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OrcaSlicer-KX/src/libslic3r/SLA/SLASupportTreeIGL.cpp
Lukas Matena 14bd37048b Unified igl calls in MeshRaycaster and EigenMesh3D
MeshRaycaster is still aware of the clipping plane but it now uses EigenMesh3D internally
Public interface of both classes is unchanged
2019-11-08 20:18:14 +01:00

622 lines
19 KiB
C++

#include <cmath>
#include "SLA/SLASupportTree.hpp"
#include "SLA/SLACommon.hpp"
#include "SLA/SLASpatIndex.hpp"
// Workaround: IGL signed_distance.h will define PI in the igl namespace.
#undef PI
// HEAVY headers... takes eternity to compile
// for concave hull merging decisions
#include "SLABoostAdapter.hpp"
#include "boost/geometry/index/rtree.hpp"
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable: 4244)
#pragma warning(disable: 4267)
#endif
#include <igl/ray_mesh_intersect.h>
#include <igl/point_mesh_squared_distance.h>
#include <igl/remove_duplicate_vertices.h>
#include <igl/signed_distance.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include <tbb/parallel_for.h>
#include "SLASpatIndex.hpp"
#include "ClipperUtils.hpp"
namespace Slic3r {
namespace sla {
// Bring back PI from the igl namespace
using igl::PI;
/* **************************************************************************
* PointIndex implementation
* ************************************************************************** */
class PointIndex::Impl {
public:
using BoostIndex = boost::geometry::index::rtree< PointIndexEl,
boost::geometry::index::rstar<16, 4> /* ? */ >;
BoostIndex m_store;
};
PointIndex::PointIndex(): m_impl(new Impl()) {}
PointIndex::~PointIndex() {}
PointIndex::PointIndex(const PointIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
PointIndex::PointIndex(PointIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
PointIndex& PointIndex::operator=(const PointIndex &cpy)
{
m_impl.reset(new Impl(*cpy.m_impl));
return *this;
}
PointIndex& PointIndex::operator=(PointIndex &&cpy)
{
m_impl.swap(cpy.m_impl);
return *this;
}
void PointIndex::insert(const PointIndexEl &el)
{
m_impl->m_store.insert(el);
}
bool PointIndex::remove(const PointIndexEl& el)
{
return m_impl->m_store.remove(el) == 1;
}
std::vector<PointIndexEl>
PointIndex::query(std::function<bool(const PointIndexEl &)> fn) const
{
namespace bgi = boost::geometry::index;
std::vector<PointIndexEl> ret;
m_impl->m_store.query(bgi::satisfies(fn), std::back_inserter(ret));
return ret;
}
std::vector<PointIndexEl> PointIndex::nearest(const Vec3d &el, unsigned k = 1) const
{
namespace bgi = boost::geometry::index;
std::vector<PointIndexEl> ret; ret.reserve(k);
m_impl->m_store.query(bgi::nearest(el, k), std::back_inserter(ret));
return ret;
}
size_t PointIndex::size() const
{
return m_impl->m_store.size();
}
void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn)
{
for(auto& el : m_impl->m_store) fn(el);
}
void PointIndex::foreach(std::function<void (const PointIndexEl &)> fn) const
{
for(const auto &el : m_impl->m_store) fn(el);
}
/* **************************************************************************
* BoxIndex implementation
* ************************************************************************** */
class BoxIndex::Impl {
public:
using BoostIndex = boost::geometry::index::
rtree<BoxIndexEl, boost::geometry::index::rstar<16, 4> /* ? */>;
BoostIndex m_store;
};
BoxIndex::BoxIndex(): m_impl(new Impl()) {}
BoxIndex::~BoxIndex() {}
BoxIndex::BoxIndex(const BoxIndex &cpy): m_impl(new Impl(*cpy.m_impl)) {}
BoxIndex::BoxIndex(BoxIndex&& cpy): m_impl(std::move(cpy.m_impl)) {}
BoxIndex& BoxIndex::operator=(const BoxIndex &cpy)
{
m_impl.reset(new Impl(*cpy.m_impl));
return *this;
}
BoxIndex& BoxIndex::operator=(BoxIndex &&cpy)
{
m_impl.swap(cpy.m_impl);
return *this;
}
void BoxIndex::insert(const BoxIndexEl &el)
{
m_impl->m_store.insert(el);
}
bool BoxIndex::remove(const BoxIndexEl& el)
