Commented and integrated new pad wall triangulation
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@ -1,3 +1,2 @@
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add_executable(slabasebed #EXCLUDE_FROM_ALL
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slabasebed.cpp)
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add_executable(slabasebed EXCLUDE_FROM_ALL slabasebed.cpp)
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target_link_libraries(slabasebed libslic3r ${Boost_LIBRARIES} ${TBB_LIBRARIES} ${Boost_LIBRARIES} ${CMAKE_DL_LIBS})
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@ -30,109 +30,161 @@ Contour3D convert(const Polygons& triangles, coord_t z, bool dir) {
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return {points, indices};
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}
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// This function will return a triangulation of a sheet connecting an upper
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// and a lower plate given as input polygons. It will not triangulate the plates
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// themselves only the robe.
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/// This function will return a triangulation of a sheet connecting an upper
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/// and a lower plate given as input polygons. It will not triangulate the
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/// plates themselves only the sheet. The caller has to specify the lower and
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/// upper z levels in world coordinates as well as the offset difference
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/// between the sheets.
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///
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/// IMPORTANT: This is not a universal triangulation algorithm. It assumes
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/// that the lower and upper polygons are offsetted versions of the same
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/// original polygon. In general, it assumes that one of the polygons is
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/// completely inside the other. The offset difference is the reference
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/// distance from the inner polygon's perimeter to the outer polygon's
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/// perimeter. The real distance will be variable as the clipper offset has
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/// different strategies (rounding, etc...). This algorithm should have
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/// O(2n + 3m) complexity where n is the number of upper vertices and m is the
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/// number of lower vertices.
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Contour3D walls(const Polygon& lower, const Polygon& upper,
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double floor_z_mm, double ceiling_z_mm,
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double lower_z_mm, double upper_z_mm,
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double offset_difference_mm, ThrowOnCancel thr)
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{
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Contour3D ret;
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if(upper.points.size() < 3 || lower.size() < 3) return ret;
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// The concept of the algorithm is relatively simple. It will try to find
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// the closest vertices from the upper and the lower polygon and use those
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// as starting points. Then it will create the triangles sequentially using
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// an edge from the upper polygon and a vertex from the lower or vice versa,
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// depending on the resulting triangle's quality.
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// The quality is measured by a scalar value. So far it looks like it is
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// enough to derive it from the slope of the triangle's two edges connecting
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// the upper and the lower part. A reference slope is calculated from the
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// height and the offset difference.
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// Offset in the index array for the ceiling
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const auto offs = long(upper.points.size());
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ret.points.reserve(upper.points.size() + lower.points.size());
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for(auto& p : upper.points)
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ret.points.emplace_back(unscale(p.x(), p.y(), mm(ceiling_z_mm)));
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// Shorthand for the vertex arrays
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auto& upoints = upper.points, &lpoints = lower.points;
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for(auto& p : lower.points)
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ret.points.emplace_back(unscale(p.x(), p.y(), mm(floor_z_mm)));
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// If the Z levels are flipped, or the offset difference is negative, we
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// will interpret that as the triangles normals should be inverted.
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bool inverted = upper_z_mm < lower_z_mm || offset_difference_mm < 0;
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auto uit = upper.points.begin();
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auto lit = lower.points.begin();
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// Copy the points into the mesh, convert them from 2D to 3D
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ret.points.reserve(upoints.size() + lpoints.size());
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for(auto& p : upoints)
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ret.points.emplace_back(unscale(p.x(), p.y(), mm(upper_z_mm)));
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for(auto& p : lpoints)
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ret.points.emplace_back(unscale(p.x(), p.y(), mm(lower_z_mm)));
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// We need to find the closest point on outer polygon to the first point on
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// the inner polygon. These will be our starting points.
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// Create cyclic iterators for the vertices in both polygons.
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auto uit = upoints.begin();
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auto lit = lpoints.begin();
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// We need to find the closest point on lower polygon to the first point on
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// the upper polygon. These will be our starting points.
