Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer
This commit is contained in:
commit
1e617ee3b4
@ -15,5 +15,5 @@ add_library(hidapi STATIC ${HIDAPI_IMPL})
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if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
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# Don't link the udev library, as there are two versions out there (libudev.so.0, libudev.so.1), so they are linked explicitely.
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# target_link_libraries(hidapi udev)
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target_link_libraries(hidapi)
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target_link_libraries(hidapi dl)
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endif()
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|
@ -43,6 +43,7 @@ std::vector<std::pair<size_t, bool>> chain_segments_closest_point(std::vector<En
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assert(next_idx < end_points.size());
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EndPointType &end_point = end_points[next_idx];
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end_point.chain_id = 1;
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out.emplace_back(next_idx / 2, (next_idx & 1) != 0);
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this_idx = next_idx ^ 1;
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}
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#ifndef NDEBUG
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@ -72,7 +73,7 @@ std::vector<std::pair<size_t, bool>> chain_segments_greedy_constrained_reversals
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else if (num_segments == 1)
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{
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// Just sort the end points so that the first point visited is closest to start_near.
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out.emplace_back(0, start_near != nullptr &&
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out.emplace_back(0, could_reverse_func(0) && start_near != nullptr &&
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(end_point_func(0, true) - *start_near).template cast<double>().squaredNorm() < (end_point_func(0, false) - *start_near).template cast<double>().squaredNorm());
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}
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else
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@ -224,38 +224,14 @@ std::vector<coordf_t> layer_height_profile_from_ranges(
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// Based on the work of @platsch
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// Fill layer_height_profile by heights ensuring a prescribed maximum cusp height.
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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std::vector<double> layer_height_profile_adaptive(const SlicingParameters& slicing_params,
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const ModelObject& object, float cusp_value)
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#else
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std::vector<coordf_t> layer_height_profile_adaptive(
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const SlicingParameters &slicing_params,
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const t_layer_config_ranges & /* layer_config_ranges */,
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const ModelVolumePtrs &volumes)
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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std::vector<double> layer_height_profile_adaptive(const SlicingParameters& slicing_params, const ModelObject& object, float quality_factor)
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{
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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// 1) Initialize the SlicingAdaptive class with the object meshes.
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SlicingAdaptive as;
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as.set_slicing_parameters(slicing_params);
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as.set_object(object);
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#else
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// 1) Initialize the SlicingAdaptive class with the object meshes.
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SlicingAdaptive as;
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as.set_slicing_parameters(slicing_params);
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for (const ModelVolume* volume : volumes)
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if (volume->is_model_part())
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as.add_mesh(&volume->mesh());
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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as.prepare();
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as.prepare(object);
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// 2) Generate layers using the algorithm of @platsch
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// loop until we have at least one layer and the max slice_z reaches the object height
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#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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double cusp_value = 0.2;
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#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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std::vector<double> layer_height_profile;
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layer_height_profile.push_back(0.0);
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layer_height_profile.push_back(slicing_params.first_object_layer_height);
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@ -263,39 +239,41 @@ std::vector<coordf_t> layer_height_profile_adaptive(
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layer_height_profile.push_back(slicing_params.first_object_layer_height);
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layer_height_profile.push_back(slicing_params.first_object_layer_height);
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}
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double slice_z = slicing_params.first_object_layer_height;
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int current_facet = 0;
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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while (slice_z <= slicing_params.object_print_z_height()) {
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double height = slicing_params.max_layer_height;
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#else
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double height = slicing_params.first_object_layer_height;
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while ((slice_z - height) <= slicing_params.object_print_z_height()) {
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height = 999.0;
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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double print_z = slicing_params.first_object_layer_height;
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// last facet visited by the as.next_layer_height() function, where the facets are sorted by their increasing Z span.
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size_t current_facet = 0;
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// loop until we have at least one layer and the max slice_z reaches the object height
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while (print_z + EPSILON < slicing_params.object_print_z_height()) {
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float height = slicing_params.max_layer_height;
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// Slic3r::debugf "\n Slice layer: %d\n", $id;
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// determine next layer height
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double cusp_height = as.cusp_height((float)slice_z, cusp_value, current_facet);
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float cusp_height = as.next_layer_height(float(print_z), quality_factor, current_facet);
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#if 0
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// check for horizontal features and object size
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/*
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if($self->config->get_value('match_horizontal_surfaces')) {
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my $horizontal_dist = $adaptive_slicing[$region_id]->horizontal_facet_distance(scale $slice_z+$cusp_height, $min_height);
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if(($horizontal_dist < $min_height) && ($horizontal_dist > 0)) {
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Slic3r::debugf "Horizontal feature ahead, distance: %f\n", $horizontal_dist;
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# can we shrink the current layer a bit?
