Fixing GCC warnings 1

This commit is contained in:
Lukas Matena
2021-01-11 10:23:56 +01:00
parent a2a0a86138
commit b5280fbed9
9 changed files with 107 additions and 129 deletions

View File

@@ -160,66 +160,66 @@ bool triangle_AABB_intersects(const Vector &a, const Vector &b, const Vector &c,
return true;
}
static double dist2_to_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, const Vec3d &p)
{
double out = std::numeric_limits<double>::max();
const Vec3d v1 = b - a;
auto l1 = v1.squaredNorm();
const Vec3d v2 = c - b;
auto l2 = v2.squaredNorm();
const Vec3d v3 = a - c;
auto l3 = v3.squaredNorm();
// static double dist2_to_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, const Vec3d &p)
// {
// double out = std::numeric_limits<double>::max();
// const Vec3d v1 = b - a;
// auto l1 = v1.squaredNorm();
// const Vec3d v2 = c - b;
// auto l2 = v2.squaredNorm();
// const Vec3d v3 = a - c;
// auto l3 = v3.squaredNorm();
// Is the triangle valid?
if (l1 > 0. && l2 > 0. && l3 > 0.)
{
// 1) Project point into the plane of the triangle.
const Vec3d n = v1.cross(v2);
double d = (p - a).dot(n);
const Vec3d foot_pt = p - n * d / n.squaredNorm();
// // Is the triangle valid?
// if (l1 > 0. && l2 > 0. && l3 > 0.)
// {
// // 1) Project point into the plane of the triangle.
// const Vec3d n = v1.cross(v2);
// double d = (p - a).dot(n);
// const Vec3d foot_pt = p - n * d / n.squaredNorm();
// 2) Maximum projection of n.
int proj_axis;
n.array().cwiseAbs().maxCoeff(&proj_axis);
// // 2) Maximum projection of n.
// int proj_axis;
// n.array().cwiseAbs().maxCoeff(&proj_axis);
// 3) Test whether the foot_pt is inside the triangle.
{
auto inside_triangle = [](const Vec2d& v1, const Vec2d& v2, const Vec2d& v3, const Vec2d& pt) {
const double d1 = cross2(v1, pt);
const double d2 = cross2(v2, pt);
const double d3 = cross2(v3, pt);
// Testing both CCW and CW orientations.
return (d1 >= 0. && d2 >= 0. && d3 >= 0.) || (d1 <= 0. && d2 <= 0. && d3 <= 0.);
};
bool inside;
switch (proj_axis) {
case 0:
inside = inside_triangle({v1.y(), v1.z()}, {v2.y(), v2.z()}, {v3.y(), v3.z()}, {foot_pt.y(), foot_pt.z()}); break;
case 1:
inside = inside_triangle({v1.z(), v1.x()}, {v2.z(), v2.x()}, {v3.z(), v3.x()}, {foot_pt.z(), foot_pt.x()}); break;
default:
assert(proj_axis == 2);
inside = inside_triangle({v1.x(), v1.y()}, {v2.x(), v2.y()}, {v3.x(), v3.y()}, {foot_pt.x(), foot_pt.y()}); break;
}
if (inside)
return (p - foot_pt).squaredNorm();
}
// // 3) Test whether the foot_pt is inside the triangle.
// {
// auto inside_triangle = [](const Vec2d& v1, const Vec2d& v2, const Vec2d& v3, const Vec2d& pt) {
// const double d1 = cross2(v1, pt);
// const double d2 = cross2(v2, pt);
// const double d3 = cross2(v3, pt);
// // Testing both CCW and CW orientations.
// return (d1 >= 0. && d2 >= 0. && d3 >= 0.) || (d1 <= 0. && d2 <= 0. && d3 <= 0.);
// };
// bool inside;
// switch (proj_axis) {
// case 0:
// inside = inside_triangle({v1.y(), v1.z()}, {v2.y(), v2.z()}, {v3.y(), v3.z()}, {foot_pt.y(), foot_pt.z()}); break;
// case 1:
// inside = inside_triangle({v1.z(), v1.x()}, {v2.z(), v2.x()}, {v3.z(), v3.x()}, {foot_pt.z(), foot_pt.x()}); break;
// default:
// assert(proj_axis == 2);
// inside = inside_triangle({v1.x(), v1.y()}, {v2.x(), v2.y()}, {v3.x(), v3.y()}, {foot_pt.x(), foot_pt.y()}); break;
// }
// if (inside)
// return (p - foot_pt).squaredNorm();
// }
// 4) Find minimum distance to triangle vertices and edges.
out = std::min((p - a).squaredNorm(), std::min((p - b).squaredNorm(), (p - c).squaredNorm()));
auto t = (p - a).dot(v1);
if (t > 0. && t < l1)
out = std::min(out, (a + v1 * (t / l1) - p).squaredNorm());
t = (p - b).dot(v2);
if (t > 0. && t < l2)
out = std::min(out, (b + v2 * (t / l2) - p).squaredNorm());
t = (p - c).dot(v3);
if (t > 0. && t < l3)
out = std::min(out, (c + v3 * (t / l3) - p).squaredNorm());
}
// // 4) Find minimum distance to triangle vertices and edges.
// out = std::min((p - a).squaredNorm(), std::min((p - b).squaredNorm(), (p - c).squaredNorm()));
// auto t = (p - a).dot(v1);
// if (t > 0. && t < l1)
// out = std::min(out, (a + v1 * (t / l1) - p).squaredNorm());
// t = (p - b).dot(v2);
