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# include "MutablePolygon.hpp"
# include "Line.hpp"
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# include "libslic3r.h"
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namespace Slic3r {
// Remove exact duplicate points. May reduce the polygon down to empty polygon.
void remove_duplicates ( MutablePolygon & polygon )
{
if ( ! polygon . empty ( ) ) {
auto begin = polygon . begin ( ) ;
auto it = begin ;
for ( + + it ; it ! = begin ; ) {
auto prev = it . prev ( ) ;
if ( * prev = = * it )
it = it . remove ( ) ;
else
+ + it ;
}
}
}
// Remove nearly duplicate points. May reduce the polygon down to empty polygon.
void remove_duplicates ( MutablePolygon & polygon , double eps )
{
if ( ! polygon . empty ( ) ) {
auto eps2 = eps * eps ;
auto begin = polygon . begin ( ) ;
auto it = begin ;
for ( + + it ; it ! = begin ; ) {
auto prev = it . prev ( ) ;
if ( ( * it - * prev ) . cast < double > ( ) . squaredNorm ( ) < eps2 )
it = it . remove ( ) ;
else
+ + it ;
}
}
}
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// Adapted from Cura ConstPolygonRef::smooth_corner_complex() by Tim Kuipers.
// A concave corner at it1 with position p1 has been removed by the caller between it0 and it2, where |p2 - p0| < shortcut_length.
// Now try to close a concave crack by walking left from it0 and right from it2 as long as the new clipping edge is smaller than shortcut_length
// and the new clipping edge is still inside the polygon (it is a diagonal, it does not intersect polygon boundary).
// Once the traversal stops (always at a clipping edge shorter than shortcut_length), the final trapezoid is clipped with a new clipping edge of shortcut_length.
// Return true if a hole was completely closed (degenerated to an empty polygon) or a single CCW triangle was left, which is not to be simplified any further.
// it0, it2 are updated to the final clipping edge.
static bool clip_narrow_corner (
const Vec2i64 p1 ,
MutablePolygon : : iterator & it0 ,
MutablePolygon : : iterator & it2 ,
MutablePolygon : : range & unprocessed_range ,
int64_t dist2_current ,
const int64_t shortcut_length )
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{
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MutablePolygon & polygon = it0 . polygon ( ) ;
assert ( polygon . size ( ) > = 2 ) ;
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const int64_t shortcut_length2 = sqr ( shortcut_length ) ;
enum Status {
Free ,
Blocked ,
Far ,
} ;
Status forward = Free ;
Status backward = Free ;
Vec2i64 p0 = it0 - > cast < int64_t > ( ) ;
Vec2i64 p2 = it2 - > cast < int64_t > ( ) ;
Vec2i64 p02 ;
Vec2i64 p22 ;
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int64_t dist2_next = 0 ;
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// As long as there is at least a single triangle left in the polygon.
while ( polygon . size ( ) > = 3 ) {
assert ( dist2_current < = shortcut_length2 ) ;
if ( forward = = Far & & backward = = Far ) {
p02 = it0 . prev ( ) - > cast < int64_t > ( ) ;
p22 = it2 . next ( ) - > cast < int64_t > ( ) ;
auto d2 = ( p22 - p02 ) . squaredNorm ( ) ;
if ( d2 < = shortcut_length2 ) {
// The region was narrow until now and it is still narrow. Trim at both sides.
it0 = unprocessed_range . remove_back ( it0 ) . prev ( ) ;
it2 = unprocessed_range . remove_front ( it2 ) ;
if ( polygon . size ( ) < = 2 )
// A hole degenerated to an empty polygon.
return true ;
forward = Free ;
backward = Free ;
dist2_current = d2 ;
p0 = p02 ;
p2 = p22 ;
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} else {
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// The region is widening. Stop traversal and trim the final trapezoid.
dist2_next = d2 ;
break ;
}
} else if ( forward ! = Free & & backward ! = Free )
// One of the corners is blocked, the other is blocked or too far. Stop traversal.
break ;
// Try to proceed by flipping a diagonal.
// Progress by keeping the distance of the clipping edge end points equal to initial p1.
