fix issues, new implemenetation affecting all extrusions
This commit is contained in:
parent
38a287fec4
commit
0fdb545b55
4 changed files with 183 additions and 139 deletions
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@ -1,7 +1,5 @@
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#include "libslic3r.h"
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#include "ExPolygon.hpp"
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#include "Flow.hpp"
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#include "GCode/OverhangProcessor.hpp"
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#include "GCode/ExtrusionProcessor.hpp"
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#include "I18N.hpp"
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#include "GCode.hpp"
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#include "Exception.hpp"
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@ -41,7 +39,6 @@
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#include "SVG.hpp"
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#include <tbb/parallel_for.h>
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#include <utility>
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// Intel redesigned some TBB interface considerably when merging TBB with their oneAPI set of libraries, see GH #7332.
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// We are using quite an old TBB 2017 U7. Before we update our build servers, let's use the old API, which is deprecated in up to date TBB.
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@ -2172,12 +2169,12 @@ LayerResult GCode::process_layer(
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}
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}
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std::vector<Linef> layer_lines;
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std::vector<const Layer*> layers_ptrs;
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layers_ptrs.reserve(layers.size());
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for (const LayerToPrint &layer_to_print : layers) {
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std::vector<Linef> object_lines = to_unscaled_linesf(layer_to_print.object_layer->lslices);
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layer_lines.insert(layer_lines.end() ,object_lines.begin(), object_lines.end());
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layers_ptrs.push_back(layer_to_print.object_layer);
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}
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m_prev_layer_boundary = AABBTreeLines::LinesDistancer<Linef>{std::move(layer_lines)};
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m_extrusion_quality_estimator.prepare_for_new_layer(layers_ptrs);
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// Extrude the skirt, brim, support, perimeters, infill ordered by the extruders.
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for (unsigned int extruder_id : layer_tools.extruders)
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@ -2708,6 +2705,7 @@ std::string GCode::extrude_multi_path(ExtrusionMultiPath multipath, const std::s
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std::string GCode::extrude_entity(const ExtrusionEntity &entity, const std::string_view description, double speed)
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{
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m_extrusion_quality_estimator.reset_for_next_extrusion();
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if (const ExtrusionPath* path = dynamic_cast<const ExtrusionPath*>(&entity))
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return this->extrude_path(*path, description, speed);
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else if (const ExtrusionMultiPath* multipath = dynamic_cast<const ExtrusionMultiPath*>(&entity))
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@ -2880,10 +2878,7 @@ std::string GCode::_extrude(const ExtrusionPath &path, const std::string_view de
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speed = m_config.get_abs_value("perimeter_speed");
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} else if (path.role() == erExternalPerimeter) {
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speed = m_config.get_abs_value("external_perimeter_speed");
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} else if (path.role() == erOverhangPerimeter) {
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float quality = estimate_overhang_quality(path, path.width, this->m_prev_layer_boundary);
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speed = std::max(10.0, quality * m_config.get_abs_value("bridge_speed"));
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} else if (path.role() == erBridgeInfill) {
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} else if (path.role() == erOverhangPerimeter || path.role() == erBridgeInfill) {
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speed = m_config.get_abs_value("bridge_speed");
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} else if (path.role() == erInternalInfill) {
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speed = m_config.get_abs_value("infill_speed");
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@ -2919,6 +2914,15 @@ std::string GCode::_extrude(const ExtrusionPath &path, const std::string_view de
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EXTRUDER_CONFIG(filament_max_volumetric_speed) / path.mm3_per_mm
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);
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}
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bool variable_speed = false;
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double last_set_speed = 0.0;
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std::vector<float> points_quality{};
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if (!this->on_first_layer() && is_perimeter(path.role())) {
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points_quality = m_extrusion_quality_estimator.estimate_extrusion_quality(path);
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variable_speed = std::any_of(points_quality.begin(), points_quality.end(), [](float q) { return q != 1.0; });
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}
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double F = speed * 60; // convert mm/sec to mm/min
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// extrude arc or line
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@ -2981,8 +2985,10 @@ std::string GCode::_extrude(const ExtrusionPath &path, const std::string_view de
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}
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// F is mm per minute.
