Files
UVtools/UVtools.Core/Operations/OperationLayerExportMesh.cs
T
2021-10-31 00:01:12 +01:00

656 lines
30 KiB
C#

/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Emgu.CV;
using Emgu.CV.CvEnum;
using KdTree;
using KdTree.Math;
using MoreLinq;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
using UVtools.Core.Managers;
using UVtools.Core.MeshFormats;
using UVtools.Core.Voxel;
namespace UVtools.Core.Operations
{
[Serializable]
public sealed class OperationLayerExportMesh : Operation
{
#region Enums
public enum ExportMeshQuality : byte
{
Accurate = 1,
Average = 2,
Quick = 3,
Dirty = 6,
Minecraft = 8
}
#endregion
#region Members
private string _filePath;
private ExportMeshQuality _quality = ExportMeshQuality.Accurate;
private Enumerations.RotateDirection _rotateDirection = Enumerations.RotateDirection.None;
private Enumerations.FlipDirection _flipDirection = Enumerations.FlipDirection.None;
private bool _stripAntiAliasing = true;
#endregion
#region Overrides
public override bool CanHaveProfiles => false;
public override string Title => "Export layers to mesh";
public override string Description =>
"Reconstructs and export a layer range to a 3D mesh via voxelization.\n" +
"Note: Depending on quality and triangle count, this will often render heavy files.\n" +
"This process will not recover your original 3D model as data was already lost when sliced.";
public override string ConfirmationText =>
$"generate a mesh from layers {LayerIndexStart} through {LayerIndexEnd}?";
public override string ProgressTitle =>
$"Generating a mesh from layers {LayerIndexStart} through {LayerIndexEnd}";
public override string ProgressAction => "Packed layers";
public override string ValidateInternally()
{
var sb = new StringBuilder();
if (MeshFile.FindFileExtension(_filePath) is null)
{
sb.AppendLine("The used file extension is invalid.");
}
return sb.ToString();
}
/*public override string ToString()
{
var result = $"[Crop by ROI: {_cropByRoi}]" +
LayerRangeString;
if (!string.IsNullOrEmpty(ProfileName)) result = $"{ProfileName}: {result}";
return result;
}*/
#endregion
#region Properties
public string FilePath
{
get => _filePath;
set => RaiseAndSetIfChanged(ref _filePath, value);
}
public ExportMeshQuality Quality
{
get => _quality;
set => RaiseAndSetIfChanged(ref _quality, value);
}
public Enumerations.RotateDirection RotateDirection
{
get => _rotateDirection;
set => RaiseAndSetIfChanged(ref _rotateDirection, value);
}
public Enumerations.FlipDirection FlipDirection
{
get => _flipDirection;
set => RaiseAndSetIfChanged(ref _flipDirection, value);
}
public bool StripAntiAliasing
{
get => _stripAntiAliasing;
set => RaiseAndSetIfChanged(ref _stripAntiAliasing, value);
}
#endregion
#region Constructor
public OperationLayerExportMesh() { }
public OperationLayerExportMesh(FileFormat slicerFile) : base(slicerFile)
{
_flipDirection = SlicerFile.DisplayMirror;
}
public override void InitWithSlicerFile()
{
_filePath = Path.Combine(Path.GetDirectoryName(SlicerFile.FileFullPath), $"{SlicerFile.FilenameNoExt}.{STLMeshFile.FileExtension.Extension}");
}
#endregion
#region Methods
protected override unsafe bool ExecuteInternally(OperationProgress progress)
{
var fileExtension = MeshFile.FindFileExtension(_filePath);
if (fileExtension is null) return false;
//using var meshFile = fileExtension.FileFormatType.CreateInstance<MeshFile>(_filePath, FileMode.Create);
//new Voxelizer().CreateVoxelMesh(fileExtension.FileFormatType, SlicerFile, _filePath, progress);
/* Voxelization has 4 overall stages
* 1.) Generate all visible faces, this is for each pixel we determine which of its faces are visible from outside the model
* 2.) Collapse faces horizontally, this combines faces that are coplanar horizontally into a longer face, this reduces triangles
* 3.) Collapse faces that are coplanar and the same size vertically leveraging KD Trees for fast lookups, O(logn) vs O(n) for a normal list
* 4.) Generate triangles for faces and write out to file
*/
/* Basic information for the file, how many layers, how big should each voxel be) */
var pixelSize = SlicerFile.PixelSize;
float xWidth = (pixelSize.Width > 0 ? pixelSize.Width : 0.035f) * (byte)_quality;
float yWidth = (pixelSize.Height > 0 ? pixelSize.Height : 0.035f) * (byte)_quality;
//var totalLayerCount = SlicerFile.LayerCount;
var distinctLayers = SlicerFile.Where((_, layerIndex) => layerIndex >= LayerIndexStart && layerIndex <= LayerIndexEnd).DistinctBy(layer => layer.PositionZ).ToArray();