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if($cusp_height-($min_height-$horizontal_dist) > $min_height) {
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# yes we can
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$cusp_height = $cusp_height-($min_height-$horizontal_dist);
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Slic3r::debugf "Shrink layer height to %f\n", $cusp_height;
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}else{
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# no, current layer would become too thin
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$cusp_height = $cusp_height+$horizontal_dist;
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Slic3r::debugf "Widen layer height to %f\n", $cusp_height;
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if (this->config.match_horizontal_surfaces.value) {
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coordf_t horizontal_dist = as.horizontal_facet_distance(print_z + height, min_layer_height);
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if ((horizontal_dist < min_layer_height) && (horizontal_dist > 0)) {
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#ifdef SLIC3R_DEBUG
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std::cout << "Horizontal feature ahead, distance: " << horizontal_dist << std::endl;
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#endif
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// can we shrink the current layer a bit?
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if (height-(min_layer_height - horizontal_dist) > min_layer_height) {
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// yes we can
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height -= (min_layer_height - horizontal_dist);
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#ifdef SLIC3R_DEBUG
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std::cout << "Shrink layer height to " << height << std::endl;
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#endif
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} else {
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// no, current layer would become too thin
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height += horizontal_dist;
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#ifdef SLIC3R_DEBUG
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std::cout << "Widen layer height to " << height << std::endl;
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#endif
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}
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}
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}
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*/
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#endif
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height = std::min(cusp_height, height);
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// apply z-gradation
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@ -308,22 +286,22 @@ std::vector<coordf_t> layer_height_profile_adaptive(
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// look for an applicable custom range
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/*
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if (my $range = first { $_->[0] <= $slice_z && $_->[1] > $slice_z } @{$self->layer_height_ranges}) {
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if (my $range = first { $_->[0] <= $print_z && $_->[1] > $print_z } @{$self->layer_height_ranges}) {
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$height = $range->[2];
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# if user set custom height to zero we should just skip the range and resume slicing over it
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if ($height == 0) {
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$slice_z += $range->[1] - $range->[0];
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$print_z += $range->[1] - $range->[0];
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next;
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}
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}
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*/
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layer_height_profile.push_back(slice_z);
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layer_height_profile.push_back(print_z);
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layer_height_profile.push_back(height);
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slice_z += height;
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print_z += height;
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#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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layer_height_profile.push_back(slice_z);
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layer_height_profile.push_back(print_z);
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layer_height_profile.push_back(height);
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#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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}
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@ -722,11 +700,7 @@ int generate_layer_height_texture(
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const Vec3crd &color1 = palette_raw[idx1];
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const Vec3crd &color2 = palette_raw[idx2];
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coordf_t z = cell_to_z * coordf_t(cell);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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assert((lo - EPSILON <= z) && (z <= hi + EPSILON));
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#else
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assert(z >= lo && z <= hi);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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assert(lo - EPSILON <= z && z <= hi + EPSILON);
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// Intensity profile to visualize the layers.
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coordf_t intensity = cos(M_PI * 0.7 * (mid - z) / h);
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// Color mapping from layer height to RGB.
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@ -18,12 +18,7 @@ namespace Slic3r
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class PrintConfig;
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class PrintObjectConfig;
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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class ModelObject;
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#else
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class ModelVolume;
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typedef std::vector<ModelVolume*> ModelVolumePtrs;
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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// Parameters to guide object slicing and support generation.