{
return m_impl->m_store.remove(el) == 1;
}
std::vector<BoxIndexEl> BoxIndex::query(const BoundingBox &qrbb,
BoxIndex::QueryType qt)
{
namespace bgi = boost::geometry::index;
std::vector<BoxIndexEl> ret; ret.reserve(m_impl->m_store.size());
switch (qt) {
case qtIntersects:
m_impl->m_store.query(bgi::intersects(qrbb), std::back_inserter(ret));
break;
case qtWithin:
m_impl->m_store.query(bgi::within(qrbb), std::back_inserter(ret));
}
return ret;
}
size_t BoxIndex::size() const
{
return m_impl->m_store.size();
}
void BoxIndex::foreach(std::function<void (const BoxIndexEl &)> fn)
{
for(auto& el : m_impl->m_store) fn(el);
}
/* ****************************************************************************
* EigenMesh3D implementation
* ****************************************************************************/
class EigenMesh3D::AABBImpl: public igl::AABB<Eigen::MatrixXd, 3> {
public:
#ifdef SLIC3R_SLA_NEEDS_WINDTREE
igl::WindingNumberAABB<Vec3d, Eigen::MatrixXd, Eigen::MatrixXi> windtree;
#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
};
EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh): m_aabb(new AABBImpl()) {
static const double dEPS = 1e-6;
const stl_file& stl = tmesh.stl;
auto&& bb = tmesh.bounding_box();
m_ground_level += bb.min(Z);
Eigen::MatrixXd V;
Eigen::MatrixXi F;
V.resize(3*stl.stats.number_of_facets, 3);
F.resize(stl.stats.number_of_facets, 3);
for (unsigned int i = 0; i < stl.stats.number_of_facets; ++i) {
const stl_facet &facet = stl.facet_start[i];
V.block<1, 3>(3 * i + 0, 0) = facet.vertex[0].cast<double>();
V.block<1, 3>(3 * i + 1, 0) = facet.vertex[1].cast<double>();
V.block<1, 3>(3 * i + 2, 0) = facet.vertex[2].cast<double>();
F(i, 0) = int(3*i+0);
F(i, 1) = int(3*i+1);
F(i, 2) = int(3*i+2);
}
// We will convert this to a proper 3d mesh with no duplicate points.
Eigen::VectorXi SVI, SVJ;
igl::remove_duplicate_vertices(V, F, dEPS, m_V, SVI, SVJ, m_F);
// Build the AABB accelaration tree
m_aabb->init(m_V, m_F);
#ifdef SLIC3R_SLA_NEEDS_WINDTREE
m_aabb->windtree.set_mesh(m_V, m_F);
#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
}
EigenMesh3D::~EigenMesh3D() {}
EigenMesh3D::EigenMesh3D(const EigenMesh3D &other):
m_V(other.m_V), m_F(other.m_F), m_ground_level(other.m_ground_level),
m_aabb( new AABBImpl(*other.m_aabb) ) {}
EigenMesh3D::EigenMesh3D(const Contour3D &other)
{
m_V.resize(Eigen::Index(other.points.size()), 3);
m_F.resize(Eigen::Index(other.faces3.size() + 2 * other.faces4.size()), 3);
for (Eigen::Index i = 0; i < Eigen::Index(other.points.size()); ++i)
m_V.row(i) = other.points[size_t(i)];
for (Eigen::Index i = 0; i < Eigen::Index(other.faces3.size()); ++i)
m_F.row(i) = other.faces3[size_t(i)];
size_t N = other.faces3.size() + 2 * other.faces4.size();
for (size_t i = other.faces3.size(); i < N; i += 2) {
size_t quad_idx = (i - other.faces3.size()) / 2;
auto & quad = other.faces4[quad_idx];
m_F.row(Eigen::Index(i)) = Vec3i{quad(0), quad(1), quad(2)};
m_F.row(Eigen::Index(i + 1)) = Vec3i{quad(2), quad(3), quad(0)};
}
}
EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
{
m_V = other.m_V;
m_F = other.m_F;
m_ground_level = other.m_ground_level;
m_aabb.reset(new AABBImpl(*other.m_aabb)); return *this;
}
EigenMesh3D::hit_result
EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
{
igl::Hit hit;
hit.t = std::numeric_limits<float>::infinity();
m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
hit_result ret(*this);
ret.m_t = double(hit.t);
ret.m_dir = dir;
ret.m_source = s;
if(!std::isinf(hit.t) && !std::isnan(hit.t)) ret.m_face_id = hit.id;
return ret;
}
std::vector<EigenMesh3D::hit_result>
EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
{
std::vector<EigenMesh3D::hit_result> outs;
std::vector<igl::Hit> hits;
m_aabb->intersect_ray(m_V, m_F, s, dir, hits);
// The sort is necessary, the hits are not always sorted.
