BambuStudio/slic3r/GUI/MeshUtils.hpp

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2024-12-20 06:44:50 +00:00
#ifndef slic3r_MeshUtils_hpp_
#define slic3r_MeshUtils_hpp_
#include "libslic3r/Point.hpp"
#include "libslic3r/Color.hpp"
#include "libslic3r/Geometry.hpp"
#include "libslic3r/SLA/IndexedMesh.hpp"
#include "admesh/stl.h"
#include "slic3r/GUI/3DScene.hpp"
#include <cfloat>
namespace Slic3r {
namespace GUI {
struct Camera;
// lm_FIXME: Following class might possibly be replaced by Eigen::Hyperplane
class ClippingPlane
{
double m_data[4];
public:
ClippingPlane()
{
*this = ClipsNothing();
}
ClippingPlane(const Vec3d& direction, double offset)
{
set_normal(direction);
set_offset(offset);
}
bool operator==(const ClippingPlane& cp) const {
return m_data[0]==cp.m_data[0] && m_data[1]==cp.m_data[1] && m_data[2]==cp.m_data[2] && m_data[3]==cp.m_data[3];
}
bool operator!=(const ClippingPlane& cp) const { return ! (*this==cp); }
double distance(const Vec3d& pt) const {
// FIXME: this fails: assert(is_approx(get_normal().norm(), 1.));
return (-get_normal().dot(pt) + m_data[3]);
}
bool is_point_clipped(const Vec3d& point) const { return distance(point) < 0.; }
void set_normal(const Vec3d& normal)
{
const Vec3d norm_dir = normal.normalized();
m_data[0] = norm_dir.x();
m_data[1] = norm_dir.y();
m_data[2] = norm_dir.z();
}
void set_offset(double offset) { m_data[3] = offset; }
double get_offset() const { return m_data[3]; }
Vec3d get_normal() const { return Vec3d(m_data[0], m_data[1], m_data[2]); }
void invert_normal(){
m_data[0] *= -1.0;
m_data[1] *= -1.0;
m_data[2] *= -1.0;
}
ClippingPlane inverted_normal() const { return ClippingPlane(-get_normal(), get_offset()); }
bool is_active() const { return m_data[3] != DBL_MAX; }
static ClippingPlane ClipsNothing() { return ClippingPlane(Vec3d(0., 0., 1.), DBL_MAX); }
const double* get_data() const { return m_data; }
// Serialization through cereal library
template <class Archive>
void serialize( Archive & ar )
{
ar( m_data[0], m_data[1], m_data[2], m_data[3] );
}
};
// MeshClipper class cuts a mesh and is able to return a triangulated cut.
class MeshClipper {
public:
~MeshClipper();
// Set whether the cut should be triangulated and whether a cut
// contour should be calculated and shown.
void set_behaviour(bool fill_cut, double contour_width);
// Inform MeshClipper about which plane we want to use to cut the mesh
// This is supposed to be in world coordinates.
void set_plane(const ClippingPlane& plane);
// In case the object is clipped by two planes (e.g. in case of sinking
// objects), this will be used to clip the triagnulated cut.
// Pass ClippingPlane::ClipsNothing to turn this off.
void set_limiting_plane(const ClippingPlane& plane);
// Which mesh to cut. MeshClipper remembers const * to it, caller
// must make sure that it stays valid.
void set_mesh(const TriangleMesh& mesh);
void set_negative_mesh(const TriangleMesh &mesh);
// Inform the MeshClipper about the transformation that transforms the mesh
// into world coordinates.
void set_transformation(const Geometry::Transformation& trafo);
// Render the triangulated cut. Transformation matrices should
// be set in world coords.
void render_cut(const ColorRGBA &color, const std::vector<size_t> *ignore_idxs = nullptr);
void render_contour(const ColorRGBA &color, const std::vector<size_t> *ignore_idxs = nullptr);
int is_projection_inside_cut(const Vec3d &point) const;
bool has_valid_contour() const;
int get_number_of_contours() const { return m_result ? m_result->cut_islands.size() : 0; }
std::vector<Vec3d> point_per_contour() const;
private:
void recalculate_triangles();
void reset();
Geometry::Transformation m_trafo;
const TriangleMesh * m_mesh = nullptr;
const TriangleMesh * m_negative_mesh = nullptr;
ClippingPlane m_plane;
ClippingPlane m_limiting_plane = ClippingPlane::ClipsNothing();
/*std::vector<Vec2f> m_triangles2d;
GLIndexedVertexArray m_vertex_array;
bool m_triangles_valid = false;*/
struct CutIsland
{
ExPolygon expoly;
BoundingBox expoly_bb;
GLModel model;
GLModel model_expanded;
bool disabled = false;
size_t hash;
};
struct ClipResult
{
std::vector<CutIsland*> cut_islands;
Transform3d trafo; // this rotates the cut into world coords
};
std::optional<ClipResult> m_result; // the cut plane
bool m_fill_cut = true;
double m_contour_width = 0.;
};
// MeshRaycaster class answers queries such as where on the mesh someone clicked,
// whether certain points are visible or obscured by the mesh etc.
class MeshRaycaster {
public:
// The class references extern TriangleMesh, which must stay alive
// during MeshRaycaster existence.
