Cover various overhang types cumulatively
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@ -304,32 +304,35 @@ void SupportPointGenerator::add_support_points(SupportPointGenerator::Structure
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float tp = m_config.tear_pressure();
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float tp = m_config.tear_pressure();
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float current = s.supports_force_total();
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float current = s.supports_force_total();
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static constexpr float SLOPE_DAMPING = .0015f;
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static constexpr float DANGL_DAMPING = .5f;
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static constexpr float DANGL_DAMPING = .09f;
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static constexpr float SLOPE_DAMPING = .1f;
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if (s.islands_below.empty()) {
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if (s.islands_below.empty()) {
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// completely new island - needs support no doubt
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// completely new island - needs support no doubt
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// deficit is full, there is nothing below that would hold this island
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// deficit is full, there is nothing below that would hold this island
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uniformly_cover({ *s.polygon }, s, s.area * tp, grid3d, IslandCoverageFlags(icfIsNew | icfBoundaryOnly) );
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uniformly_cover({ *s.polygon }, s, s.area * tp, grid3d, IslandCoverageFlags(icfIsNew | icfWithBoundary) );
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return;
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return;
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}
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}
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if (! s.overhangs.empty()) {
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uniformly_cover(s.overhangs, s, s.overhangs_area * tp, grid3d);
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}
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auto areafn = [](double sum, auto &p) { return sum + p.area() * SCALING_FACTOR * SCALING_FACTOR; };
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auto areafn = [](double sum, auto &p) { return sum + p.area() * SCALING_FACTOR * SCALING_FACTOR; };
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current = s.supports_force_total();
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if (! s.dangling_areas.empty()) {
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if (! s.dangling_areas.empty()) {
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// Let's see if there's anything that overlaps enough to need supports:
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// Let's see if there's anything that overlaps enough to need supports:
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// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
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// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
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double a = std::accumulate(s.dangling_areas.begin(), s.dangling_areas.end(), 0., areafn);
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double a = std::accumulate(s.dangling_areas.begin(), s.dangling_areas.end(), 0., areafn);
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uniformly_cover(s.dangling_areas, s, a * tp - current * DANGL_DAMPING * std::sqrt(1. - a / s.area), grid3d);
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uniformly_cover(s.dangling_areas, s, a * tp - a * current * s.area, grid3d, icfWithBoundary);
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}
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}
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current = s.supports_force_total();
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if (! s.overhangs_slopes.empty()) {
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if (! s.overhangs_slopes.empty()) {
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double a = std::accumulate(s.overhangs_slopes.begin(), s.overhangs_slopes.end(), 0., areafn);
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double a = std::accumulate(s.overhangs_slopes.begin(), s.overhangs_slopes.end(), 0., areafn);
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uniformly_cover(s.overhangs_slopes, s, a * tp - current * SLOPE_DAMPING * std::sqrt(1. - a / s.area), grid3d);
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uniformly_cover(s.overhangs_slopes, s, a * tp - a * current / s.area, grid3d, icfWithBoundary);
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}
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if (! s.overhangs.empty()) {
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uniformly_cover(s.overhangs, s, s.overhangs_area * tp, grid3d);
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}
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}
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}
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}
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@ -581,7 +584,7 @@ void SupportPointGenerator::uniformly_cover(const ExPolygons& islands, Structure
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//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.
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//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.
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std::vector<Vec2f> raw_samples =
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std::vector<Vec2f> raw_samples =
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flags & icfBoundaryOnly ?
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flags & icfWithBoundary ?
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sample_expolygon_with_boundary(islands, samples_per_mm2,
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sample_expolygon_with_boundary(islands, samples_per_mm2,
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5.f / poisson_radius, m_rng) :
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5.f / poisson_radius, m_rng) :
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sample_expolygon(islands, samples_per_mm2, m_rng);
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sample_expolygon(islands, samples_per_mm2, m_rng);
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@ -201,7 +201,7 @@ private:
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void process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights);
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void process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights);
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public:
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public:
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enum IslandCoverageFlags : uint8_t { icfNone = 0x0, icfIsNew = 0x1, icfBoundaryOnly = 0x2 };
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enum IslandCoverageFlags : uint8_t { icfNone = 0x0, icfIsNew = 0x1, icfWithBoundary = 0x2 };
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private:
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private:
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