Revert "Place on bed improvements"

Some problem with disappearing planes, not worthy for a patch-release

This reverts commit f7726b99a7.
This commit is contained in:
Lukas Matena 2019-01-04 16:18:25 +01:00
parent 740cd326ea
commit 86e9cb604a
2 changed files with 47 additions and 63 deletions

View File

@ -1519,14 +1519,13 @@ void GLGizmoFlatten::update_planes()
} }
ch = ch.convex_hull_3d(); 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(); m_planes.clear();
// Following constants are used for discarding too small polygons. // Now we'll go through all the facets and append Points of facets sharing the same normal:
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.
const int num_of_facets = ch.stl.stats.number_of_facets; const int num_of_facets = ch.stl.stats.number_of_facets;
std::vector<int> facet_queue(num_of_facets, 0); std::vector<int> facet_queue(num_of_facets, 0);
std::vector<bool> facet_visited(num_of_facets, false); std::vector<bool> facet_visited(num_of_facets, false);
@ -1549,7 +1548,7 @@ void GLGizmoFlatten::update_planes()
while (facet_queue_cnt > 0) { while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt]; int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal; 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; stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
for (int j=0; j<3; ++j) 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)); 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)); 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 // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
// 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 (m_planes.back().vertices.size() == 3 && 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[1]).norm() < 1.0
|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < minimal_side || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0
|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < minimal_side)) || (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0))
m_planes.pop_back(); 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: // 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) { for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
Pointf3s& polygon = m_planes[polygon_id].vertices; 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(); m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix();
polygon = transform(polygon, m); polygon = transform(polygon, m);
// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
// 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());
// 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; float& area = m_planes[polygon_id].area;
area = 0.f; area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula 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 += 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); 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; 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) { 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& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : 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) { if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold)
discard = true; {
break; discard = true;
} break;
} }
} }
if (discard) { if (discard)
{
m_planes.erase(m_planes.begin() + (polygon_id--)); m_planes.erase(m_planes.begin() + (polygon_id--));
continue; continue;
} }
@ -1673,13 +1667,13 @@ void GLGizmoFlatten::update_planes()
polygon = points_out; // replace the coarse polygon with the smooth one that we just created 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: m = m.inverse();
for (auto& b : polygon) polygon = transform(polygon, m);
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());
} }
// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations): // 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: // Planes are finished - let's save what we calculated it from:
m_volumes_matrices.clear(); 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_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 bool GLGizmoFlatten::is_plane_update_necessary() const
{ {
if (m_state != On || !m_model_object || m_model_object->instances.empty()) 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()) if (m_model_object->volumes.size() != m_volumes_matrices.size())
return true; 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) 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]) if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i]))
|| m_model_object->volumes[i]->type() != m_volumes_types[i])
return true; return true;
return false; return false;
@ -1737,7 +1723,7 @@ GLGizmoSlaSupports::GLGizmoSlaSupports(GLCanvas3D& parent)
if (m_quadric != nullptr) if (m_quadric != nullptr)
// using GLU_FILL does not work when the instance's transformation // using GLU_FILL does not work when the instance's transformation
// contains mirroring (normals are reverted) // contains mirroring (normals are reverted)
::gluQuadricDrawStyle(m_quadric, GLU_FILL); ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
#endif // ENABLE_SLA_SUPPORT_GIZMO_MOD #endif // ENABLE_SLA_SUPPORT_GIZMO_MOD
} }
@ -1909,8 +1895,8 @@ void GLGizmoSlaSupports::render_grabbers(const GLCanvas3D::Selection& selection,
::glPushMatrix(); ::glPushMatrix();
::glLoadIdentity(); ::glLoadIdentity();
::glTranslated(grabber_world_position(0), grabber_world_position(1), grabber_world_position(2) + z_shift); ::glTranslated(grabber_world_position(0), grabber_world_position(1), grabber_world_position(2) + z_shift);
const float diameter = 0.8f; ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
::gluSphere(m_quadric, diameter/2.f, 64, 36); ::gluSphere(m_quadric, 0.75, 64, 36);
::glPopMatrix(); ::glPopMatrix();
} }
@ -1959,7 +1945,7 @@ void GLGizmoSlaSupports::render_grabbers(bool picking) const
GLUquadricObj *quadric; GLUquadricObj *quadric;
quadric = ::gluNewQuadric(); quadric = ::gluNewQuadric();
::gluQuadricDrawStyle(quadric, GLU_FILL ); ::gluQuadricDrawStyle(quadric, GLU_FILL );
::gluSphere( quadric , 0.4, 64 , 32 ); ::gluSphere( quadric , 0.75f, 64 , 32 );
::gluDeleteQuadric(quadric); ::gluDeleteQuadric(quadric);
::glPopMatrix(); ::glPopMatrix();
if (!picking) if (!picking)

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@ -403,8 +403,6 @@ private:
// This holds information to decide whether recalculation is necessary: // This holds information to decide whether recalculation is necessary:
std::vector<Transform3d> m_volumes_matrices; std::vector<Transform3d> m_volumes_matrices;
std::vector<ModelVolume::Type> m_volumes_types;
Vec3d m_first_instance_scale;
std::vector<PlaneData> m_planes; std::vector<PlaneData> m_planes;
mutable Vec3d m_starting_center; mutable Vec3d m_starting_center;