Merge remote-tracking branch 'remotes/origin/tm_pad_speedup'

This commit is contained in:
bubnikv 2019-02-20 15:07:43 +01:00
commit 32ce0b91dc
4 changed files with 282 additions and 135 deletions

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@ -1,2 +1,2 @@
add_executable(slabasebed EXCLUDE_FROM_ALL slabasebed.cpp) add_executable(slabasebed EXCLUDE_FROM_ALL slabasebed.cpp)
target_link_libraries(slabasebed libslic3r) target_link_libraries(slabasebed libslic3r ${Boost_LIBRARIES} ${TBB_LIBRARIES} ${Boost_LIBRARIES} ${CMAKE_DL_LIBS})

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@ -1,15 +1,29 @@
#include <iostream> #include <iostream>
#include <fstream>
#include <string> #include <string>
#include <libslic3r/libslic3r.h> #include <libslic3r/libslic3r.h>
#include <libslic3r/TriangleMesh.hpp> #include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/SLABasePool.hpp> #include <libslic3r/SLA/SLABasePool.hpp>
#include <libslic3r/SLA/SLABoilerPlate.hpp>
#include <libnest2d/tools/benchmark.h> #include <libnest2d/tools/benchmark.h>
const std::string USAGE_STR = { const std::string USAGE_STR = {
"Usage: slabasebed stlfilename.stl" "Usage: slabasebed stlfilename.stl"
}; };
namespace Slic3r { namespace sla {
Contour3D convert(const Polygons& triangles, coord_t z, bool dir);
Contour3D walls(const Polygon& floor_plate, const Polygon& ceiling,
double floor_z_mm, double ceiling_z_mm,
double offset_difference_mm, ThrowOnCancel thr);
void offset(ExPolygon& sh, coord_t distance);
}
}
int main(const int argc, const char *argv[]) { int main(const int argc, const char *argv[]) {
using namespace Slic3r; using namespace Slic3r;
using std::cout; using std::endl; using std::cout; using std::endl;
@ -26,18 +40,43 @@ int main(const int argc, const char *argv[]) {
model.align_to_origin(); model.align_to_origin();
ExPolygons ground_slice; ExPolygons ground_slice;
TriangleMesh basepool; sla::Contour3D mesh;
// TriangleMesh basepool;
sla::base_plate(model, ground_slice, 0.1f); sla::base_plate(model, ground_slice, 0.1f);
if(ground_slice.empty()) return EXIT_FAILURE;
ExPolygon bottom_plate = ground_slice.front();
ExPolygon top_plate = bottom_plate;
sla::offset(top_plate, coord_t(3.0/SCALING_FACTOR));
sla::offset(bottom_plate, coord_t(1.0/SCALING_FACTOR));
bench.start(); bench.start();
sla::create_base_pool(ground_slice, basepool);
Polygons top_plate_triangles, bottom_plate_triangles;
top_plate.triangulate_p2t(&top_plate_triangles);
bottom_plate.triangulate_p2t(&bottom_plate_triangles);
auto top_plate_mesh = sla::convert(top_plate_triangles, coord_t(3.0/SCALING_FACTOR), false);
auto bottom_plate_mesh = sla::convert(bottom_plate_triangles, 0, true);
mesh.merge(bottom_plate_mesh);
mesh.merge(top_plate_mesh);
sla::Contour3D w = sla::walls(bottom_plate.contour, top_plate.contour, 0, 3, 2.0, [](){});
mesh.merge(w);
// sla::create_base_pool(ground_slice, basepool);
bench.stop(); bench.stop();
cout << "Base pool creation time: " << std::setprecision(10) cout << "Base pool creation time: " << std::setprecision(10)
<< bench.getElapsedSec() << " seconds." << endl; << bench.getElapsedSec() << " seconds." << endl;
basepool.write_ascii("out.stl"); // basepool.write_ascii("out.stl");
std::fstream outstream("out.obj", std::fstream::out);
mesh.to_obj(outstream);
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }

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@ -4,78 +4,177 @@
#include "boost/log/trivial.hpp" #include "boost/log/trivial.hpp"
#include "SLABoostAdapter.hpp" #include "SLABoostAdapter.hpp"
#include "ClipperUtils.hpp" #include "ClipperUtils.hpp"
#include "Tesselate.hpp"
// For debugging:
//#include <fstream>
//#include <libnest2d/tools/benchmark.h>
//#include "SVG.hpp" //#include "SVG.hpp"
//#include "benchmark.h"
namespace Slic3r { namespace sla { namespace Slic3r { namespace sla {
/// Convert the triangulation output to an intermediate mesh. /// This function will return a triangulation of a sheet connecting an upper
Contour3D convert(const Polygons& triangles, coord_t z, bool dir) { /// and a lower plate given as input polygons. It will not triangulate the
/// plates themselves only the sheet. The caller has to specify the lower and
Pointf3s points; /// upper z levels in world coordinates as well as the offset difference
points.reserve(3*triangles.size()); /// between the sheets. If the lower_z_mm is higher than upper_z_mm or the
Indices indices; /// offset difference is negative, the resulting triangle orientation will be
indices.reserve(points.size()); /// reversed.