// if (t > 0. && t < l2)
// out = std::min(out, (b + v2 * (t / l2) - p).squaredNorm());
// t = (p - c).dot(v3);
// if (t > 0. && t < l3)
// out = std::min(out, (c + v3 * (t / l3) - p).squaredNorm());
// }
return out;
}
// return out;
// }
// Ordering of children cubes.
static const std::array<Vec3d, 8> child_centers {
@@ -690,7 +690,8 @@ static void add_hook(
// Trim the hook start by the infill line it will connect to.
Point hook_start;
bool intersection_found = intersection.intersect_line->intersection(
[[maybe_unused]] bool intersection_found = intersection.intersect_line->intersection(
create_offset_line(*intersection.closest_line, intersection, scaled_offset),
&hook_start);
assert(intersection_found);
@@ -703,7 +704,7 @@ static void add_hook(
Vector hook_vector = ((hook_length + 1.16 * scaled_trim_distance) * hook_vector_norm).cast<coord_t>();
Line hook_forward(hook_start, hook_start + hook_vector);
auto filter_itself = [&intersection, &lines_src](const auto &item) { return item.second != intersection.intersect_line - lines_src.data(); };
auto filter_itself = [&intersection, &lines_src](const auto &item) { return item.second != (long unsigned int)(intersection.intersect_line - lines_src.data()); };
std::vector<std::pair<rtree_segment_t, size_t>> hook_intersections;
rtree.query(bgi::intersects(mk_rtree_seg(hook_forward)) && bgi::satisfies(filter_itself), std::back_inserter(hook_intersections));
@@ -1178,7 +1179,8 @@ static Polylines connect_lines_using_hooks(Polylines &&lines, const ExPolygon &b
rtree.query(
bgi::intersects(mk_rtree_seg(first_i_point, nearest_i_point)) &&
bgi::satisfies([&first_i, &nearest_i, &lines_src](const auto &item)
{ return item.second != first_i.intersect_line - lines_src.data() && item.second != nearest_i.intersect_line - lines_src.data(); }),
{ return item.second != (long unsigned int)(first_i.intersect_line - lines_src.data())
&& item.second != (long unsigned int)(nearest_i.intersect_line - lines_src.data()); }),
std::back_inserter(closest));
could_connect = closest.empty();
#if 0
@@ -1252,7 +1254,7 @@ static Polylines connect_lines_using_hooks(Polylines &&lines, const ExPolygon &b
}
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
++ iStep;
#endif ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
first_i.used = true;
}
}
@@ -1410,15 +1412,15 @@ void Filler::_fill_surface_single(
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
}
static double bbox_max_radius(const BoundingBoxf3 &bbox, const Vec3d &center)
{
const auto p = (bbox.min - center);
const auto s = bbox.size();
double r2max = 0.;
for (int i = 0; i < 8; ++ i)
r2max = std::max(r2max, (p + Vec3d(s.x() * double(i & 1), s.y() * double(i & 2), s.z() * double(i & 4))).squaredNorm());
return sqrt(r2max);
}
//static double bbox_max_radius(const BoundingBoxf3 &bbox, const Vec3d &center)
//{
// const auto p = (bbox.min - center);
// const auto s = bbox.size();
// double r2max = 0.;
// for (int i = 0; i < 8; ++ i)
// r2max = std::max(r2max, (p + Vec3d(s.x() * double(i & 1), s.y() * double(i & 2), s.z() * double(i & 4))).squaredNorm());
// return sqrt(r2max);
//}
static std::vector<CubeProperties> make_cubes_properties(double max_cube_edge_length, double line_spacing)
{
@@ -1513,8 +1515,10 @@ void Octree::insert_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, Cub
assert(current_cube);
assert(depth > 0);
--depth;
// Squared radius of a sphere around the child cube.
const double r2_cube = Slic3r::sqr(0.5 * this->cubes_properties[-- depth].height + EPSILON);
// const double r2_cube = Slic3r::sqr(0.5 * this->cubes_properties[depth].height + EPSILON);
for (size_t i = 0; i < 8; ++ i) {
const Vec3d &child_center_dir = child_centers[i];
@@ -1532,6 +1536,7 @@ void Octree::insert_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, Cub
}
Vec3d child_center = current_cube->center + (child_center_dir * (this->cubes_properties[depth].edge_length / 2.));
//if (dist2_to_triangle(a, b, c, child_center) < r2_cube) {
// dist2_to_triangle and r2_cube are commented out too.
if (triangle_AABB_intersects(a, b, c, bbox)) {
if (! current_cube->children[i])
current_cube->children[i] = this->pool.construct(child_center);