2013-06-24 17:35:49 +00:00
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#include "TriangleMesh.hpp"
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2013-09-07 19:08:53 +00:00
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#include <vector>
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#include <map>
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#include <utility>
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2013-09-07 12:06:09 +00:00
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#include <algorithm>
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#include <math.h>
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2013-09-07 19:08:53 +00:00
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#include <assert.h>
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2013-06-24 17:35:49 +00:00
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2013-07-07 20:36:14 +00:00
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namespace Slic3r {
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2013-06-24 17:35:49 +00:00
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TriangleMesh::TriangleMesh() {}
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TriangleMesh::~TriangleMesh() {
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stl_close(&stl);
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}
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void
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TriangleMesh::ReadSTLFile(char* input_file) {
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stl_open(&stl, input_file);
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}
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2013-07-03 09:38:01 +00:00
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void TriangleMesh::ReadFromPerl(SV* vertices, SV* facets)
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{
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stl_initialize(&stl);
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stl.stats.type = inmemory;
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// count facets and allocate memory
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AV* facets_av = (AV*)SvRV(facets);
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stl.stats.number_of_facets = av_len(facets_av)+1;
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stl.stats.original_num_facets = stl.stats.number_of_facets;
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stl_allocate(&stl);
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// read geometry
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AV* vertices_av = (AV*)SvRV(vertices);
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for (unsigned int i = 0; i < stl.stats.number_of_facets; i++) {
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AV* facet_av = (AV*)SvRV(*av_fetch(facets_av, i, 0));
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stl_facet facet;
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2013-07-26 15:08:08 +00:00
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facet.normal.x = 0;
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facet.normal.y = 0;
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facet.normal.z = 0;
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2013-07-03 09:38:01 +00:00
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for (unsigned int v = 0; v <= 2; v++) {
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AV* vertex_av = (AV*)SvRV(*av_fetch(vertices_av, SvIV(*av_fetch(facet_av, v, 0)), 0));
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facet.vertex[v].x = SvNV(*av_fetch(vertex_av, 0, 0));
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facet.vertex[v].y = SvNV(*av_fetch(vertex_av, 1, 0));
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facet.vertex[v].z = SvNV(*av_fetch(vertex_av, 2, 0));
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}
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2013-07-26 15:08:08 +00:00
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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2013-07-03 09:38:01 +00:00
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stl.facet_start[i] = facet;
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}
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2013-08-05 17:39:10 +00:00
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stl_get_size(&(this->stl));
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2013-07-03 09:38:01 +00:00
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}
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2013-06-24 17:35:49 +00:00
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void
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TriangleMesh::Repair() {
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int i;
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// checking exact
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stl_check_facets_exact(&stl);
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stl.stats.facets_w_1_bad_edge = (stl.stats.connected_facets_2_edge - stl.stats.connected_facets_3_edge);
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stl.stats.facets_w_2_bad_edge = (stl.stats.connected_facets_1_edge - stl.stats.connected_facets_2_edge);
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stl.stats.facets_w_3_bad_edge = (stl.stats.number_of_facets - stl.stats.connected_facets_1_edge);
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// checking nearby
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int last_edges_fixed = 0;
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float tolerance = stl.stats.shortest_edge;
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float increment = stl.stats.bounding_diameter / 10000.0;
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int iterations = 2;
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if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
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for (i = 0; i < iterations; i++) {
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if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
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2013-06-24 18:36:51 +00:00
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//printf("Checking nearby. Tolerance= %f Iteration=%d of %d...", tolerance, i + 1, iterations);
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2013-06-24 17:35:49 +00:00
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stl_check_facets_nearby(&stl, tolerance);
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2013-06-24 18:36:51 +00:00
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//printf(" Fixed %d edges.\n", stl.stats.edges_fixed - last_edges_fixed);
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2013-06-24 17:35:49 +00:00
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last_edges_fixed = stl.stats.edges_fixed;