///
for(auto& tr : triangles) { /// IMPORTANT: This is not a universal triangulation algorithm. It assumes
auto c = coord_t(points.size()), b = c++, a = c++; /// that the lower and upper polygons are offsetted versions of the same
if(dir) indices.emplace_back(a, b, c); /// original polygon. In general, it assumes that one of the polygons is
else indices.emplace_back(c, b, a); /// completely inside the other. The offset difference is the reference
for(auto& p : tr.points) { /// distance from the inner polygon's perimeter to the outer polygon's
points.emplace_back(unscale(x(p), y(p), z)); /// perimeter. The real distance will be variable as the clipper offset has
} /// different strategies (rounding, etc...). This algorithm should have
} /// O(2n + 3m) complexity where n is the number of upper vertices and m is the
/// number of lower vertices.
return {points, indices}; Contour3D walls(const Polygon& lower, const Polygon& upper,
} double lower_z_mm, double upper_z_mm,
double offset_difference_mm, ThrowOnCancel thr)
Contour3D walls(const ExPolygon& floor_plate, const ExPolygon& ceiling,
double floor_z_mm, double ceiling_z_mm,
ThrowOnCancel thr)
{ {
using std::transform; using std::back_inserter;
ExPolygon poly;
poly.contour.points = floor_plate.contour.points;
poly.holes.emplace_back(ceiling.contour);
auto& h = poly.holes.front();
std::reverse(h.points.begin(), h.points.end());
Polygons tri = triangulate(poly);
Contour3D ret; Contour3D ret;
ret.points.reserve(tri.size() * 3);
double fz = floor_z_mm; if(upper.points.size() < 3 || lower.size() < 3) return ret;
double cz = ceiling_z_mm;
auto& rp = ret.points;
auto& rpi = ret.indices;
ret.indices.reserve(tri.size() * 3);
coord_t idx = 0; // The concept of the algorithm is relatively simple. It will try to find
// the closest vertices from the upper and the lower polygon and use those
// as starting points. Then it will create the triangles sequentially using
// an edge from the upper polygon and a vertex from the lower or vice versa,
// depending on the resulting triangle's quality.
// The quality is measured by a scalar value. So far it looks like it is
// enough to derive it from the slope of the triangle's two edges connecting
// the upper and the lower part. A reference slope is calculated from the
// height and the offset difference.
auto hlines = h.lines(); // Offset in the index array for the ceiling
auto is_upper = [&hlines](const Point& p) { const auto offs = upper.points.size();
return std::any_of(hlines.begin(), hlines.end(),
[&p](const Line& l) { // Shorthand for the vertex arrays
return l.distance_to(p) < mm(1e-6); auto& upoints = upper.points, &lpoints = lower.points;
}); auto& rpts = ret.points; auto& rfaces = ret.indices;
// If the Z levels are flipped, or the offset difference is negative, we
// will interpret that as the triangles normals should be inverted.
bool inverted = upper_z_mm < lower_z_mm || offset_difference_mm < 0;
// Copy the points into the mesh, convert them from 2D to 3D
rpts.reserve(upoints.size() + lpoints.size());
rfaces.reserve(2*upoints.size() + 2*lpoints.size());
const double sf = SCALING_FACTOR;
for(auto& p : upoints) rpts.emplace_back(p.x()*sf, p.y()*sf, upper_z_mm);
for(auto& p : lpoints) rpts.emplace_back(p.x()*sf, p.y()*sf, lower_z_mm);
// Create pointing indices into vertex arrays. u-upper, l-lower
size_t uidx = 0, lidx = offs, unextidx = 1, lnextidx = offs + 1;
// Simple squared distance calculation.
auto distfn = [](const Vec3d& p1, const Vec3d& p2) {
auto p = p1 - p2; return p.transpose() * p;
}; };
std::for_each(tri.begin(), tri.end(), // We need to find the closest point on lower polygon to the first point on
[&rp, &rpi, thr, &idx, is_upper, fz, cz](const Polygon& pp) // the upper polygon. These will be our starting points.
