A simple version of adaptive cubic support, for testing purposes
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@ -48,6 +48,12 @@ class FillAdaptive : public Fill
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public:
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virtual ~FillAdaptive() {}
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static void insert_octant(
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FillAdaptive_Internal::Cube * i_cube,
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FillAdaptive_Internal::Cube * current,
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int depth,
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const std::vector<FillAdaptive_Internal::CubeProperties> &cubes_properties);
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protected:
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virtual Fill* clone() const { return new FillAdaptive(*this); };
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virtual void _fill_surface_single(
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@ -11,6 +11,7 @@
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#include "Utils.hpp"
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#include "AABBTreeIndirect.hpp"
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#include "Fill/FillAdaptive.hpp"
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#include "Format/STL.hpp"
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#include <utility>
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#include <boost/log/trivial.hpp>
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@ -432,6 +433,8 @@ void PrintObject::generate_support_material()
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}
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}
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#define ADAPTIVE_SUPPORT_SIMPLE
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std::unique_ptr<FillAdaptive_Internal::Octree> PrintObject::prepare_adaptive_infill_data()
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{
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auto [adaptive_line_spacing, support_line_spacing] = adaptive_fill_line_spacing(*this);
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@ -445,6 +448,41 @@ std::unique_ptr<FillAdaptive_Internal::Octree> PrintObject::prepare_adaptive_inf
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// Center of the first cube in octree
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Vec3d mesh_origin = mesh.bounding_box().center();
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#ifdef ADAPTIVE_SUPPORT_SIMPLE
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if (mesh.its.vertices.empty())
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{
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mesh.require_shared_vertices();
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}
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Vec3f vertical(0, 0, 1);
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indexed_triangle_set its_set;
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its_set.vertices = mesh.its.vertices;
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// Filter out non overhanging faces
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for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
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stl_triangle_vertex_indices vertex_idx = mesh.its.indices[i];
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auto its_calculate_normal = [](const stl_triangle_vertex_indices &index, const std::vector<stl_vertex> &vertices) {
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stl_normal normal = (vertices[index.y()] - vertices[index.x()]).cross(vertices[index.z()] - vertices[index.x()]);
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return normal;
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};
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stl_normal normal = its_calculate_normal(vertex_idx, mesh.its.vertices);
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stl_normalize_vector(normal);
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if(normal.dot(vertical) >= 0.707) {
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its_set.indices.push_back(vertex_idx);
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}
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}
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mesh = TriangleMesh(its_set);
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#ifdef SLIC3R_DEBUG_SLICE_PROCESSING
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Slic3r::store_stl(debug_out_path("overhangs.stl").c_str(), &mesh, false);
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#endif /* SLIC3R_DEBUG_SLICE_PROCESSING */
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#endif /* ADAPTIVE_SUPPORT_SIMPLE */
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Vec3d rotation = Vec3d((5.0 * M_PI) / 4.0, Geometry::deg2rad(215.264), M_PI / 6.0);
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Transform3d rotation_matrix = Geometry::assemble_transform(Vec3d::Zero(), rotation, Vec3d::Ones(), Vec3d::Ones()).inverse();
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