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tolerance += increment;
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} else {
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break;
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}
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}
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}
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// remove_unconnected
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if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
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stl_remove_unconnected_facets(&stl);
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2013-06-24 18:36:51 +00:00
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}
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2013-06-24 17:35:49 +00:00
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// fill_holes
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if (stl.stats.connected_facets_3_edge < stl.stats.number_of_facets) {
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stl_fill_holes(&stl);
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2013-06-24 18:36:51 +00:00
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}
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2013-06-24 17:35:49 +00:00
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// normal_directions
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stl_fix_normal_directions(&stl);
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// normal_values
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stl_fix_normal_values(&stl);
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2013-07-13 17:00:38 +00:00
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// always calculate the volume and reverse all normals if volume is negative
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stl_calculate_volume(&stl);
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// neighbors
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stl_verify_neighbors(&stl);
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2013-06-24 17:35:49 +00:00
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}
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void
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TriangleMesh::WriteOBJFile(char* output_file) {
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stl_generate_shared_vertices(&stl);
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stl_write_obj(&stl, output_file);
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}
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2013-06-24 18:11:56 +00:00
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2013-08-04 19:34:26 +00:00
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void TriangleMesh::scale(float factor)
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{
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stl_scale(&(this->stl), factor);
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}
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2013-08-05 08:48:38 +00:00
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void TriangleMesh::translate(float x, float y, float z)
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{
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stl_translate(&(this->stl), x, y, z);
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}
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2013-08-05 17:22:33 +00:00
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void TriangleMesh::align_to_origin()
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{
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this->translate(
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-(this->stl.stats.min.x),
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-(this->stl.stats.min.y),
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-(this->stl.stats.min.z)
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);
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}
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2013-08-05 17:52:37 +00:00
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void TriangleMesh::rotate(double angle, Point* center)
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{
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this->translate(-center->x, -center->y, 0);
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stl_rotate_z(&(this->stl), (float)angle);
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this->translate(+center->x, +center->y, 0);
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}
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2013-09-07 12:06:09 +00:00
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std::vector<Polygons>*
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TriangleMesh::slice(const std::vector<double> &z)
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{
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/*
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This method gets called with a list of Z coordinates and outputs
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a vector pointer having the same number of items as the original list.
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Each item is a vector of polygons created by slicing our mesh at the
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given heights.
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This method should basically combine the behavior of the existing
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Perl methods defined in lib/Slic3r/TriangleMesh.pm:
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- analyze(): this creates the 'facets_edges' and the 'edges_facets'
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tables (we don't need the 'edges' table)
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- slice_facet(): this has to be done for each facet. It generates
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intersection lines with each plane identified by the Z list.
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The get_layer_range() binary search used to identify the Z range
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of the facet is already ported to C++ (see Object.xsp)
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- make_loops(): this has to be done for each layer. It creates polygons
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from the lines generated by the previous step.
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At the end, we free the tables generated by analyze() as we don't
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need them anymore.
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FUTURE: parallelize slice_facet() and make_loops()
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*/