{ double distmin = std::numeric_limits<double>::max();
thr(); // may throw if cancellation was requested for(size_t l = lidx; l < rpts.size(); ++l) {
thr();
double d = distfn(rpts[l], rpts[uidx]);
if(d < distmin) { lidx = l; distmin = d; }
}
for(auto& p : pp.points) // Set up lnextidx to be ahead of lidx in cyclic mode
if(is_upper(p)) lnextidx = lidx + 1;
rp.emplace_back(unscale(x(p), y(p), mm(cz))); if(lnextidx == rpts.size()) lnextidx = offs;
else rp.emplace_back(unscale(x(p), y(p), mm(fz)));
coord_t a = idx++, b = idx++, c = idx++; // This will be the flip switch to toggle between upper and lower triangle
if(fz > cz) rpi.emplace_back(c, b, a); // creation mode
else rpi.emplace_back(a, b, c); enum class Proceed {
}); UPPER, // A segment from the upper polygon and one vertex from the lower
LOWER // A segment from the lower polygon and one vertex from the upper
} proceed = Proceed::UPPER;
// Flags to help evaluating loop termination.
bool ustarted = false, lstarted = false;
// The variables for the fitness values, one for the actual and one for the
// previous.
double current_fit = 0, prev_fit = 0;
// Every triangle of the wall has two edges connecting the upper plate with
// the lower plate. From the length of these two edges and the zdiff we
// can calculate the momentary squared offset distance at a particular
// position on the wall. The average of the differences from the reference
// (squared) offset distance will give us the driving fitness value.
const double offsdiff2 = std::pow(offset_difference_mm, 2);
const double zdiff2 = std::pow(upper_z_mm - lower_z_mm, 2);
// Mark the current vertex iterator positions. If the iterators return to
// the same position, the loop can be terminated.
size_t uendidx = uidx, lendidx = lidx;
do { thr(); // check throw if canceled
prev_fit = current_fit;
switch(proceed) { // proceed depending on the current state
case Proceed::UPPER:
if(!ustarted || uidx != uendidx) { // there are vertices remaining
// Get the 3D vertices in order
const Vec3d& p_up1 = rpts[size_t(uidx)];
const Vec3d& p_low = rpts[size_t(lidx)];
const Vec3d& p_up2 = rpts[size_t(unextidx)];
// Calculate fitness: the average of the two connecting edges
double a = offsdiff2 - (distfn(p_up1, p_low) - zdiff2);
double b = offsdiff2 - (distfn(p_up2, p_low) - zdiff2);
current_fit = (std::abs(a) + std::abs(b)) / 2;
if(current_fit > prev_fit) { // fit is worse than previously
proceed = Proceed::LOWER;
} else { // good to go, create the triangle
inverted? rfaces.emplace_back(unextidx, lidx, uidx) :
rfaces.emplace_back(uidx, lidx, unextidx) ;
// Increment the iterators, rotate if necessary
++uidx; ++unextidx;
if(unextidx == offs) unextidx = 0;
if(uidx == offs) uidx = 0;
ustarted = true; // mark the movement of the iterators
// so that the comparison to uendidx can be made correctly
}
} else proceed = Proceed::LOWER;
break;
case Proceed::LOWER:
// Mode with lower segment, upper vertex. Same structure:
if(!lstarted || lidx != lendidx) {
const Vec3d& p_low1 = rpts[size_t(lidx)];
const Vec3d& p_low2 = rpts[size_t(lnextidx)];
const Vec3d& p_up = rpts[size_t(uidx)];
double a = offsdiff2 - (distfn(p_up, p_low1) - zdiff2);
double b = offsdiff2 - (distfn(p_up, p_low2) - zdiff2);
current_fit = (std::abs(a) + std::abs(b)) / 2;
if(current_fit > prev_fit) {
proceed = Proceed::UPPER;
} else {
inverted? rfaces.emplace_back(uidx, lnextidx, lidx) :
rfaces.emplace_back(lidx, lnextidx, uidx);
++lidx; ++lnextidx;
if(lnextidx == rpts.size()) lnextidx = offs;
if(lidx == rpts.size()) lidx = offs;
lstarted = true;
}
} else proceed = Proceed::UPPER;
break;
} // end of switch
} while(!ustarted || !lstarted || uidx != uendidx || lidx != lendidx);
return ret; return ret;
} }
@ -207,20 +306,31 @@ ExPolygons unify(const ExPolygons& shapes) {
/// Only a debug function to generate top and bottom plates from a 2D shape. /// Only a debug function to generate top and bottom plates from a 2D shape.