std::sort(hits.begin(), hits.end(),
[](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
// Convert the igl::Hit into hit_result
outs.reserve(hits.size());
for (const igl::Hit& hit : hits) {
outs.emplace_back(EigenMesh3D::hit_result(*this));
outs.back().m_t = double(hit.t);
outs.back().m_dir = dir;
outs.back().m_source = s;
if(!std::isinf(hit.t) && !std::isnan(hit.t))
outs.back().m_face_id = hit.id;
}
return outs;
}
#ifdef SLIC3R_SLA_NEEDS_WINDTREE
EigenMesh3D::si_result EigenMesh3D::signed_distance(const Vec3d &p) const {
double sign = 0; double sqdst = 0; int i = 0; Vec3d c;
igl::signed_distance_winding_number(*m_aabb, m_V, m_F, m_aabb->windtree,
p, sign, sqdst, i, c);
return si_result(sign * std::sqrt(sqdst), i, c);
}
bool EigenMesh3D::inside(const Vec3d &p) const {
return m_aabb->windtree.inside(p);
}
#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
double EigenMesh3D::squared_distance(const Vec3d &p, int& i, Vec3d& c) const {
double sqdst = 0;
Eigen::Matrix<double, 1, 3> pp = p;
Eigen::Matrix<double, 1, 3> cc;
sqdst = m_aabb->squared_distance(m_V, m_F, pp, i, cc);
c = cc;
return sqdst;
}
/* ****************************************************************************
* Misc functions
* ****************************************************************************/
namespace {
bool point_on_edge(const Vec3d& p, const Vec3d& e1, const Vec3d& e2,
double eps = 0.05)
{
using Line3D = Eigen::ParametrizedLine<double, 3>;
auto line = Line3D::Through(e1, e2);
double d = line.distance(p);
return std::abs(d) < eps;
}
template<class Vec> double distance(const Vec& pp1, const Vec& pp2) {
auto p = pp2 - pp1;
return std::sqrt(p.transpose() * p);
}
}
PointSet normals(const PointSet& points,
const EigenMesh3D& mesh,
double eps,
std::function<void()> thr, // throw on cancel
const std::vector<unsigned>& pt_indices)
{
if(points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
return {};
std::vector<unsigned> range = pt_indices;
if(range.empty()) {
range.resize(size_t(points.rows()), 0);
std::iota(range.begin(), range.end(), 0);
}
PointSet ret(range.size(), 3);
// for (size_t ridx = 0; ridx < range.size(); ++ridx)
tbb::parallel_for(size_t(0), range.size(),
[&ret, &range, &mesh, &points, thr, eps](size_t ridx)
{
thr();
auto eidx = Eigen::Index(range[ridx]);
int faceid = 0;
Vec3d p;
mesh.squared_distance(points.row(eidx), faceid, p);
auto trindex = mesh.F().row(faceid);
const Vec3d& p1 = mesh.V().row(trindex(0));
const Vec3d& p2 = mesh.V().row(trindex(1));
const Vec3d& p3 = mesh.V().row(trindex(2));
// We should check if the point lies on an edge of the hosting triangle.