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// The slicing parameters account for a raft and whether the 1st object layer is printed with a normal or a bridging flow
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@ -142,10 +137,9 @@ extern std::vector<coordf_t> layer_height_profile_from_ranges(
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const SlicingParameters &slicing_params,
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const t_layer_config_ranges &layer_config_ranges);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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extern std::vector<double> layer_height_profile_adaptive(
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const SlicingParameters& slicing_params,
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const ModelObject& object, float cusp_value);
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const ModelObject& object, float quality_factor);
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struct HeightProfileSmoothingParams
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{
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@ -159,12 +153,6 @@ struct HeightProfileSmoothingParams
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extern std::vector<double> smooth_height_profile(
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const std::vector<double>& profile, const SlicingParameters& slicing_params,
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const HeightProfileSmoothingParams& smoothing_params);
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#else
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extern std::vector<coordf_t> layer_height_profile_adaptive(
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const SlicingParameters &slicing_params,
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const t_layer_config_ranges &layer_config_ranges,
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const ModelVolumePtrs &volumes);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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enum LayerHeightEditActionType : unsigned int {
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LAYER_HEIGHT_EDIT_ACTION_INCREASE = 0,
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@ -1,156 +1,211 @@
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#include "libslic3r.h"
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#include "Model.hpp"
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#else
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#include "TriangleMesh.hpp"
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#include "SlicingAdaptive.hpp"
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#include <boost/log/trivial.hpp>
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// Based on the work of Florens Waserfall (@platch on github)
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// and his paper
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// Florens Wasserfall, Norman Hendrich, Jianwei Zhang:
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// Adaptive Slicing for the FDM Process Revisited
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// 13th IEEE Conference on Automation Science and Engineering (CASE-2017), August 20-23, Xi'an, China. DOI: 10.1109/COASE.2017.8256074
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// https://tams.informatik.uni-hamburg.de/publications/2017/Adaptive%20Slicing%20for%20the%20FDM%20Process%20Revisited.pdf
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// Vojtech believes that there is a bug in @platch's derivation of the triangle area error metric.
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// Following Octave code paints graphs of recommended layer height versus surface slope angle.
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#if 0
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adeg=0:1:85;
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a=adeg*pi/180;
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t=tan(a);
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tsqr=sqrt(tan(a));
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lerr=1./cos(a);
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lerr2=1./(0.3+cos(a));
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plot(adeg, t, 'b', adeg, sqrt(t), 'g', adeg, 0.5 * lerr, 'm', adeg, 0.5 * lerr2, 'r')
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xlabel("angle(deg), 0 - horizontal wall, 90 - vertical wall");
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ylabel("layer height");
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legend("tan(a) as cura - topographic lines distance limit", "sqrt(tan(a)) as PrusaSlicer - error triangle area limit", "old slic3r - max distance metric", "new slic3r - Waserfall paper");
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#endif
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#ifndef NDEBUG
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#define ADAPTIVE_LAYER_HEIGHT_DEBUG
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#endif /* NDEBUG */
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namespace Slic3r
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{
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#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void SlicingAdaptive::clear()
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{
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m_meshes.clear();
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m_faces.clear();
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m_face_normal_z.clear();
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}
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#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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||||
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std::pair<float, float> face_z_span(const stl_facet *f)
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static inline std::pair<float, float> face_z_span(const stl_facet &f)
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{
|
||||
return std::pair<float, float>(
|
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std::min(std::min(f->vertex[0](2), f->vertex[1](2)), f->vertex[2](2)),
|
||||
std::max(std::max(f->vertex[0](2), f->vertex[1](2)), f->vertex[2](2)));
|
||||
std::min(std::min(f.vertex[0](2), f.vertex[1](2)), f.vertex[2](2)),
|
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std::max(std::max(f.vertex[0](2), f.vertex[1](2)), f.vertex[2](2)));
|
||||
}
|
||||
|
||||
void SlicingAdaptive::prepare()
|
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// By Florens Waserfall aka @platch:
|
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// This constant essentially describes the volumetric error at the surface which is induced
|
||||
// by stacking "elliptic" extrusion threads. It is empirically determined by
|
||||
// 1. measuring the surface profile of printed parts to find
|
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// the ratio between layer height and profile height and then
|
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// 2. computing the geometric difference between the model-surface and the elliptic profile.
|
||||
//
|
||||
// The definition of the roughness formula is in
|
||||
// https://tams.informatik.uni-hamburg.de/publications/2017/Adaptive%20Slicing%20for%20the%20FDM%20Process%20Revisited.pdf
|
||||
// (page 51, formula (8))
|
||||
// Currenty @platch's error metric formula is not used.
|
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static constexpr double SURFACE_CONST = 0.18403;
|
||||
|
||||
// for a given facet, compute maximum height within the allowed surface roughness / stairstepping deviation
|
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static inline float layer_height_from_slope(const SlicingAdaptive::FaceZ &face, float max_surface_deviation)
|
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{
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
if (m_object == nullptr)
|
||||
return;
|
||||
// @platch's formula, see his paper "Adaptive Slicing for the FDM Process Revisited".
