Tweaks to flatten gizmo
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@ -1365,12 +1365,16 @@ void GLGizmoFlatten::update_planes()
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TriangleMesh ch;
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for (const ModelVolume* vol : m_model_object->volumes)
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ch.merge(vol->get_convex_hull());
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ch = ch.convex_hull_3d();
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#if !ENABLE_MODELINSTANCE_3D_ROTATION
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ch.scale(m_model_object->instances.front()->scaling_factor);
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ch.rotate_z(m_model_object->instances.front()->rotation);
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#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
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const Vec3d& bb_size = ch.bounding_box().size();
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double min_bb_face_area = std::min(bb_size(0) * bb_size(1), std::min(bb_size(0) * bb_size(2), bb_size(1) * bb_size(2)));
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m_planes.clear();
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// Now we'll go through all the facets and append Points of facets sharing the same normal:
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@ -1399,7 +1403,7 @@ void GLGizmoFlatten::update_planes()
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if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
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stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
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for (int j=0; j<3; ++j)
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m_planes.back().vertices.emplace_back(first_vertex[j](0), first_vertex[j](1), first_vertex[j](2));
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m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2));
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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@ -1413,49 +1417,69 @@ void GLGizmoFlatten::update_planes()
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
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if (m_planes.back().vertices.size() == 3 &&
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(m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.f
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
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m_planes.pop_back();
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((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.0
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0
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|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0))
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m_planes.pop_back();
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}
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const float minimal_area = 0.01f * (float)min_bb_face_area;
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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const Vec3d& normal = m_planes[polygon_id].normal;
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// We are going to rotate about z and y to flatten the plane
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float angle_z = 0.f;
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float angle_y = 0.f;
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if (std::abs(normal(1)) > 0.001)
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angle_z = -atan2(normal(1), normal(0)); // angle to rotate so that normal ends up in xz-plane
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if (std::abs(normal(0)*cos(angle_z) - normal(1)*sin(angle_z)) > 0.001)
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angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards
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else {
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// In case it already was in z-direction, we must ensure it is not the wrong way:
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angle_y = normal(2) > 0.f ? 0.f : -PI;
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}
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// Rotate all points to the xy plane:
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Eigen::Quaterniond q;
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd((double)angle_y, Vec3d::UnitY()));
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m.rotate(Eigen::AngleAxisd((double)angle_z, Vec3d::UnitZ()));
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m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix();
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polygon = transform(polygon, m);
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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// We will calculate area of the polygon and discard ones that are too small
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// The limit is more forgiving in case the normal is in the direction of the coordinate axes
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const float minimal_area = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? 1.f : 20.f;
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float area_threshold = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? minimal_area : 10.0f * minimal_area;
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float& area = m_planes[polygon_id].area;
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area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
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area = std::abs(area / 2.f);
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if (area < minimal_area) {
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area = 0.5f * std::abs(area);
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if (area < area_threshold) {
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m_planes.erase(m_planes.begin()+(polygon_id--));
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continue;
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}
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// We check the inner angles and discard polygon with angles smaller than the following threshold
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const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
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bool discard = false;
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std::cout << std::endl << "polygon: " << polygon_id << " - " << polygon.size() << "(" << area << "/" << 100.0 * area / min_bb_face_area << ")" << std::endl;
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for (unsigned int i = 0; i < polygon.size(); ++i)
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{
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const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
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const Vec3d& curr = polygon[i];
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const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
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if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold)
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{
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discard = true;
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break;
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}
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std::cout << ::acos((prec - curr).normalized().dot((next - curr).normalized())) * 180.0 / PI << std::endl;
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}
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if (discard)
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{
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// m_planes.erase(m_planes.begin() + polygon_id);
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// --polygon_id;
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m_planes.erase(m_planes.begin() + (polygon_id--));
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continue;
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}
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// We will shrink the polygon a little bit so it does not touch the object edges:
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Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
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centroid /= (double)polygon.size();
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