// If it does then all the other triangles using the same two points
// have to be searched and the final normal should be some kind of
// aggregation of the participating triangle normals. We should also
// consider the cases where the support point lies right on a vertex
// of its triangle. The procedure is the same, get the neighbor
// triangles and calculate an average normal.
// mark the vertex indices of the edge. ia and ib marks and edge ic
// will mark a single vertex.
int ia = -1, ib = -1, ic = -1;
if(std::abs(distance(p, p1)) < eps) {
ic = trindex(0);
}
else if(std::abs(distance(p, p2)) < eps) {
ic = trindex(1);
}
else if(std::abs(distance(p, p3)) < eps) {
ic = trindex(2);
}
else if(point_on_edge(p, p1, p2, eps)) {
ia = trindex(0); ib = trindex(1);
}
else if(point_on_edge(p, p2, p3, eps)) {
ia = trindex(1); ib = trindex(2);
}
else if(point_on_edge(p, p1, p3, eps)) {
ia = trindex(0); ib = trindex(2);
}
// vector for the neigboring triangles including the detected one.
std::vector<Vec3i> neigh;
if(ic >= 0) { // The point is right on a vertex of the triangle
for(int n = 0; n < mesh.F().rows(); ++n) {
thr();
Vec3i ni = mesh.F().row(n);
if((ni(X) == ic || ni(Y) == ic || ni(Z) == ic))
neigh.emplace_back(ni);
}
}
else if(ia >= 0 && ib >= 0) { // the point is on and edge
// now get all the neigboring triangles
for(int n = 0; n < mesh.F().rows(); ++n) {
thr();
Vec3i ni = mesh.F().row(n);
if((ni(X) == ia || ni(Y) == ia || ni(Z) == ia) &&
(ni(X) == ib || ni(Y) == ib || ni(Z) == ib))
neigh.emplace_back(ni);
}
}
// Calculate the normals for the neighboring triangles
std::vector<Vec3d> neighnorms; neighnorms.reserve(neigh.size());
for(const Vec3i& tri : neigh) {
const Vec3d& pt1 = mesh.V().row(tri(0));
const Vec3d& pt2 = mesh.V().row(tri(1));
const Vec3d& pt3 = mesh.V().row(tri(2));
Eigen::Vector3d U = pt2 - pt1;
Eigen::Vector3d V = pt3 - pt1;
neighnorms.emplace_back(U.cross(V).normalized());
}
// Throw out duplicates. They would cause trouble with summing. We will
// use std::unique which works on sorted ranges. We will sort by the
// coefficient-wise sum of the normals. It should force the same
// elements to be consecutive.
std::sort(neighnorms.begin(), neighnorms.end(),
[](const Vec3d& v1, const Vec3d& v2){
return v1.sum() < v2.sum();
});
auto lend = std::unique(neighnorms.begin(), neighnorms.end(),
[](const Vec3d& n1, const Vec3d& n2) {
// Compare normals for equivalence. This is controvers stuff.
auto deq = [](double a, double b) { return std::abs(a-b) < 1e-3; };
return deq(n1(X), n2(X)) && deq(n1(Y), n2(Y)) && deq(n1(Z), n2(Z));
});
if(!neighnorms.empty()) { // there were neighbors to count with
// sum up the normals and then normalize the result again.
// This unification seems to be enough.
