.begin(), points.end());
+ }
+ IntersectionReference start;
+ IntersectionReference end;
+ Points points;
+ bool consumed;
+ };
+ std::vector<OpenPolyline> open_polylines;
+ {
+ // Build a map of lines by edge_a_id and a_id.
+ std::vector<IntersectionLine*> by_edge_a_id;
+ std::vector<IntersectionLine*> by_a_id;
+ by_edge_a_id.reserve(lines.size());
+ by_a_id.reserve(lines.size());
+ for (IntersectionLine &line : lines) {
+ if (! line.skip()) {
+ if (line.edge_a_id != -1)
+ by_edge_a_id.emplace_back(&line);
+ if (line.a_id != -1)
+ by_a_id.emplace_back(&line);
+ }
+ }
+ auto by_edge_lower = [](const IntersectionLine* il1, const IntersectionLine *il2) { return il1->edge_a_id < il2->edge_a_id; };
+ auto by_vertex_lower = [](const IntersectionLine* il1, const IntersectionLine *il2) { return il1->a_id < il2->a_id; };
+ std::sort(by_edge_a_id.begin(), by_edge_a_id.end(), by_edge_lower);
+ std::sort(by_a_id.begin(), by_a_id.end(), by_vertex_lower);
+ // Chain the segments with a greedy algorithm, collect the loops and unclosed polylines.
+ IntersectionLines::iterator it_line_seed = lines.begin();
+ for (;;) {
+ // take first spare line and start a new loop
+ IntersectionLine *first_line = nullptr;
+ for (; it_line_seed != lines.end(); ++ it_line_seed)
+ if (it_line_seed->is_seed_candidate()) {
+ //if (! it_line_seed->skip()) {
+ first_line = &(*it_line_seed ++);
+ break;
+ }
+ if (first_line == nullptr)
+ break;
+ first_line->set_skip();
+ Points loop_pts;
+ loop_pts.emplace_back(first_line->a);
+ IntersectionLine *last_line = first_line;
+
+ /*
+ printf("first_line edge_a_id = %d, edge_b_id = %d, a_id = %d, b_id = %d, a = %d,%d, b = %d,%d\n",
+ first_line->edge_a_id, first_line->edge_b_id, first_line->a_id, first_line->b_id,
+ first_line->a.x, first_line->a.y, first_line->b.x, first_line->b.y);
+ */
+
+ IntersectionLine key;
+ for (;;) {
+ // find a line starting where last one finishes
+ IntersectionLine* next_line = nullptr;
+ if (last_line->edge_b_id != -1) {
+ key.edge_a_id = last_line->edge_b_id;
+ auto it_begin = std::lower_bound(by_edge_a_id.begin(), by_edge_a_id.end(), &key, by_edge_lower);
+ if (it_begin != by_edge_a_id.end()) {
+ auto it_end = std::upper_bound(it_begin, by_edge_a_id.end(), &key, by_edge_lower);
+ for (auto it_line = it_begin; it_line != it_end; ++ it_line)
+ if (! (*it_line)->skip()) {
+ next_line = *it_line;
+ break;
+ }
+ }
+ }
+ if (next_line == nullptr && last_line->b_id != -1) {
+ key.a_id = last_line->b_id;
+ auto it_begin = std::lower_bound(by_a_id.begin(), by_a_id.end(), &key, by_vertex_lower);
+ if (it_begin != by_a_id.end()) {
+ auto it_end = std::upper_bound(it_begin, by_a_id.end(), &key, by_vertex_lower);
+ for (auto it_line = it_begin; it_line != it_end; ++ it_line)
+ if (! (*it_line)->skip()) {
+ next_line = *it_line;
+ break;
+ }
+ }
+ }
+ if (next_line == nullptr) {
+ // Check whether we closed this loop.
+ if ((first_line->edge_a_id != -1 && first_line->edge_a_id == last_line->edge_b_id) ||
+ (first_line->a_id != -1 && first_line->a_id == last_line->b_id)) {
+ // The current loop is complete. Add it to the output.