//FIXME This is an arbitrary condition, maybe a more local condition will be better (take a shorter diagonal?).
if ( forward = = Free & & ( backward ! = Free | | ( p2 - p1 ) . squaredNorm ( ) < ( p0 - p1 ) . cast < int64_t > ( ) . squaredNorm ( ) ) ) {
p22 = it2 . next ( ) - > cast < int64_t > ( ) ;
if ( cross2 ( p2 - p0 , p22 - p0 ) > 0 )
forward = Blocked ;
else {
// New clipping edge lenght.
auto d2 = ( p22 - p0 ) . squaredNorm ( ) ;
if ( d2 > shortcut_length2 ) {
forward = Far ;
dist2_next = d2 ;
} else {
forward = Free ;
// Make one step in the forward direction.
it2 = unprocessed_range . remove_front ( it2 ) ;
p2 = p22 ;
dist2_current = d2 ;
}
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}
} else {
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assert ( backward = = Free ) ;
p02 = it0 . prev ( ) - > cast < int64_t > ( ) ;
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if ( cross2 ( p02 - p2 , p0 - p2 ) > 0 )
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backward = Blocked ;
else {
// New clipping edge lenght.
auto d2 = ( p2 - p02 ) . squaredNorm ( ) ;
if ( d2 > shortcut_length2 ) {
backward = Far ;
dist2_next = d2 ;
} else {
backward = Free ;
// Make one step in the backward direction.
it0 = unprocessed_range . remove_back ( it0 ) . prev ( ) ;
p0 = p02 ;
dist2_current = d2 ;
}
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}
}
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}
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assert ( dist2_current < = shortcut_length2 ) ;
assert ( polygon . size ( ) > = 2 ) ;
assert ( polygon . size ( ) = = 2 | | forward = = Blocked | | forward = = Far ) ;
assert ( polygon . size ( ) = = 2 | | backward = = Blocked | | backward = = Far ) ;
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if ( polygon . size ( ) < = 3 ) {
// A hole degenerated to an empty polygon, or a tiny triangle remained.
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# ifndef NDEBUG
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bool blocked = forward = = Blocked | | backward = = Blocked ;
assert ( polygon . size ( ) < 3 | |
// Remaining triangle is CCW oriented. Both sides must be "blocked", but the other side may have not been
// updated after the the p02 / p22 became united into a single point.
blocked | |
// Remaining triangle is concave, however both of its arms are long.
( forward = = Far & & backward = = Far ) ) ;
if ( polygon . size ( ) = = 3 ) {
// Verify that the remaining triangle is CCW or CW.
p02 = it0 . prev ( ) - > cast < int64_t > ( ) ;
p22 = it2 . next ( ) - > cast < int64_t > ( ) ;
assert ( p02 = = p22 ) ;
auto orient1 = cross2 ( p02 - p2 , p0 - p2 ) ;
auto orient2 = cross2 ( p2 - p0 , p22 - p0 ) ;
assert ( orient1 > 0 = = blocked ) ;
assert ( orient2 > 0 = = blocked ) ;
}
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# endif // NDEBUG
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if ( polygon . size ( ) < 3 | | ( forward = = Far & & backward = = Far ) ) {
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polygon . clear ( ) ;
} else {
// The remaining triangle is CCW oriented, keep it.
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assert ( forward = = Blocked | | backward = = Blocked ) ;
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}
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return true ;
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}
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assert ( dist2_current < = shortcut_length2 ) ;
if ( ( forward = = Blocked & & backward = = Blocked ) | | dist2_current > sqr ( shortcut_length - int64_t ( SCALED_EPSILON ) ) ) {
// The crack is filled, keep the last clipping edge.
} else if ( dist2_next < sqr ( shortcut_length - int64_t ( SCALED_EPSILON ) ) ) {
// To avoid creating tiny edges.
if ( forward = = Far )
it0 = unprocessed_range . remove_back ( it0 ) . prev ( ) ;
if ( backward = = Far )
it2 = unprocessed_range . remove_front ( it2 ) ;
if ( polygon . size ( ) < = 2 )
// A hole degenerated to an empty polygon.
return true ;
} else if ( forward = = Blocked | | backward = = Blocked ) {
// One side is far, the other blocked.
assert ( forward = = Far | | backward = = Far ) ;
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if ( forward = = Far ) {
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// Sort, so we will clip the 1st edge.
std : : swap ( p0 , p2 ) ;
std : : swap ( p02 , p22 ) ;
}
// Find point on (p0, p02) at distance shortcut_length from p2.
// Circle intersects a line at two points, however because |p2 - p0| < shortcut_length,
// only the second intersection is valid. Because |p2 - p02| > shortcut_length, such
// intersection should always be found on (p0, p02).
