ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE -> Added 'keep min' option to smoothing algorithm
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@ -346,9 +346,9 @@ std::vector<coordf_t> layer_height_profile_adaptive(
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return layer_height_profile;
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}
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std::vector<double> smooth_height_profile(const std::vector<double>& profile, const SlicingParameters& slicing_params, unsigned int radius)
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std::vector<double> smooth_height_profile(const std::vector<double>& profile, const SlicingParameters& slicing_params, const HeightProfileSmoothingParams& smoothing_params)
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{
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auto gauss_blur = [&slicing_params](const std::vector<double>& profile, unsigned int radius) -> std::vector<double> {
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auto gauss_blur = [&slicing_params](const std::vector<double>& profile, const HeightProfileSmoothingParams& smoothing_params) -> std::vector<double> {
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auto gauss_kernel = [] (unsigned int radius) -> std::vector<double> {
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unsigned int size = 2 * radius + 1;
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std::vector<double> ret;
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@ -374,7 +374,8 @@ std::vector<double> smooth_height_profile(const std::vector<double>& profile, co
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// not enough data to smmoth
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if ((int)profile.size() - (int)skip_count < 6)
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return profile;
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unsigned int radius = std::max(smoothing_params.radius, (unsigned int)1);
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std::vector<double> kernel = gauss_kernel(radius);
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int two_radius = 2 * (int)radius;
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@ -388,15 +389,16 @@ std::vector<double> smooth_height_profile(const std::vector<double>& profile, co
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ret.push_back(profile[i]);
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}
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// smooth the rest of the profile
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double med_h = 0.5 * (slicing_params.min_layer_height + slicing_params.max_layer_height);
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double half_delta_h = 0.5 * (slicing_params.max_layer_height - slicing_params.min_layer_height);
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double inv_half_delta_h = (half_delta_h > 0.0) ? 1.0 / half_delta_h : 1.0;
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// smooth the rest of the profile by biasing a gaussian blur
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// the bias moves the smoothed profile closer to the min_layer_height
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double delta_h = slicing_params.max_layer_height - slicing_params.min_layer_height;
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double inv_delta_h = (delta_h != 0.0) ? 1.0 / delta_h : 1.0;
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double max_dz_band = (double)radius * slicing_params.layer_height;
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for (size_t i = skip_count; i < size; i += 2)
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{
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double zi = profile[i];
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double hi = profile[i + 1];
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ret.push_back(zi);
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ret.push_back(0.0);
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double& height = ret.back();
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@ -409,20 +411,22 @@ std::vector<double> smooth_height_profile(const std::vector<double>& profile, co
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double dz = std::abs(zi - profile[j]);
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if (dz * slicing_params.layer_height <= max_dz_band)
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{
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double dh = std::abs(profile[j + 1] - med_h);
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double weight = kernel[kernel_id] * dh * inv_half_delta_h;
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double dh = std::abs(slicing_params.max_layer_height - profile[j + 1]);
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double weight = kernel[kernel_id] * sqrt(dh * inv_delta_h);
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height += weight * profile[j + 1];
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weight_total += weight;
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}
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}
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height = clamp(slicing_params.min_layer_height, slicing_params.max_layer_height, (weight_total != 0.0) ? height /= weight_total : profile[i + 1]);
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height = clamp(slicing_params.min_layer_height, slicing_params.max_layer_height, (weight_total != 0.0) ? height /= weight_total : hi);
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if (smoothing_params.keep_min)
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height = std::min(height, hi);
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}
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return ret;
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};
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return gauss_blur(profile, std::max(radius, (unsigned int)1));
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return gauss_blur(profile, smoothing_params);
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}
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void adjust_layer_height_profile(
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@ -147,10 +147,18 @@ extern std::vector<double> layer_height_profile_adaptive(
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const SlicingParameters& slicing_params,
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const ModelObject& object, float cusp_value);
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struct HeightProfileSmoothingParams
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{
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unsigned int radius;
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bool keep_min;
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HeightProfileSmoothingParams() : radius(5), keep_min(false) {}
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HeightProfileSmoothingParams(unsigned int radius, bool keep_min) : radius(radius), keep_min(keep_min) {}
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};
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extern std::vector<double> smooth_height_profile(
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const std::vector<double>& profile,
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const SlicingParameters& slicing_params,
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unsigned int radius);
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const std::vector<double>& profile, const SlicingParameters& slicing_params,
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const HeightProfileSmoothingParams& smoothing_params);
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#else
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extern std::vector<coordf_t> layer_height_profile_adaptive(
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const SlicingParameters &slicing_params,
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@ -132,7 +132,6 @@ GLCanvas3D::LayersEditing::LayersEditing()
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, m_layer_height_profile_modified(false)
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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, m_adaptive_cusp(0.2f)
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, m_smooth_radius(5)
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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, state(Unknown)
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, band_width(2.0f)
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@ -283,7 +282,7 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
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ImGui::Separator();
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if (imgui.button(_(L("Smooth"))))
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wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), Event<unsigned int>(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, m_smooth_radius));