+ loops->emplace_back(std::move(loop_pts));
+ #ifdef SLIC3R_TRIANGLEMESH_DEBUG
+ printf(" Discovered %s polygon of %d points\n", (p.is_counter_clockwise() ? "ccw" : "cw"), (int)p.points.size());
+ #endif
+ } else {
+ // This is an open polyline. Add it to the list of open polylines. These open polylines will processed later.
+ loop_pts.emplace_back(last_line->b);
+ open_polylines.emplace_back(OpenPolyline(
+ IntersectionReference(first_line->a_id, first_line->edge_a_id),
+ IntersectionReference(last_line->b_id, last_line->edge_b_id), std::move(loop_pts)));
+ }
+ break;
+ }
+ /*
+ printf("next_line edge_a_id = %d, edge_b_id = %d, a_id = %d, b_id = %d, a = %d,%d, b = %d,%d\n",
+ next_line->edge_a_id, next_line->edge_b_id, next_line->a_id, next_line->b_id,
+ next_line->a.x, next_line->a.y, next_line->b.x, next_line->b.y);
+ */
+ loop_pts.emplace_back(next_line->a);
+ last_line = next_line;
+ next_line->set_skip();
+ }
+ }
+ }
+
+ // Now process the open polylines.
+ if (! open_polylines.empty()) {
+ // Store the end points of open_polylines into vectors sorted
+ struct OpenPolylineEnd {
+ OpenPolylineEnd(OpenPolyline *polyline, bool start) : polyline(polyline), start(start) {}
+ OpenPolyline *polyline;
+ // Is it the start or end point?
+ bool start;
+ const IntersectionReference& ipref() const { return start ? polyline->start : polyline->end; }
+ int point_id() const { return ipref().point_id; }
+ int edge_id () const { return ipref().edge_id; }
+ };
+ auto by_edge_lower = [](const OpenPolylineEnd &ope1, const OpenPolylineEnd &ope2) { return ope1.edge_id() < ope2.edge_id(); };
+ auto by_point_lower = [](const OpenPolylineEnd &ope1, const OpenPolylineEnd &ope2) { return ope1.point_id() < ope2.point_id(); };
+ std::vector<OpenPolylineEnd> by_edge_id;
+ std::vector<OpenPolylineEnd> by_point_id;
+ by_edge_id.reserve(2 * open_polylines.size());
+ by_point_id.reserve(2 * open_polylines.size());
+ for (OpenPolyline &opl : open_polylines) {
+ if (opl.start.edge_id != -1)
+ by_edge_id .emplace_back(OpenPolylineEnd(&opl, true));
+ if (opl.end.edge_id != -1)
+ by_edge_id .emplace_back(OpenPolylineEnd(&opl, false));
+ if (opl.start.point_id != -1)
+ by_point_id.emplace_back(OpenPolylineEnd(&opl, true));
+ if (opl.end.point_id != -1)
+ by_point_id.emplace_back(OpenPolylineEnd(&opl, false));
+ }
+ std::sort(by_edge_id .begin(), by_edge_id .end(), by_edge_lower);
+ std::sort(by_point_id.begin(), by_point_id.end(), by_point_lower);
+
+ // Try to connect the loops.
+ for (OpenPolyline &opl : open_polylines) {
+ if (opl.consumed)
+ continue;
+ opl.consumed = true;
+ OpenPolylineEnd end(&opl, false);
+ for (;;) {
+ // find a line starting where last one finishes
+ OpenPolylineEnd* next_start = nullptr;
+ if (end.edge_id() != -1) {
+ auto it_begin = std::lower_bound(by_edge_id.begin(), by_edge_id.end(), end, by_edge_lower);
+ if (it_begin != by_edge_id.end()) {
+ auto it_end = std::upper_bound(it_begin, by_edge_id.end(), end, by_edge_lower);
+ for (auto it_edge = it_begin; it_edge != it_end; ++ it_edge)
+ if (! it_edge->polyline->consumed) {
+ next_start = &(*it_edge);
+ break;
+ }
+ }
+ }
+ if (next_start == nullptr && end.point_id() != -1) {
+ auto it_begin = std::lower_bound(by_point_id.begin(), by_point_id.end(), end, by_point_lower);
+ if (it_begin != by_point_id.end()) {
+ auto it_end = std::upper_bound(it_begin, by_point_id.end(), end, by_point_lower);
+ for (auto it_point = it_begin; it_point != it_end; ++ it_point)
+ if (! it_point->polyline->consumed) {
+ next_start = &(*it_point);
+ break;
+ }
+ }
+ }
+ if (next_start == nullptr) {
+ // The current loop could not be closed. Unmark the segment.
+ opl.consumed = false;
+ break;
+ }
+ // Attach this polyline to the end of the initial polyline.
+ if (next_start->start) {
+ auto it = next_start->polyline->points.begin();
+ std::copy(++ it, next_start->polyline->points.end(), back_inserter(opl.points));
+ //opl.points.insert(opl.points.back(), ++ it, next_start->polyline->points.end());
+ } else {
+ auto it = next_start->polyline->points.rbegin();
+ std::copy(++ it, next_start->polyline->points.rend(), back_inserter(opl.points));
+ //opl.points.insert(opl.points.back(), ++ it, next_start->polyline->points.rend());
+ }
+ end = *next_start;
+ end.start = !end.start;
+ next_start->polyline->points.clear();
+ next_start->polyline->consumed = true;
+ // Check whether we closed this loop.
+ const IntersectionReference &ip1 = opl.start;
+ const IntersectionReference &ip2 = end.ipref();
+ if ((ip1.edge_id != -1 && ip1.edge_id == ip2.edge_id) ||
+ (ip1.point_id != -1 && ip1.point_id == ip2.point_id)) {
+ // The current loop is complete. Add it to the output.
+ //assert(opl.points.front().point_id == opl.points.back().point_id);
+ //assert(opl.points.front().edge_id == opl.points.back().edge_id);
+ // Remove the duplicate last point.
+ opl.points.pop_back();
+ if (opl.points.size() >= 3) {
+ // The closed polygon is patched from pieces with messed up orientation, therefore
+ // the orientation of the patched up polygon is not known.
+ // Orient the patched up polygons CCW. This heuristic may close some holes and cavities.
+ double area = 0.;
+ for (size_t i = 0, j = opl.points.size() - 1; i < opl.points.size(); j = i ++)
+ area += double(opl.points[j](0) + opl.points[i](0)) * double(opl.points[i](1) - opl.points[j](1));
+ if (area < 0)
+ std::reverse(opl.points.begin(), opl.points.end());
+ loops->emplace_back(std::move(opl.points));
+ }
+ opl.points.clear();
+ break;
+ }
+ // Continue with the current loop.
+ }
+ }
+ }
+}
+
+// Only used to cut the mesh into two halves.
+void TriangleMeshSlicer::make_expolygons_simple(std::vector<IntersectionLine> &lines, ExPolygons* slices) const
+{
+ assert(slices->empty());
+
+ Polygons loops;
+ this->make_loops(lines, &loops);
+
+ Polygons holes;
+ for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
+ if (loop->area() >= 0.) {
+ ExPolygon ex;
+ ex.contour = *loop;
+ slices->emplace_back(ex);
+ } else {
+ holes.emplace_back(*loop);
+ }
+ }
+
+ // If there are holes, then there should also be outer contours.
+ assert(holes.empty() || ! slices->empty());
+ if (slices->empty())
+ return;
+
+ // Assign holes to outer contours.
+ for (Polygons::const_iterator hole = holes.begin(); hole != holes.end(); ++ hole) {
+ // Find an outer contour to a hole.
+ int slice_idx = -1;
+ double current_contour_area = std::numeric_limits<double>::max();
+ for (ExPolygons::iterator slice = slices->begin(); slice != slices->end(); ++ slice) {
+ if (slice->contour.contains(hole->points.front())) {
+ double area = slice->contour.area();
+ if (area < current_contour_area) {
+ slice_idx = slice - slices->begin();
+ current_contour_area = area;
+ }
+ }
+ }
+ // assert(slice_idx != -1);
+ if (slice_idx == -1)
+ // Ignore this hole.
+ continue;
+ assert(current_contour_area < std::numeric_limits<double>::max() && current_contour_area >= -hole->area());
+ (*slices)[slice_idx].holes.emplace_back(std::move(*hole));
+ }
+
+#if 0
+ // If the input mesh is not valid, the holes may intersect with the external contour.
+ // Rather subtract them from the outer contour.
+ Polygons poly;
+ for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
+ if (it_slice->holes.empty()) {
+ poly.emplace_back(std::move(it_slice->contour));
+ } else {
+ Polygons contours;
+ contours.emplace_back(std::move(it_slice->contour));
+ for (auto it = it_slice->holes.begin(); it != it_slice->holes.end(); ++ it)
+ it->reverse();
+ polygons_append(poly, diff(contours, it_slice->holes));
+ }
+ }
+ // If the input mesh is not valid, the input contours may intersect.
+ *slices = union_ex(poly);
+#endif
+
+#if 0
+ // If the input mesh is not valid, the holes may intersect with the external contour.
+ // Rather subtract them from the outer contour.
+ ExPolygons poly;
+ for (auto it_slice = slices->begin(); it_slice != slices->end(); ++ it_slice) {
+ Polygons contours;
+ contours.emplace_back(std::move(it_slice->contour));
+ for (auto it = it_slice->holes.begin(); it != it_slice->holes.end(); ++ it)
+ it->reverse();
+ expolygons_append(poly, diff_ex(contours, it_slice->holes));
+ }
+ // If the input mesh is not valid, the input contours may intersect.
+ *slices = std::move(poly);
+#endif
+}
+
+void TriangleMeshSlicer::make_expolygons(const Polygons &loops, ExPolygons* slices) const
+{
+ /*
+ Input loops are not suitable for evenodd nor nonzero fill types, as we might get
+ two consecutive concentric loops having the same winding order - and we have to
+ respect such order. In that case, evenodd would create wrong inversions, and nonzero
+ would ignore holes inside two concentric contours.
+ So we're ordering loops and collapse consecutive concentric loops having the same
+ winding order.
+ TODO: find a faster algorithm for this, maybe with some sort of binary search.
+ If we computed a "nesting tree" we could also just remove the consecutive loops
+ having the same winding order, and remove the extra one(s) so that we could just
+ supply everything to offset() instead of performing several union/diff calls.
+
+ we sort by area assuming that the outermost loops have larger area;
+ the previous sorting method, based on $b->contains($a->[0]), failed to nest
+ loops correctly in some edge cases when original model had overlapping facets
+ */
+
+ /* The following lines are commented out because they can generate wrong polygons,
+ see for example issue #661 */
+
+ //std::vector<double> area;
+ //std::vector<size_t> sorted_area; // vector of indices
+ //for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
+ // area.emplace_back(loop->area());
+ // sorted_area.emplace_back(loop - loops.begin());
+ //}
+ //
+ //// outer first
+ //std::sort(sorted_area.begin(), sorted_area.end(),
+ // [&area](size_t a, size_t b) { return std::abs(area[a]) > std::abs(area[b]); });
+
+ //// we don't perform a safety offset now because it might reverse cw loops
+ //Polygons p_slices;
+ //for (std::vector<size_t>::const_iterator loop_idx = sorted_area.begin(); loop_idx != sorted_area.end(); ++ loop_idx) {
+ // /* we rely on the already computed area to determine the winding order
+ // of the loops, since the Orientation() function provided by Clipper
+ // would do the same, thus repeating the calculation */
+ // Polygons::const_iterator loop = loops.begin() + *loop_idx;
+ // if (area[*loop_idx] > +EPSILON)
+ // p_slices.emplace_back(*loop);
+ // else if (area[*loop_idx] < -EPSILON)
+ // //FIXME This is arbitrary and possibly very slow.
+ // // If the hole is inside a polygon, then there is no need to diff.
+ // // If the hole intersects a polygon boundary, then diff it, but then
+ // // there is no guarantee of an ordering of the loops.
+ // // Maybe we can test for the intersection before running the expensive diff algorithm?
+ // p_slices = diff(p_slices, *loop);
+ //}
+
+ // perform a safety offset to merge very close facets (TODO: find test case for this)
+ double safety_offset = scale_(0.0499);
+//FIXME see https://github.com/prusa3d/Slic3r/issues/520
+// double safety_offset = scale_(0.0001);
+
+ /* The following line is commented out because it can generate wrong polygons,
+ see for example issue #661 */
+ //ExPolygons ex_slices = offset2_ex(p_slices, +safety_offset, -safety_offset);
+
+ #ifdef SLIC3R_TRIANGLEMESH_DEBUG
+ size_t holes_count = 0;
+ for (ExPolygons::const_iterator e = ex_slices.begin(); e != ex_slices.end(); ++ e)
+ holes_count += e->holes.size();
+ printf(PRINTF_ZU " surface(s) having " PRINTF_ZU " holes detected from " PRINTF_ZU " polylines\n",
+ ex_slices.size(), holes_count, loops.size());
+ #endif
+
+ // append to the supplied collection
+ /* Fix for issue #661 { */
+ expolygons_append(*slices, offset2_ex(union_(loops, false), +safety_offset, -safety_offset));
+ //expolygons_append(*slices, ex_slices);
+ /* } */
+}
+
+void TriangleMeshSlicer::make_expolygons(std::vector<IntersectionLine> &lines, ExPolygons* slices) const
+{
+ Polygons pp;
+ this->make_loops(lines, &pp);
+ this->make_expolygons(pp, slices);
+}
+
+void TriangleMeshSlicer::cut(float z, TriangleMesh* upper, TriangleMesh* lower) const
+{
+ IntersectionLines upper_lines, lower_lines;
+
+ float scaled_z = scale_(z);
+ for (int facet_idx = 0; facet_idx < this->mesh->stl.stats.number_of_facets; ++ facet_idx) {
+ stl_facet* facet = &this->mesh->stl.facet_start[facet_idx];
+
+ // find facet extents
+ float min_z = std::min(facet->vertex[0](2), std::min(facet->vertex[1](2), facet->vertex[2](2)));
+ float max_z = std::max(facet->vertex[0](2), std::max(facet->vertex[1](2), facet->vertex[2](2)));
+
+ // intersect facet with cutting plane
+ IntersectionLine line;
+ if (this->slice_facet(scaled_z, *facet, facet_idx, min_z, max_z, &line) != TriangleMeshSlicer::NoSlice) {
+ // Save intersection lines for generating correct triangulations.
+ if (line.edge_type == feTop) {
+ lower_lines.emplace_back(line);
+ } else if (line.edge_type == feBottom) {
+ upper_lines.emplace_back(line);
+ } else if (line.edge_type != feHorizontal) {
+ lower_lines.emplace_back(line);
+ upper_lines.emplace_back(line);
+ }
+ }
+
+ if (min_z > z || (min_z == z && max_z > z)) {
+ // facet is above the cut plane and does not belong to it
+ if (upper != NULL) stl_add_facet(&upper->stl, facet);
+ } else if (max_z < z || (max_z == z && min_z < z)) {
+ // facet is below the cut plane and does not belong to it
+ if (lower != NULL) stl_add_facet(&lower->stl, facet);
+ } else if (min_z < z && max_z > z) {
+ // Facet is cut by the slicing plane.
