From 86e9cb604ac09318e503408947fbc5838448eddf Mon Sep 17 00:00:00 2001 From: Lukas Matena Date: Fri, 4 Jan 2019 16:18:25 +0100 Subject: [PATCH] Revert "Place on bed improvements" Some problem with disappearing planes, not worthy for a patch-release This reverts commit f7726b99a746d62698e18982ecac21daf412e94f. --- src/slic3r/GUI/GLGizmo.cpp | 108 ++++++++++++++++--------------------- src/slic3r/GUI/GLGizmo.hpp | 2 - 2 files changed, 47 insertions(+), 63 deletions(-) diff --git a/src/slic3r/GUI/GLGizmo.cpp b/src/slic3r/GUI/GLGizmo.cpp index 9ab030490..7de065065 100644 --- a/src/slic3r/GUI/GLGizmo.cpp +++ b/src/slic3r/GUI/GLGizmo.cpp @@ -1519,14 +1519,13 @@ void GLGizmoFlatten::update_planes() } ch = ch.convex_hull_3d(); + + const Vec3d& bb_size = ch.bounding_box().size(); + double min_bb_face_area = std::min(bb_size(0) * bb_size(1), std::min(bb_size(0) * bb_size(2), bb_size(1) * bb_size(2))); + m_planes.clear(); - // Following constants are used for discarding too small polygons. - const float minimal_area = 20.f; // in square mm (world coordinates) - const float minimal_side = 1.f; // mm - - // Now we'll go through all the facets and append Points of facets sharing the same normal. - // This part is still performed in mesh coordinate system. + // Now we'll go through all the facets and append Points of facets sharing the same normal: const int num_of_facets = ch.stl.stats.number_of_facets; std::vector facet_queue(num_of_facets, 0); std::vector facet_visited(num_of_facets, false); @@ -1549,7 +1548,7 @@ void GLGizmoFlatten::update_planes() while (facet_queue_cnt > 0) { int facet_idx = facet_queue[-- facet_queue_cnt]; const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal; - if (this_normal.isApprox(*normal_ptr)) { + if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) { stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex; for (int j=0; j<3; ++j) m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2)); @@ -1564,18 +1563,16 @@ void GLGizmoFlatten::update_planes() } m_planes.back().normal = Vec3d((double)(*normal_ptr)(0), (double)(*normal_ptr)(1), (double)(*normal_ptr)(2)); - // Now we'll transform all the points into world coordinates, so that the areas, angles and distances - // make real sense. - m_planes.back().vertices = transform(m_planes.back().vertices, m_model_object->instances.front()->get_matrix()); - - // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway): + // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway): if (m_planes.back().vertices.size() == 3 && - ((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < minimal_side - || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < minimal_side - || (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < minimal_side)) + ((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.0 + || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0 + || (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0)) m_planes.pop_back(); } + const float minimal_area = 0.01f * (float)min_bb_face_area; + // Now we'll go through all the polygons, transform the points into xy plane to process them: for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) { Pointf3s& polygon = m_planes[polygon_id].vertices; @@ -1587,43 +1584,40 @@ void GLGizmoFlatten::update_planes() m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix(); polygon = transform(polygon, m); - // Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since - // it works in fixed point representation, we will rescale the polygon to avoid overflows. - // And yes, it is a nasty thing to do. Whoever has time is free to refactor. - Vec3d bb_size = BoundingBoxf3(polygon).size(); - float sf = std::min(1./bb_size(0), 1./bb_size(1)); - Transform3d tr = Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(sf, sf, 1.f)); - polygon = transform(polygon, tr); - polygon = Slic3r::Geometry::convex_hull(polygon); - polygon = transform(polygon, tr.inverse()); + polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points - // Calculate area of the polygons and discard ones that are too small + // We will calculate area of the polygons and discard ones that are too small + // The limit is more forgiving in case the normal is in the direction of the coordinate axes + float area_threshold = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? minimal_area : 10.0f * minimal_area; float& area = m_planes[polygon_id].area; area = 0.f; for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1); area = 0.5f * std::abs(area); + if (area < area_threshold) { + m_planes.erase(m_planes.begin()+(polygon_id--)); + continue; + } + // We check the inner angles and discard polygons with angles smaller than the following