Improve Lines Distancer quality, use it also in SeamPlacer

This commit is contained in:
Pavel Mikus 2022-10-04 19:27:15 +02:00
parent 20bd7f9a26
commit b49a2425ca
3 changed files with 47 additions and 49 deletions
src/libslic3r/GCode

View file

@ -1,6 +1,7 @@
#include "SeamPlacer.hpp"
#include "Color.hpp"
#include "Polygon.hpp"
#include "PrintConfig.hpp"
#include "tbb/parallel_for.h"
#include "tbb/blocked_range.h"
@ -995,49 +996,6 @@ void pick_random_seam_point(const std::vector<SeamCandidate> &perimeter_points,
perimeter.finalized = true;
}
class PerimeterDistancer {
std::vector<Linef> lines;
AABBTreeIndirect::Tree<2, double> tree;
public:
PerimeterDistancer(const Layer *layer) {
ExPolygons layer_outline = layer->lslices;
for (const ExPolygon &island : layer_outline) {
assert(island.contour.is_counter_clockwise());
for (const auto &line : island.contour.lines()) {
lines.emplace_back(unscale(line.a), unscale(line.b));
}
for (const Polygon &hole : island.holes) {
assert(hole.is_clockwise());
for (const auto &line : hole.lines()) {
lines.emplace_back(unscale(line.a), unscale(line.b));
}
}
}
tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(lines);
}
float distance_from_perimeter(const Vec2f &point) const {
Vec2d p = point.cast<double>();
size_t hit_idx_out { };
Vec2d hit_point_out = Vec2d::Zero();
auto distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, p, hit_idx_out, hit_point_out);
if (distance < 0) {
return std::numeric_limits<float>::max();
}
distance = sqrt(distance);
const Linef &line = lines[hit_idx_out];
Vec2d v1 = line.b - line.a;
Vec2d v2 = p - line.a;
if ((v1.x() * v2.y()) - (v1.y() * v2.x()) > 0.0) {
distance *= -1;
}
return distance;
}
}
;
} // namespace SeamPlacerImpl
// Parallel process and extract each perimeter polygon of the given print object.
@ -1089,13 +1047,14 @@ void SeamPlacer::calculate_candidates_visibility(const PrintObject *po,
void SeamPlacer::calculate_overhangs_and_layer_embedding(const PrintObject *po) {
using namespace SeamPlacerImpl;
using PerimeterDistancer = AABBTreeLines::LinesDistancer<Linef>;
std::vector<PrintObjectSeamData::LayerSeams> &layers = m_seam_per_object[po].layers;
tbb::parallel_for(tbb::blocked_range<size_t>(0, layers.size()),
[po, &layers](tbb::blocked_range<size_t> r) {
std::unique_ptr<PerimeterDistancer> prev_layer_distancer;
if (r.begin() > 0) { // previous layer exists
prev_layer_distancer = std::make_unique<PerimeterDistancer>(po->layers()[r.begin() - 1]);
prev_layer_distancer = std::make_unique<PerimeterDistancer>(to_linesf(po->layers()[r.begin() - 1]->lslices));
}
for (size_t layer_idx = r.begin(); layer_idx < r.end(); ++layer_idx) {
@ -1106,12 +1065,12 @@ void SeamPlacer::calculate_overhangs_and_layer_embedding(const PrintObject *po)
}
};
bool should_compute_layer_embedding = regions_with_perimeter > 1;
std::unique_ptr<PerimeterDistancer> current_layer_distancer = std::make_unique<PerimeterDistancer>(po->layers()[layer_idx]);
std::unique_ptr<PerimeterDistancer> current_layer_distancer = std::make_unique<PerimeterDistancer>(to_linesf(po->layers()[layer_idx]->lslices));
for (SeamCandidate &perimeter_point : layers[layer_idx].points) {
Vec2f point = Vec2f { perimeter_point.position.head<2>() };
if (prev_layer_distancer.get() != nullptr) {
perimeter_point.overhang = prev_layer_distancer->distance_from_perimeter(point)
perimeter_point.overhang = prev_layer_distancer->signed_distance_from_lines(point.cast<double>())
+ 0.6f * perimeter_point.perimeter.flow_width
- tan(SeamPlacer::overhang_angle_threshold)
* po->layers()[layer_idx]->height;
@ -1120,7 +1079,7 @@ void SeamPlacer::calculate_overhangs_and_layer_embedding(const PrintObject *po)
}
if (should_compute_layer_embedding) { // search for embedded perimeter points (points hidden inside the print ,e.g. multimaterial join, best position for seam)
perimeter_point.embedded_distance = current_layer_distancer->distance_from_perimeter(point)
perimeter_point.embedded_distance = current_layer_distancer->signed_distance_from_lines(point.cast<double>())
+ 0.6f * perimeter_point.perimeter.flow_width;
}
}