SLATreeSupports generator now takes account for holes and can build supports through them

This commit is contained in:
Lukas Matena 2019-11-26 11:36:09 +01:00
parent bc0db7dc91
commit 73af7c64b8
6 changed files with 103 additions and 79 deletions

View file

@ -263,16 +263,13 @@ EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
}
EigenMesh3D::hit_result
EigenMesh3D::query_ray_hit(const Vec3d &s,
const Vec3d &dir,
const std::vector<DrainHole>* holes
) const
EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
{
assert(is_approx(dir.norm(), 1.));
igl::Hit hit;
hit.t = std::numeric_limits<float>::infinity();
if (! holes) {
if (m_holes.empty()) {
m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
hit_result ret(*this);
ret.m_t = double(hit.t);
@ -286,7 +283,7 @@ EigenMesh3D::query_ray_hit(const Vec3d &s,
else {
// If there are holes, the hit_results will be made by
// query_ray_hits (object) and filter_hits (holes):
return filter_hits(query_ray_hits(s, dir), *holes);
return filter_hits(query_ray_hits(s, dir));
}
}
@ -316,46 +313,59 @@ EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
}
EigenMesh3D::hit_result EigenMesh3D::filter_hits(
const std::vector<EigenMesh3D::hit_result>& object_hits,
const std::vector<DrainHole>& holes) const
const std::vector<EigenMesh3D::hit_result>& object_hits) const
{
assert(! m_holes.empty());
hit_result out(*this);
out.m_t = std::nan("");
if (! holes.empty() && ! object_hits.empty()) {
Vec3d s = object_hits.front().source();
Vec3d dir = object_hits.front().direction();
if (object_hits.empty())
return out;
struct HoleHit {
HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
t(t_p), normal(normal_p), entry(entry_p) {}
float t;
Vec3d normal;
bool entry;
};
std::vector<HoleHit> hole_isects;
const Vec3d& s = object_hits.front().source();
const Vec3d& dir = object_hits.front().direction();
// Collect hits on all holes, preserve information about entry/exit
for (const sla::DrainHole& hole : holes) {
std::array<std::pair<float, Vec3d>, 2> isects;
if (hole.get_intersections(s.cast<float>(),
dir.cast<float>(), isects)) {
hole_isects.emplace_back(isects[0].first, isects[0].second, true);
hole_isects.emplace_back(isects[1].first, isects[1].second, false);
}
// A helper struct to save an intersetion with a hole
struct HoleHit {
HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
t(t_p), normal(normal_p), entry(entry_p) {}
float t;
Vec3d normal;
bool entry;
};
std::vector<HoleHit> hole_isects;
// Collect hits on all holes, preserve information about entry/exit
for (const sla::DrainHole& hole : m_holes) {
std::array<std::pair<float, Vec3d>, 2> isects;
if (hole.get_intersections(s.cast<float>(),
dir.cast<float>(), isects)) {
hole_isects.emplace_back(isects[0].first, isects[0].second, true);
hole_isects.emplace_back(isects[1].first, isects[1].second, false);
}
// Holes can intersect each other, sort the hits by t
std::sort(hole_isects.begin(), hole_isects.end(),
[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
}
// Remove hole hits behind the source
for (int i=0; i<int(hole_isects.size()); ++i)
if (hole_isects[i].t < 0.f)
hole_isects.erase(hole_isects.begin() + (i--));
// Now inspect the intersections with object and holes, keep track how
// deep are we nested in mesh/holes and pick the correct intersection
int hole_nested = 0;
int object_nested = 0;
// Holes can intersect each other, sort the hits by t
std::sort(hole_isects.begin(), hole_isects.end(),
[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
// Now inspect the intersections with object and holes, in the order of
// increasing distance. Keep track how deep are we nested in mesh/holes and
// pick the correct intersection.
// This needs to be done twice - first to find out how deep in the structure
// the source is, then to pick the correct intersection.
int hole_nested = 0;
int object_nested = 0;
for (int dry_run=1; dry_run>=0; --dry_run) {
hole_nested = -hole_nested;
object_nested = -object_nested;
bool is_hole = false;
bool is_entry = false;
const HoleHit* next_hole_hit = &hole_isects.front();
const HoleHit* next_hole_hit = hole_isects.empty() ? nullptr : &hole_isects.front();
const hit_result* next_mesh_hit = &object_hits.front();
while (next_hole_hit || next_mesh_hit) {
@ -367,23 +377,25 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
// Is this entry or exit hit?
is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
if (! is_hole && is_entry && hole_nested == 0) {
// This mesh point is the one we seek
return *next_mesh_hit;
}
if (is_hole && ! is_entry && object_nested != 0) {
// This holehit is the one we seek
out.m_t = next_hole_hit->t;
out.m_normal = next_hole_hit->normal;
out.m_source = s;
out.m_dir = dir;
return out;
if (! dry_run) {
if (! is_hole && hole_nested == 0) {
// This is a valid object hit
return *next_mesh_hit;
}
if (is_hole && ! is_entry && object_nested != 0) {
// This holehit is the one we seek
out.m_t = next_hole_hit->t;
out.m_normal = next_hole_hit->normal;
out.m_source = s;
out.m_dir = dir;
return out;
}
}
hole_nested += (is_hole ? (is_entry ? 1 : -1) : 0);
object_nested += (! is_hole ? (is_entry ? 1 : -1) : 0);
// Increase/decrease the counter
(is_hole ? hole_nested : object_nested) += (is_entry ? 1 : -1);
// Advance the pointer
// Advance the respective pointer
if (is_hole && next_hole_hit++ == &hole_isects.back())
next_hole_hit = nullptr;
if (! is_hole && next_mesh_hit++ == &object_hits.back())
@ -391,6 +403,7 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
}
}
// if we got here, the ray ended up in infinity
return out;
}