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double distmin = std::numeric_limits<double>::max();
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for(auto lt = lower.points.begin(); lt != lower.points.end(); ++lt) {
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for(auto lt = lpoints.begin(); lt != lpoints.end(); ++lt) {
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thr();
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Vec2d p = (*lt - *uit).cast<double>();
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double d = p.transpose() * p;
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if(d < distmin) { lit = lt; distmin = d; }
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}
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auto unext = std::next(uit);
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auto lnext = std::next(lit);
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if(lnext == lower.points.end()) lnext = lower.points.begin();
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// Iterators to the polygon vertices which are always ahead of uit and lit
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// in cyclic mode.
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auto unextit = std::next(uit);
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auto lnextit = std::next(lit);
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if(lnextit == lower.points.end()) lnextit = lower.points.begin();
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// Get the integer vertex indices from the iterators.
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auto uidx = uit - upper.points.begin();
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auto unextidx = unext - upper.points.begin();
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auto unextidx = unextit - upper.points.begin();
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auto lidx = offs + lit - lower.points.begin();
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auto lnextidx = offs + lnext - lower.points.begin();
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auto lnextidx = offs + lnextit - lower.points.begin();
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// This will be the flip switch to toggle between upper and lower triangle
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// creation mode
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enum class Proceed {
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UPPER, LOWER
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UPPER, // A segment from the upper polygon and one vertex from the lower
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LOWER // A segment from the lower polygon and one vertex from the upper
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} proceed = Proceed::UPPER;
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// Flags to help evaluating loop termination.
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bool ustarted = false, lstarted = false;
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double current_fit = 0;
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double prev_fit = 0;
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// The variables for the fitness values, one for the actual and one for the
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// previous.
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double current_fit = 0, prev_fit = 0;
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// Simple distance calculation.
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auto distfn = [](const Vec3d& p1, const Vec3d& p2) {
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auto p = p1 - p2;
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return std::sqrt(p.transpose() * p);
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auto p = p1 - p2; return std::sqrt(p.transpose() * p);
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};
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// Calculate the reference fitness value. It will be the sine of the angle
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// from the upper to the lower plate according to the triangle noted by the
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// Z difference and the offset difference.
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const double required_fit = offset_difference_mm /
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std::sqrt( std::pow(offset_difference_mm, 2) +
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std::pow(ceiling_z_mm - floor_z_mm, 2));
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std::pow(upper_z_mm - lower_z_mm, 2));
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// Mark the current vertex iterator positions. If the iterators return to
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// the same position, the loop can be terminated.
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auto uend = uit; auto lend = lit;
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do {
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thr();
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prev_fit = current_fit;
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// Get the actual 2D vertices from the upper and lower polygon.
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Vec2d ip = unscale(uit->x(), uit->y());
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Vec2d inextp = unscale(unext->x(), unext->y());
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Vec2d inextp = unscale(unextit->x(), unextit->y());
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Vec2d op = unscale(lit->x(), lit->y());
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Vec2d onextp = unscale(lnext->x(), lnext->y());
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Vec2d onextp = unscale(lnextit->x(), lnextit->y());
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switch(proceed) {
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switch(proceed) { // proceed depending on the current state
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case Proceed::UPPER:
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if(!ustarted || uit != uend) {
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Vec3d p1(ip.x(), ip.y(), ceiling_z_mm);
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Vec3d p2(op.x(), op.y(), floor_z_mm);
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Vec3d p3(inextp.x(), inextp.y(), ceiling_z_mm);
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if(!ustarted || uit != uend) { // if there are vertices remaining
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// Get the 3D vertices in order
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Vec3d p1(ip.x(), ip.y(), upper_z_mm);
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Vec3d p2(op.x(), op.y(), lower_z_mm);
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Vec3d p3(inextp.x(), inextp.y(), upper_z_mm);
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// Calculate fitness: the worst of the two connecting edges
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double a = required_fit - offset_difference_mm / distfn(p1, p2);
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double b = required_fit - offset_difference_mm / distfn(p3, p2);
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current_fit = std::max(std::abs(a), std::abs(b));
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if(current_fit > prev_fit) {
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if(current_fit > prev_fit) { // fit is worse than previously
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proceed = Proceed::LOWER;
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} else {
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ret.indices.emplace_back(uidx, lidx, unextidx);
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} else { // good to go, create the triangle
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inverted? ret.indices.emplace_back(unextidx, lidx, uidx) :
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ret.indices.emplace_back(uidx, lidx, unextidx) ;
