Cover various overhang types cumulatively

This commit is contained in:
tamasmeszaros 2020-10-12 09:43:57 +02:00
parent fb1f3589ed
commit edb8b9f46d
2 changed files with 14 additions and 11 deletions

View File

@ -304,32 +304,35 @@ void SupportPointGenerator::add_support_points(SupportPointGenerator::Structure
float tp = m_config.tear_pressure();
float current = s.supports_force_total();
static constexpr float SLOPE_DAMPING = .0015f;
static constexpr float DANGL_DAMPING = .09f;
static constexpr float DANGL_DAMPING = .5f;
static constexpr float SLOPE_DAMPING = .1f;
if (s.islands_below.empty()) {
// completely new island - needs support no doubt
// deficit is full, there is nothing below that would hold this island
uniformly_cover({ *s.polygon }, s, s.area * tp, grid3d, IslandCoverageFlags(icfIsNew | icfBoundaryOnly) );
uniformly_cover({ *s.polygon }, s, s.area * tp, grid3d, IslandCoverageFlags(icfIsNew | icfWithBoundary) );
return;
}
if (! s.overhangs.empty()) {
uniformly_cover(s.overhangs, s, s.overhangs_area * tp, grid3d);
}
auto areafn = [](double sum, auto &p) { return sum + p.area() * SCALING_FACTOR * SCALING_FACTOR; };
current = s.supports_force_total();
if (! s.dangling_areas.empty()) {
// Let's see if there's anything that overlaps enough to need supports:
// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
double a = std::accumulate(s.dangling_areas.begin(), s.dangling_areas.end(), 0., areafn);
uniformly_cover(s.dangling_areas, s, a * tp - current * DANGL_DAMPING * std::sqrt(1. - a / s.area), grid3d);
uniformly_cover(s.dangling_areas, s, a * tp - a * current * s.area, grid3d, icfWithBoundary);
}
current = s.supports_force_total();
if (! s.overhangs_slopes.empty()) {
double a = std::accumulate(s.overhangs_slopes.begin(), s.overhangs_slopes.end(), 0., areafn);
uniformly_cover(s.overhangs_slopes, s, a * tp - current * SLOPE_DAMPING * std::sqrt(1. - a / s.area), grid3d);
}
if (! s.overhangs.empty()) {
uniformly_cover(s.overhangs, s, s.overhangs_area * tp, grid3d);
uniformly_cover(s.overhangs_slopes, s, a * tp - a * current / s.area, grid3d, icfWithBoundary);
}
}
@ -581,7 +584,7 @@ void SupportPointGenerator::uniformly_cover(const ExPolygons& islands, Structure
//FIXME share the random generator. The random generator may be not so cheap to initialize, also we don't want the random generator to be restarted for each polygon.
std::vector<Vec2f> raw_samples =
flags & icfBoundaryOnly ?
flags & icfWithBoundary ?
sample_expolygon_with_boundary(islands, samples_per_mm2,
5.f / poisson_radius, m_rng) :
sample_expolygon(islands, samples_per_mm2, m_rng);

View File

@ -201,7 +201,7 @@ private:
void process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights);
public:
enum IslandCoverageFlags : uint8_t { icfNone = 0x0, icfIsNew = 0x1, icfBoundaryOnly = 0x2 };
enum IslandCoverageFlags : uint8_t { icfNone = 0x0, icfIsNew = 0x1, icfWithBoundary = 0x2 };
private: