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Diffstat (limited to 'src/libslic3r/TriangleMesh.cpp')
-rw-r--r-- | src/libslic3r/TriangleMesh.cpp | 1888 |
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, §ion); + + // 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, §ion); + + // 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; +} +} |