SPE-1720 Fix slowdown of long segments which cross small overhang area.
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@ -274,19 +274,51 @@ public:
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const ExtendedPoint &curr = extended_points[i];
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const ExtendedPoint &curr = extended_points[i];
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const ExtendedPoint &next = extended_points[i + 1 < extended_points.size() ? i + 1 : i];
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const ExtendedPoint &next = extended_points[i + 1 < extended_points.size() ? i + 1 : i];
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// The following code artifically increases the distance to provide slowdown for extrusions that are over curled lines
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float artificial_distance_to_curled_lines = 0.0;
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float artificial_distance_to_curled_lines = 0.0;
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const double dist_limit = 10.0 * path.width;
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{
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{
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Vec2d middle = 0.5 * (curr.position + next.position);
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Vec2d middle = 0.5 * (curr.position + next.position);
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auto line_indices = prev_curled_extrusions[current_object].all_lines_in_radius(Point::new_scale(middle),
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auto line_indices = prev_curled_extrusions[current_object].all_lines_in_radius(Point::new_scale(middle), scale_(dist_limit));
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scale_(10.0 * path.width));
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if (!line_indices.empty()) {
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double len = (next.position - curr.position).norm();
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// For long lines, there is a problem with the additional slowdown. If by accident, there is small curled line near the middle of this long line
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// The whole segment gets slower unnecesarily. For these long lines, we do additional check whether it is worth slowing down.
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// NOTE that this is still quite rough approximation, e.g. we are still checking lines only near the middle point
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// TODO maybe split the lines into smaller segments before running this alg? but can be demanding, and GCode will be huge
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if (len > 8) {
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Vec2d dir = Vec2d(next.position - curr.position) / len;
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Vec2d right = Vec2d(-dir.y(), dir.x());
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for (size_t idx : line_indices) {
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Polygon box_of_influence = {
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const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx);
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scaled(Vec2d(curr.position + right * dist_limit)),
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float distance_from_curled = unscaled(line_alg::distance_to(line, Point::new_scale(middle)));
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scaled(Vec2d(next.position + right * dist_limit)),
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float dist = path.width * (1.0 - (distance_from_curled / (10.0 * path.width))) *
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scaled(Vec2d(next.position - right * dist_limit)),
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(1.0 - (distance_from_curled / (10.0 * path.width))) *
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scaled(Vec2d(curr.position - right * dist_limit)),
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(line.curled_height / (path.height * 10.0f)); // max_curled_height_factor from SupportSpotGenerator
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};
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artificial_distance_to_curled_lines = std::max(artificial_distance_to_curled_lines, dist);
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double projected_lengths_sum = 0;
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for (size_t idx : line_indices) {
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const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx);
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Lines inside = intersection_ln({{line.a, line.b}}, {box_of_influence});
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if (inside.empty())
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continue;
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double projected_length = abs(dir.dot(unscaled(Vec2d((inside.back().b - inside.back().a).cast<double>()))));
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projected_lengths_sum += projected_length;
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}
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if (projected_lengths_sum < 0.4 * len) {
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line_indices.clear();
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}
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}
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for (size_t idx : line_indices) {
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const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx);
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float distance_from_curled = unscaled(line_alg::distance_to(line, Point::new_scale(middle)));
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float dist = path.width * (1.0 - (distance_from_curled / dist_limit)) *
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(1.0 - (distance_from_curled / dist_limit)) *
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(line.curled_height / (path.height * 10.0f)); // max_curled_height_factor from SupportSpotGenerator
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artificial_distance_to_curled_lines = std::max(artificial_distance_to_curled_lines, dist);
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}
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}
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}
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}
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}
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