pool is has now bended walls.
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@ -112,7 +112,6 @@ inline Contour3D walls(const ExPolygon& floor_plate, const ExPolygon& ceiling,
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else rp.emplace_back(Pointf3::new_unscale(x(p), y(p), mm(fz)));
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coord_t a = idx++, b = idx++, c = idx++;
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std::cout << a << " " << b << " " << c << std::endl;
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rpi.emplace_back(a, b, c);
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});
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@ -362,63 +361,64 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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double min_wall_thickness_mm,
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double min_wall_height_mm)
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{
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Contour3D pool;
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// Contour3D pool;
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auto& poly = ground_layer.front();
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auto floor_poly = poly;
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offset(floor_poly, mm(5));
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// auto& poly = ground_layer.front();
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// auto floor_poly = poly;
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// offset(floor_poly, mm(5));
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// Polygons floor_plate;
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// floor_poly.triangulate_p2t(&floor_plate);
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// auto floor_mesh = convert(floor_plate, mm(0), true);
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// auto floor_mesh = convert(floor_plate, mm(20), false);
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// pool.merge(floor_mesh);
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Polygons ceil_plate;
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poly.triangulate_p2t(&ceil_plate);
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auto ceil_mesh = convert(ceil_plate, mm(20), false);
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pool.merge(ceil_mesh);
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// Polygons ceil_plate;
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// poly.triangulate_p2t(&ceil_plate);
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// auto ceil_mesh = convert(ceil_plate, mm(0), true);
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// pool.merge(ceil_mesh);
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auto w = walls(floor_poly, poly, 0, 20);
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// auto w = walls(floor_poly, poly, 20, 0);
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pool.merge(w);
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// pool.merge(w);
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out = mesh(pool);
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// out = mesh(pool);
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auto concaveh = concave_hull(ground_layer);
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if(concaveh.contour.points.empty()) return;
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concaveh.holes.clear();
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// auto concaveh = concave_hull(ground_layer);
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// if(concaveh.contour.points.empty()) return;
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// concaveh.holes.clear();
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BoundingBox bb(concaveh);
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coord_t w = bb.max.x - bb.min.x;
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coord_t h = bb.max.y - bb.min.y;
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// BoundingBox bb(concaveh);
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// coord_t w = bb.max.x - bb.min.x;
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// coord_t h = bb.max.y - bb.min.y;
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auto wall_thickness = coord_t(std::pow((w+h)*0.1, 0.8));
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// auto wall_thickness = coord_t(std::pow((w+h)*0.1, 0.8));
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const coord_t WALL_THICKNESS = mm(min_wall_thickness_mm) + wall_thickness;
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const coord_t WALL_DISTANCE = coord_t(0.3*WALL_THICKNESS);
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const coord_t HEIGHT = mm(min_wall_height_mm);
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// const coord_t WALL_THICKNESS = mm(min_wall_thickness_mm) + wall_thickness;
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// const coord_t WALL_DISTANCE = coord_t(0.3*WALL_THICKNESS);
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// const coord_t HEIGHT = mm(min_wall_height_mm);
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auto outer_base = concaveh;
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offset(outer_base, WALL_THICKNESS+WALL_DISTANCE);
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auto inner_base = outer_base;
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offset(inner_base, -WALL_THICKNESS);
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inner_base.holes.clear(); outer_base.holes.clear();
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// auto outer_base = concaveh;
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// offset(outer_base, WALL_THICKNESS+WALL_DISTANCE);
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// auto inner_base = outer_base;
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// offset(inner_base, -WALL_THICKNESS);
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// inner_base.holes.clear(); outer_base.holes.clear();
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ExPolygon top_poly;
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top_poly.contour = outer_base.contour;
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top_poly.holes.emplace_back(inner_base.contour);
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auto& tph = top_poly.holes.back().points;
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std::reverse(tph.begin(), tph.end());
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// ExPolygon top_poly;
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// top_poly.contour = outer_base.contour;
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// top_poly.holes.emplace_back(inner_base.contour);
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// auto& tph = top_poly.holes.back().points;
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// std::reverse(tph.begin(), tph.end());
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Contour3D pool;
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// Contour3D pool;
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auto poolwalls = walls(outer_base, inner_base, 0, -min_wall_height_mm);
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// Polygons top_triangles, bottom_triangles;
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// top_poly.triangulate_p2t(&top_triangles);
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// outer_base.triangulate_p2t(&bottom_triangles);
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// auto top_plate = convert(top_triangles, 0, false);
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// auto bottom_plate = convert(bottom_triangles, -HEIGHT, true);
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// auto innerbed = inner_bed(inner_base, HEIGHT/2);
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Polygons top_triangles, bottom_triangles;
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top_poly.triangulate_p2t(&top_triangles);
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inner_base.triangulate_p2t(&bottom_triangles);
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auto top_plate = convert(top_triangles, 0, false);
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auto bottom_plate = convert(bottom_triangles, -HEIGHT, true);
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auto innerbed = inner_bed(inner_base, HEIGHT/2);
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// // Generate outer walls
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// auto fp = [](const Point& p, coord_t z) {
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@ -438,11 +438,12 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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// pool.indices.emplace_back(s, s + 2, s + 3);
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// }
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// pool.merge(top_plate);
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// pool.merge(bottom_plate);
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// pool.merge(innerbed);
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pool.merge(top_plate);
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pool.merge(bottom_plate);
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pool.merge(innerbed);
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pool.merge(poolwalls);
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// out = mesh(pool);
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out = mesh(pool);
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}
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}
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