View file

@ -2,6 +2,7 @@
#define SLA_EIGENMESH3D_H
#include <libslic3r/SLA/Common.hpp>
#include "libslic3r/SLA/Hollowing.hpp"
namespace Slic3r {
@ -10,7 +11,6 @@ class TriangleMesh;
namespace sla {
struct Contour3D;
struct DrainHole;
/// An index-triangle structure for libIGL functions. Also serves as an
/// alternative (raw) input format for the SLASupportTree.
@ -23,6 +23,11 @@ class EigenMesh3D {
double m_ground_level = 0, m_gnd_offset = 0;
std::unique_ptr<AABBImpl> m_aabb;
// This holds a copy of holes in the mesh. Initialized externally
// by load_mesh setter.
std::vector<DrainHole> m_holes;
public:
EigenMesh3D(const TriangleMesh&);
@ -41,57 +46,58 @@ public:
// Result of a raycast
class hit_result {
double m_t = std::nan("");
// m_t holds a distance from m_source to the intersection.
double m_t = infty();
const EigenMesh3D *m_mesh = nullptr;
Vec3d m_dir;
Vec3d m_source;
Vec3d m_normal = Vec3d::Zero();
Vec3d m_normal;
friend class EigenMesh3D;
// A valid object of this class can only be obtained from
// EigenMesh3D::query_ray_hit method.
explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {}
public:
// This denotes no hit on the mesh.
static inline constexpr double infty() { return std::numeric_limits<double>::infinity(); }
// This can create a placeholder object which is invalid (not created
// by a query_ray_hit call) but the distance can be preset to
// a specific value for distinguishing the placeholder.
inline hit_result(double val = std::nan("")): m_t(val) {}
explicit inline hit_result(double val = infty()) : m_t(val) {}
inline double distance() const { return m_t; }
inline const Vec3d& direction() const { return m_dir; }
inline const Vec3d& source() const { return m_source; }
inline Vec3d position() const { return m_source + m_dir * m_t; }
inline bool is_valid() const { return m_mesh != nullptr; }
inline bool is_hit() const { return m_normal != Vec3d::Zero(); }
inline bool is_hit() const { return m_t != infty(); }
// Hit_result can decay into a double as the hit distance.
inline operator double() const { return distance(); }
inline const Vec3d& normal() const {
if(!is_valid())
throw std::runtime_error("EigenMesh3D::hit_result::normal() "
"called on invalid object.");
assert(is_valid());
return m_normal;
}
inline bool is_inside() const {
return normal().dot(m_dir) > 0;
return is_hit() && normal().dot(m_dir) > 0;
}
};
// Inform the object about location of holes
// creates internal copy of the vector
void load_holes(const std::vector<DrainHole>& holes) {
m_holes = holes;
}
// Casting a ray on the mesh, returns the distance where the hit occures.
hit_result query_ray_hit(const Vec3d &s,
const Vec3d &dir,
const std::vector<DrainHole>* holes = nullptr) const;
hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const;
// Casts a ray on the mesh and returns all hits
std::vector<hit_result> query_ray_hits(const Vec3d &s, const Vec3d &dir) const;
// Iterates over hits and holes and returns the true hit, possibly
// on the inside of a hole.
hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits,
const std::vector<DrainHole>& holes) const;
hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits) const;
class si_result {
double m_value;

