Improvement of automatic SLA supports: Don't put support points
on vertical walls.
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2 changed files with 9 additions and 2 deletions
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@ -144,6 +144,8 @@ static std::vector<SLAAutoSupports::MyLayer> make_layers(
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const float layer_height = (layer_id!=0 ? heights[layer_id]-heights[layer_id-1] : heights[0]);
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const float safe_angle = 5.f * (float(M_PI)/180.f); // smaller number - less supports
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const float between_layers_offset = float(scale_(layer_height / std::tan(safe_angle)));
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const float slope_angle = 75.f * (float(M_PI)/180.f); // smaller number - less supports
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const float slope_offset = float(scale_(layer_height / std::tan(slope_angle)));
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//FIXME This has a quadratic time complexity, it will be excessively slow for many tiny islands.
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for (SLAAutoSupports::Structure &top : layer_above.islands) {
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for (SLAAutoSupports::Structure &bottom : layer_below.islands) {
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@ -173,6 +175,7 @@ static std::vector<SLAAutoSupports::MyLayer> make_layers(
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overhangs_sorted.emplace_back(std::move(*p.first));
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top.overhangs = std::move(overhangs_sorted);
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top.overhangs_area *= float(SCALING_FACTOR * SCALING_FACTOR);
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top.overhangs_slopes = diff_ex(top_polygons, offset(bottom_polygons, slope_offset));
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top.dangling_areas = diff_ex(top_polygons, offset(bottom_polygons, between_layers_offset));
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}
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}
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@ -241,9 +244,9 @@ void SLAAutoSupports::process(const std::vector<ExPolygons>& slices, const std::
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// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
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//FIXME is it an island point or not? Vojtech thinks it is.
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uniformly_cover(s.dangling_areas, s, point_grid);
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} else if (! s.overhangs.empty()) {
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} else if (! s.overhangs_slopes.empty()) {
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//FIXME add the support force deficit as a parameter, only cover until the defficiency is covered.
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uniformly_cover(s.overhangs, s, point_grid);
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uniformly_cover(s.overhangs_slopes, s, point_grid);
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}
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}
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@ -65,8 +65,12 @@ public:
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std::vector<Link> islands_above;
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std::vector<Link> islands_below;
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#endif
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// Overhangs, that are dangling considerably.
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ExPolygons dangling_areas;
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// Complete overhands.
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ExPolygons overhangs;
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// Overhangs, where the surface must slope.
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ExPolygons overhangs_slopes;
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float overhangs_area;
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bool overlaps(const Structure &rhs) const {
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