/// It is not used in the algorithm directly. /// It is not used in the algorithm directly.
inline Contour3D roofs(const ExPolygon& poly, coord_t z_distance) { inline Contour3D roofs(const ExPolygon& poly, coord_t z_distance) {
Polygons triangles = triangulate(poly); auto lower = triangulate_expolygons_3df(poly);
auto upper = triangulate_expolygons_3df(poly, z_distance*SCALING_FACTOR, true);
auto lower = convert(triangles, 0, false); Contour3D ret;
auto upper = convert(triangles, z_distance, true); ret.merge(lower); ret.merge(upper);
lower.merge(upper); return ret;
return lower;
} }
/// This method will create a rounded edge around a flat polygon in 3d space.
/// 'base_plate' parameter is the target plate.
/// 'radius' is the radius of the edges.
/// 'degrees' is tells how much of a circle should be created as the rounding.
/// It should be in degrees, not radians.
/// 'ceilheight_mm' is the Z coordinate of the flat polygon in 3D space.
/// 'dir' Is the direction of the round edges: inward or outward
/// 'thr' Throws if a cancel signal was received
/// 'last_offset' An auxiliary output variable to save the last offsetted
/// version of 'base_plate'
/// 'last_height' An auxiliary output to save the last z coordinate of the
/// offsetted base_plate. In other words, where the rounded edges end.
Contour3D round_edges(const ExPolygon& base_plate, Contour3D round_edges(const ExPolygon& base_plate,
double radius_mm, double radius_mm,
double degrees, double degrees,
double ceilheight_mm, double ceilheight_mm,
bool dir, bool dir,
ThrowOnCancel throw_on_cancel, ThrowOnCancel thr,
ExPolygon& last_offset, double& last_height) ExPolygon& last_offset, double& last_height)
{ {
auto ob = base_plate; auto ob = base_plate;
@ -239,7 +349,7 @@ Contour3D round_edges(const ExPolygon& base_plate,
int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps; int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps;
for(int i = 1; i <= tos; ++i) { for(int i = 1; i <= tos; ++i) {
throw_on_cancel(); thr();
ob = base_plate; ob = base_plate;
@ -252,7 +362,8 @@ Contour3D round_edges(const ExPolygon& base_plate,
wh = ceilheight_mm - radius_mm + stepy; wh = ceilheight_mm - radius_mm + stepy;
Contour3D pwalls; Contour3D pwalls;
pwalls = walls(ob, ob_prev, wh, wh_prev, throw_on_cancel); double prev_x = xx - (i - 1) * stepx;
pwalls = walls(ob.contour, ob_prev.contour, wh, wh_prev, s*prev_x, thr);
curvedwalls.merge(pwalls); curvedwalls.merge(pwalls);
ob_prev = ob; ob_prev = ob;
@ -264,7 +375,7 @@ Contour3D round_edges(const ExPolygon& base_plate,
int tos = int(tox / stepx); int tos = int(tox / stepx);
for(int i = 1; i <= tos; ++i) { for(int i = 1; i <= tos; ++i) {
throw_on_cancel(); thr();
ob = base_plate; ob = base_plate;
double r2 = radius_mm * radius_mm; double r2 = radius_mm * radius_mm;
@ -275,7 +386,9 @@ Contour3D round_edges(const ExPolygon& base_plate,
wh = ceilheight_mm - radius_mm - stepy; wh = ceilheight_mm - radius_mm - stepy;
Contour3D pwalls; Contour3D pwalls;
pwalls = walls(ob_prev, ob, wh_prev, wh, throw_on_cancel); double prev_x = xx - radius_mm + (i - 1)*stepx;
pwalls =
walls(ob_prev.contour, ob.contour, wh_prev, wh, s*prev_x, thr);
curvedwalls.merge(pwalls); curvedwalls.merge(pwalls);
ob_prev = ob; ob_prev = ob;
@ -291,15 +404,18 @@ Contour3D round_edges(const ExPolygon& base_plate,
/// Generating the concave part of the 3D pool with the bottom plate and the /// Generating the concave part of the 3D pool with the bottom plate and the
/// side walls. /// side walls.