+
+ // look for the vertex on whose side of the slicing plane there are no other vertices
+ int isolated_vertex;
+ if ( (facet->vertex[0](2) > z) == (facet->vertex[1](2) > z) ) {
+ isolated_vertex = 2;
+ } else if ( (facet->vertex[1](2) > z) == (facet->vertex[2](2) > z) ) {
+ isolated_vertex = 0;
+ } else {
+ isolated_vertex = 1;
+ }
+
+ // get vertices starting from the isolated one
+ const stl_vertex &v0 = facet->vertex[isolated_vertex];
+ const stl_vertex &v1 = facet->vertex[(isolated_vertex+1) % 3];
+ const stl_vertex &v2 = facet->vertex[(isolated_vertex+2) % 3];
+
+ // intersect v0-v1 and v2-v0 with cutting plane and make new vertices
+ stl_vertex v0v1, v2v0;
+ v0v1(0) = v1(0) + (v0(0) - v1(0)) * (z - v1(2)) / (v0(2) - v1(2));
+ v0v1(1) = v1(1) + (v0(1) - v1(1)) * (z - v1(2)) / (v0(2) - v1(2));
+ v0v1(2) = z;
+ v2v0(0) = v2(0) + (v0(0) - v2(0)) * (z - v2(2)) / (v0(2) - v2(2));
+ v2v0(1) = v2(1) + (v0(1) - v2(1)) * (z - v2(2)) / (v0(2) - v2(2));
+ v2v0(2) = z;
+
+ // build the triangular facet
+ stl_facet triangle;
+ triangle.normal = facet->normal;
+ triangle.vertex[0] = v0;
+ triangle.vertex[1] = v0v1;
+ triangle.vertex[2] = v2v0;
+
+ // build the facets forming a quadrilateral on the other side
+ stl_facet quadrilateral[2];
+ quadrilateral[0].normal = facet->normal;
+ quadrilateral[0].vertex[0] = v1;
+ quadrilateral[0].vertex[1] = v2;
+ quadrilateral[0].vertex[2] = v0v1;
+ quadrilateral[1].normal = facet->normal;
+ quadrilateral[1].vertex[0] = v2;
+ quadrilateral[1].vertex[1] = v2v0;
+ quadrilateral[1].vertex[2] = v0v1;
+
+ if (v0(2) > z) {
+ if (upper != NULL) stl_add_facet(&upper->stl, &triangle);
+ if (lower != NULL) {
+ stl_add_facet(&lower->stl, &quadrilateral[0]);
+ stl_add_facet(&lower->stl, &quadrilateral[1]);
+ }
+ } else {
+ if (upper != NULL) {
+ stl_add_facet(&upper->stl, &quadrilateral[0]);
+ stl_add_facet(&upper->stl, &quadrilateral[1]);
+ }
+ if (lower != NULL) stl_add_facet(&lower->stl, &triangle);
+ }
+ }
+ }
+
+ // triangulate holes of upper mesh
+ if (upper != NULL) {
+ // compute shape of section
+ ExPolygons section;
+ this->make_expolygons_simple(upper_lines, &section);
+
+ // triangulate section
+ Polygons triangles;
+ for (ExPolygons::const_iterator expolygon = section.begin(); expolygon != section.end(); ++expolygon)
+ expolygon->triangulate_p2t(&triangles);
+
+ // convert triangles to facets and append them to mesh
+ for (Polygons::const_iterator polygon = triangles.begin(); polygon != triangles.end(); ++polygon) {
+ Polygon p = *polygon;
+ p.reverse();
+ stl_facet facet;
+ facet.normal = stl_normal(0, 0, -1.f);
+ for (size_t i = 0; i <= 2; ++i) {
+ facet.vertex[i](0) = unscale<float>(p.points[i](0));
+ facet.vertex[i](1) = unscale<float>(p.points[i](1));
+ facet.vertex[i](2) = z;
+ }
+ stl_add_facet(&upper->stl, &facet);
+ }
+ }
+
+ // triangulate holes of lower mesh
+ if (lower != NULL) {
+ // compute shape of section
+ ExPolygons section;
+ this->make_expolygons_simple(lower_lines, &section);
+
+ // triangulate section
+ Polygons triangles;
+ for (ExPolygons::const_iterator expolygon = section.begin(); expolygon != section.end(); ++expolygon)
+ expolygon->triangulate_p2t(&triangles);
+
+ // convert triangles to facets and append them to mesh
+ for (Polygons::const_iterator polygon = triangles.begin(); polygon != triangles.end(); ++polygon) {
+ stl_facet facet;
+ facet.normal = stl_normal(0, 0, 1.f);
+ for (size_t i = 0; i <= 2; ++i) {
+ facet.vertex[i](0) = unscale<float>(polygon->points[i](0));
+ facet.vertex[i](1) = unscale<float>(polygon->points[i](1));
+ facet.vertex[i](2) = z;
+ }
+ stl_add_facet(&lower->stl, &facet);
+ }
+ }
+
+ // Update the bounding box / sphere of the new meshes.