using var cacheManager = new MatCacheManager(this)
{
AutoDispose = true,
AutoDisposeKeepLast = 1,
Rotate = _rotateDirection,
Flip = _flipDirection,
StripAntiAliasing = _stripAntiAliasing
};
/* For the 1st stage, we maintain up to 3 mats, the current layer, the one below us, and the one above us
* (below will be null when current layer is 0, above will be null when currentlayer is layercount-1) */
/* We init the aboveLayer to the first layer, in the loop coming up we shift above->current->below, so this effectively inits current layer */
Mat aboveLayer = null;
using (var mat = SlicerFile.LayerManager.GetMergedMatForSequentialPositionedLayers(distinctLayers[0].Index, cacheManager))
{
var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
/*if (_flipDirection != Enumerations.FlipDirection.None)
{
CvInvoke.Flip(matRoi, matRoi, Enumerations.ToOpenCVFlipType(_flipDirection));
}
if (_rotateDirection != Enumerations.RotateDirection.None)
{
CvInvoke.Rotate(matRoi, matRoi, Enumerations.ToOpenCVRotateFlags(_rotateDirection));
}*/
if ((byte)_quality > 1)
{
aboveLayer = new Mat();
CvInvoke.Resize(matRoi, aboveLayer, Size.Empty, 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
}
else
{
aboveLayer = matRoi.Clone(); /* clone and then dispose of the ROI mat, not efficient but keeps the GetPixelPos working and clean */
}
}
Mat curLayer = null;
Mat belowLayer = null;
/* List of faces to process, great for debugging if you are haveing issues with a face of particular orientation. */
var facesToCheck = new[] { Voxelizer.FaceOrientation.Front, Voxelizer.FaceOrientation.Back, Voxelizer.FaceOrientation.Left, Voxelizer.FaceOrientation.Right, Voxelizer.FaceOrientation.Top, Voxelizer.FaceOrientation.Bottom };
/* Init of other objects that will be used in subsequent stages */
var rootFaces = new Voxelizer.UVFace[distinctLayers.Length];
var layerFaceCounts = new uint[distinctLayers.Length];
var layerTrees = new KdTree<float, Voxelizer.UVFace>[distinctLayers.Length];
progress.Reset("layers", (uint)distinctLayers.Length);
progress.Title = "Stage 1: Generating faces from layers";
//progress.ItemCount = LayerRangeCount;
/* Begin Stage 1, identifying all faces that are visible from outside the model */
for (uint layerIndex = 0; layerIndex < distinctLayers.Length; layerIndex++)
{
Voxelizer.UVFace currentFaceItem = null;
/* Should contain a list of all found faces on this layer, keyed by the face orientation */
var foundFaces = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
/* move current layer to below */
belowLayer = curLayer;
/* move above layer to us */
curLayer = aboveLayer;
/* bring in a new aboveLayer if we need to */
if (layerIndex < distinctLayers.Length - 1)
{
using var mat = SlicerFile.LayerManager.GetMergedMatForSequentialPositionedLayers(distinctLayers[(int)layerIndex+1].Index, cacheManager);
var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
/*if (_flipDirection != Enumerations.FlipDirection.None)
{
CvInvoke.Flip(matRoi, matRoi, Enumerations.ToOpenCVFlipType(_flipDirection));
}
if (_rotateDirection != Enumerations.RotateDirection.None)
{
CvInvoke.Rotate(matRoi, matRoi, Enumerations.ToOpenCVRotateFlags(_rotateDirection));
}*/
if ((byte)_quality > 1)
{
aboveLayer = new Mat();
CvInvoke.Resize(matRoi, aboveLayer, Size.Empty, 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
}
else
{
aboveLayer = matRoi.Clone();
}
//CvInvoke.Threshold(aboveLayer, aboveLayer, 1, 255, ThresholdType.Binary);
}
else
{
aboveLayer = null;
}
/* get image of pixels to do neighbor checks on */
var voxelLayer = Voxelizer.BuildVoxelLayerImage(curLayer, aboveLayer, belowLayer);
var voxelSpan = voxelLayer.GetBytePointer();
/* Seems to be faster to parallel on the Y and not the X */
Parallel.For(0, curLayer.Height, CoreSettings.ParallelOptions, y =>
{
/* Collects all the faces found for this thread, will be combined into the main dictionary later */
var threadDict = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
for (var x = 0; x < curLayer.Width; x++)
{
if (voxelSpan[voxelLayer.GetPixelPos(x, y)] == 0) continue;
var faces = Voxelizer.GetOpenFaces(curLayer, x, y, belowLayer, aboveLayer);
if (faces == Voxelizer.FaceOrientation.None) continue;
foreach (var face in facesToCheck)
{
if (!faces.HasFlag(face)) continue;
if (!threadDict.ContainsKey(face)) threadDict.Add(face, new());
threadDict[face].Add(new Point(x, y));
}
}
