OrcaSlicer-bambulab/src/libslic3r/TriangleSelector.hpp
Lukáš Hejl 8a77fa38f0 Modified MMU painting gizmo behavior so that all triangles aren't painted by default by the first extruder, which was causing several problems.
This commit also fixed the following issues:
1) After loading a 3MF with painted triangles using the MMU painting gizmo, the painted triangles might not be displayed correctly in the MMU painting gizmo.
2) The MMU segmentation was unnecessarily executed for all layers and not just for the painted layers.
3) Object's base color wasn't changed when the assigned extruder for that object was changed while the MMU paint gizmo was opened.
4) Changing the base color of an object was only possible by removing all painted triangles.
2021-06-16 06:06:34 +02:00

217 lines
9.1 KiB
C++

#ifndef libslic3r_TriangleSelector_hpp_
#define libslic3r_TriangleSelector_hpp_
// #define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
#include "Point.hpp"
#include "TriangleMesh.hpp"
namespace Slic3r {
enum class EnforcerBlockerType : int8_t;
// Following class holds information about selected triangles. It also has power
// to recursively subdivide the triangles and make the selection finer.
class TriangleSelector {
public:
enum CursorType {
CIRCLE,
SPHERE
};
// Set a limit to the edge length, below which the edge will not be split by select_patch().
// Called by select_patch() internally. Made public for debugging purposes, see TriangleSelectorGUI::render_debug().
void set_edge_limit(float edge_limit);
// Create new object on a TriangleMesh. The referenced mesh must
// stay valid, a ptr to it is saved and used.
explicit TriangleSelector(const TriangleMesh& mesh);
// Select all triangles fully inside the circle, subdivide where needed.
void select_patch(const Vec3f &hit, // point where to start
int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
const Vec3f &source, // camera position (mesh coords)
float radius, // radius of the cursor
CursorType type, // current type of cursor
EnforcerBlockerType new_state, // enforcer or blocker?
const Transform3d &trafo, // matrix to get from mesh to world
bool triangle_splitting); // If triangles will be split base on the cursor or not
void seed_fill_select_triangles(const Vec3f &hit, // point where to start
int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
float seed_fill_angle); // the maximal angle between two facets to be painted by the same color
// Get facets currently in the given state.
indexed_triangle_set get_facets(EnforcerBlockerType state) const;
// Set facet of the mesh to a given state. Only works for original triangles.
void set_facet(int facet_idx, EnforcerBlockerType state);
// Clear everything and make the tree empty.
void reset();
// Remove all unnecessary data.
void garbage_collect();
// Store the division trees in compact form (a long stream of bits for each triangle of the original mesh).
// First vector contains pairs of (triangle index, first bit in the second vector).
std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> serialize() const;
// Load serialized data. Assumes that correct mesh is loaded.
void deserialize(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data);
// For all triangles, remove the flag indicating that the triangle was selected by seed fill.
void seed_fill_unselect_all_triangles();
// For all triangles selected by seed fill, set new EnforcerBlockerType and remove flag indicating that triangle was selected by seed fill.
// The operation may merge split triangles if they are being assigned the same color.
void seed_fill_apply_on_triangles(EnforcerBlockerType new_state);
protected:
// Triangle and info about how it's split.
class Triangle {
public:
// Use TriangleSelector::push_triangle to create a new triangle.
// It increments/decrements reference counter on vertices.
Triangle(int a, int b, int c, int source_triangle, const EnforcerBlockerType init_state)
: verts_idxs{a, b, c},
source_triangle{source_triangle},
state{init_state}
{
// Initialize bit fields. Default member initializers are not supported by C++17.
m_selected_by_seed_fill = false;
m_valid = true;
}
// Indices into m_vertices.
std::array<int, 3> verts_idxs;
// Index of the source triangle at the initial (unsplit) mesh.
int source_triangle;
// Children triangles.
std::array<int, 4> children;
// Set the division type.
void set_division(int sides_to_split, int special_side_idx);
// Get/set current state.
void set_state(EnforcerBlockerType type) { assert(! is_split()); state = type; }
EnforcerBlockerType get_state() const { assert(! is_split()); return state; }
// Set if the triangle has been selected or unselected by seed fill.
