Follow-up to 77548df00f
(Fixed missing sinking property in objects list for multipart objects with a part completely below the printbed): It was not possible to slice an object with some part completely below the print bed. The BuildVolume collision check newly supports a "completely below print bed" return status, Model evaluates this "completely below print bed status" allowing objects with some volumes completely below the print bed to print.
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8a0c492583
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f5c23871e8
4 changed files with 44 additions and 21 deletions
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@ -216,6 +216,11 @@ BuildVolume::ObjectState object_state_templ(const indexed_triangle_set &its, con
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}
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}
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if (num_above == 0)
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// Special case, the object is completely below the print bed, thus it is outside,
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// however we want to allow an object to be still printable if some of its parts are completely below the print bed.
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return BuildVolume::ObjectState::Below;
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// 2) Calculate intersections of triangle edges with the build surface.
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inside = num_inside > 0;
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outside = num_inside < num_above;
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@ -303,7 +308,9 @@ BuildVolume::ObjectState BuildVolume::volume_state_bbox(const BoundingBoxf3 &vol
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BoundingBox3Base<Vec3d> build_volume = this->bounding_volume().inflated(SceneEpsilon);
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if (m_max_print_height == 0)
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build_volume.max.z() = std::numeric_limits<double>::max();
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return build_volume.contains(volume_bbox) ? ObjectState::Inside : build_volume.intersects(volume_bbox) ? ObjectState::Colliding : ObjectState::Outside;
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return build_volume.max.z() <= - SceneEpsilon ? ObjectState::Below :
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build_volume.contains(volume_bbox) ? ObjectState::Inside :
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build_volume.intersects(volume_bbox) ? ObjectState::Colliding : ObjectState::Outside;
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}
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bool BuildVolume::all_paths_inside(const GCodeProcessorResult &paths, const BoundingBoxf3 &paths_bbox) const
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@ -68,7 +68,10 @@ public:
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// Colliding with the build volume boundary, thus not printable and error is shown.
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Colliding,
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// Outside of the build volume means the object is ignored: Not printed and no error is shown.
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Outside
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Outside,
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// Completely below the print bed. The same as Outside, but an object with one printable part below the print bed
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// and at least one part above the print bed is still printable.
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Below,
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};
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// 1) Tests called on the plater.
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@ -1546,15 +1546,21 @@ unsigned int ModelObject::update_instances_print_volume_state(const BuildVolume
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const Transform3d matrix = model_instance->get_matrix() * vol->get_matrix();
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BuildVolume::ObjectState state = build_volume.object_state(vol->mesh().its, matrix.cast<float>(), true /* may be below print bed */);
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if (state == BuildVolume::ObjectState::Inside)
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// Volume is completely inside.
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inside_outside |= INSIDE;
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else if (state == BuildVolume::ObjectState::Outside)
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// Volume is completely outside.
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inside_outside |= OUTSIDE;
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else
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else if (state == BuildVolume::ObjectState::Below) {
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// Volume below the print bed, thus it is completely outside, however this does not prevent the object to be printable
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// if some of its volumes are still inside the build volume.
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} else
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// Volume colliding with the build volume.
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inside_outside |= INSIDE | OUTSIDE;
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}
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model_instance->print_volume_state =
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(inside_outside == (INSIDE | OUTSIDE)) ? ModelInstancePVS_Partly_Outside :
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(inside_outside == INSIDE) ? ModelInstancePVS_Inside : ModelInstancePVS_Fully_Outside;
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inside_outside == (INSIDE | OUTSIDE) ? ModelInstancePVS_Partly_Outside :
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inside_outside == INSIDE ? ModelInstancePVS_Inside : ModelInstancePVS_Fully_Outside;
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if (inside_outside == INSIDE)
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++num_printable;
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}
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@ -932,9 +932,11 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, ModelInstanceEPrintVolumeState *out_state) const
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{
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const Model& model = GUI::wxGetApp().plater()->model();
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auto volume_below = [](GLVolume& volume) -> bool
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{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_below_printbed(); };
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// Volume is partially below the print bed, thus a pre-calculated convex hull cannot be used.
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auto volume_sinking = [](GLVolume& volume) -> bool
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{ return volume.is_sinking() && volume.object_idx() != -1 && volume.volume_idx() != -1; };
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{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_sinking(); };
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// Cached bounding box of a volume above the print bed.
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auto volume_bbox = [volume_sinking](GLVolume& volume) -> BoundingBoxf3
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{ return volume_sinking(volume) ? volume.transformed_non_sinking_bounding_box() : volume.transformed_convex_hull_bounding_box(); };
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@ -948,21 +950,26 @@ bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, Mo
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for (GLVolume* volume : this->volumes)
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if (! volume->is_modifier && (volume->shader_outside_printer_detection_enabled || (! volume->is_wipe_tower && volume->composite_id.volume_id >= 0))) {
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BuildVolume::ObjectState state;
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switch (build_volume.type()) {
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case BuildVolume::Type::Rectangle:
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//FIXME this test does not evaluate collision of a build volume bounding box with non-convex objects.
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state = build_volume.volume_state_bbox(volume_bbox(*volume));
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break;
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case BuildVolume::Type::Circle:
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case BuildVolume::Type::Convex:
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//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
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case BuildVolume::Type::Custom:
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state = build_volume.object_state(volume_convex_mesh(*volume).its, volume->world_matrix().cast<float>(), volume_sinking(*volume));
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break;
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default:
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// Ignore, don't produce any collision.
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state = BuildVolume::ObjectState::Inside;
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break;
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if (volume_below(*volume))
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state = BuildVolume::ObjectState::Below;
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else {
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switch (build_volume.type()) {
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case BuildVolume::Type::Rectangle:
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//FIXME this test does not evaluate collision of a build volume bounding box with non-convex objects.
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state = build_volume.volume_state_bbox(volume_bbox(*volume));
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break;
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case BuildVolume::Type::Circle:
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case BuildVolume::Type::Convex:
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//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
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case BuildVolume::Type::Custom:
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state = build_volume.object_state(volume_convex_mesh(*volume).its, volume->world_matrix().cast<float>(), volume_sinking(*volume));
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break;
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default:
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// Ignore, don't produce any collision.
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state = BuildVolume::ObjectState::Inside;
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break;
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}
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assert(state != BuildVolume::ObjectState::Below);
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}
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volume->is_outside = state != BuildVolume::ObjectState::Inside;
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if (volume->printable) {
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