+ stl_get_size(&upper->stl);
+ stl_get_size(&lower->stl);
+}
+
+// Generate the vertex list for a cube solid of arbitrary size in X/Y/Z.
+TriangleMesh make_cube(double x, double y, double z) {
+ Vec3d pv[8] = {
+ Vec3d(x, y, 0), Vec3d(x, 0, 0), Vec3d(0, 0, 0),
+ Vec3d(0, y, 0), Vec3d(x, y, z), Vec3d(0, y, z),
+ Vec3d(0, 0, z), Vec3d(x, 0, z)
+ };
+ Vec3crd fv[12] = {
+ Vec3crd(0, 1, 2), Vec3crd(0, 2, 3), Vec3crd(4, 5, 6),
+ Vec3crd(4, 6, 7), Vec3crd(0, 4, 7), Vec3crd(0, 7, 1),
+ Vec3crd(1, 7, 6), Vec3crd(1, 6, 2), Vec3crd(2, 6, 5),
+ Vec3crd(2, 5, 3), Vec3crd(4, 0, 3), Vec3crd(4, 3, 5)
+ };
+
+ std::vector<Vec3crd> facets(&fv[0], &fv[0]+12);
+ Pointf3s vertices(&pv[0], &pv[0]+8);
+
+ TriangleMesh mesh(vertices ,facets);
+ return mesh;
+}
+
+// Generate the mesh for a cylinder and return it, using
+// the generated angle to calculate the top mesh triangles.
+// Default is 360 sides, angle fa is in radians.
+TriangleMesh make_cylinder(double r, double h, double fa) {
+ Pointf3s vertices;
+ std::vector<Vec3crd> facets;
+
+ // 2 special vertices, top and bottom center, rest are relative to this
+ vertices.emplace_back(Vec3d(0.0, 0.0, 0.0));
+ vertices.emplace_back(Vec3d(0.0, 0.0, h));
+
+ // adjust via rounding to get an even multiple for any provided angle.
+ double angle = (2*PI / floor(2*PI / fa));
+
+ // for each line along the polygon approximating the top/bottom of the
+ // circle, generate four points and four facets (2 for the wall, 2 for the
+ // top and bottom.
+ // Special case: Last line shares 2 vertices with the first line.
+ unsigned id = vertices.size() - 1;
+ vertices.emplace_back(Vec3d(sin(0) * r , cos(0) * r, 0));
+ vertices.emplace_back(Vec3d(sin(0) * r , cos(0) * r, h));
+ for (double i = 0; i < 2*PI; i+=angle) {
+ Vec2d p = Eigen::Rotation2Dd(i) * Eigen::Vector2d(0, r);
+ vertices.emplace_back(Vec3d(p(0), p(1), 0.));
+ vertices.emplace_back(Vec3d(p(0), p(1), h));
+ id = vertices.size() - 1;
+ facets.emplace_back(Vec3crd( 0, id - 1, id - 3)); // top
+ facets.emplace_back(Vec3crd(id, 1, id - 2)); // bottom
+ facets.emplace_back(Vec3crd(id, id - 2, id - 3)); // upper-right of side
+ facets.emplace_back(Vec3crd(id, id - 3, id - 1)); // bottom-left of side
+ }
+ // Connect the last set of vertices with the first.