void select_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = true; }
void unselect_by_seed_fill() { assert(! is_split()); m_selected_by_seed_fill = false; }
// Get if the triangle has been selected or not by seed fill.
bool is_selected_by_seed_fill() const { assert(! is_split()); return m_selected_by_seed_fill; }
// Is this triangle valid or marked to be removed?
bool valid() const throw() { return m_valid; }
// Get info on how it's split.
bool is_split() const throw() { return number_of_split_sides() != 0; }
int number_of_split_sides() const throw() { return number_of_splits; }
int special_side() const throw() { assert(is_split()); return special_side_idx; }
private:
friend TriangleSelector;
// Packing the rest of member variables into 4 bytes, aligned to 4 bytes boundary.
char number_of_splits { 0 };
// Index of a vertex opposite to the split edge (for number_of_splits == 1)
// or index of a vertex shared by the two split edges (for number_of_splits == 2).
// For number_of_splits == 3, special_side_idx is always zero.
char special_side_idx { 0 };
EnforcerBlockerType state;
bool m_selected_by_seed_fill : 1;
// Is this triangle valid or marked to be removed?
bool m_valid : 1;
};
struct Vertex {
explicit Vertex(const stl_vertex& vert)
: v{vert},
ref_cnt{0}
{}
stl_vertex v;
int ref_cnt;
};
// Lists of vertices and triangles, both original and new
std::vector<Vertex> m_vertices;
std::vector<Triangle> m_triangles;
const TriangleMesh* m_mesh;
// Number of invalid triangles (to trigger garbage collection).
int m_invalid_triangles;
// Limiting length of triangle side (squared).
float m_edge_limit_sqr = 1.f;
// Number of original vertices and triangles.
int m_orig_size_vertices = 0;
int m_orig_size_indices = 0;
// Cache for cursor position, radius and direction.
struct Cursor {
Cursor() = default;
Cursor(const Vec3f& center_, const Vec3f& source_, float radius_world,
CursorType type_, const Transform3d& trafo_);
bool is_mesh_point_inside(Vec3f pt) const;
bool is_pointer_in_triangle(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3) const;
Vec3f center;
Vec3f source;
Vec3f dir;
float radius_sqr;
CursorType type;
Transform3f trafo;
Transform3f trafo_normal;
bool uniform_scaling;
};
Cursor m_cursor;
float m_old_cursor_radius_sqr;
// Private functions:
private:
bool select_triangle(int facet_idx, EnforcerBlockerType type, bool triangle_splitting);
bool select_triangle_recursive(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType type, bool triangle_splitting);
int vertices_inside(int facet_idx) const;
bool faces_camera(int facet) const;
void undivide_triangle(int facet_idx);
void split_triangle(int facet_idx, const Vec3i &neighbors);
void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
bool is_pointer_in_triangle(int facet_idx) const;
bool is_edge_inside_cursor(int facet_idx) const;
int push_triangle(int a, int b, int c, int source_triangle, const EnforcerBlockerType state = EnforcerBlockerType{0});
void perform_split(int facet_idx, const Vec3i &neighbors, EnforcerBlockerType old_state);
Vec3i child_neighbors(const Triangle &tr, const Vec3i &neighbors, int child_idx) const;
// Return child of itriangle at a CCW oriented side (vertexi, vertexj), either first or 2nd part.
// If itriangle == -1 or if the side sharing (vertexi, vertexj) is not split, return -1.
enum class Partition {
First,
Second,
};
int neighbor_child(const Triangle& tr, int vertexi, int vertexj, Partition partition) const;
int neighbor_child(int itriangle, int vertexi, int vertexj, Partition partition) const;
int triangle_midpoint(const Triangle& tr, int vertexi, int vertexj) const;
int triangle_midpoint(int itriangle, int vertexi, int vertexj) const;
int triangle_midpoint_or_allocate(int itriangle, int vertexi, int vertexj);
#ifndef _NDEBUG
bool verify_triangle_neighbors(const Triangle& tr, const Vec3i& neighbors) const;
bool verify_triangle_midpoints(const Triangle& tr) const;
#endif // _NDEBUG
int m_free_triangles_head { -1 };
int m_free_vertices_head { -1 };
};
} // namespace Slic3r
#endif // libslic3r_TriangleSelector_hpp_