Merge branch 'tm_hollowing'
This commit is contained in:
commit
fd11dcd44b
@ -252,46 +252,6 @@ template<class T> struct remove_cvref
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template<class T> using remove_cvref_t = typename remove_cvref<T>::type;
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template<class T> using DefaultContainer = std::vector<T>;
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/// Exactly like Matlab https://www.mathworks.com/help/matlab/ref/linspace.html
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template<class T, class I, template<class> class Container = DefaultContainer>
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inline Container<remove_cvref_t<T>> linspace(const T &start,
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const T &stop,
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const I &n)
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{
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Container<remove_cvref_t<T>> vals(n, T());
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T stride = (stop - start) / n;
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size_t i = 0;
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std::generate(vals.begin(), vals.end(), [&i, start, stride] {
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return start + i++ * stride;
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});
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return vals;
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}
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/// A set of equidistant values starting from 'start' (inclusive), ending
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/// in the closest multiple of 'stride' less than or equal to 'end' and
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/// leaving 'stride' space between each value.
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/// Very similar to Matlab [start:stride:end] notation.
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template<class T, template<class> class Container = DefaultContainer>
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inline Container<remove_cvref_t<T>> grid(const T &start,
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const T &stop,
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const T &stride)
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{
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Container<remove_cvref_t<T>>
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vals(size_t(std::ceil((stop - start) / stride)), T());
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int i = 0;
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std::generate(vals.begin(), vals.end(), [&i, start, stride] {
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return start + i++ * stride;
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});
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return vals;
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}
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// A shorter C++14 style form of the enable_if metafunction
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template<bool B, class T>
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using enable_if_t = typename std::enable_if<B, T>::type;
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@ -392,6 +352,56 @@ inline IntegerOnly<I, std::vector<T, Args...>> reserve_vector(I capacity)
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return ret;
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}
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/// Exactly like Matlab https://www.mathworks.com/help/matlab/ref/linspace.html
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template<class T, class I>
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inline std::vector<T> linspace_vector(const ArithmeticOnly<T> &start,
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const T &stop,
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const IntegerOnly<I> &n)
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{
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std::vector<T> vals(n, T());
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T stride = (stop - start) / n;
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size_t i = 0;
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std::generate(vals.begin(), vals.end(), [&i, start, stride] {
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return start + i++ * stride;
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});
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return vals;
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}
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template<size_t N, class T>
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inline std::array<ArithmeticOnly<T>, N> linspace_array(const T &start, const T &stop)
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{
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std::array<T, N> vals = {T()};
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T stride = (stop - start) / N;
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size_t i = 0;
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std::generate(vals.begin(), vals.end(), [&i, start, stride] {
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return start + i++ * stride;
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});
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return vals;
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}
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/// A set of equidistant values starting from 'start' (inclusive), ending
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/// in the closest multiple of 'stride' less than or equal to 'end' and
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/// leaving 'stride' space between each value.
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/// Very similar to Matlab [start:stride:end] notation.
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template<class T>
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inline std::vector<ArithmeticOnly<T>> grid(const T &start,
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const T &stop,
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const T &stride)
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{
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std::vector<T> vals(size_t(std::ceil((stop - start) / stride)), T());
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int i = 0;
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std::generate(vals.begin(), vals.end(), [&i, start, stride] {
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return start + i++ * stride;
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});
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return vals;
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}
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} // namespace Slic3r
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#endif // MTUTILS_HPP
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@ -26,6 +26,7 @@
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#include <igl/ray_mesh_intersect.h>
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#include <igl/point_mesh_squared_distance.h>
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#include <igl/remove_duplicate_vertices.h>
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#include <igl/collapse_small_triangles.h>
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#include <igl/signed_distance.h>
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#ifdef _MSC_VER
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#pragma warning(pop)
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@ -194,17 +195,12 @@ public:
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#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
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};
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EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh): m_aabb(new AABBImpl()) {
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static const double dEPS = 1e-6;
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static const constexpr double MESH_EPS = 1e-6;
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void to_eigen_mesh(const TriangleMesh &tmesh, Eigen::MatrixXd &V, Eigen::MatrixXi &F)
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{
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const stl_file& stl = tmesh.stl;
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auto&& bb = tmesh.bounding_box();
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m_ground_level += bb.min(Z);
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Eigen::MatrixXd V;
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Eigen::MatrixXi F;
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V.resize(3*stl.stats.number_of_facets, 3);
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F.resize(stl.stats.number_of_facets, 3);
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for (unsigned int i = 0; i < stl.stats.number_of_facets; ++i) {
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@ -217,9 +213,37 @@ EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh): m_aabb(new AABBImpl()) {
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F(i, 2) = int(3*i+2);
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}
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// We will convert this to a proper 3d mesh with no duplicate points.
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Eigen::VectorXi SVI, SVJ;
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igl::remove_duplicate_vertices(V, F, dEPS, m_V, SVI, SVJ, m_F);
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if (!tmesh.has_shared_vertices())
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{
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Eigen::MatrixXd rV;
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Eigen::MatrixXi rF;
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// We will convert this to a proper 3d mesh with no duplicate points.
