Little refactoring of SeamPlacer.
Moved color mapping functions to Color.hpp Removed the "extern" keyword from Color.hpp
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@ -133,41 +133,57 @@ public:
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static const ColorRGBA Z() { return { 0.0f, 0.0f, 0.75f, 1.0f }; }
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};
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extern ColorRGB operator * (float value, const ColorRGB& other);
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extern ColorRGBA operator * (float value, const ColorRGBA& other);
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ColorRGB operator * (float value, const ColorRGB& other);
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ColorRGBA operator * (float value, const ColorRGBA& other);
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extern ColorRGB lerp(const ColorRGB& a, const ColorRGB& b, float t);
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extern ColorRGBA lerp(const ColorRGBA& a, const ColorRGBA& b, float t);
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ColorRGB lerp(const ColorRGB& a, const ColorRGB& b, float t);
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ColorRGBA lerp(const ColorRGBA& a, const ColorRGBA& b, float t);
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extern ColorRGB complementary(const ColorRGB& color);
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extern ColorRGBA complementary(const ColorRGBA& color);
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ColorRGB complementary(const ColorRGB& color);
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ColorRGBA complementary(const ColorRGBA& color);
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extern ColorRGB saturate(const ColorRGB& color, float factor);
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extern ColorRGBA saturate(const ColorRGBA& color, float factor);
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ColorRGB saturate(const ColorRGB& color, float factor);
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ColorRGBA saturate(const ColorRGBA& color, float factor);
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extern ColorRGB opposite(const ColorRGB& color);
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extern ColorRGB opposite(const ColorRGB& a, const ColorRGB& b);
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ColorRGB opposite(const ColorRGB& color);
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ColorRGB opposite(const ColorRGB& a, const ColorRGB& b);
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extern bool can_decode_color(const std::string& color);
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bool can_decode_color(const std::string& color);
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extern bool decode_color(const std::string& color_in, ColorRGB& color_out);
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extern bool decode_color(const std::string& color_in, ColorRGBA& color_out);
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bool decode_color(const std::string& color_in, ColorRGB& color_out);
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bool decode_color(const std::string& color_in, ColorRGBA& color_out);
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extern bool decode_colors(const std::vector<std::string>& colors_in, std::vector<ColorRGB>& colors_out);
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extern bool decode_colors(const std::vector<std::string>& colors_in, std::vector<ColorRGBA>& colors_out);
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bool decode_colors(const std::vector<std::string>& colors_in, std::vector<ColorRGB>& colors_out);
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bool decode_colors(const std::vector<std::string>& colors_in, std::vector<ColorRGBA>& colors_out);
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extern std::string encode_color(const ColorRGB& color);
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extern std::string encode_color(const ColorRGBA& color);
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std::string encode_color(const ColorRGB& color);
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std::string encode_color(const ColorRGBA& color);
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extern ColorRGB to_rgb(const ColorRGBA& other_rgba);
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extern ColorRGBA to_rgba(const ColorRGB& other_rgb);
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extern ColorRGBA to_rgba(const ColorRGB& other_rgb, float alpha);
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ColorRGB to_rgb(const ColorRGBA& other_rgba);
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ColorRGBA to_rgba(const ColorRGB& other_rgb);
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ColorRGBA to_rgba(const ColorRGB& other_rgb, float alpha);
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extern ColorRGBA picking_decode(unsigned int id);
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extern unsigned int picking_encode(unsigned char r, unsigned char g, unsigned char b);
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// Color mapping of a value into RGB false colors.
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inline Vec3f value_to_rgbf(float minimum, float maximum, float value)
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{
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float ratio = 2.0f * (value - minimum) / (maximum - minimum);
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float b = std::max(0.0f, (1.0f - ratio));
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float r = std::max(0.0f, (ratio - 1.0f));
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float g = 1.0f - b - r;
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return Vec3f { r, g, b };
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}
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// Color mapping of a value into RGB false colors.
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inline Vec3i value_to_rgbi(float minimum, float maximum, float value)
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{
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return (value_to_rgbf(minimum, maximum, value) * 255).cast<int>();
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}
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ColorRGBA picking_decode(unsigned int id);
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unsigned int picking_encode(unsigned char r, unsigned char g, unsigned char b);
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// Produce an alpha channel checksum for the red green blue components. The alpha channel may then be used to verify, whether the rgb components
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// were not interpolated by alpha blending or multi sampling.