/* merge all found faces to main foundFaces dictionary */
lock (foundFaces)
{
foreach (var kvp in threadDict)
{
if (!foundFaces.ContainsKey(kvp.Key)) foundFaces.Add(kvp.Key, new());
lock (foundFaces[kvp.Key]) foundFaces[kvp.Key].AddRange(kvp.Value);
}
}
});
/* Begin stage 2, horizontal combining of coplanar faces */
foreach (var faceType in facesToCheck)
{
if (foundFaces.ContainsKey(faceType) == false || foundFaces[faceType].Count == 0) continue;
if (faceType
is Voxelizer.FaceOrientation.Front
or Voxelizer.FaceOrientation.Back
or Voxelizer.FaceOrientation.Top
or Voxelizer.FaceOrientation.Bottom)
{
/* sort the faces by coordinate */
foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.Y).ThenBy(f => f.X).ToList();
var startX = foundFaces[faceType][0].X;
var curX = foundFaces[faceType][0].X;
var startY = foundFaces[faceType][0].Y;
var curY = foundFaces[faceType][0].Y;
foreach (var f in foundFaces[faceType].Skip(1))
{
if (f.Y == curY)
{
/* same row...*/
if (f.X == curX + 1)
{
/* this face is adjecent to the previous, just increase the "width" */
curX++;
}
else
{
/* This face is disconnected by at least 1 pixel from the chain we've been building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight};
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
//faceTree.Add(new float[] { (float)faceType, startX, startY, layerIndex }, new UVFace() { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) });
/* disconnected */
startX = f.X;
curX = f.X;
}
}
else
{
/* this face isn't on the same Y row as previous, therefore it is disconnected. */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
startX = f.X;
curX = f.X;
}
}
/* we've gone through all the faces, add the final chain we've been building */
/* Create a UVFace for the final chain */
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
}
if (faceType is Voxelizer.FaceOrientation.Left or Voxelizer.FaceOrientation.Right)
{
/* sort the faces by coordinate */
foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.X).ThenBy(f => f.Y).ToList();
var startX = foundFaces[faceType][0].X;
var curX = foundFaces[faceType][0].X;
var startY = foundFaces[faceType][0].Y;
var curY = foundFaces[faceType][0].Y;
foreach (var f in foundFaces[faceType].Skip(1))
{
if (f.X == curX)
{
/* same column...*/
if (f.Y == curY + 1)
{
/* this face is adjecent to the previous, just increase the "width" */
curY++;
}
else
{
/* This face is disconnected by at least 1 pixel from the chain we've been building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
}
}
else
{
/* this face is on a different column, cannot be part of the current chain we're building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
startX = f.X;
curX = f.X;
}
}
layerFaceCounts[layerIndex]++;
if (currentFaceItem is null)
{
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = rootFaces[layerIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
currentFaceItem = currentFaceItem.FlatListNext;
}
}
}
progress++;
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
}
progress.Title = "Stage 2: Building KD Trees";
progress.ProcessedItems = 0;
/* We build out a 3 dimensional KD tree for each layer, having 1 big KD tree is prohibitive when you get to millions and millions of faces. */
Parallel.For(0, distinctLayers.Length, layerIndex =>
{
if (progress.Token.IsCancellationRequested) return;
/* Create the KD tree for the layer, in practice there should never be dups, but just in case, set to skip */
layerTrees[layerIndex] = new KdTree<float, Voxelizer.UVFace>(3, new FloatMath(), AddDuplicateBehavior.Skip);
/* Walk the linked list of UVFaces, adding them to the tree */
var currentFaceItem = rootFaces[layerIndex];
if (currentFaceItem is null) return;
while (currentFaceItem.FlatListNext is not null)
{
layerTrees[layerIndex].Add(new[] { (float)currentFaceItem.Type, currentFaceItem.FaceRect.X, currentFaceItem.FaceRect.Y }, currentFaceItem);
currentFaceItem = currentFaceItem.FlatListNext;
}
layerTrees[layerIndex].Add(new[] { (float)currentFaceItem.Type, currentFaceItem.FaceRect.X, currentFaceItem.FaceRect.Y }, currentFaceItem);
progress.LockAndIncrement();
});
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress.Title = "Stage 3: Collapsing faces";
progress.ProcessedItems = 0;
long collapseCount = 0;
/* Begin Stage 3: Vertical collapse
* Since we don't modify the lists/objects and only connect them via doubly linked list
* we can process each layer independant of the others.