|
||||
// return float(max_surface_deviation / (SURFACE_CONST + 0.5 * std::abs(normal_z)));
|
||||
|
||||
m_faces.clear();
|
||||
m_face_normal_z.clear();
|
||||
// Constant stepping in horizontal direction, as used by Cura.
|
||||
// return (face.n_cos > 1e-5) ? float(max_surface_deviation * face.n_sin / face.n_cos) : FLT_MAX;
|
||||
|
||||
m_mesh = m_object->raw_mesh();
|
||||
const ModelInstance* first_instance = m_object->instances.front();
|
||||
m_mesh.transform(first_instance->get_matrix(), first_instance->is_left_handed());
|
||||
// Constant error measured as an area of the surface error triangle, Vojtech's formula.
|
||||
// return (face.n_cos > 1e-5) ? float(1.44 * max_surface_deviation * sqrt(face.n_sin / face.n_cos)) : FLT_MAX;
|
||||
|
||||
// Constant error measured as an area of the surface error triangle, Vojtech's formula with clamping to roughness at 90 degrees.
|
||||
return std::min(max_surface_deviation / 0.184f, (face.n_cos > 1e-5) ? float(1.44 * max_surface_deviation * sqrt(face.n_sin / face.n_cos)) : FLT_MAX);
|
||||
|
||||
// Constant stepping along the surface, equivalent to the "surface roughness" metric by Perez and later Pandey et all, see @platch's paper for references.
|
||||
// return float(max_surface_deviation * face.n_sin);
|
||||
}
|
||||
|
||||
void SlicingAdaptive::clear()
|
||||
{
|
||||
m_faces.clear();
|
||||
}
|
||||
|
||||
void SlicingAdaptive::prepare(const ModelObject &object)
|
||||
{
|
||||
this->clear();
|
||||
|
||||
TriangleMesh mesh = object.raw_mesh();
|
||||
const ModelInstance &first_instance = *object.instances.front();
|
||||
mesh.transform(first_instance.get_matrix(), first_instance.is_left_handed());
|
||||
|
||||
// 1) Collect faces from mesh.
|
||||
m_faces.reserve(m_mesh.stl.stats.number_of_facets);
|
||||
for (stl_facet& face : m_mesh.stl.facet_start)
|
||||
{
|
||||
face.normal.normalize();
|
||||
m_faces.emplace_back(&face);
|
||||
m_faces.reserve(mesh.stl.stats.number_of_facets);
|
||||
for (const stl_facet &face : mesh.stl.facet_start) {
|
||||
Vec3f n = face.normal.normalized();
|
||||
m_faces.emplace_back(FaceZ({ face_z_span(face), std::abs(n.z()), std::sqrt(n.x() * n.x() + n.y() * n.y()) }));
|
||||
}
|
||||
#else
|
||||
// 1) Collect faces of all meshes.
|
||||
int nfaces_total = 0;
|
||||
for (std::vector<const TriangleMesh*>::const_iterator it_mesh = m_meshes.begin(); it_mesh != m_meshes.end(); ++ it_mesh)
|
||||
nfaces_total += (*it_mesh)->stl.stats.number_of_facets;
|
||||
m_faces.reserve(nfaces_total);
|
||||
for (std::vector<const TriangleMesh*>::const_iterator it_mesh = m_meshes.begin(); it_mesh != m_meshes.end(); ++ it_mesh)
|
||||
for (const stl_facet& face : (*it_mesh)->stl.facet_start)
|
||||
m_faces.emplace_back(&face);
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
// 2) Sort faces lexicographically by their Z span.
|
||||
std::sort(m_faces.begin(), m_faces.end(), [](const stl_facet *f1, const stl_facet *f2) { return face_z_span(f1) < face_z_span(f2); });
|
||||
|
||||
// 3) Generate Z components of the facet normals.