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gcode += m_writer.set_speed(F, "", comment);
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double path_length = 0.;
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if (!variable_speed){
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gcode += m_writer.set_speed(F, "", comment);
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}
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{
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std::string comment;
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if (m_config.gcode_comments) {
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@ -2992,12 +2998,21 @@ std::string GCode::_extrude(const ExtrusionPath &path, const std::string_view de
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Vec2d prev = this->point_to_gcode_quantized(path.polyline.points.front());
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auto it = path.polyline.points.begin();
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auto end = path.polyline.points.end();
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int i = 0;
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for (++ it; it != end; ++ it) {
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if (variable_speed) {
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double new_speed = std::max(5.0, points_quality[i] * speed);
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if (last_set_speed != new_speed) {
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last_set_speed = new_speed;
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gcode += m_writer.set_speed(new_speed * 60.0, "", comment);
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}
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}
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Vec2d p = this->point_to_gcode_quantized(*it);
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const double line_length = (p - prev).norm();
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path_length += line_length;
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gcode += m_writer.extrude_to_xy(p, e_per_mm * line_length, comment);
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prev = p;
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i++;
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}
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}
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if (m_enable_cooling_markers)
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@ -1,7 +1,7 @@
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#ifndef slic3r_GCode_hpp_
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#define slic3r_GCode_hpp_
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#include "GCode/OverhangProcessor.hpp"
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#include "GCode/ExtrusionProcessor.hpp"
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#include "JumpPointSearch.hpp"
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#include "libslic3r.h"
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#include "ExPolygon.hpp"
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@ -333,8 +333,8 @@ private:
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// Cache for custom seam enforcers/blockers for each layer.
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SeamPlacer m_seam_placer;
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AABBTreeLines::LinesDistancer<Linef>m_prev_layer_boundary;
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ExtrusionQualityEstimator m_extrusion_quality_estimator;
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/* Origin of print coordinates expressed in unscaled G-code coordinates.
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This affects the input arguments supplied to the extrude*() and travel_to()
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150
src/libslic3r/GCode/ExtrusionProcessor.hpp
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150
src/libslic3r/GCode/ExtrusionProcessor.hpp
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#ifndef slic3r_ExtrusionProcessor_hpp_
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#define slic3r_ExtrusionProcessor_hpp_
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#include "../AABBTreeLines.hpp"
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#include "../SupportSpotsGenerator.hpp"
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#include "../libslic3r.h"
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#include "../ExtrusionEntity.hpp"
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#include "../Layer.hpp"
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#include <cstddef>
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#include <limits>
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#include <numeric>
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#include <vector>
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namespace Slic3r {
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class SlidingWindowCurvatureAccumulator
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{
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float window_size;
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float total_distance = 0; // accumulated distance
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float total_curvature = 0; // accumulated signed ccw angles
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deque<float> distances;
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deque<float> angles;
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public:
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SlidingWindowCurvatureAccumulator(float window_size) : window_size(window_size) {}
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void add_point(float distance, float angle)
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{
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total_distance += distance;
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total_curvature += angle;
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distances.push_back(distance);
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angles.push_back(angle);
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while (distances.size() > 1 && total_distance > window_size) {
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total_distance -= distances.front();
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total_curvature -= angles.front();
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distances.pop_front();
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angles.pop_front();
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}
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}
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float get_curvature() const
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{
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if (total_distance <= 0.0) { return 0.0; }
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return total_curvature / std::min(total_distance, window_size);
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}
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void reset()
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{
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total_curvature = 0;
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total_distance = 0;
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distances.clear();
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angles.clear();
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}
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};