Contour3D inner_bed(const ExPolygon& poly, double depth_mm, Contour3D inner_bed(const ExPolygon& poly,
double begin_h_mm = 0) { double depth_mm,
double begin_h_mm = 0)
Polygons triangles = triangulate(poly); {
Contour3D bottom;
Pointf3s triangles = triangulate_expolygons_3df(poly,
-depth_mm + begin_h_mm);
bottom.merge(triangles);
coord_t depth = mm(depth_mm); coord_t depth = mm(depth_mm);
coord_t begin_h = mm(begin_h_mm); coord_t begin_h = mm(begin_h_mm);
auto bottom = convert(triangles, -depth + begin_h, false);
auto lines = poly.lines(); auto lines = poly.lines();
// Generate outer walls // Generate outer walls
@ -469,6 +585,9 @@ void base_plate(const TriangleMesh &mesh, ExPolygons &output, float h,
void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out, void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
const PoolConfig& cfg) const PoolConfig& cfg)
{ {
// for debugging:
// Benchmark bench;
// bench.start();
double mergedist = 2*(1.8*cfg.min_wall_thickness_mm + 4*cfg.edge_radius_mm)+ double mergedist = 2*(1.8*cfg.min_wall_thickness_mm + 4*cfg.edge_radius_mm)+
cfg.max_merge_distance_mm; cfg.max_merge_distance_mm;
@ -490,15 +609,16 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
const coord_t s_thickness = mm(thickness); const coord_t s_thickness = mm(thickness);
const coord_t s_eradius = mm(cfg.edge_radius_mm); const coord_t s_eradius = mm(cfg.edge_radius_mm);
const coord_t s_safety_dist = 2*s_eradius + coord_t(0.8*s_thickness); const coord_t s_safety_dist = 2*s_eradius + coord_t(0.8*s_thickness);
// const coord_t wheight = mm(cfg.min_wall_height_mm); const coord_t s_wingdist = mm(wingdist);
coord_t s_wingdist = mm(wingdist);
auto& thrcl = cfg.throw_on_cancel; auto& thrcl = cfg.throw_on_cancel;
Contour3D pool;
for(ExPolygon& concaveh : concavehs) { for(ExPolygon& concaveh : concavehs) {
if(concaveh.contour.points.empty()) return; if(concaveh.contour.points.empty()) return;
// Get rif of any holes in the concave hull output. // Get rid of any holes in the concave hull output.
concaveh.holes.clear(); concaveh.holes.clear();
// Here lies the trick that does the smooting only with clipper offset // Here lies the trick that does the smooting only with clipper offset
@ -524,8 +644,6 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
std::reverse(tph.begin(), tph.end()); std::reverse(tph.begin(), tph.end());
} }
Contour3D pool;
ExPolygon ob = outer_base; double wh = 0; ExPolygon ob = outer_base; double wh = 0;
// now we will calculate the angle or portion of the circle from // now we will calculate the angle or portion of the circle from
@ -557,61 +675,54 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
// Generate the smoothed edge geometry // Generate the smoothed edge geometry
auto walledges = round_edges(ob, pool.merge(round_edges(ob,
r, r,
phi, phi,
0, // z position of the input plane 0, // z position of the input plane
true, true,
thrcl, thrcl,
ob, wh); ob, wh));
pool.merge(walledges);
// Now that we have the rounded edge connencting the top plate with // Now that we have the rounded edge connencting the top plate with
// the outer side walls, we can generate and merge the sidewall geometry // the outer side walls, we can generate and merge the sidewall geometry
auto pwalls = walls(ob, inner_base, wh, -fullheight, thrcl); pool.merge(walls(ob.contour, inner_base.contour, wh, -fullheight,
pool.merge(pwalls); (s_thickness + s_wingdist) * SCALING_FACTOR, thrcl));
if(wingheight > 0) { if(wingheight > 0) {
// Generate the smoothed edge geometry // Generate the smoothed edge geometry
auto cavityedges = round_edges(middle_base, pool.merge(round_edges(middle_base,
r, r,
phi - 90, // from tangent lines phi - 90, // from tangent lines
0, 0, // z position of the input plane
false, false,
thrcl, thrcl,
ob, wh); ob, wh));
pool.merge(cavityedges);
// Next is the cavity walls connecting to the top plate's // Next is the cavity walls connecting to the top plate's
// artificially created hole. // artificially created hole.