|
||||
m_face_normal_z.assign(m_faces.size(), 0.0f);
|
||||
for (size_t iface = 0; iface < m_faces.size(); ++ iface)
|
||||
m_face_normal_z[iface] = m_faces[iface]->normal(2);
|
||||
std::sort(m_faces.begin(), m_faces.end(), [](const FaceZ &f1, const FaceZ &f2) { return f1.z_span < f2.z_span; });
|
||||
}
|
||||
|
||||
float SlicingAdaptive::cusp_height(float z, float cusp_value, int ¤t_facet)
|
||||
// current_facet is in/out parameter, rememebers the index of the last face of m_faces visited,
|
||||
// where this function will start from.
|
||||
// print_z - the top print surface of the previous layer.
|
||||
// returns height of the next layer.
|
||||
float SlicingAdaptive::next_layer_height(const float print_z, float quality_factor, size_t ¤t_facet)
|
||||
{
|
||||
float height = (float)m_slicing_params.max_layer_height;
|
||||
bool first_hit = false;
|
||||
float height = (float)m_slicing_params.max_layer_height;
|
||||
|
||||
float max_surface_deviation;
|
||||
|
||||
{
|
||||
#if 0
|
||||
// @platch's formula for quality:
|
||||
double delta_min = SURFACE_CONST * m_slicing_params.min_layer_height;
|
||||
double delta_mid = (SURFACE_CONST + 0.5) * m_slicing_params.layer_height;
|
||||
double delta_max = (SURFACE_CONST + 0.5) * m_slicing_params.max_layer_height;
|
||||
#else
|
||||
// Vojtech's formula for triangle area error metric.
|
||||
double delta_min = m_slicing_params.min_layer_height;
|
||||
double delta_mid = m_slicing_params.layer_height;
|
||||
double delta_max = m_slicing_params.max_layer_height;
|
||||
#endif
|
||||
max_surface_deviation = (quality_factor < 0.5f) ?
|
||||
lerp(delta_min, delta_mid, 2. * quality_factor) :
|
||||
lerp(delta_max, delta_mid, 2. * (1. - quality_factor));
|
||||
}
|
||||
|
||||
// find all facets intersecting the slice-layer
|
||||
int ordered_id = current_facet;
|
||||
for (; ordered_id < int(m_faces.size()); ++ ordered_id) {
|
||||
std::pair<float, float> zspan = face_z_span(m_faces[ordered_id]);
|
||||
// facet's minimum is higher than slice_z -> end loop
|
||||
if (zspan.first >= z)
|
||||
break;
|
||||
// facet's maximum is higher than slice_z -> store the first event for next cusp_height call to begin at this point
|
||||
if (zspan.second > z) {
|
||||
// first event?
|
||||
if (! first_hit) {
|
||||
first_hit = true;
|
||||
current_facet = ordered_id;
|
||||
}
|
||||
// skip touching facets which could otherwise cause small cusp values
|
||||
if (zspan.second <= z + EPSILON)
|
||||
continue;
|
||||
// compute cusp-height for this facet and store minimum of all heights
|
||||
float normal_z = m_face_normal_z[ordered_id];
|
||||
height = std::min(height, (normal_z == 0.0f) ? (float)m_slicing_params.max_layer_height : std::abs(cusp_value / normal_z));
|
||||
}
|
||||
size_t ordered_id = current_facet;
|
||||
{
|
||||
bool first_hit = false;
|
||||
for (; ordered_id < m_faces.size(); ++ ordered_id) {
|
||||
const std::pair<float, float> &zspan = m_faces[ordered_id].z_span;
|
||||
// facet's minimum is higher than slice_z -> end loop
|
||||
if (zspan.first >= print_z)
|
||||
break;
|
||||
// facet's maximum is higher than slice_z -> store the first event for next cusp_height call to begin at this point
|
||||
if (zspan.second > print_z) {
|
||||
// first event?
