implemented debug files export
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3029053d43
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@ -120,6 +120,8 @@ set(SLIC3R_SOURCES
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GCode/SpiralVase.hpp
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GCode/SeamPlacerNG.cpp
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GCode/SeamPlacerNG.hpp
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GCode/Subdivide.hpp
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GCode/Subdivide.cpp
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GCode/ToolOrdering.cpp
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GCode/ToolOrdering.hpp
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GCode/WipeTower.cpp
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@ -15,6 +15,13 @@
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#include "libslic3r/SVG.hpp"
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#include "libslic3r/Layer.hpp"
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#define DEBUG_FILES
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#ifdef DEBUG_FILES
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#include "Subdivide.hpp"
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#include <boost/nowide/cstdio.hpp>
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#endif
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namespace Slic3r {
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namespace SeamPlacerImpl {
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@ -253,6 +260,58 @@ struct GlobalModelInfo {
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return visibility;
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}
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#ifdef DEBUG_FILES
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void debug_export(const indexed_triangle_set &obj_mesh, const char *file_name) const {
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indexed_triangle_set divided_mesh = subdivide(obj_mesh, 3);
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Slic3r::CNumericLocalesSetter locales_setter;
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{
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FILE *fp = boost::nowide::fopen(file_name, "w");
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if (fp == nullptr) {
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BOOST_LOG_TRIVIAL(error)
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<< "stl_write_obj: Couldn't open " << file_name << " for writing";
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return;
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}
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const auto vis_to_rgb = [](float normalized_visibility) {
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float ratio = 2 * normalized_visibility;
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float blue = std::max(0.0f, 1.0f - ratio);
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float red = std::max(0.0f, ratio - 1.0f);
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float green = std::max(0.0f, 1.0f - blue - red);
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return Vec3f { red, blue, green };
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};
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for (size_t i = 0; i < divided_mesh.vertices.size(); ++i) {
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float visibility = calculate_point_visibility(divided_mesh.vertices[i],
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sqrt(hits_area_to_consider / float(PI)));
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float normalized = visibility / SeamPlacer::expected_hits_per_area;
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Vec3f color = vis_to_rgb(normalized);
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fprintf(fp, "v %f %f %f %f %f %f\n",
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divided_mesh.vertices[i](0), divided_mesh.vertices[i](1), divided_mesh.vertices[i](2),
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color(0), color(1), color(2)
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);
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}
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for (size_t i = 0; i < divided_mesh.indices.size(); ++i)
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fprintf(fp, "f %d %d %d\n", divided_mesh.indices[i][0] + 1, divided_mesh.indices[i][1] + 1,
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divided_mesh.indices[i][2] + 1);
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fclose(fp);
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}
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{
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auto fname = std::string("hits_").append(file_name);
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FILE *fp = boost::nowide::fopen(fname.c_str(), "w");
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if (fp == nullptr) {
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BOOST_LOG_TRIVIAL(error)
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<< "Couldn't open " << fname << " for writing";
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}
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for (size_t i = 0; i < geometry_raycast_hits.size(); ++i)
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fprintf(fp, "v %f %f %f \n", geometry_raycast_hits[i].position[0], geometry_raycast_hits[i].position[1],
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geometry_raycast_hits[i].position[2]);
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fclose(fp);
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}
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}
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#endif
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}
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;
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@ -422,6 +481,11 @@ void gather_global_model_info(GlobalModelInfo &result, const PrintObject *po) {
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer: build AABB trees for raycasting enforcers/blockers: end";
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#ifdef DEBUG_FILES
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auto filename = "visiblity_of_" + std::to_string(po->id().id) + ".obj";
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result.debug_export(triangle_set, filename.c_str());
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#endif
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}
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struct DefaultSeamComparator {
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@ -82,7 +82,7 @@ public:
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using SeamCandidatesTree =
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KDTreeIndirect<3, float, SeamPlacerImpl::SeamCandidateCoordinateFunctor>;
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static constexpr float expected_hits_per_area = 100.0f;
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static constexpr size_t ray_count = 150000; //NOTE: fixed count of rays is better:
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static constexpr size_t ray_count = 1500000; //NOTE: fixed count of rays is better:
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// on small models, the visibility has huge impact and precision is welcomed.