threshold + const double angle_threshold = ::cos(10.0 * (double)PI / 180.0); bool discard = false; - if (area < minimal_area) - discard = true; - else { - // We also check the inner angles and discard polygons with angles smaller than the following threshold - const double angle_threshold = ::cos(10.0 * (double)PI / 180.0); - for (unsigned int i = 0; i < polygon.size(); ++i) { - const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1]; - const Vec3d& curr = polygon[i]; - const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1]; + for (unsigned int i = 0; i < polygon.size(); ++i) + { + const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1]; + const Vec3d& curr = polygon[i]; + const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1]; - if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) { - discard = true; - break; - } + if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) + { + discard = true; + break; } } - if (discard) { + if (discard) + { m_planes.erase(m_planes.begin() + (polygon_id--)); continue; } @@ -1673,13 +1667,13 @@ void GLGizmoFlatten::update_planes() polygon = points_out; // replace the coarse polygon with the smooth one that we just created } + // Transform back to 3D; + for (auto& b : polygon) { + b(2) += 0.1f; // raise a bit above the object surface to avoid flickering + } - // Raise a bit above the object surface to avoid flickering: - for (auto& b : polygon) - b(2) += 0.1f; - - // Transform back to 3D (and also back to mesh coordinates) - polygon = transform(polygon, m_model_object->instances.front()->get_matrix().inverse() * m.inverse()); + m = m.inverse(); + polygon = transform(polygon, m); } // We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations): @@ -1688,15 +1682,12 @@ void GLGizmoFlatten::update_planes() // Planes are finished - let's save what we calculated it from: m_volumes_matrices.clear(); - m_volumes_types.clear(); - for (const ModelVolume* vol : m_model_object->volumes) { + for (const ModelVolume* vol : m_model_object->volumes) m_volumes_matrices.push_back(vol->get_matrix()); - m_volumes_types.push_back(vol->type()); - } - m_first_instance_scale = m_model_object->instances.front()->get_scaling_factor(); } - +// Check if the bounding boxes of each volume's convex hull is the same as before +// and that scaling and rotation has not changed. In that case we don't have to recalculate it. bool GLGizmoFlatten::is_plane_update_necessary() const { if (m_state != On || !m_model_object || m_model_object->instances.empty()) @@ -1705,13 +1696,8 @@ bool GLGizmoFlatten::is_plane_update_necessary() const if (m_model_object->volumes.size() != m_volumes_matrices.size()) return true; - // We want to recalculate when the scale changes - some planes could (dis)appear. - if (! m_model_object->instances.front()->get_scaling_factor().isApprox(m_first_instance_scale)) - return true; - for (unsigned int i=0; i < m_model_object->volumes.size(); ++i) - if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i]) - || m_model_object->volumes[i]->type() != m_volumes_types[i]) + if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i])) return true; return false; @@ -1737,7 +1723,7 @@ GLGizmoSlaSupports::GLGizmoSlaSupports(GLCanvas3D& parent) if (m_quadric != nullptr) // using GLU_FILL does not work when the instance's transformation // contains mirroring (normals are reverted) - ::gluQuadricDrawStyle(m_quadric, GLU_FILL); + ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE); #endif // ENABLE_SLA_SUPPORT_GIZMO_MOD } @@ -1909,8 +1895,8 @@ void GLGizmoSlaSupports::render_grabbers(const GLCanvas3D::Selection& selection, ::glPushMatrix(); ::glLoadIdentity(); ::glTranslated(grabber_world_position(0), grabber_world_position(1), grabber_world_position(2) + z_shift); - const float diameter = 0.8f; - ::gluSphere(m_quadric, diameter/2.f, 64, 36); + ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE); + ::gluSphere(m_quadric, 0.75, 64, 36); ::glPopMatrix(); } @@ -1959,7 +1945,7 @@ void GLGizmoSlaSupports::render_grabbers(bool picking) const GLUquadricObj *quadric; quadric = ::gluNewQuadric(); ::gluQuadricDrawStyle(quadric, GLU_FILL ); - ::gluSphere( quadric , 0.4, 64 , 32 ); + ::gluSphere( quadric , 0.75f, 64 , 32 ); ::gluDeleteQuadric(quadric); ::glPopMatrix(); if (!picking) diff --git a/src/slic3r/GUI/GLGizmo.hpp b/src/slic3r/GUI/GLGizmo.hpp index d10efa966..2588080b2 100644 --- a/src/slic3r/GUI/GLGizmo.hpp +++ b/src/slic3r/GUI/GLGizmo.hpp @@ -403,8 +403,6 @@ private: // This holds information to decide whether recalculation is necessary: std::vector m_volumes_matrices; - std::vector m_volumes_types; - Vec3d m_first_instance_scale; std::vector m_planes; mutable Vec3d m_starting_center;