MeshRaycaster(const TriangleMesh &mesh);
static void line_from_mouse_pos_static(const Vec2d &mouse_pos, const Transform3d &trafo,
const Camera &camera, Vec3d &point, Vec3d &direction);
void line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
Vec3d& point, Vec3d& direction) const;
// Given a mouse position, this returns true in case it is on the mesh.
bool unproject_on_mesh(
const Vec2d& mouse_pos,
const Transform3d& trafo, // how to get the mesh into world coords
const Camera& camera, // current camera position
Vec3f& position, // where to save the positibon of the hit (mesh coords)
Vec3f& normal, // normal of the triangle that was hit
const ClippingPlane* clipping_plane = nullptr, // clipping plane (if active)
size_t* facet_idx = nullptr, // index of the facet hit
bool sinking_limit = true
) const;
const sla::IndexedMesh &get_aabb_mesh() const { return m_emesh; }
// Given a point and direction in world coords, returns whether the respective line
// intersects the mesh if it is transformed into world by trafo.
bool intersects_line(Vec3d point, Vec3d direction, const Transform3d &trafo) const;
// Given a vector of points in woorld coordinates, this returns vector
// of indices of points that are visible (i.e. not cut by clipping plane
// or obscured by part of the mesh.
std::vector<unsigned> get_unobscured_idxs(
const Geometry::Transformation& trafo, // how to get the mesh into world coords
const Camera& camera, // current camera position
const std::vector<Vec3f>& points, // points in world coords
const ClippingPlane* clipping_plane = nullptr // clipping plane (if active)
) const;
// Returns true if the ray, built from mouse position and camera direction, intersects the mesh.
// In this case, position and normal contain the position and normal, in model coordinates, of the intersection closest to the camera,
// depending on the position/orientation of the clipping_plane, if specified
bool closest_hit(const Vec2d & mouse_pos,
const Transform3d & trafo, // how to get the mesh into world coords
const Camera & camera, // current camera position
Vec3f & position, // where to save the positibon of the hit (mesh coords)
Vec3f & normal, // normal of the triangle that was hit
const ClippingPlane *clipping_plane = nullptr, // clipping plane (if active)
size_t * facet_idx = nullptr // index of the facet hit
) const;
// Given a point in world coords, the method returns closest point on the mesh.
// The output is in mesh coords.
// normal* can be used to also get normal of the respective triangle.
Vec3f get_closest_point(const Vec3f& point, Vec3f* normal = nullptr) const;
// Given a point in mesh coords, the method returns the closest facet from mesh.
int get_closest_facet(const Vec3f &point) const;
Vec3f get_triangle_normal(size_t facet_idx) const;
private:
sla::IndexedMesh m_emesh;
std::vector<stl_normal> m_normals;
};
class PickRaycaster
{
public:
//PickRaycaster(TriangleMesh *mesh) {
// mesh_raycaster = std::make_shared<MeshRaycaster>(*mesh);
//}
/*PickRaycaster(TriangleMesh *mesh, const Transform3d &tran) : PickRaycaster(mesh) {
set_transform(tran);
}*/
PickRaycaster(TriangleMesh *mesh, int _id)
{
mesh_raycaster = std::make_shared<MeshRaycaster>(*mesh);
m_id = _id;
}
PickRaycaster(TriangleMesh *mesh, int _id, const Transform3d &tran)
{
mesh_raycaster = std::make_shared<MeshRaycaster>(*mesh);
set_transform(tran);
m_id = _id;
}
void set_transform(const Transform3d &tran) {
world_tran.set_from_transform(tran);
}
std::shared_ptr<MeshRaycaster> mesh_raycaster{nullptr};
Geometry::Transformation world_tran;
bool is_active() const { return m_active; }
void set_active(bool active) { m_active = active; }
int get_id() { return m_id; }
private:
bool m_active{true};
int m_id{-1};
};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_MeshUtils_hpp_