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class CurvatureEstimator
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{
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static const size_t sliders_count = 4;
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SlidingWindowCurvatureAccumulator sliders[sliders_count] = {{2.0}, {4.0}, {8.0}, {16.0}};
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public:
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void add_point(float distance, float angle)
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{
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for (SlidingWindowCurvatureAccumulator &slider : sliders) { slider.add_point(distance, angle); }
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}
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float get_curvature()
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{
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float max_curvature = std::numeric_limits<float>::min();
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for (const SlidingWindowCurvatureAccumulator &slider : sliders) { max_curvature = std::max(max_curvature, slider.get_curvature()); }
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return max_curvature;
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}
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void reset()
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{
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for (SlidingWindowCurvatureAccumulator &slider : sliders) { slider.reset(); }
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}
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};
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class ExtrusionQualityEstimator
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{
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AABBTreeLines::LinesDistancer<Linef> prev_layer_boundary;
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AABBTreeLines::LinesDistancer<Linef> next_layer_boundary;
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CurvatureEstimator cestim{};
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public:
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void prepare_for_new_layer(const std::vector<const Layer *> &layers)
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{
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std::vector<Linef> layer_lines;
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for (const Layer *layer : layers) {
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if (layer == nullptr) continue;
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std::vector<Linef> object_lines = to_unscaled_linesf(layer->lslices);
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layer_lines.insert(layer_lines.end(), object_lines.begin(), object_lines.end());
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}
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prev_layer_boundary = next_layer_boundary;
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next_layer_boundary = AABBTreeLines::LinesDistancer<Linef>{std::move(layer_lines)};
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}
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void reset_for_next_extrusion() { cestim.reset(); }
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std::vector<float> estimate_extrusion_quality(const ExtrusionPath &path)
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{
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float flow_width = path.width;
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float min_malformation_dist = 0.2 * flow_width;
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float max_malformation_dist = 1.1 * flow_width;
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float worst_malformation_dist = 0.5 * (min_malformation_dist + max_malformation_dist);
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std::vector<Vec2f> points;
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Polyline pl = path.as_polyline();
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points.reserve(pl.size());
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for (const Point &p : pl) { points.push_back(unscaled(p).cast<float>()); }
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std::vector<float> point_qualities(points.size(), 1.0);
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for (size_t point_idx = 0; point_idx < points.size(); ++point_idx) {
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Vec2f b = points[point_idx];
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double dist_from_prev_layer = prev_layer_boundary.signed_distance_from_lines(b.cast<double>()) + flow_width * 0.5f;
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if (dist_from_prev_layer < min_malformation_dist) continue;
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Vec2f a = points[point_idx > 0 ? point_idx - 1 : point_idx];
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Vec2f c = points[point_idx < points.size() - 1 ? point_idx + 1 : point_idx];
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const Vec2f v1 = b - a;
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const Vec2f v2 = c - b;
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float curr_angle = angle(v1, v2);
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cestim.add_point(v1.norm(), curr_angle);
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float distance_quality = std::min(1.0, std::abs(dist_from_prev_layer - worst_malformation_dist) /
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(worst_malformation_dist - min_malformation_dist));
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// Curvature is 1 / R, where is radius of the touching sphere
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// if the radius of the touching sphere is greater than 10 mm, dont lower quality, for sharper corners do lower the quality of the point
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float curvature_value = std::abs(cestim.get_curvature()) * 10.0f;
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curvature_value = std::max(curvature_value, 1.0f);
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distance_quality /= curvature_value;
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point_qualities[point_idx] = distance_quality;
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}
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if (points.size() > 1) { point_qualities[0] = point_qualities[1]; }
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return point_qualities;
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}
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};
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} // namespace Slic3r
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#endif // slic3r_ExtrusionProcessor_hpp_
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@ -1,121 +0,0 @@
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#ifndef slic3r_OverhangProcessor_hpp_
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#define slic3r_OverhangProcessor_hpp_
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#include "../AABBTreeLines.hpp"
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#include "../SupportSpotsGenerator.hpp"
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#include "../libslic3r.h"
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#include <limits>
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#include <numeric>
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namespace Slic3r {
