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Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
122 lines
4.9 KiB
C++
122 lines
4.9 KiB
C++
// Checking and fixing models for 3D printing.
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#include "mesh.h"
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#include <algorithm>
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#include <cmath>
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#include <map>
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#include <set>
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namespace fry {
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bool overhangs(const Mesh& m, int face, float overhang, float bedZ) {
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if (faceNormal(m, face).z > -std::sin(glm::radians(90.0f - overhang))) return false;
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for (int v : m.faces[size_t(face)])
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if (m.verts[size_t(v)].z > bedZ + 1e-4f) return true;
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return false; // (lying on the bed)
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}
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PrintCheck checkForPrint(const Mesh& m, float overhang, float bedZ) {
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PrintCheck c;
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std::map<std::pair<int, int>, int> directed; // (how many faces go a -> b)
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for (const auto& f : m.faces)
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for (size_t i = 0; i < f.size(); ++i) ++directed[{f[i], f[(i + 1) % f.size()]}];
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std::set<std::pair<int, int>> seen;
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for (const auto& [e, n] : directed) {
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const std::pair<int, int> key{std::min(e.first, e.second), std::max(e.first, e.second)};
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if (!seen.insert(key).second) continue;
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const int ab = n, ba = directed.count({e.second, e.first}) ? directed.at({e.second, e.first}) : 0;
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if (ab + ba == 1) ++c.openEdges;
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else if (ab + ba > 2) ++c.crowdedEdges;
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else if (ab == 2 || ba == 2) ++c.flippedEdges;
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}
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for (size_t f = 0; f < m.faces.size(); ++f) {
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const float a = faceArea(m, int(f));
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c.area += a;
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if (a < 1e-10f) ++c.tinyFaces;
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else if (overhangs(m, int(f), overhang, bedZ)) c.overhangArea += a;
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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;
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}
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std::set<int> left;
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for (size_t f = 0; f < m.faces.size(); ++f) left.insert(int(f));
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while (!left.empty()) {
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const std::set<int> piece = linkedFaces(m, {*left.begin()});
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for (int f : piece) left.erase(f);
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++c.pieces;
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}
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c.insideOut = c.volume < 0;
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return c;
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}
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int closeHoles(Mesh& m) {
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std::set<std::pair<int, int>> directed;
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for (const auto& f : m.faces)
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for (size_t i = 0; i < f.size(); ++i) directed.insert({f[i], f[(i + 1) % f.size()]});
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std::map<int, int> next; // (round each hole: a boundary edge a -> b, then on from b)
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for (const auto& [a, b] : directed)
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if (!directed.count({b, a})) next[a] = b;
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int holes = 0;
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while (!next.empty()) {
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std::vector<int> loop;
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int v = next.begin()->first;
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while (next.count(v)) {
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loop.push_back(v);
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const int n = next[v];
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next.erase(v);
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v = n;
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}
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if (loop.size() < 3 || v != loop.front()) continue; // (not a clean loop)
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std::reverse(loop.begin(), loop.end()); // (the cap goes round the other way to the faces beside it)
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m.faces.push_back(loop);
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++holes;
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}
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return holes;
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}
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int faceOutward(Mesh& m) {
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std::map<std::pair<int, int>, std::vector<int>> byEdge;
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for (size_t f = 0; f < m.faces.size(); ++f) {
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const auto& fv = m.faces[f];
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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));
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}
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auto goes = [&](int f, int a, int b) { // (face f has the edge a -> b that way round)
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const auto& fv = m.faces[size_t(f)];
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for (size_t i = 0; i < fv.size(); ++i)
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if (fv[i] == a && fv[(i + 1) % fv.size()] == b) return true;
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return false;
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};
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int turned = 0;
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std::vector<char> done(m.faces.size(), 0);
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for (size_t start = 0; start < m.faces.size(); ++start) {
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if (done[start]) continue;
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std::vector<int> piece{int(start)}, todo{int(start)};
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int flips = 0;
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done[start] = 1;
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while (!todo.empty()) {
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const int f = todo.back();
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todo.pop_back();
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const auto fv = m.faces[size_t(f)];
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for (size_t i = 0; i < fv.size(); ++i) {
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const int a = fv[i], b = fv[(i + 1) % fv.size()];
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const auto& around = byEdge[{std::min(a, b), std::max(a, b)}];
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if (around.size() != 2) continue; // (only across clean edges)
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for (int g : around) {
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if (done[size_t(g)]) continue;
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done[size_t(g)] = 1;
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if (goes(g, a, b)) std::reverse(m.faces[size_t(g)].begin(), m.faces[size_t(g)].end()), ++flips;
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piece.push_back(g), todo.push_back(g);
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}
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}
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}
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float v = 0;
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for (int f : piece)
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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])]));
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if (v < 0) { // (all of it inside out: turned round, those just turned are back as they were)
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for (int f : piece) std::reverse(m.faces[size_t(f)].begin(), m.faces[size_t(f)].end());
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flips = int(piece.size()) - flips;
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}
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turned += flips;
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}
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return turned;
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}
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} // namespace fry
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