auto cavitywalls = walls(inner_base, ob, -wingheight, wh, thrcl); pool.merge(walls(inner_base.contour, ob.contour, -wingheight,
pool.merge(cavitywalls); wh, -s_safety_dist * SCALING_FACTOR, thrcl));
} }
// Now we need to triangulate the top and bottom plates as well as the // Now we need to triangulate the top and bottom plates as well as the
// cavity bottom plate which is the same as the bottom plate but it is // cavity bottom plate which is the same as the bottom plate but it is
// eleveted by the thickness. // elevated by the thickness.
Polygons top_triangles, bottom_triangles; pool.merge(triangulate_expolygons_3df(top_poly));
pool.merge(triangulate_expolygons_3df(inner_base, -fullheight, true));
triangulate(top_poly, top_triangles); if(wingheight > 0)
triangulate(inner_base, bottom_triangles); pool.merge(triangulate_expolygons_3df(inner_base, -wingheight));
auto top_plate = convert(top_triangles, 0, false);
auto bottom_plate = convert(bottom_triangles, -mm(fullheight), true);
pool.merge(top_plate);
pool.merge(bottom_plate);
if(wingheight > 0) {
Polygons middle_triangles;
triangulate(inner_base, middle_triangles);
auto middle_plate = convert(middle_triangles, -mm(wingheight), false);
pool.merge(middle_plate);
} }
// For debugging:
// bench.stop();
// std::cout << "Pad creation time: " << bench.getElapsedSec() << std::endl;
// std::fstream fout("pad_debug.obj", std::fstream::out);
// if(fout.good()) pool.to_obj(fout);
out.merge(mesh(pool)); out.merge(mesh(pool));
} }
}
} }
} }

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@ -36,14 +36,6 @@ inline coord_t x(const Vec3crd& p) { return p(0); }
inline coord_t y(const Vec3crd& p) { return p(1); } inline coord_t y(const Vec3crd& p) { return p(1); }
inline coord_t z(const Vec3crd& p) { return p(2); } inline coord_t z(const Vec3crd& p) { return p(2); }
inline void triangulate(const ExPolygon& expoly, Polygons& triangles) {
expoly.triangulate_p2t(&triangles);
}
inline Polygons triangulate(const ExPolygon& expoly) {
Polygons tri; triangulate(expoly, tri); return tri;
}
using Indices = std::vector<Vec3crd>; using Indices = std::vector<Vec3crd>;
/// Intermediate struct for a 3D mesh /// Intermediate struct for a 3D mesh
@ -63,6 +55,15 @@ struct Contour3D {
} }
} }
void merge(const Pointf3s& triangles) {
const size_t offs = points.size();
points.insert(points.end(), triangles.begin(), triangles.end());
indices.reserve(indices.size() + points.size() / 3);
for(size_t i = offs; i < points.size(); i += 3)
indices.emplace_back(i, i + 1, i + 2);
}
// Write the index triangle structure to OBJ file for debugging purposes. // Write the index triangle structure to OBJ file for debugging purposes.
void to_obj(std::ostream& stream) { void to_obj(std::ostream& stream) {
for(auto& p : points) { for(auto& p : points) {
@ -75,13 +76,9 @@ struct Contour3D {
} }
}; };
//using PointSet = Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic, Eigen::DontAlign>; //Eigen::MatrixXd;
using ClusterEl = std::vector<unsigned>; using ClusterEl = std::vector<unsigned>;
using ClusteredPoints = std::vector<ClusterEl>; using ClusteredPoints = std::vector<ClusterEl>;
/// Convert the triangulation output to an intermediate mesh.
Contour3D convert(const Polygons& triangles, coord_t z, bool dir);
/// Mesh from an existing contour. /// Mesh from an existing contour.
inline TriangleMesh mesh(const Contour3D& ctour) { inline TriangleMesh mesh(const Contour3D& ctour) {
return {ctour.points, ctour.indices}; return {ctour.points, ctour.indices};