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class SlidingWindowCurvatureAccumulator
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{
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float window_size;
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float total_distance = 0; // accumulated distance
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float total_curvature = 0; // accumulated signed ccw angles
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deque<float> distances;
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deque<float> angles;
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public:
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SlidingWindowCurvatureAccumulator(float window_size) : window_size(window_size) {}
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void add_point(float distance, float angle)
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{
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total_distance += distance;
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total_curvature += angle;
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distances.push_back(distance);
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angles.push_back(angle);
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while (distances.size() > 1 && total_distance > window_size) {
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total_distance -= distances.front();
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total_curvature -= angles.front();
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distances.pop_front();
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angles.pop_front();
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}
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}
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float get_curvature() const
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{
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if (total_distance <= 0.0) { return 0.0; }
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return total_curvature / std::min(total_distance, window_size);
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}
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void reset()
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{
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total_curvature = 0;
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total_distance = 0;
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distances.clear();
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angles.clear();
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}
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};
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class CurvatureEstimator
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{
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static const size_t sliders_count = 4;
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SlidingWindowCurvatureAccumulator sliders[sliders_count] = {{2.0}, {4.0}, {8.0}, {16.0}};
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public:
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void add_point(float distance, float angle)
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{
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for (SlidingWindowCurvatureAccumulator &slider : sliders) { slider.add_point(distance, angle); }
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}
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float get_curvature()
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{
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float max_curvature = std::numeric_limits<float>::min();
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for (const SlidingWindowCurvatureAccumulator &slider : sliders) { max_curvature = std::max(max_curvature, slider.get_curvature()); }
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return max_curvature;
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}
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void reset()
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{
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for (SlidingWindowCurvatureAccumulator &slider : sliders) { slider.reset(); }
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}
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};
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inline float estimate_overhang_quality(const ExtrusionPath &entity,
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float flow_width,
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AABBTreeLines::LinesDistancer<Linef> &prev_layer_boundary)
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{
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// value of 1 is for nice straigth lines that are either in air or mostly lying on the prev layer.
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float quality = 1.0;
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float min_malformation_dist = 0.0f;
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float max_malformation_dist = 0.7 * flow_width;
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CurvatureEstimator cestim{};
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std::vector<Vec2f> points;
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Polyline pl = entity.as_polyline();
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points.reserve(pl.size());
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for (const Point &p : pl) { points.push_back(unscaled(p).cast<float>()); }
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for (size_t point_idx = 0; point_idx < points.size(); ++point_idx) {
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Vec2f a = points[point_idx > 0 ? point_idx - 1 : point_idx];
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Vec2f b = points[point_idx];
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Vec2f c = points[point_idx < points.size() - 1 ? point_idx + 1 : point_idx];
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const Vec2f v1 = b - a;
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const Vec2f v2 = c - b;
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float curr_angle = angle(v1, v2);
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cestim.add_point(v1.norm(), curr_angle);
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// malformation in concave angles does not happen
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if (curr_angle < -20.0 * PI / 180.0) { cestim.reset(); }
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double dist_from_prev_layer = prev_layer_boundary.signed_distance_from_lines(b.cast<double>());
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float distance_quality = std::abs(dist_from_prev_layer - (max_malformation_dist + min_malformation_dist) * 0.5);
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float curvature_quality = std::abs(cestim.get_curvature()) * 10.0f;
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curvature_quality = std::max(curvature_quality, 1.0f);
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distance_quality /= curvature_quality;
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if (distance_quality < quality) { quality = 0.8 * quality + 0.2 * distance_quality; }
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}
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return quality;
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}
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}; // namespace Slic3r
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#endif // slic3r_OverhangProcessor_hpp_
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