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# ifndef NDEBUG
auto dfar2 = ( p02 - p2 ) . squaredNorm ( ) ;
assert ( dfar2 > = shortcut_length2 ) ;
# endif // NDEBUG
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const Vec2d v = ( p02 - p0 ) . cast < double > ( ) ;
const Vec2d d = ( p0 - p2 ) . cast < double > ( ) ;
const double a = v . squaredNorm ( ) ;
const double b = 2. * double ( d . dot ( v ) ) ;
double u = b * b - 4. * a * ( d . squaredNorm ( ) - shortcut_length2 ) ;
assert ( u > 0. ) ;
u = sqrt ( u ) ;
double t = ( - b + u ) / ( 2. * a ) ;
assert ( t > 0. & & t < 1. ) ;
( backward = = Far ? * it2 : * it0 ) + = ( v . cast < double > ( ) * t ) . cast < coord_t > ( ) ;
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} else {
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// The trapezoid (it0.prev(), it0, it2, it2.next()) is widening. Trim it.
assert ( forward = = Far & & backward = = Far ) ;
assert ( dist2_next > shortcut_length2 ) ;
const double dcurrent = sqrt ( double ( dist2_current ) ) ;
double t = ( shortcut_length - dcurrent ) / ( sqrt ( double ( dist2_next ) ) - dcurrent ) ;
assert ( t > 0. & & t < 1. ) ;
* it0 + = ( ( p02 - p0 ) . cast < double > ( ) * t ) . cast < coord_t > ( ) ;
* it2 + = ( ( p22 - p2 ) . cast < double > ( ) * t ) . cast < coord_t > ( ) ;
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}
return false ;
}
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// adapted from Cura ConstPolygonRef::smooth_outward() by Tim Kuipers.
void smooth_outward ( MutablePolygon & polygon , coord_t clip_dist_scaled )
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{
remove_duplicates ( polygon , scaled < double > ( 0.01 ) ) ;
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const auto clip_dist_scaled2 = sqr < int64_t > ( clip_dist_scaled ) ;
const auto clip_dist_scaled2eps = sqr ( clip_dist_scaled + int64_t ( SCALED_EPSILON ) ) ;
const auto foot_dist_min2 = sqr ( SCALED_EPSILON ) ;
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// Each source point will be visited exactly once.
MutablePolygon : : range unprocessed_range ( polygon ) ;
while ( ! unprocessed_range . empty ( ) & & polygon . size ( ) > 2 ) {
auto it1 = unprocessed_range . process_next ( ) ;
auto it0 = it1 . prev ( ) ;
auto it2 = it1 . next ( ) ;
const Point p0 = * it0 ;
const Point p1 = * it1 ;
const Point p2 = * it2 ;
const Vec2i64 v1 = ( p0 - p1 ) . cast < int64_t > ( ) ;
const Vec2i64 v2 = ( p2 - p1 ) . cast < int64_t > ( ) ;
if ( cross2 ( v1 , v2 ) > 0 ) {
// Concave corner.
int64_t dot = v1 . dot ( v2 ) ;
auto l2v1 = double ( v1 . squaredNorm ( ) ) ;
auto l2v2 = double ( v2 . squaredNorm ( ) ) ;
if ( dot > 0 | | Slic3r : : sqr ( double ( dot ) ) * 2. < l2v1 * l2v2 ) {
// Angle between v1 and v2 bigger than 135 degrees.
// Simplify the sharp angle.
Vec2i64 v02 = ( p2 - p0 ) . cast < int64_t > ( ) ;
int64_t l2v02 = v02 . squaredNorm ( ) ;
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it1 . remove ( ) ;
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if ( l2v02 < clip_dist_scaled2 ) {
// (p0, p2) is short.
// Clip a sharp concave corner by possibly expanding the trimming region left of it0 and right of it2.
// Updates it0, it2 and num_to_process.
if ( clip_narrow_corner ( p1 . cast < int64_t > ( ) , it0 , it2 , unprocessed_range , l2v02 , clip_dist_scaled ) )
// Trimmed down to an empty polygon or to a single CCW triangle.
return ;
} else {
// Clip an obtuse corner.
if ( l2v02 > clip_dist_scaled2eps ) {
Vec2d v1d = v1 . cast < double > ( ) ;
Vec2d v2d = v2 . cast < double > ( ) ;
// Sort v1d, v2d, shorter first.
bool swap = l2v1 > l2v2 ;
if ( swap ) {
std : : swap ( v1d , v2d ) ;
std : : swap ( l2v1 , l2v2 ) ;
}
double lv1 = sqrt ( l2v1 ) ;
double lv2 = sqrt ( l2v2 ) ;
// Bisector between v1 and v2.