|
||||
if (! first_hit) {
|
||||
first_hit = true;
|
||||
current_facet = ordered_id;
|
||||
}
|
||||
// skip touching facets which could otherwise cause small cusp values
|
||||
if (zspan.second < print_z + EPSILON)
|
||||
continue;
|
||||
// compute cusp-height for this facet and store minimum of all heights
|
||||
height = std::min(height, layer_height_from_slope(m_faces[ordered_id], max_surface_deviation));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// lower height limit due to printer capabilities
|
||||
height = std::max(height, float(m_slicing_params.min_layer_height));
|
||||
|
||||
// check for sloped facets inside the determined layer and correct height if necessary
|
||||
if (height > m_slicing_params.min_layer_height) {
|
||||
for (; ordered_id < int(m_faces.size()); ++ ordered_id) {
|
||||
std::pair<float, float> zspan = face_z_span(m_faces[ordered_id]);
|
||||
if (height > float(m_slicing_params.min_layer_height)) {
|
||||
for (; ordered_id < m_faces.size(); ++ ordered_id) {
|
||||
const std::pair<float, float> &zspan = m_faces[ordered_id].z_span;
|
||||
// facet's minimum is higher than slice_z + height -> end loop
|
||||
if (zspan.first >= z + height)
|
||||
if (zspan.first >= print_z + height)
|
||||
break;
|
||||
|
||||
// skip touching facets which could otherwise cause small cusp values
|
||||
if (zspan.second <= z + EPSILON)
|
||||
if (zspan.second < print_z + EPSILON)
|
||||
continue;
|
||||
|
||||
// Compute cusp-height for this facet and check against height.
|
||||
float normal_z = m_face_normal_z[ordered_id];
|
||||
float cusp = (normal_z == 0.0f) ? (float)m_slicing_params.max_layer_height : std::abs(cusp_value / normal_z);
|
||||
float reduced_height = layer_height_from_slope(m_faces[ordered_id], max_surface_deviation);
|
||||
|
||||
float z_diff = zspan.first - z;
|
||||
|
||||
// handle horizontal facets
|
||||
if (normal_z > 0.999f) {
|
||||
// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
|
||||
float z_diff = zspan.first - print_z;
|
||||
if (reduced_height < z_diff) {
|
||||
assert(z_diff < height + EPSILON);
|
||||
// The currently visited triangle's slope limits the next layer height so much, that
|
||||
// the lowest point of the currently visible triangle is already above the newly proposed layer height.
|
||||
// This means, that we need to limit the layer height so that the offending newly visited triangle
|
||||
// is just above of the new layer.
|
||||
#ifdef ADAPTIVE_LAYER_HEIGHT_DEBUG
|
||||
BOOST_LOG_TRIVIAL(trace) << "cusp computation, height is reduced from " << height << "to " << z_diff << " due to z-diff";
|
||||
#endif /* ADAPTIVE_LAYER_HEIGHT_DEBUG */
|
||||
height = z_diff;
|
||||
// Slic3r::debugf "to %f due to near horizontal facet\n", $height;
|
||||
} else if (cusp > z_diff) {
|
||||
if (cusp < height) {
|
||||
// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
|
||||
height = cusp;
|
||||
// Slic3r::debugf "to %f due to new cusp height\n", $height;
|
||||
}
|
||||
} else {
|
||||
// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
|
||||
height = z_diff;
|
||||
// Slic3r::debugf "to z-diff: %f\n", $height;
|
||||
} else if (reduced_height < height) {
|
||||
#ifdef ADAPTIVE_LAYER_HEIGHT_DEBUG
|
||||
BOOST_LOG_TRIVIAL(trace) << "adaptive layer computation: height is reduced from " << height << "to " << reduced_height << " due to higher facet";
|
||||
#endif /* ADAPTIVE_LAYER_HEIGHT_DEBUG */
|
||||
height = reduced_height;
|
||||
}
|
||||
}
|
||||
// lower height limit due to printer capabilities again
|
||||
height = std::max(height, float(m_slicing_params.min_layer_height));
|
||||
}
|
||||
|
||||
// Slic3r::debugf "cusp computation, layer-bottom at z:%f, cusp_value:%f, resulting layer height:%f\n", unscale $z, $cusp_value, $height;
|
||||
#ifdef ADAPTIVE_LAYER_HEIGHT_DEBUG
|
||||
BOOST_LOG_TRIVIAL(trace) << "adaptive layer computation, layer-bottom at z:" << print_z << ", quality_factor:" << quality_factor << ", resulting layer height:" << height;
|
||||
#endif /* ADAPTIVE_LAYER_HEIGHT_DEBUG */
|
||||
return height;
|
||||
}
|
||||
|
||||
#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
// Returns the distance to the next horizontal facet in Z-dir
|
||||
// to consider horizontal object features in slice thickness
|
||||
float SlicingAdaptive::horizontal_facet_distance(float z)
|
||||
{
|
||||
for (size_t i = 0; i < m_faces.size(); ++ i) {
|
||||
std::pair<float, float> zspan = face_z_span(m_faces[i]);
|
||||
std::pair<float, float> zspan = m_faces[i].z_span;
|
||||
// facet's minimum is higher than max forward distance -> end loop
|
||||
if (zspan.first > z + m_slicing_params.max_layer_height)
|
||||
break;
|
||||
// min_z == max_z -> horizontal facet
|
||||
if ((zspan.first > z) && (zspan.first == zspan.second))
|
||||
if (zspan.first > z && zspan.first == zspan.second)
|
||||
return zspan.first - z;
|
||||
}
|
||||
|
||||
@ -158,6 +213,5 @@ float SlicingAdaptive::horizontal_facet_distance(float z)
|
||||
return (z + (float)m_slicing_params.max_layer_height > (float)m_slicing_params.object_print_z_height()) ?
