// Checking and fixing models for 3D printing. #include "mesh.h" #include #include #include #include namespace fry { bool overhangs(const Mesh& m, int face, float overhang, float bedZ) { if (faceNormal(m, face).z > -std::sin(glm::radians(90.0f - overhang))) return false; for (int v : m.faces[size_t(face)]) if (m.verts[size_t(v)].z > bedZ + 1e-4f) return true; return false; // (lying on the bed) } PrintCheck checkForPrint(const Mesh& m, float overhang, float bedZ) { PrintCheck c; std::map, int> directed; // (how many faces go a -> b) for (const auto& f : m.faces) for (size_t i = 0; i < f.size(); ++i) ++directed[{f[i], f[(i + 1) % f.size()]}]; std::set> seen; for (const auto& [e, n] : directed) { const std::pair key{std::min(e.first, e.second), std::max(e.first, e.second)}; if (!seen.insert(key).second) continue; const int ab = n, ba = directed.count({e.second, e.first}) ? directed.at({e.second, e.first}) : 0; if (ab + ba == 1) ++c.openEdges; else if (ab + ba > 2) ++c.crowdedEdges; else if (ab == 2 || ba == 2) ++c.flippedEdges; } for (size_t f = 0; f < m.faces.size(); ++f) { const float a = faceArea(m, int(f)); c.area += a; if (a < 1e-10f) ++c.tinyFaces; else if (overhangs(m, int(f), overhang, bedZ)) c.overhangArea += a; for (const auto& t : triangulate(m, int(f))) c.volume += glm::dot(m.verts[size_t(t[0])], glm::cross(m.verts[size_t(t[1])], m.verts[size_t(t[2])])) / 6.0f; } std::set left; for (size_t f = 0; f < m.faces.size(); ++f) left.insert(int(f)); while (!left.empty()) { const std::set piece = linkedFaces(m, {*left.begin()}); for (int f : piece) left.erase(f); ++c.pieces; } c.insideOut = c.volume < 0; return c; } int closeHoles(Mesh& m) { std::set> directed; for (const auto& f : m.faces) for (size_t i = 0; i < f.size(); ++i) directed.insert({f[i], f[(i + 1) % f.size()]}); std::map next; // (round each hole: a boundary edge a -> b, then on from b) for (const auto& [a, b] : directed) if (!directed.count({b, a})) next[a] = b; int holes = 0; while (!next.empty()) { std::vector loop; int v = next.begin()->first; while (next.count(v)) { loop.push_back(v); const int n = next[v]; next.erase(v); v = n; } if (loop.size() < 3 || v != loop.front()) continue; // (not a clean loop) std::reverse(loop.begin(), loop.end()); // (the cap goes round the other way to the faces beside it) m.faces.push_back(loop); ++holes; } return holes; } int faceOutward(Mesh& m) { std::map, std::vector> byEdge; for (size_t f = 0; f < m.faces.size(); ++f) { const auto& fv = m.faces[f]; for (size_t i = 0; i < fv.size(); ++i) byEdge[{std::min(fv[i], fv[(i + 1) % fv.size()]), std::max(fv[i], fv[(i + 1) % fv.size()])}].push_back(int(f)); } auto goes = [&](int f, int a, int b) { // (face f has the edge a -> b that way round) const auto& fv = m.faces[size_t(f)]; for (size_t i = 0; i < fv.size(); ++i) if (fv[i] == a && fv[(i + 1) % fv.size()] == b) return true; return false; }; int turned = 0; std::vector done(m.faces.size(), 0); for (size_t start = 0; start < m.faces.size(); ++start) { if (done[start]) continue; std::vector piece{int(start)}, todo{int(start)}; int flips = 0; done[start] = 1; while (!todo.empty()) { const int f = todo.back(); todo.pop_back(); const auto fv = m.faces[size_t(f)]; for (size_t i = 0; i < fv.size(); ++i) { const int a = fv[i], b = fv[(i + 1) % fv.size()]; const auto& around = byEdge[{std::min(a, b), std::max(a, b)}]; if (around.size() != 2) continue; // (only across clean edges) for (int g : around) { if (done[size_t(g)]) continue; done[size_t(g)] = 1; if (goes(g, a, b)) std::reverse(m.faces[size_t(g)].begin(), m.faces[size_t(g)].end()), ++flips; piece.push_back(g), todo.push_back(g); } } } float v = 0; for (int f : piece) for (const auto& t : triangulate(m, f)) v += glm::dot(m.verts[size_t(t[0])], glm::cross(m.verts[size_t(t[1])], m.verts[size_t(t[2])])); if (v < 0) { // (all of it inside out: turned round, those just turned are back as they were) for (int f : piece) std::reverse(m.faces[size_t(f)].begin(), m.faces[size_t(f)].end()); flips = int(piece.size()) - flips; } turned += flips; } return turned; } Repair repairForPrint(Mesh& m) { Repair r; if (m.verts.empty()) return r; // (how near is "the same place": a millionth of its size, a micron at least) const float size = glm::length(boundsMax(m) - boundsMin(m)); const size_t before = m.verts.size(), faces = m.faces.size(); mergeByDistance(m, std::max(size * 1e-6f, 1e-6f)); // (it drops faces left with fewer than three points: counted below) r.joinedPoints = int(before - m.verts.size()); // Faces with a point twice in a row, fewer than three points, or no area. const float tiny = std::max(size * size * 1e-12f, 1e-16f); for (auto& f : m.faces) { f.erase(std::unique(f.begin(), f.end()), f.end()); while (f.size() > 1 && f.front() == f.back()) f.pop_back(); } std::erase_if(m.faces, [&](const std::vector& f) { return f.size() < 3; }); for (size_t i = m.faces.size(); i-- > 0;) if (faceArea(m, int(i)) <= tiny) m.faces.erase(m.faces.begin() + std::ptrdiff_t(i)); r.emptyFaces = int(faces - m.faces.size()); // The same face twice: once. Back to back (the same points, the other way round): neither. std::map, std::vector> same; for (size_t i = 0; i < m.faces.size(); ++i) { std::vector key = m.faces[i]; std::sort(key.begin(), key.end()); same[key].push_back(i); } std::vector drop(m.faces.size(), 0); auto turn = [](const std::vector& f) { // (the face started at its lowest point: two that turn the same way match) std::vector g = f; std::rotate(g.begin(), std::min_element(g.begin(), g.end()), g.end()); return g; }; for (const auto& [key, list] : same) { if (list.size() < 2) continue; int ways = 0, other = 0; const std::vector first = turn(m.faces[list[0]]); for (size_t i : list) (turn(m.faces[i]) == first ? ways : other)++; if (ways == other) // (back to back: an inside wall) for (size_t i : list) drop[i] = 1; else for (size_t k = 1; k < list.size(); ++k) drop[list[k]] = 1; } size_t at = 0; for (size_t i = 0; i < m.faces.size(); ++i) if (!drop[i]) { if (at != i) m.faces[at] = std::move(m.faces[i]); // (not onto itself: that empties it) ++at; } r.doubledFaces = int(m.faces.size() - at); m.faces.resize(at); removeUnused(m); r.turnedFaces = faceOutward(m); r.closedHoles = closeHoles(m); if (r.closedHoles) r.turnedFaces += faceOutward(m); return r; } std::vector> sliceAt(const Mesh& m, float z) { std::vector> out; for (size_t f = 0; f < m.faces.size(); ++f) for (const auto& t : triangulate(m, int(f))) { // (a triangle crosses it twice or not at all; a dented face can more) glm::vec3 at[2]; int n = 0; for (int i = 0; i < 3; ++i) { const glm::vec3 a = m.verts[size_t(t[size_t(i)])], b = m.verts[size_t(t[size_t((i + 1) % 3)])]; const float da = a.z - z, db = b.z - z; if ((da < 0) != (db < 0) && n < 2) at[n++] = glm::mix(a, b, da / (da - db)); } if (n == 2) out.push_back({at[0], at[1]}); } return out; } } // namespace fry