+ facets.emplace_back(Vec3crd( 2, 0, id - 1));
+ facets.emplace_back(Vec3crd( 1, 3, id));
+ facets.emplace_back(Vec3crd(id, 3, 2));
+ facets.emplace_back(Vec3crd(id, 2, id - 1));
+
+ TriangleMesh mesh(vertices, facets);
+ return mesh;
+}
+
+// Generates mesh for a sphere centered about the origin, using the generated angle
+// to determine the granularity.
+// Default angle is 1 degree.
+TriangleMesh make_sphere(double rho, double fa) {
+ Pointf3s vertices;
+ std::vector<Vec3crd> facets;
+
+ // Algorithm:
+ // Add points one-by-one to the sphere grid and form facets using relative coordinates.
+ // Sphere is composed effectively of a mesh of stacked circles.
+
+ // adjust via rounding to get an even multiple for any provided angle.
+ double angle = (2*PI / floor(2*PI / fa));
+
+ // Ring to be scaled to generate the steps of the sphere
+ std::vector<double> ring;
+ for (double i = 0; i < 2*PI; i+=angle) {
+ ring.emplace_back(i);
+ }
+ const size_t steps = ring.size();
+ const double increment = (double)(1.0 / (double)steps);
+
+ // special case: first ring connects to 0,0,0
+ // insert and form facets.
+ vertices.emplace_back(Vec3d(0.0, 0.0, -rho));
+ size_t id = vertices.size();
+ for (size_t i = 0; i < ring.size(); i++) {
+ // Fixed scaling
+ const double z = -rho + increment*rho*2.0;
+ // radius of the circle for this step.
+ const double r = sqrt(abs(rho*rho - z*z));
+ Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r);
+ vertices.emplace_back(Vec3d(b(0), b(1), z));
+ facets.emplace_back((i == 0) ? Vec3crd(1, 0, ring.size()) : Vec3crd(id, 0, id - 1));
+ ++ id;
+ }
+
+ // General case: insert and form facets for each step, joining it to the ring below it.
+ for (size_t s = 2; s < steps - 1; s++) {
+ const double z = -rho + increment*(double)s*2.0*rho;
+ const double r = sqrt(abs(rho*rho - z*z));
+
+ for (size_t i = 0; i < ring.size(); i++) {
+ Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r);
+ vertices.emplace_back(Vec3d(b(0), b(1), z));
+ if (i == 0) {
+ // wrap around
+ facets.emplace_back(Vec3crd(id + ring.size() - 1 , id, id - 1));
+ facets.emplace_back(Vec3crd(id, id - ring.size(), id - 1));
+ } else {
+ facets.emplace_back(Vec3crd(id , id - ring.size(), (id - 1) - ring.size()));
+ facets.emplace_back(Vec3crd(id, id - 1 - ring.size() , id - 1));
+ }
+ id++;
+ }
+ }
+
+
+ // special case: last ring connects to 0,0,rho*2.0
+ // only form facets.
+ vertices.emplace_back(Vec3d(0.0, 0.0, rho));
+ for (size_t i = 0; i < ring.size(); i++) {
+ if (i == 0) {
+ // third vertex is on the other side of the ring.
+ facets.emplace_back(Vec3crd(id, id - ring.size(), id - 1));
+ } else {
+ facets.emplace_back(Vec3crd(id, id - ring.size() + i, id - ring.size() + (i - 1)));
+ }
+ }
+ id++;
+ TriangleMesh mesh(vertices, facets);
+ return mesh;
+}
+}