|
||||
std::max((float)m_slicing_params.object_print_z_height() - z, 0.f) : (float)m_slicing_params.max_layer_height;
|
||||
}
|
||||
#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
}; // namespace Slic3r
|
||||
|
@ -5,50 +5,36 @@
|
||||
|
||||
#include "Slicing.hpp"
|
||||
#include "admesh/stl.h"
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
#include "TriangleMesh.hpp"
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
namespace Slic3r
|
||||
{
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
class ModelVolume;
|
||||
#else
|
||||
class TriangleMesh;
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
class SlicingAdaptive
|
||||
{
|
||||
public:
|
||||
#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void clear();
|
||||
#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void set_slicing_parameters(SlicingParameters params) { m_slicing_params = params; }
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void set_object(const ModelObject& object) { m_object = &object; }
|
||||
#else
|
||||
void add_mesh(const TriangleMesh* mesh) { m_meshes.push_back(mesh); }
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void prepare();
|
||||
float cusp_height(float z, float cusp_value, int ¤t_facet);
|
||||
#if !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void clear();
|
||||
void set_slicing_parameters(SlicingParameters params) { m_slicing_params = params; }
|
||||
void prepare(const ModelObject &object);
|
||||
// Return next layer height starting from the last print_z, using a quality measure
|
||||
// (quality in range from 0 to 1, 0 - highest quality at low layer heights, 1 - lowest print quality at high layer heights).
|
||||
// The layer height curve shall be centered roughly around the default profile's layer height for quality 0.5.
|
||||
float next_layer_height(const float print_z, float quality, size_t ¤t_facet);
|
||||
float horizontal_facet_distance(float z);
|
||||
#endif // !ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
struct FaceZ {
|
||||
std::pair<float, float> z_span;
|
||||
// Cosine of the normal vector towards the Z axis.
|
||||
float n_cos;
|
||||
// Sine of the normal vector towards the Z axis.
|
||||
float n_sin;
|
||||
};
|
||||
|
||||
protected:
|
||||
SlicingParameters m_slicing_params;
|
||||
SlicingParameters m_slicing_params;
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
const ModelObject* m_object;
|
||||
TriangleMesh m_mesh;
|
||||
#else
|
||||
std::vector<const TriangleMesh*> m_meshes;
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
// Collected faces of all meshes, sorted by raising Z of the bottom most face.
|
||||
std::vector<const stl_facet*> m_faces;
|
||||
// Z component of face normals, normalized.
