simplification, curvature removed, but there are still issues
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44d115e309
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@ -2705,7 +2705,6 @@ 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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@ -35,9 +35,9 @@ public:
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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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total_curvature += std::abs(angle);
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distances.push_back(distance);
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angles.push_back(angle);
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angles.push_back(std::abs(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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@ -51,7 +51,7 @@ public:
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{
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if (total_distance < EPSILON) { return 0.0; }
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return total_curvature / std::max(total_distance, window_size);
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return total_curvature / window_size;
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}
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void reset()
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@ -96,11 +96,8 @@ 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 reset_for_next_extrusion() { cestim.reset(); }
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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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@ -161,7 +158,8 @@ public:
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};
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float flow_width = path.width;
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float min_malformation_dist = 0.0;
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float min_malformation_dist = 0.2;
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float peak_malformation_dist = 0.5;
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const Points &original_points = path.polyline.points;
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std::vector<ExtendedPoint> points;
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@ -171,8 +169,9 @@ public:
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for (size_t i = 1; i < original_points.size(); i++) {
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Vec2d next_point_pos = unscaled(original_points[i]);
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float distance_of_next = prev_layer_boundary.signed_distance_from_lines(next_point_pos) / flow_width + flow_width * 0.5f;
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if ((points.back().distance > min_malformation_dist) !=
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(distance_of_next > min_malformation_dist)) { // not same sign, so one is grounded, one not
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// if ((points.back().distance > min_malformation_dist) !=
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// (distance_of_next > min_malformation_dist)) { // not same sign, so one is grounded, one not
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if (true) {
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auto intersections = prev_layer_boundary.intersections_with_line<true>({points.back().position, next_point_pos});
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for (const auto &intersection : intersections) { points.push_back({intersection, 0.0f, 1.0}); }
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}
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@ -182,48 +181,20 @@ public:
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for (int point_idx = 0; point_idx < int(points.size()) - 1; ++point_idx) {
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ExtendedPoint &a = points[point_idx];
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ExtendedPoint &b = points[point_idx + 1];
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if (a.distance < min_malformation_dist && b.distance < min_malformation_dist) {
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if (b.distance < min_malformation_dist) {
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a.quality = 1.0;
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cestim.reset();
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continue;
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}
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float distance = fmax(a.distance, b.distance);
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float distance_quality = 1.0f - fmin(1.0f, distance - min_malformation_dist);
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int prev_point_idx = point_idx;
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while (prev_point_idx > 0) {
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prev_point_idx--;
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if ((b.position - points[prev_point_idx].position).squaredNorm() > EPSILON) { break; }
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if (b.distance < peak_malformation_dist) {
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a.quality = 1.0 - (distance - min_malformation_dist) / (peak_malformation_dist - min_malformation_dist);
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} else {
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a.quality = 0.0f;
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}
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int next_point_index = point_idx;
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while (next_point_index < int(points.size()) - 1) {
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next_point_index++;
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if ((b.position - points[next_point_index].position).squaredNorm() > EPSILON) { break; }
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}
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float curvature_penalty = 0.0f;
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if (prev_point_idx != point_idx && next_point_index != point_idx) {
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float distance = (b.position - a.position).norm();
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float alfa = angle(b.position - points[prev_point_idx].position, points[next_point_index].position - b.position);
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cestim.add_point(distance, alfa);
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float curvature = std::abs(cestim.get_curvature());
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if (curvature > 1.0f) {
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curvature_penalty = 1.0f;
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} else if (curvature > 0.1f) {
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curvature_penalty = fmin(1.0, distance - min_malformation_dist) * curvature;
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}
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}
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a.quality = std::clamp(distance_quality - curvature_penalty, 0.0f, 1.0f);
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}
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if (points.size() >= 3) {
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points[0].quality = points[1].quality;
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points[points.size()-2].quality = points[points.size()-3].quality;
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}
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// if (points.size() >= 3) {
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// points[0].quality = points[1].quality;
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// points[points.size()-2].quality = points[points.size()-3].quality;
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// }
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std::vector<ProcessedPoint> result;
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result.reserve(points.size());
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