Faster (but less precise) implementation of simplify_by_visibility(), since it was the bottleneck of avoid_crossing_perimeters. #2777
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@ -139,11 +139,31 @@ Polyline::simplify_by_visibility(const T &area)
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Points &pp = this->points;
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// find first point in area
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size_t start = 0;
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while (start < pp.size() && !area.contains(pp[start])) {
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start++;
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size_t s = 0;
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while (s < pp.size() && !area.contains(pp[s])) {
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++s;
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}
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// find last point in area
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size_t e = pp.size()-1;
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while (e > 0 && !area.contains(pp[e])) {
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--e;
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}
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// this ugly algorithm resembles a binary search
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while (e > s + 1) {
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size_t mid = (s + e) / 2;
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if (area.contains(Line(pp[s], pp[mid]))) {
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pp.erase(pp.begin() + s + 1, pp.begin() + mid);
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// repeat recursively until no further simplification is possible
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++s;
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e = pp.size()-1;
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} else {
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e = mid;
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}
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}
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/*
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// The following implementation is complete but it's not efficient at all:
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for (size_t s = start; s < pp.size() && !pp.empty(); ++s) {
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// find the farthest point to which we can build
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// a line that is contained in the supplied area
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@ -158,6 +178,7 @@ Polyline::simplify_by_visibility(const T &area)
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}
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}
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}
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*/
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}
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template void Polyline::simplify_by_visibility<ExPolygon>(const ExPolygon &area);
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template void Polyline::simplify_by_visibility<ExPolygonCollection>(const ExPolygonCollection &area);
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@ -4,7 +4,7 @@ use strict;
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use warnings;
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use Slic3r::XS;
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use Test::More tests => 21;
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use Test::More tests => 18;
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my $points = [
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[100, 100],
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@ -88,7 +88,8 @@ is_deeply $polyline->pp, [ @$points, @$points ], 'append_polyline';
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is scalar(@$p2), 4, 'split_at';
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}
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{
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# disabled because we now use a more efficient but incomplete algorithm
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if (0) {
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my $polyline = Slic3r::Polyline->new(
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map [$_,10], (0,10,20,30,40,50,60)
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);
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