Vec3d sumnorm(0, 0, 0);
sumnorm = std::accumulate(neighnorms.begin(), lend, sumnorm);
sumnorm.normalize();
ret.row(long(ridx)) = sumnorm;
}
else { // point lies safely within its triangle
Eigen::Vector3d U = p2 - p1;
Eigen::Vector3d V = p3 - p1;
ret.row(long(ridx)) = U.cross(V).normalized();
}
});
return ret;
}
namespace bgi = boost::geometry::index;
using Index3D = bgi::rtree< PointIndexEl, bgi::rstar<16, 4> /* ? */ >;
namespace {
bool cmp_ptidx_elements(const PointIndexEl& e1, const PointIndexEl& e2)
{
return e1.second < e2.second;
};
ClusteredPoints cluster(Index3D &sindex,
unsigned max_points,
std::function<std::vector<PointIndexEl>(
const Index3D &, const PointIndexEl &)> qfn)
{
using Elems = std::vector<PointIndexEl>;
// Recursive function for visiting all the points in a given distance to
// each other
std::function<void(Elems&, Elems&)> group =
[&sindex, &group, max_points, qfn](Elems& pts, Elems& cluster)
{
for(auto& p : pts) {
std::vector<PointIndexEl> tmp = qfn(sindex, p);
std::sort(tmp.begin(), tmp.end(), cmp_ptidx_elements);
Elems newpts;
std::set_difference(tmp.begin(), tmp.end(),
cluster.begin(), cluster.end(),
std::back_inserter(newpts), cmp_ptidx_elements);
int c = max_points && newpts.size() + cluster.size() > max_points?
int(max_points - cluster.size()) : int(newpts.size());
cluster.insert(cluster.end(), newpts.begin(), newpts.begin() + c);
std::sort(cluster.begin(), cluster.end(), cmp_ptidx_elements);
if(!newpts.empty() && (!max_points || cluster.size() < max_points))
group(newpts, cluster);
}
};
std::vector<Elems> clusters;
for(auto it = sindex.begin(); it != sindex.end();) {
Elems cluster = {};
Elems pts = {*it};
group(pts, cluster);
for(auto& c : cluster) sindex.remove(c);
it = sindex.begin();
clusters.emplace_back(cluster);
}
ClusteredPoints result;
for(auto& cluster : clusters) {
result.emplace_back();
for(auto c : cluster) result.back().emplace_back(c.second);
}
return result;
}
std::vector<PointIndexEl> distance_queryfn(const Index3D& sindex,
const PointIndexEl& p,
double dist,
unsigned max_points)
{
std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
sindex.query(
bgi::nearest(p.first, max_points),
std::back_inserter(tmp)
);
for(auto it = tmp.begin(); it < tmp.end(); ++it)
if(distance(p.first, it->first) > dist) it = tmp.erase(it);
return tmp;
}
} // namespace
// Clustering a set of points by the given criteria
ClusteredPoints cluster(
const std::vector<unsigned>& indices,
std::function<Vec3d(unsigned)> pointfn,
double dist,
unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
// Build the index
for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
return cluster(sindex, max_points,
[dist, max_points](const Index3D& sidx, const PointIndexEl& p)
{
return distance_queryfn(sidx, p, dist, max_points);
});
}
// Clustering a set of points by the given criteria
ClusteredPoints cluster(
const std::vector<unsigned>& indices,
std::function<Vec3d(unsigned)> pointfn,
std::function<bool(const PointIndexEl&, const PointIndexEl&)> predicate,
unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
// Build the index
for(auto idx : indices) sindex.insert( std::make_pair(pointfn(idx), idx));
return cluster(sindex, max_points,
[max_points, predicate](const Index3D& sidx, const PointIndexEl& p)
{
std::vector<PointIndexEl> tmp; tmp.reserve(max_points);
sidx.query(bgi::satisfies([p, predicate](const PointIndexEl& e){
return predicate(p, e);
}), std::back_inserter(tmp));
return tmp;
});
}
ClusteredPoints cluster(const PointSet& pts, double dist, unsigned max_points)
{
// A spatial index for querying the nearest points
Index3D sindex;
// Build the index
for(Eigen::Index i = 0; i < pts.rows(); i++)
sindex.insert(std::make_pair(Vec3d(pts.row(i)), unsigned(i)));
return cluster(sindex, max_points,
[dist, max_points](const Index3D& sidx, const PointIndexEl& p)
{
return distance_queryfn(sidx, p, dist, max_points);
});
}
} // namespace sla
} // namespace Slic3r