Fix handling of dirty models with overlapping facets, where some holes became filled because of wrong slice nesting
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da1b6117df
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1 changed files with 28 additions and 14 deletions
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@ -92,6 +92,16 @@ sub make_surfaces {
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return if !@$loops;
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$self->slices([ _merge_loops($loops) ]);
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if (0) {
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require "Slic3r/SVG.pm";
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Slic3r::SVG::output("surfaces.svg",
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#polylines => $loops,
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red_polylines => [ grep $_->is_counter_clockwise, @$loops ],
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green_polylines => [ grep !$_->is_counter_clockwise, @$loops ],
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expolygons => [ map $_->expolygon, @{$self->slices} ],
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);
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}
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# detect thin walls by offsetting slices by half extrusion inwards
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if ($Slic3r::Config->thin_walls) {
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$self->thin_walls([]);
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@ -111,14 +121,6 @@ sub make_surfaces {
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Slic3r::debugf " %d thin walls detected\n", scalar(@{$self->thin_walls});
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}
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}
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if (0) {
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require "Slic3r/SVG.pm";
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Slic3r::SVG::output("surfaces.svg",
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polygons => [ map $_->contour, @{$self->slices} ],
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red_polygons => [ map $_->p, map @{$_->holes}, @{$self->slices} ],
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);
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}
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}
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sub _merge_loops {
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@ -130,14 +132,26 @@ sub _merge_loops {
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# would ignore holes inside two concentric contours.
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# So we're ordering loops and collapse consecutive concentric loops having the same
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# winding order.
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# TODO: find a faster algorithm for this.
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my @loops = sort { $a->encloses_point($b->[0]) ? 0 : 1 } @$loops; # outer first
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# TODO: find a faster algorithm for this, maybe with some sort of binary search.
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# If we computed a "nesting tree" we could also just remove the consecutive loops
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# having the same winding order, and remove the extra one(s) so that we could just
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# supply everything to offset_ex() instead of performing several union/diff calls.
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# we sort by area assuming that the outermost loops have larger area;
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# the previous sorting method, based on $b->encloses_point($a->[0]), failed to nest
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# loops correctly in some edge cases when original model had overlapping facets
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my @abs_area = map abs($_), my @area = map $_->area, @$loops;
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my @sorted = sort { $abs_area[$b] <=> $abs_area[$a] } 0..$#$loops; # outer first
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# we don't perform a safety offset now because it might reverse cw loops
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my $slices = [];
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foreach my $loop (@loops) {
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$slices = $loop->is_counter_clockwise
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? union([ $loop, @$slices ])
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: diff($slices, [$loop]);
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for my $i (@sorted) {
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# we rely on the already computed area to determine the winding order
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# of the loops, since the Orientation() function provided by Clipper
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# would do the same, thus repeating the calculation
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$slices = ($area[$i] >= 0)
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? union([ $loops->[$i], @$slices ])
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: diff($slices, [$loops->[$i]]);
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}
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# perform a safety offset to merge very close facets (TODO: find test case for this)
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