|
||||
std::vector<float> m_face_normal_z;
|
||||
std::vector<FaceZ> m_faces;
|
||||
};
|
||||
|
||||
}; // namespace Slic3r
|
||||
|
@ -133,7 +133,7 @@ GLCanvas3D::LayersEditing::LayersEditing()
|
||||
, m_slicing_parameters(nullptr)
|
||||
, m_layer_height_profile_modified(false)
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
, m_adaptive_cusp(0.0f)
|
||||
, m_adaptive_quality(0.5f)
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
, state(Unknown)
|
||||
, band_width(2.0f)
|
||||
@ -268,24 +268,24 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
|
||||
|
||||
ImGui::Separator();
|
||||
if (imgui.button(_(L("Adaptive"))))
|
||||
wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), Event<float>(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, m_adaptive_cusp));
|
||||
wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), Event<float>(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, m_adaptive_quality));
|
||||
|
||||
ImGui::SameLine();
|
||||
float text_align = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
imgui.text(_(L("Cusp (mm)")));
|
||||
imgui.text(_(L("Quality / Speed")));
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::TextUnformatted(_(L("I am a tooltip")));
|
||||
ImGui::TextUnformatted(_(L("Higher print quality versus higher print speed.")));
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
float widget_align = ImGui::GetCursorPosX();
|
||||
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
|
||||
m_adaptive_cusp = clamp(0.0f, 0.5f * (float)m_slicing_parameters->layer_height, m_adaptive_cusp);
|
||||
ImGui::SliderFloat("", &m_adaptive_cusp, 0.0f, 0.5f * (float)m_slicing_parameters->layer_height, "%.3f");
|
||||
m_adaptive_quality = clamp(0.0f, 1.f, m_adaptive_quality);
|
||||
ImGui::SliderFloat("", &m_adaptive_quality, 0.0f, 1.f, "%.2f");
|
||||
|
||||
ImGui::Separator();
|
||||
if (imgui.button(_(L("Smooth"))))
|
||||
@ -645,10 +645,10 @@ void GLCanvas3D::LayersEditing::reset_layer_height_profile(GLCanvas3D& canvas)
|
||||
}
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void GLCanvas3D::LayersEditing::adaptive_layer_height_profile(GLCanvas3D& canvas, float cusp)
|
||||
void GLCanvas3D::LayersEditing::adaptive_layer_height_profile(GLCanvas3D& canvas, float quality_factor)
|
||||
{
|
||||
this->update_slicing_parameters();
|
||||
m_layer_height_profile = layer_height_profile_adaptive(*m_slicing_parameters, *m_model_object, cusp);
|
||||
m_layer_height_profile = layer_height_profile_adaptive(*m_slicing_parameters, *m_model_object, quality_factor);
|
||||
const_cast<ModelObject*>(m_model_object)->layer_height_profile = m_layer_height_profile;
|
||||
m_layers_texture.valid = false;
|
||||
canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
|
||||
@ -712,11 +712,6 @@ void GLCanvas3D::LayersEditing::update_slicing_parameters()
|
||||
m_slicing_parameters = new SlicingParameters();
|
||||
*m_slicing_parameters = PrintObject::slicing_parameters(*m_config, *m_model_object, m_object_max_z);
|
||||
}
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
if (m_adaptive_cusp == 0.0f)
|
||||
m_adaptive_cusp = 0.25f * m_slicing_parameters->layer_height;
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
}
|
||||
|
||||
float GLCanvas3D::LayersEditing::thickness_bar_width(const GLCanvas3D &canvas)
|
||||
@ -1688,10 +1683,10 @@ void GLCanvas3D::reset_layer_height_profile()
|
||||
m_dirty = true;
|
||||
}
|
||||
|
||||
void GLCanvas3D::adaptive_layer_height_profile(float cusp)
|
||||
void GLCanvas3D::adaptive_layer_height_profile(float quality_factor)
|
||||
{
|
||||
wxGetApp().plater()->take_snapshot(_(L("Variable layer height - Adaptive")));
|
||||
m_layers_editing.adaptive_layer_height_profile(*this, cusp);
|
||||
m_layers_editing.adaptive_layer_height_profile(*this, quality_factor);
|
||||
m_layers_editing.state = LayersEditing::Completed;
|
||||
m_dirty = true;
|
||||
}
|
||||
|
@ -185,7 +185,7 @@ private:
|
||||
bool m_layer_height_profile_modified;
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
mutable float m_adaptive_cusp;
|
||||
mutable float m_adaptive_quality;
|
||||
mutable HeightProfileSmoothingParams m_smooth_params;
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
@ -236,8 +236,8 @@ private:
|
||||
void accept_changes(GLCanvas3D& canvas);
|
||||
void reset_layer_height_profile(GLCanvas3D& canvas);
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void adaptive_layer_height_profile(GLCanvas3D& canvas, float cusp);
|
||||
void smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_paramsn);
|
||||
void adaptive_layer_height_profile(GLCanvas3D& canvas, float quality_factor);
|
||||
void smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_params);
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
static float get_cursor_z_relative(const GLCanvas3D& canvas);
|
||||
@ -541,7 +541,7 @@ public:
|
||||
|
||||
#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
void reset_layer_height_profile();
|
||||
void adaptive_layer_height_profile(float cusp);
|
||||
void adaptive_layer_height_profile(float quality_factor);
|
||||
void smooth_layer_height_profile(const HeightProfileSmoothingParams& smoothing_params);
|
||||
#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user