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2013-09-07 19:08:53 +00:00
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// build a table to map a facet_idx to its three edge indices
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if (this->stl.v_shared == NULL) stl_generate_shared_vertices(&(this->stl));
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typedef std::pair<int,int> t_edge;
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typedef std::vector<t_edge> t_edges; // edge_idx => a_id,b_id
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typedef std::map<t_edge,int> t_edges_map; // a_id,b_id => edge_idx
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typedef std::vector< std::vector<int> > t_facets_edges;
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t_edges edges;
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t_facets_edges facets_edges;
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// reserve() instad of resize() because otherwise we couldn't read .size() below to assign edge_idx
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edges.reserve(this->stl.stats.number_of_facets * 3); // number of edges = number of facets * 3
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facets_edges.resize(this->stl.stats.number_of_facets);
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{
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t_edges_map edges_map;
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for (int facet_idx = 0; facet_idx < this->stl.stats.number_of_facets; facet_idx++) {
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facets_edges[facet_idx].resize(3);
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for (int i = 0; i <= 2; i++) {
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int a_id = this->stl.v_indices[facet_idx].vertex[i];
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int b_id = this->stl.v_indices[facet_idx].vertex[(i+1) % 3];
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int edge_idx;
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t_edges_map::const_iterator my_edge = edges_map.find(std::make_pair(b_id,a_id));
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if (my_edge == edges_map.end()) {
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// edge isn't listed in table, so we insert it
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edge_idx = edges.size();
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edges.push_back(std::make_pair(a_id,b_id));
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edges_map[ edges[edge_idx] ] = edge_idx;
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} else {
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edge_idx = my_edge->second;
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}
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facets_edges[facet_idx][i] = edge_idx;
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#ifdef SLIC3R_DEBUG
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printf(" [facet %d, edge %d] a_id = %d, b_id = %d --> edge %d\n", facet_idx, i, a_id, b_id, edge_idx);
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#endif
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}
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}
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}
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std::vector<IntersectionLines> lines(z.size());
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2013-09-07 12:06:09 +00:00
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for (int facet_idx = 0; facet_idx < this->stl.stats.number_of_facets; facet_idx++) {
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stl_facet facet = this->stl.facet_start[facet_idx]; // this is a copy
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/* reorder vertices so that the first one is the one with lowest Z
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this is needed to get all intersection lines in a consistent order
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(external on the right of the line) */
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2013-09-07 19:08:53 +00:00
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/*
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2013-09-07 12:06:09 +00:00
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float min_z;
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if (facet.vertex[1].z < facet.vertex[0].z && facet.vertex[1].z < facet.vertex[2].z) {
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// vertex 1 has lowest Z
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min_z = facet.vertex[1].z;
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stl_vertex v0 = facet.vertex[0];
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facet.vertex[0] = facet.vertex[1];
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facet.vertex[1] = facet.vertex[2];
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facet.vertex[2] = v0;
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} else if (facet.vertex[2].z < facet.vertex[0].z && facet.vertex[2].z < facet.vertex[1].z) {
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// vertex 2 has lowest Z
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min_z = facet.vertex[2].z;
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stl_vertex v0 = facet.vertex[0];
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facet.vertex[0] = facet.vertex[2];
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facet.vertex[2] = facet.vertex[1];
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facet.vertex[1] = v0;
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} else {
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min_z = facet.vertex[0].z;
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}
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2013-09-07 19:08:53 +00:00
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*/
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float min_z = fminf(facet.vertex[0].z, fminf(facet.vertex[1].z, facet.vertex[2].z));
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2013-09-07 12:06:09 +00:00
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float max_z = fmaxf(facet.vertex[0].z, fmaxf(facet.vertex[1].z, facet.vertex[2].z));
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#ifdef SLIC3R_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0].z,
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1].z,
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2].z);
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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if (min_z == max_z) {
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#ifdef SLIC3R_DEBUG
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printf("Facet is horizontal; ignoring\n");
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#endif