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extern unsigned char picking_checksum_alpha_channel(unsigned char red, unsigned char green, unsigned char blue);
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unsigned char picking_checksum_alpha_channel(unsigned char red, unsigned char green, unsigned char blue);
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} // namespace Slic3r
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@ -11,6 +11,7 @@
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#include "libslic3r/ExtrusionEntity.hpp"
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#include "libslic3r/Print.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "libslic3r/Color.hpp"
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#include "libslic3r/EdgeGrid.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/Layer.hpp"
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@ -45,18 +46,6 @@ float gauss(float value, float mean_x_coord, float mean_value, float falloff_spe
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return mean_value * (std::exp(exponent) - 1.0f) / (std::exp(1.0f) - 1.0f);
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}
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Vec3f value_to_rgbf(float minimum, float maximum, float value) {
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float ratio = 2.0f * (value - minimum) / (maximum - minimum);
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float b = std::max(0.0f, (1.0f - ratio));
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float r = std::max(0.0f, (ratio - 1.0f));
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float g = 1.0f - b - r;
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return Vec3f { r, g, b };
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}
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Vec3i value_rgbi(float minimum, float maximum, float value) {
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return (value_to_rgbf(minimum, maximum, value) * 255).cast<int>();
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}
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/// Coordinate frame
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class Frame {
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public:
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@ -616,16 +605,6 @@ struct SeamComparator {
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setup(setup) {
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}
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float compute_angle_penalty(float ccw_angle) const {
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// This function is used:
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// ((ℯ^(((1)/(x^(2)*3+1)))-1)/(ℯ-1))*1+((1)/(2+ℯ^(-x)))
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// looks scary, but it is gaussian combined with sigmoid,
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// so that concave points have much smaller penalty over convex ones
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return gauss(ccw_angle, 0.0f, 1.0f, 3.0f) +
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1.0f / (2 + std::exp(-ccw_angle)); // sigmoid, which heavily favourizes concave angles
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}
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// Standard comparator, must respect the requirements of comparators (e.g. give same result on same inputs) for sorting usage
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// should return if a is better seamCandidate than b
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bool is_first_better(const SeamCandidate &a, const SeamCandidate &b, const Vec2f &preffered_location = Vec2f { 0.0f,
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@ -748,8 +727,18 @@ struct SeamComparator {
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return (a.visibility + SeamPlacer::additional_angle_importance) * compute_angle_penalty(a.local_ccw_angle);
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}
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}
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;
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private:
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float compute_angle_penalty(float ccw_angle) const {
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// This function is used:
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// ((ℯ^(((1)/(x^(2)*3+1)))-1)/(ℯ-1))*1+((1)/(2+ℯ^(-x)))
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// looks scary, but it is gaussian combined with sigmoid,
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// so that concave points have much smaller penalty over convex ones
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return gauss(ccw_angle, 0.0f, 1.0f, 3.0f) +
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1.0f / (2 + std::exp(-ccw_angle)); // sigmoid, which heavily favourizes concave angles
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}
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};
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#ifdef DEBUG_FILES
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void debug_export_points(const std::vector<PrintObjectSeamData::LayerSeams> &layers,
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@ -1327,28 +1316,27 @@ void SeamPlacer::place_seam(const Layer *layer, ExtrusionLoop &loop, bool extern
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assert(dynamic_cast<const SupportLayer*>(layer) == nullptr);
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// Object layer IDs are incremented by the number of raft layers.
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assert(layer->id() >= po->slicing_parameters().raft_layers());
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size_t layer_index = layer->id() - po->slicing_parameters().raft_layers();
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double unscaled_z = layer->slice_z;
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const size_t layer_index = layer->id() - po->slicing_parameters().raft_layers();
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const double unscaled_z = layer->slice_z;
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const PrintObjectSeamData::LayerSeams &layer_perimeters = m_seam_per_object.find(layer->object())->second.layers[layer_index];
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// Find the closest perimeter in the SeamPlacer to the first point of this loop.
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size_t closest_perimeter_point_index;
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{
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const Point &fp = loop.first_point();
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Vec2f unscaled_p = unscaled<float>(fp);
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size_t closest_perimeter_point_index = find_closest_point(*layer_perimeters.points_tree.get(), to_3d(unscaled_p, float(unscaled_z)));
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closest_perimeter_point_index = find_closest_point(*layer_perimeters.points_tree.get(), to_3d(unscaled_p, float(unscaled_z)));
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}
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Vec3f seam_position;
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if (const Perimeter &perimeter = layer_perimeters.points[closest_perimeter_point_index].perimeter;
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perimeter.finalized) {
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seam_position = perimeter.final_seam_position;
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} else {
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size_t seam_index;
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if (po->config().seam_position == spNearest) {
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seam_index = pick_nearest_seam_point_index(layer_perimeters.points, perimeter.start_index,
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unscaled<float>(last_pos));
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} else {
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seam_index = perimeter.seam_index;
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}
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size_t seam_index = po->config().seam_position == spNearest ?
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pick_nearest_seam_point_index(layer_perimeters.points, perimeter.start_index, unscaled<float>(last_pos)) :
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perimeter.seam_index;
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seam_position = layer_perimeters.points[seam_index].position;
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}
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@ -1361,4 +1349,3 @@ void SeamPlacer::place_seam(const Layer *layer, ExtrusionLoop &loop, bool extern
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}
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} // namespace Slic3r
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