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++uit; ++unext;
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if(unext == upper.points.end()) unext = upper.points.begin();
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if(uit == upper.points.end()) uit = upper.points.begin();
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unextidx = unext - upper.points.begin();
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uidx = uit - upper.points.begin();
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// Increment the iterators, rotate if necessary
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++uit; ++unextit;
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if(unextit == upoints.end()) unextit = upoints.begin();
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if(uit == upoints.end()) uit = upoints.begin();
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unextidx = unextit - upoints.begin();
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uidx = uit - upoints.begin();
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ustarted = true;
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ustarted = true; // mark the movement of the iterators
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// so that the comparison to uend can be made correctly
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}
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} else proceed = Proceed::LOWER;
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break;
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case Proceed::LOWER:
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// Mode with lower segment, upper vertex. Same structure:
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if(!lstarted || lit != lend) {
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Vec3d p1(op.x(), op.y(), floor_z_mm);
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Vec3d p2(onextp.x(), onextp.y(), floor_z_mm);
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Vec3d p3(ip.x(), ip.y(), ceiling_z_mm);
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Vec3d p1(op.x(), op.y(), lower_z_mm);
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Vec3d p2(onextp.x(), onextp.y(), lower_z_mm);
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Vec3d p3(ip.x(), ip.y(), upper_z_mm);
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double a = required_fit - offset_difference_mm / distfn(p3, p1);
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double b = required_fit - offset_difference_mm / distfn(p3, p2);
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@ -141,77 +193,26 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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if(current_fit > prev_fit) {
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proceed = Proceed::UPPER;
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} else {
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ret.indices.emplace_back(lidx, lnextidx, uidx);
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inverted? ret.indices.emplace_back(uidx, lnextidx, lidx) :
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ret.indices.emplace_back(lidx, lnextidx, uidx);
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++lit; ++lnext;
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if(lnext == lower.points.end()) lnext = lower.points.begin();
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if(lit == lower.points.end()) lit = lower.points.begin();
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lnextidx = offs + lnext - lower.points.begin();
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lidx = offs + lit - lower.points.begin();
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++lit; ++lnextit;
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if(lnextit == lpoints.end()) lnextit = lpoints.begin();
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if(lit == lpoints.end()) lit = lpoints.begin();
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lnextidx = offs + lnextit - lpoints.begin();
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lidx = offs + lit - lpoints.begin();
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lstarted = true;
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}
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} else proceed = Proceed::UPPER;
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break;
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} // switch
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} // end of switch
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} while(!ustarted || !lstarted || uit != uend || lit != lend);
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return ret;
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// using std::transform; using std::back_inserter;
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// ExPolygon poly;
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// poly.contour.points = floor_plate.contour.points;
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// poly.holes.emplace_back(ceiling.contour);
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// auto& h = poly.holes.front();
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// std::reverse(h.points.begin(), h.points.end());
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// Polygons tri = triangulate(poly);
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// Contour3D ret;
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// ret.points.reserve(tri.size() * 3);
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// double fz = floor_z_mm;
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// double cz = ceiling_z_mm;
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// auto& rp = ret.points;
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// auto& rpi = ret.indices;
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// ret.indices.reserve(tri.size() * 3);
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// coord_t idx = 0;
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// auto hlines = h.lines();
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// auto is_upper = [&hlines](const Point& p) {
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// return std::any_of(hlines.begin(), hlines.end(),
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// [&p](const Line& l) {
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// return l.distance_to(p) < mm(1e-6);
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// });
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// };
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// for(const Polygon& pp : tri) {
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// thr(); // may throw if cancellation was requested
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// for(auto& p : pp.points)
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// if(is_upper(p))
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// rp.emplace_back(unscale(x(p), y(p), mm(cz)));
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// else rp.emplace_back(unscale(x(p), y(p), mm(fz)));
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// coord_t a = idx++, b = idx++, c = idx++;
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// if(fz > cz) rpi.emplace_back(c, b, a);
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// else rpi.emplace_back(a, b, c);
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// }
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// return ret;
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}
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Contour3D walls(const ExPolygon& floor_plate, const ExPolygon& ceiling,
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double floor_z_mm, double ceiling_z_mm, ThrowOnCancel thr)
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{
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return walls(floor_plate.contour, ceiling.contour, floor_z_mm, ceiling_z_mm,
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0, thr);
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}
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/// Offsetting with clipper and smoothing the edges into a curvature.