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// on large models, it would be very expensive to get similar results, and the local effect is arguably less important.
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static constexpr float cosine_hemisphere_sampling_power = 1.5f;
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218
src/libslic3r/GCode/Subdivide.cpp
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218
src/libslic3r/GCode/Subdivide.cpp
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@ -0,0 +1,218 @@
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#include "Subdivide.hpp"
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#include "Point.hpp"
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namespace Slic3r{
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indexed_triangle_set subdivide(
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const indexed_triangle_set &its, float max_length)
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{
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// same order as key order in Edge Divides
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struct VerticesSequence
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{
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size_t start_index;
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bool positive_order;
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VerticesSequence(size_t start_index, bool positive_order = true)
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: start_index(start_index), positive_order(positive_order){}
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};
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// vertex index small, big vertex index from key.first to key.second
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using EdgeDivides = std::map<std::pair<size_t, size_t>, VerticesSequence>;
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struct Edges
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{
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Vec3f data[3];
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Vec3f lengths;
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Edges(const Vec3crd &indices, const std::vector<Vec3f> &vertices)
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: lengths(-1.f,-1.f,-1.f)
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{
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const Vec3f &v0 = vertices[indices[0]];
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const Vec3f &v1 = vertices[indices[1]];
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const Vec3f &v2 = vertices[indices[2]];
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data[0] = v0 - v1;
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data[1] = v1 - v2;
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data[2] = v2 - v0;
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}
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float abs_sum(const Vec3f &v)
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{
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return abs(v[0]) + abs(v[1]) + abs(v[2]);
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}
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bool is_dividable(const float& max_length) {
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Vec3f sum(abs_sum(data[0]), abs_sum(data[1]), abs_sum(data[2]));
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Vec3i biggest_index = (sum[0] > sum[1]) ?
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((sum[0] > sum[2]) ?
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((sum[2] > sum[1]) ?
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Vec3i(0, 2, 1) :
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Vec3i(0, 1, 2)) :
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Vec3i(2, 0, 1)) :
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((sum[1] > sum[2]) ?
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((sum[2] > sum[0]) ?
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Vec3i(1, 2, 0) :
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Vec3i(1, 0, 2)) :
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Vec3i(2, 1, 0));
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for (int i = 0; i < 3; i++) {
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int index = biggest_index[i];
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if (sum[index] <= max_length) return false;
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lengths[index] = data[index].norm();
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if (lengths[index] <= max_length) continue;
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// calculate rest of lengths
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for (int j = i + 1; j < 3; j++) {
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index = biggest_index[j];
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lengths[index] = data[index].norm();
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}
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return true;
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}
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return false;
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}
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};
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struct TriangleLengths
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{
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Vec3crd indices;
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Vec3f l; // lengths
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TriangleLengths(const Vec3crd &indices, const Vec3f &lengths)
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: indices(indices), l(lengths)
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{}
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int get_divide_index(float max_length) {
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if (l[0] > l[1] && l[0] > l[2]) {
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if (l[0] > max_length) return 0;
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} else if (l[1] > l[2]) {
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if (l[1] > max_length) return 1;
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} else {
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if (l[2] > max_length) return 2;
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}
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return -1;
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}
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// divide triangle add new vertex to vertices
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std::pair<TriangleLengths, TriangleLengths> divide(
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int divide_index, float max_length,
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std::vector<Vec3f> &vertices,
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EdgeDivides &edge_divides)
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{
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// index to lengths and indices
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size_t i0 = divide_index;
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size_t i1 = (divide_index + 1) % 3;
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size_t vi0 = indices[i0];
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size_t vi1 = indices[i1];
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std::pair<size_t, size_t> key(vi0, vi1);
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bool key_swap = false;
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if (key.first > key.second) {
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std::swap(key.first, key.second);
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key_swap = true;
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}
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float length = l[divide_index];
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size_t count_edge_vertices = static_cast<size_t>(floor(length / max_length));
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float count_edge_segments = static_cast<float>(count_edge_vertices + 1);
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auto it = edge_divides.find(key);
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if (it == edge_divides.end()) {
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// Create new vertices
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VerticesSequence new_vs(vertices.size());
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Vec3f vf = vertices[key.first]; // copy