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continue;
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}
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std::vector<double>::const_iterator min_layer, max_layer;
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min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
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max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
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#ifdef SLIC3R_DEBUG
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printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
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#endif
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2013-09-07 19:08:53 +00:00
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for (std::vector<double>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
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std::vector<double>::size_type layer_idx = it - z.begin();
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double slice_z = *it;
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std::vector<IntersectionPoint> points;
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std::vector< std::vector<IntersectionPoint>::size_type > points_on_layer, intersection_points;
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2013-09-07 12:06:09 +00:00
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2013-09-07 19:08:53 +00:00
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for (int i = 0; i <= 2; i++) { // loop through facet edges
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int edge_id = facets_edges[facet_idx][i];
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t_edge edge = edges[edge_id];
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stl_vertex* a = &(this->stl.v_shared[edge.first]);
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stl_vertex* b = &(this->stl.v_shared[edge.second]);
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#ifdef SLIC3R_DEBUG
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printf(" a = %f, b = %f, slice_z = %f\n", a->z, b->z, slice_z);
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#endif
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if (a->z == b->z && a->z == slice_z) {
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// edge is horizontal and belongs to the current layer
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#ifdef SLIC3R_DEBUG
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printf("Edge is horizontal!\n");
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#endif
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/* We assume that this method is never being called for horizontal
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facets, so no other edge is going to be on this layer. */
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IntersectionLine line;
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line.a.x = a->x;
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line.a.y = a->y;
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line.b.x = b->x;
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line.b.y = b->y;
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line.a_id = edge.first;
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line.b_id = edge.second;
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if (this->stl.v_indices[facet_idx].vertex[0] < slice_z
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|| this->stl.v_indices[facet_idx].vertex[1] < slice_z
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|| this->stl.v_indices[facet_idx].vertex[2] < slice_z) {
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line.edge_type = feTop;
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} else {
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line.edge_type = feBottom;
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}
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lines[layer_idx].push_back(line);
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} else if (a->z == slice_z) {
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#ifdef SLIC3R_DEBUG
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printf("A point on plane!\n");
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#endif
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IntersectionPoint point;
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point.x = a->x;
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|
|
|
point.y = a->y;
|
|
|
|
point.point_id = edge.first;
|
|
|
|
points.push_back(point);
|
|
|
|
points_on_layer.push_back(points.size()-1);
|
|
|
|
} else if (b->z == slice_z) {
|
|
|
|
#ifdef SLIC3R_DEBUG
|
|
|
|
printf("B point on plane!\n");
|
|
|
|
#endif
|
|
|
|
|
|
|
|
IntersectionPoint point;
|
|
|
|
point.x = b->x;
|
|
|
|
point.y = b->y;
|
|
|
|
point.point_id = edge.second;
|
|
|
|
points.push_back(point);
|
|
|
|
points_on_layer.push_back(points.size()-1);
|
|
|
|
} else if ((a->z < slice_z && b->z > slice_z) || (b->z < slice_z && a->z > slice_z)) {
|
|
|
|
// edge intersects the current layer; calculate intersection
|
|
|
|
#ifdef SLIC3R_DEBUG
|
|
|
|
printf("Intersects!\n");
|
|
|
|
#endif
|
|
|
|
|
|
|
|
IntersectionPoint point;
|
|
|
|
point.x = b->x + (a->x - b->x) * (slice_z - b->z) / (a->z - b->z);
|
|
|
|
point.y = b->y + (a->y - b->y) * (slice_z - b->z) / (a->z - b->z);
|
|
|
|
point.edge_id = edge_id;
|
|
|
|
points.push_back(point);
|
|
|
|
intersection_points.push_back(points.size()-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (points_on_layer.size() == 2) {
|
|
|
|
if (intersection_points.size() == 1) {
|
|
|
|
|
|
|
|
} else if (intersection_points.empty()) {
|
|
|
|
if (points[ points_on_layer[0] ].coincides_with(&points[ points_on_layer[1] ])) continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!points.empty()) {
|
|
|
|
assert(points.size() == 2); // facets must intersect each plane 0 or 2 times
|
|
|
|
|
|
|
|
IntersectionLine line;
|
|
|
|
line.a.x = points[1].x;
|
|
|
|
line.a.y = points[1].y;
|
|
|
|
line.b.x = points[0].x;
|
|
|
|
line.b.y = points[0].y;
|
|
|
|
line.a_id = points[1].point_id;
|
|
|
|
line.b_id = points[0].point_id;
|
|
|
|
line.edge_a_id = points[1].edge_id;
|
|
|
|
line.edge_b_id = points[0].edge_id;
|
|
|
|
lines[layer_idx].push_back(line);
|
|
|
|
}
|
2013-09-07 12:06:09 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-09-07 19:08:53 +00:00
|
|
|
// build loops
|
2013-09-07 12:06:09 +00:00
|
|
|
std::vector<Polygons>* layers = new std::vector<Polygons>(z.size());
|
2013-09-07 19:08:53 +00:00
|
|
|
for (std::vector<IntersectionLines>::const_iterator it = lines.begin(); it != lines.end(); ++it) {
|
|
|
|
|
|
|
|
}
|
2013-09-07 12:06:09 +00:00
|
|
|
|
|
|
|
// ...
|
|
|
|
// add a Polygon p to layer n:
|
|
|
|
// (*layers)[n].push_back(p);
|
|
|
|
|
|
|
|
return layers;
|
|
|
|
}
|
|
|
|
|
2013-07-07 20:36:14 +00:00
|
|
|
}
|