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void offset(ExPolygon& sh, coord_t distance) {
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using ClipperLib::ClipperOffset;
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@ -368,7 +369,7 @@ Contour3D round_edges(const ExPolygon& base_plate,
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// we use sin for x distance because we interpret the angle starting from
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// PI/2
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int tos = degrees < 90?
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int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps;
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int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps;
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for(int i = 1; i <= tos; ++i) {
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throw_on_cancel();
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@ -384,7 +385,8 @@ Contour3D round_edges(const ExPolygon& base_plate,
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wh = ceilheight_mm - radius_mm + stepy;
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Contour3D pwalls;
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pwalls = walls(ob.contour, ob_prev.contour, wh, wh_prev, xx, throw_on_cancel);
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double prev_x = xx - (i - 1) * stepx;
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pwalls = walls(ob.contour, ob_prev.contour, wh, wh_prev, s*prev_x, throw_on_cancel);
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curvedwalls.merge(pwalls);
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ob_prev = ob;
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@ -407,7 +409,8 @@ Contour3D round_edges(const ExPolygon& base_plate,
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wh = ceilheight_mm - radius_mm - stepy;
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Contour3D pwalls;
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pwalls = walls(ob_prev.contour, ob.contour, wh_prev, wh, xx, throw_on_cancel);
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double prev_x = xx - radius_mm + (i - 1)*stepx;
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pwalls = walls(ob_prev.contour, ob.contour, wh_prev, wh, s*prev_x, throw_on_cancel);
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curvedwalls.merge(pwalls);
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ob_prev = ob;
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@ -700,7 +703,8 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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// Now that we have the rounded edge connencting the top plate with
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// the outer side walls, we can generate and merge the sidewall geometry
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auto pwalls = walls(ob.contour, inner_base.contour, wh, -fullheight, (s_thickness + s_wingdist) * SCALING_FACTOR, thrcl);
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auto pwalls = walls(ob.contour, inner_base.contour, wh, -fullheight,
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(s_thickness + s_wingdist) * SCALING_FACTOR, thrcl);
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pool.merge(pwalls);
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if(wingheight > 0) {
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@ -708,7 +712,7 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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auto cavityedges = round_edges(middle_base,
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r,
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phi - 90, // from tangent lines
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0,
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0, // z position of the input plane
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false,
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thrcl,
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ob, wh);
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@ -716,13 +720,14 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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// Next is the cavity walls connecting to the top plate's
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// artificially created hole.
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auto cavitywalls = walls(inner_base.contour, ob.contour, -wingheight, wh, s_safety_dist * SCALING_FACTOR,thrcl);
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auto cavitywalls = walls(inner_base.contour, ob.contour, -wingheight,
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wh, -s_safety_dist * SCALING_FACTOR, thrcl);
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pool.merge(cavitywalls);
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}
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// Now we need to triangulate the top and bottom plates as well as the
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// cavity bottom plate which is the same as the bottom plate but it is
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// eleveted by the thickness.
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// elevated by the thickness.
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Polygons top_triangles, bottom_triangles;
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triangulate(top_poly, top_triangles);
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