Moved the projection function into PrintObject.cpp
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3 changed files with 111 additions and 109 deletions
src/libslic3r
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@ -971,115 +971,9 @@ PrintObjectSupportMaterial::MyLayersPtr PrintObjectSupportMaterial::top_contact_
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std::vector<ExPolygons> enforcers = object.slice_support_enforcers();
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std::vector<ExPolygons> blockers = object.slice_support_blockers();
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///////////////////////////////////////////////////////////////////////////
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/// TEMPORARY INLINE DRAFT PROJECTING CUSTOM SUPPORTS ON SLICES ///
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/// ///////////////////////////////////////////////////////////////////////
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const auto& data = object.model_object()->volumes.front()->m_supported_facets;
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const auto& custom_enf = data.get_facets(FacetSupportType::ENFORCER);
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const TriangleMesh& mesh = object.model_object()->volumes.front()->mesh();
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const Transform3f& tr1 = object.model_object()->volumes.front()->get_matrix().cast<float>();
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const Transform3f& tr2 = object.trafo().cast<float>();
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// Make a list of all layers.
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const LayerPtrs& layers = object.layers();
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// Make sure that enforcers vector can be used.
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if (! custom_enf.empty())
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enforcers.resize(layers.size());
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// Iterate over all triangles.
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for (int facet_idx : custom_enf) {
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std::array<Vec3f, 3> facet;
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std::array<float, 3> z_heights;
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// Transform the triangle into worlds coords.
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for (int i=0; i<3; ++i)
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facet[i] = tr2 * tr1 * mesh.its.vertices[mesh.its.indices[facet_idx](i)];
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// Sort the three vertices according to z-coordinate.
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std::sort(facet.begin(), facet.end(),
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[](const Vec3f& pt1, const Vec3f&pt2) {
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return pt1.z() < pt2.z();
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});
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Polygon triangle;
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for (int i=0; i<3; ++i) {
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z_heights[i] = facet[i].z();
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triangle.append(Point::new_scale(facet[i].x(), facet[i].y()));
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triangle.translate(object.center_offset());
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}
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// Find lowest slice not below the triangle.
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auto it = std::lower_bound(layers.begin(), layers.end(), z_heights[0],
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[](const Layer* l1, float z) {
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return l1->slice_z < z;
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});
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// Calculate how to move points on triangle sides per unit z increment.
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Point ta(triangle.points[1] - triangle.points[0]);
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Point tb(triangle.points[2] - triangle.points[0]);
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ta *= 1./(z_heights[1] - z_heights[0]);
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tb *= 1./(z_heights[2] - z_heights[0]);
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Points proj;
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proj.emplace_back(triangle.points[0]);
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Point a(proj.back());
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Point b(proj.back());
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float last_z = facet[0].z();
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bool passed_first = false;
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bool stop = false;
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// Project a sub-triangle on all slices intersecting the triangle.
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while (it != layers.end()) {
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const float z = (*it)->slice_z;
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if (z > z_heights[1] && ! passed_first) {
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a = triangle.points[1];
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ta = triangle.points[2]-triangle.points[1];
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ta *= 1./(z_heights[2] - z_heights[1]);
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proj.push_back(a);
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passed_first = true;
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}
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a += ta * (z-last_z);
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if (z > z_heights[2] || it+1 == layers.end()) {
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b = triangle.points[2];
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proj.push_back(b);
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stop = true;
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}
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else {
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b += tb * (z-last_z);
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proj.push_back(a+ta);
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proj.push_back(b+tb);
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}
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if (it != layers.begin())
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enforcers[it-layers.begin()-1].emplace_back(proj);
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if (stop)
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break;
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proj.clear();
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proj.push_back(b);
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proj.push_back(a);
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++it;
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last_z = z;
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}
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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// Append custom supports.
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object.project_and_append_custom_enforcers(enforcers);
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object.project_and_append_custom_blockers(blockers);
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// Output layers, sorted by top Z.
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MyLayersPtr contact_out;
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