Vec2d bisector = v1d / lv1 + v2d / lv2 ;
double l2bisector = bisector . squaredNorm ( ) ;
// Squared distance of the end point of v1 to the bisector.
double d2 = l2v1 - sqr ( v1d . dot ( bisector ) ) / l2bisector ;
if ( d2 < foot_dist_min2 ) {
// Height of the p1, p0, p2 triangle is tiny. Just remove p1.
} else if ( d2 < 0.25 * clip_dist_scaled2 + SCALED_EPSILON ) {
// The shorter vector is too close to the bisector. Trim the shorter vector fully,
// trim the longer vector partially.
// Intersection of a circle at p2 of radius = clip_dist_scaled
// with a ray (p1, p0), take the intersection after the foot point.
// The intersection shall always exist because |p2 - p1| > clip_dist_scaled.
const double b = - 2. * v1d . cast < double > ( ) . dot ( v2d ) ;
double u = b * b - 4. * l2v2 * ( double ( l2v1 ) - clip_dist_scaled2 ) ;
assert ( u > 0. ) ;
// Take the second intersection along v2.
double t = ( - b + sqrt ( u ) ) / ( 2. * l2v2 ) ;
assert ( t > 0. & & t < 1. ) ;
Point pt_new = p1 + ( t * v2d ) . cast < coord_t > ( ) ;
# ifndef NDEBUG
double d2new = ( pt_new - ( swap ? p2 : p0 ) ) . cast < double > ( ) . squaredNorm ( ) ;
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assert ( std : : abs ( d2new - clip_dist_scaled2 ) < 1e-5 * clip_dist_scaled2 ) ;
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# endif // NDEBUG
it2 . insert ( pt_new ) ;
} else {
// Cut the corner with a line perpendicular to the bisector.
double t = sqrt ( 0.25 * clip_dist_scaled2 / d2 ) ;
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double t2 = t * lv1 / lv2 ;
assert ( t > 0. & & t < 1. ) ;
assert ( t2 > 0. & & t2 < 1. ) ;
Point p0 = p1 + ( v1d * t ) . cast < coord_t > ( ) ;
Point p2 = p1 + ( v2d * t2 ) . cast < coord_t > ( ) ;
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if ( swap )
std : : swap ( p0 , p2 ) ;
it2 . insert ( p2 ) . insert ( p0 ) ;
}
} else {
// Just remove p1.
assert ( l2v02 > = clip_dist_scaled2 & & l2v02 < = clip_dist_scaled2eps ) ;
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}
}
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it1 = it2 ;
} else
+ + it1 ;
} else
+ + it1 ;
}
if ( polygon . size ( ) = = 3 ) {
// Check whether the last triangle is clockwise oriented (it is a hole) and its height is below clip_dist_scaled.
// If so, fill in the hole.
const Point p0 = * polygon . begin ( ) . prev ( ) ;
const Point p1 = * polygon . begin ( ) ;
const Point p2 = * polygon . begin ( ) . next ( ) ;
Vec2i64 v1 = ( p0 - p1 ) . cast < int64_t > ( ) ;
Vec2i64 v2 = ( p2 - p1 ) . cast < int64_t > ( ) ;
if ( cross2 ( v1 , v2 ) > 0 ) {
// CW triangle. Measure its height.
const Vec2i64 v3 = ( p2 - p0 ) . cast < int64_t > ( ) ;
int64_t l12 = v1 . squaredNorm ( ) ;
int64_t l22 = v2 . squaredNorm ( ) ;
int64_t l32 = v3 . squaredNorm ( ) ;
if ( l22 > l12 & & l22 > l32 ) {
std : : swap ( v1 , v2 ) ;
std : : swap ( l12 , l22 ) ;
} else if ( l32 > l12 & & l32 > l22 ) {
v1 = v3 ;
l12 = l32 ;
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}
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auto h2 = l22 - sqr ( double ( v1 . dot ( v2 ) ) ) / double ( l12 ) ;
if ( h2 < clip_dist_scaled2 )
// CW triangle with a low height. Close the hole.
polygon . clear ( ) ;
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}
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} else if ( polygon . size ( ) < 3 )
polygon . clear ( ) ;
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}
} // namespace Slic3r