*/
Parallel.For(0, distinctLayers.Length, i =>
{
if (progress.Token.IsCancellationRequested)
{
return;
}
/* if no faces on this layer... skip.... needed for empty layers */
if (layerTrees[i] is null) return;
/* check each point in the current layers tree */
foreach (var point in layerTrees[i])
{
/* if this point already has a parent, skip */
if (point.Value.Parent is not null) continue;
/* deterimine the point below to check.
* For front/back/left/right its the same X/Y point and Z is different, and Z is done basically by looking at the layer tree below us
* For Top/Bottom its a bit different, the Z stays the same (we query our own layer tree) but the Y coordinate is 1 less */
float[] pointBelow = null;
KdTree<float, Voxelizer.UVFace> treeBelow = null;
if (point.Value.Type is Voxelizer.FaceOrientation.Top or Voxelizer.FaceOrientation.Bottom)
{
if (point.Value.Type == Voxelizer.FaceOrientation.Top)
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] - 1 };
}
else
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] - 1 };
}
treeBelow = layerTrees[i];
}
else
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] };
if (i > 0)
{
treeBelow = layerTrees[i - 1];
}
}
var faceBelow = treeBelow?.FindValueAt(pointBelow);
if (faceBelow is null) continue;
/* if we find a face below us it has to be the same width too */
if (point.Value.FaceRect.Width == faceBelow.FaceRect.Width)
{
/* same coordinate, same width, safe to merge together. Do so by doubly linking the items */
point.Value.Parent = faceBelow;
faceBelow.Child = point.Value;
collapseCount++;
}
}
progress.LockAndIncrement();
});
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress.Title = "Stage 4: Writing the file";
progress.ProcessedItems = 0;
using var mesh = fileExtension.FileFormatType.CreateInstance<MeshFile>(_filePath, FileMode.Create);
mesh.BeginWrite();
/* Begin Stage 4, generating triangles and saving to file */
for (var treeIndex = 0; treeIndex < layerTrees.Length; treeIndex++) {
var tree = layerTrees[treeIndex];
if (tree is null) continue;
/* only process UVFaces that do not have a parent, these are the "root" faces that couldn't be combined with something above them */
foreach (var p in tree.Where(p => p.Value.Parent is null))
{
/* generate the triangles */
foreach (var f in Voxelizer.MakeFacetsForUVFace(p.Value, xWidth, yWidth,distinctLayers[treeIndex].PositionZ))
{
/* write to file */
mesh.WriteTriangle(f.p1, f.p2, f.p3, f.normal);
}
}
/* check for cancellation at every layer, and if so, close the file properly */
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress++;
}
void Cleanup()
{
/* dispose of everything */
for (var x = 0; x < layerTrees.Length; x++)
{
layerTrees[x] = null;
}
layerTrees = null;
for (var x = 0; x < rootFaces.Length; x++)
{
if (rootFaces[x] is not null) rootFaces[x].FlatListNext = null;
rootFaces[x] = null;
}
rootFaces = null;
GC.Collect();
}
mesh.EndWrite();
return !progress.Token.IsCancellationRequested;
}
#endregion
#region Equality
private bool Equals(OperationLayerExportMesh other)
{
return _filePath == other._filePath && _rotateDirection == other._rotateDirection && _flipDirection == other._flipDirection;
}
public override bool Equals(object obj)
{
return ReferenceEquals(this, obj) || obj is OperationLayerExportMesh other && Equals(other);
}
public override int GetHashCode()
{
return HashCode.Combine(_filePath, (int)_rotateDirection, (int)_flipDirection);
}
#endregion
}
}