BambuSrc/slic3r/Utils/RaycastManager.cpp

392 lines
15 KiB
C++

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