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const Vec3f &vs = vertices[key.second];
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Vec3f dir = vs - vf;
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for (size_t i = 1; i <= count_edge_vertices; ++i) {
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float ratio = i / count_edge_segments;
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vertices.push_back(vf + dir * ratio);
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}
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bool success;
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std::tie(it,success) = edge_divides.insert({key, new_vs});
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assert(success);
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}
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const VerticesSequence &vs = it->second;
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int index_offset = count_edge_vertices/2;
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size_t i2 = (divide_index + 2) % 3;
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if (count_edge_vertices % 2 == 0 && key_swap == l[i1] < l[i2]) {
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--index_offset;
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}
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int sign = (vs.positive_order) ? 1 : -1;
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size_t new_index = vs.start_index + sign*index_offset;
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size_t vi2 = indices[i2];
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const Vec3f &v2 = vertices[vi2];
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Vec3f new_edge = v2 - vertices[new_index];
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float new_len = new_edge.norm();
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float ratio = (1 + index_offset) / count_edge_segments;
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float len1 = l[i0] * ratio;
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float len2 = l[i0] - len1;
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if (key_swap) std::swap(len1, len2);
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Vec3crd indices1(vi0, new_index, vi2);
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Vec3f lengths1(len1, new_len, l[i2]);
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Vec3crd indices2(new_index, vi1, vi2);
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Vec3f lengths2(len2, l[i1], new_len);
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// append key for divided edge when neccesary
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if (index_offset > 0) {
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std::pair<size_t, size_t> new_key(key.first, new_index);
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bool new_key_swap = false;
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if (new_key.first > new_key.second) {
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std::swap(new_key.first, new_key.second);
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new_key_swap = true;
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}
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if (edge_divides.find(new_key) == edge_divides.end()) {
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// insert new
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edge_divides.insert({new_key, (new_key_swap) ?
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VerticesSequence(new_index - sign, !vs.positive_order)
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: vs});
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}
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}
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if (index_offset < count_edge_vertices-1) {
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std::pair<size_t, size_t> new_key(new_index, key.second);
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bool new_key_swap = false;
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if (new_key.first > new_key.second) {
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std::swap(new_key.first, new_key.second);
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new_key_swap = true;
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}
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// bad order
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if (edge_divides.find(new_key) == edge_divides.end()) {
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edge_divides.insert({new_key, (new_key_swap) ?
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VerticesSequence(vs.start_index + sign*(count_edge_vertices-1), !vs.positive_order)
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: VerticesSequence(new_index + sign, vs.positive_order)});
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}
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}
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return {TriangleLengths(indices1, lengths1),
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TriangleLengths(indices2, lengths2)};
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}
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};
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indexed_triangle_set result;
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result.indices.reserve(its.indices.size());
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const std::vector<Vec3f> &vertices = its.vertices;
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result.vertices = vertices; // copy
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std::queue<TriangleLengths> tls;
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EdgeDivides edge_divides;
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for (const Vec3crd &indices : its.indices) {
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Edges edges(indices, vertices);
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// speed up only sum not sqrt is apply
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if (!edges.is_dividable(max_length)) {
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// small triangle
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result.indices.push_back(indices);
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continue;
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}
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TriangleLengths tl(indices, edges.lengths);
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do {
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int divide_index = tl.get_divide_index(max_length);
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if (divide_index < 0) {
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// no dividing
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result.indices.push_back(tl.indices);
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if (tls.empty()) break;
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tl = tls.front(); // copy
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tls.pop();
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} else {
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auto [tl1, tl2] = tl.divide(divide_index, max_length,
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result.vertices, edge_divides);
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tl = tl1;
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tls.push(tl2);
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}
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} while (true);
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}
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return result;
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}
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}
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12
src/libslic3r/GCode/Subdivide.hpp
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12
src/libslic3r/GCode/Subdivide.hpp
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#ifndef libslic3r_Subdivide_hpp_
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#define libslic3r_Subdivide_hpp_
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#include "TriangleMesh.hpp"
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namespace Slic3r {
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indexed_triangle_set subdivide(const indexed_triangle_set &its, float max_length);
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}
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#endif //libslic3r_Subdivide_hpp_
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