View file

@ -4,6 +4,7 @@
#include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/Hollowing.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
#include <libslic3r/SLA/EigenMesh3D.hpp>
#include <boost/log/trivial.hpp>
@ -152,7 +153,7 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
const Eigen::ParametrizedLine<float, 3> ray(s, dir.normalized());
for (size_t i=0; i<2; ++i)
out[i] = std::make_pair(std::nan(""), Vec3d::Zero());
out[i] = std::make_pair(sla::EigenMesh3D::hit_result::infty(), Vec3d::Zero());
const float sqr_radius = pow(radius, 2.f);
@ -170,6 +171,11 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
if (! is_approx(ray.direction().dot(normal), 0.f)) {
for (size_t i=1; i<=1; --i) {
Vec3f cylinder_center = pos+i*height*normal;
if (i == 0) {
// The hole base can be identical to mesh surface if it is flat
// let's better move the base outward a bit
cylinder_center -= EPSILON*normal;
}
base = Eigen::Hyperplane<float, 3>(normal, cylinder_center);
Vec3f intersection = ray.intersectionPoint(base);
// Only accept the point if it is inside the cylinder base.
@ -184,7 +190,7 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
{
// In case the line was perpendicular to the cylinder axis, previous
// block was skipped, but base will later be assumed to be valid.
base = Eigen::Hyperplane<float, 3>(normal, pos);
base = Eigen::Hyperplane<float, 3>(normal, pos-EPSILON*normal);
}
// In case there is still an intersection to be found, check the wall

View file

@ -77,9 +77,6 @@ void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& po
m_throw_on_cancel();
Vec3f& p = points[point_id].pos;
// Project the point upward and downward and choose the closer intersection with the mesh.
//bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
//bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
@ -90,10 +87,6 @@ void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& po
continue;
sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
//int fid = hit.face();
//Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
//p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
p = p + (hit.distance() * hit.direction()).cast<float>();
}
});

View file

@ -778,7 +778,7 @@ void SupportTreeBuildsteps::filter()
nn = Vec3d(std::cos(azimuth) * std::sin(polar),
std::sin(azimuth) * std::sin(polar),
std::cos(polar)).normalized();
t = oresult.score;
t = EigenMesh3D::hit_result(oresult.score);
}
}

View file

@ -253,6 +253,11 @@ void SLAPrint::Steps::support_points(SLAPrintObject &po)
// calculate heights of slices (slices are calculated already)
const std::vector<float>& heights = po.m_model_height_levels;
// Tell the mesh where drain holes are. Although the points are
// calculated on slices, the algorithm then raycasts the points
// so they actually lie on the mesh.
po.m_supportdata->emesh.load_holes(po.transformed_drainhole_points());
throw_if_canceled();
sla::SupportPointGenerator::Config config;
@ -321,6 +326,7 @@ void SLAPrint::Steps::support_tree(SLAPrintObject &po)
po.m_supportdata->emesh.ground_level_offset(pcfg.wall_thickness_mm);
po.m_supportdata->cfg = make_support_cfg(po.m_config);
po.m_supportdata->emesh.load_holes(po.transformed_drainhole_points());
// scaling for the sub operations
double d = objectstep_scale * OBJ_STEP_LEVELS[slaposSupportTree] / 100.0;