Building octree based on distance from mesh

This commit is contained in:
Lukáš Hejl 2020-08-26 18:15:59 +02:00
parent 42a7f2b1d8
commit 3ac16d9c9c
3 changed files with 125 additions and 0 deletions

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@ -1,6 +1,8 @@
#include "../ClipperUtils.hpp"
#include "../ExPolygon.hpp"
#include "../Surface.hpp"
#include "../Geometry.hpp"
#include "../AABBTreeIndirect.hpp"
#include "FillAdaptive.hpp"
@ -16,4 +18,88 @@ void FillAdaptive::_fill_surface_single(
}
FillAdaptive_Internal::Octree* FillAdaptive::build_octree(
TriangleMesh &triangleMesh,
coordf_t line_spacing,
const BoundingBoxf3 &printer_volume,
const Vec3d &cube_center)
{
using namespace FillAdaptive_Internal;
if(line_spacing <= 0)
{
return nullptr;
}
// The furthest point from center of bed.
double furthest_point = std::sqrt(((printer_volume.size()[0] * printer_volume.size()[0]) / 4.0) +
((printer_volume.size()[1] * printer_volume.size()[1]) / 4.0) +
(printer_volume.size()[2] * printer_volume.size()[2]));
double max_cube_edge_length = furthest_point * 2;
std::vector<CubeProperties> cubes_properties;
for (double edge_length = (line_spacing * 2); edge_length < (max_cube_edge_length * 2); edge_length *= 2)
{
CubeProperties props{};
props.edge_length = edge_length;
props.height = edge_length * sqrt(3);
props.diagonal_length = edge_length * sqrt(2);
props.line_z_distance = edge_length / sqrt(3);
props.line_xy_distance = edge_length / sqrt(6);
cubes_properties.push_back(props);
}
if (triangleMesh.its.vertices.empty())
{
triangleMesh.require_shared_vertices();
}
Vec3d rotation = Vec3d(Geometry::deg2rad(225.0), Geometry::deg2rad(215.0), Geometry::deg2rad(30.0));
Transform3d rotation_matrix = Geometry::assemble_transform(Vec3d::Zero(), rotation, Vec3d::Ones(), Vec3d::Ones());
AABBTreeIndirect::Tree3f aabbTree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(triangleMesh.its.vertices, triangleMesh.its.indices);
Octree *octree = new Octree{new Cube{cube_center, cubes_properties.size() - 1, cubes_properties.back()}, cube_center};
FillAdaptive::expand_cube(octree->root_cube, cubes_properties, rotation_matrix, aabbTree, triangleMesh);
return octree;
}
void FillAdaptive::expand_cube(
FillAdaptive_Internal::Cube *cube,
const std::vector<FillAdaptive_Internal::CubeProperties> &cubes_properties,
const Transform3d &rotation_matrix,
const AABBTreeIndirect::Tree3f &distanceTree,
const TriangleMesh &triangleMesh)
{
using namespace FillAdaptive_Internal;
if (cube == nullptr || cube->depth == 0)
{
return;
}
std::vector<Vec3d> child_centers = {
Vec3d(-1, -1, -1), Vec3d( 1, -1, -1), Vec3d(-1, 1, -1), Vec3d(-1, -1, 1),
Vec3d( 1, 1, 1), Vec3d(-1, 1, 1), Vec3d( 1, -1, 1), Vec3d( 1, 1, -1)
};
double cube_radius_squared = (cube->properties.height * cube->properties.height) / 16;
for (const Vec3d &child_center : child_centers) {
Vec3d child_center_transformed = cube->center + rotation_matrix * (child_center * (cube->properties.edge_length / 4));
Vec3d closest_point = Vec3d::Zero();
size_t closest_triangle_idx = 0;
double distance_squared = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
triangleMesh.its.vertices, triangleMesh.its.indices, distanceTree, child_center_transformed,
closest_triangle_idx,closest_point);
if(distance_squared <= cube_radius_squared) {
cube->children.push_back(new Cube{child_center_transformed, cube->depth - 1, cubes_properties[cube->depth - 1]});
FillAdaptive::expand_cube(cube->children.back(), cubes_properties, rotation_matrix, distanceTree, triangleMesh);
}
}
}
} // namespace Slic3r

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@ -1,6 +1,8 @@
#ifndef slic3r_FillAdaptive_hpp_
#define slic3r_FillAdaptive_hpp_
#include "../AABBTreeIndirect.hpp"
#include "FillBase.hpp"
namespace Slic3r {
@ -46,6 +48,20 @@ protected:
Polylines &polylines_out);
virtual bool no_sort() const { return true; }
public:
static FillAdaptive_Internal::Octree* build_octree(
TriangleMesh &triangleMesh,
coordf_t line_spacing,
const BoundingBoxf3 &printer_volume,
const Vec3d &cube_center);
static void expand_cube(
FillAdaptive_Internal::Cube *cube,
const std::vector<FillAdaptive_Internal::CubeProperties> &cubes_properties,
const Transform3d &rotation_matrix,
const AABBTreeIndirect::Tree3f &distanceTree,
const TriangleMesh &triangleMesh);
};
} // namespace Slic3r

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@ -9,6 +9,8 @@
#include "Surface.hpp"
#include "Slicing.hpp"
#include "Utils.hpp"
#include "AABBTreeIndirect.hpp"
#include "Fill/FillAdaptive.hpp"
#include <utility>
#include <boost/log/trivial.hpp>
@ -360,6 +362,8 @@ void PrintObject::prepare_infill()
} // for each layer
#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
this->prepare_adaptive_infill_data();
this->set_done(posPrepareInfill);
}
@ -428,6 +432,25 @@ void PrintObject::generate_support_material()
}
}
void PrintObject::prepare_adaptive_infill_data()
{
float fill_density = this->print()->full_print_config().opt_float("fill_density");
float infill_extrusion_width = this->print()->full_print_config().opt_float("infill_extrusion_width");
coordf_t line_spacing = infill_extrusion_width / ((fill_density / 100.0f) * 0.333333333f);
BoundingBoxf bed_shape(this->print()->config().bed_shape.values);
BoundingBoxf3 printer_volume(Vec3d(bed_shape.min(0), bed_shape.min(1), 0),
Vec3d(bed_shape.max(0), bed_shape.max(1), this->print()->config().max_print_height));
Vec3d model_center = this->model_object()->bounding_box().center();
model_center(2) = 0.0f; // Set position in Z axis to 0
// Center of the first cube in octree
TriangleMesh mesh = this->model_object()->mesh();
this->m_adapt_fill_octree = FillAdaptive::build_octree(mesh, line_spacing, printer_volume, model_center);
}
void PrintObject::clear_layers()
{
for (Layer *l : m_layers)