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wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), HeightProfileSmoothEvent(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, m_smooth_params ));
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ImGui::SameLine();
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ImGui::SetCursorPosX(text_align);
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@ -291,9 +290,16 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
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ImGui::SameLine();
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ImGui::PushItemWidth(120.0f);
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ImGui::SetCursorPosX(widget_align);
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int radius = (int)m_smooth_radius;
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int radius = (int)m_smooth_params.radius;
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if (ImGui::SliderInt("##1", &radius, 1, 10))
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m_smooth_radius = (unsigned int)radius;
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m_smooth_params.radius = (unsigned int)radius;
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ImGui::SetCursorPosX(text_align);
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imgui.text(_(L("Keep min")));
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ImGui::SameLine();
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ImGui::PushItemWidth(120.0f);
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ImGui::SetCursorPosX(widget_align);
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imgui.checkbox("##2", m_smooth_params.keep_min);
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ImGui::Separator();
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if (imgui.button(_(L("Reset"))))
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@ -609,9 +615,9 @@ void GLCanvas3D::LayersEditing::adaptive_layer_height_profile(GLCanvas3D& canvas
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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}
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void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius)
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void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_params)
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{
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m_layer_height_profile = smooth_height_profile(m_layer_height_profile, *m_slicing_parameters, radius);
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m_layer_height_profile = smooth_height_profile(m_layer_height_profile, *m_slicing_parameters, smoothing_params);
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const_cast<ModelObject*>(m_model_object)->layer_height_profile = m_layer_height_profile;
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m_layers_texture.valid = false;
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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@ -1245,7 +1251,7 @@ wxDEFINE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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wxDEFINE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDEFINE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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wxDEFINE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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wxDEFINE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, HeightProfileSmoothEvent);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_THUMBNAIL_GENERATOR
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@ -1564,9 +1570,9 @@ void GLCanvas3D::adaptive_layer_height_profile(float cusp)
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m_dirty = true;
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}
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void GLCanvas3D::smooth_layer_height_profile(unsigned int radius)
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void GLCanvas3D::smooth_layer_height_profile(const HeightProfileSmoothingParams& smoothing_params)
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{
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m_layers_editing.smooth_layer_height_profile(*this, radius);
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m_layers_editing.smooth_layer_height_profile(*this, smoothing_params);
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m_layers_editing.state = LayersEditing::Completed;
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m_dirty = true;
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}
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@ -81,6 +81,8 @@ template <size_t N> using Vec2dsEvent = ArrayEvent<Vec2d, N>;
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using Vec3dEvent = Event<Vec3d>;
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template <size_t N> using Vec3dsEvent = ArrayEvent<Vec3d, N>;
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using HeightProfileSmoothEvent = Event<HeightProfileSmoothingParams>;
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wxDECLARE_EVENT(EVT_GLCANVAS_INIT, SimpleEvent);
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wxDECLARE_EVENT(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS, SimpleEvent);
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wxDECLARE_EVENT(EVT_GLCANVAS_RIGHT_CLICK, RBtnEvent);
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@ -107,7 +109,7 @@ wxDECLARE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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wxDECLARE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDECLARE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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wxDECLARE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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wxDECLARE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, HeightProfileSmoothEvent);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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class GLCanvas3D
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@ -182,7 +184,7 @@ private:
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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mutable float m_adaptive_cusp;
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mutable unsigned int m_smooth_radius;
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mutable HeightProfileSmoothingParams m_smooth_params;
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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class LayersTexture
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@ -233,7 +235,7 @@ private:
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void reset_layer_height_profile(GLCanvas3D& canvas);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void adaptive_layer_height_profile(GLCanvas3D& canvas, float cusp);
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void smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius);
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void smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_paramsn);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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@ -531,7 +533,7 @@ public:
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void reset_layer_height_profile();
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void adaptive_layer_height_profile(float cusp);
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void smooth_layer_height_profile(unsigned int radius);
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void smooth_layer_height_profile(const HeightProfileSmoothingParams& smoothing_params);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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bool is_reload_delayed() const;
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@ -2090,7 +2090,7 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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view3D_canvas->Bind(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, [this](SimpleEvent&) { this->view3D->get_canvas3d()->reset_layer_height_profile(); });
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view3D_canvas->Bind(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, [this](Event<float>& evt) { this->view3D->get_canvas3d()->adaptive_layer_height_profile(evt.data); });
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view3D_canvas->Bind(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, [this](Event<unsigned int>& evt) { this->view3D->get_canvas3d()->smooth_layer_height_profile(evt.data); });
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view3D_canvas->Bind(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, [this](HeightProfileSmoothEvent& evt) { this->view3D->get_canvas3d()->smooth_layer_height_profile(evt.data); });
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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// 3DScene/Toolbar:
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