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Eigen::VectorXi SVI, SVJ;
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igl::remove_duplicate_vertices(V, F, MESH_EPS, rV, SVI, SVJ, rF);
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V = std::move(rV);
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F = std::move(rF);
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}
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}
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void to_triangle_mesh(const Eigen::MatrixXd &V, const Eigen::MatrixXi &F, TriangleMesh &out)
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{
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Pointf3s points(size_t(V.rows()));
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std::vector<Vec3crd> facets(size_t(F.rows()));
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for (Eigen::Index i = 0; i < V.rows(); ++i)
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points[size_t(i)] = V.row(i);
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for (Eigen::Index i = 0; i < F.rows(); ++i)
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facets[size_t(i)] = F.row(i);
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out = {points, facets};
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}
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EigenMesh3D::EigenMesh3D(const TriangleMesh& tmesh): m_aabb(new AABBImpl()) {
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auto&& bb = tmesh.bounding_box();
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m_ground_level += bb.min(Z);
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to_eigen_mesh(tmesh, m_V, m_F);
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// Build the AABB accelaration tree
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m_aabb->init(m_V, m_F);
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@ -262,6 +286,10 @@ EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
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m_aabb.reset(new AABBImpl(*other.m_aabb)); return *this;
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}
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EigenMesh3D &EigenMesh3D::operator=(EigenMesh3D &&other) = default;
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EigenMesh3D::EigenMesh3D(EigenMesh3D &&other) = default;
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EigenMesh3D::hit_result
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EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
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{
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@ -12,6 +12,9 @@ namespace sla {
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struct Contour3D;
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void to_eigen_mesh(const TriangleMesh &mesh, Eigen::MatrixXd &V, Eigen::MatrixXi &F);
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void to_triangle_mesh(const Eigen::MatrixXd &V, const Eigen::MatrixXi &F, TriangleMesh &);
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/// An index-triangle structure for libIGL functions. Also serves as an
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/// alternative (raw) input format for the SLASupportTree.
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// Implemented in libslic3r/SLA/Common.cpp
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@ -30,11 +33,15 @@ class EigenMesh3D {
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public:
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EigenMesh3D(const TriangleMesh&);
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explicit EigenMesh3D(const TriangleMesh&);
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explicit EigenMesh3D(const Contour3D &other);
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EigenMesh3D(const EigenMesh3D& other);
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EigenMesh3D(const Contour3D &other);
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EigenMesh3D& operator=(const EigenMesh3D&);
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EigenMesh3D(EigenMesh3D &&other);
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EigenMesh3D& operator=(EigenMesh3D &&other);
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~EigenMesh3D();
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inline double ground_level() const { return m_ground_level + m_gnd_offset; }
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@ -70,9 +77,6 @@ public:
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inline bool is_valid() const { return m_mesh != nullptr; }
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inline bool is_hit() const { return !std::isinf(m_t); }
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// Hit_result can decay into a double as the hit distance.
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inline operator double() const { return distance(); }
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inline const Vec3d& normal() const {
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assert(is_valid());
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return m_normal;
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@ -166,190 +166,182 @@ bool SupportTreeBuildsteps::execute(SupportTreeBuilder & builder,
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return pc == ABORT;
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}
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// Give points on a 3D ring with given center, radius and orientation
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// method based on:
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// https://math.stackexchange.com/questions/73237/parametric-equation-of-a-circle-in-3d-space
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template<size_t N>
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class PointRing {
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std::array<double, N> m_phis;
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// Two vectors that will be perpendicular to each other and to the
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// axis. Values for a(X) and a(Y) are now arbitrary, a(Z) is just a
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// placeholder.
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// a and b vectors are perpendicular to the ring direction and to each other.
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// Together they define the plane where we have to iterate with the
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// given angles in the 'm_phis' vector
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Vec3d a = {0, 1, 0}, b;
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double m_radius = 0.;
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static inline bool constexpr is_one(double val)
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{
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return std::abs(std::abs(val) - 1) < 1e-20;
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}
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public:
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PointRing(const Vec3d &n)
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{
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m_phis = linspace_array<N>(0., 2 * PI);
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// We have to address the case when the direction vector v (same as
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// dir) is coincident with one of the world axes. In this case two of
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// its components will be completely zero and one is 1.0. Our method
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// becomes dangerous here due to division with zero. Instead, vector
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// 'a' can be an element-wise rotated version of 'v'
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if(is_one(n(X)) || is_one(n(Y)) || is_one(n(Z))) {
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a = {n(Z), n(X), n(Y)};
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b = {n(Y), n(Z), n(X)};
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}
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else {
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a(Z) = -(n(Y)*a(Y)) / n(Z); a.normalize();
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b = a.cross(n);
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}
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}
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Vec3d get(size_t idx, const Vec3d src, double r) const
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{
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double phi = m_phis[idx];
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double sinphi = std::sin(phi);
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double cosphi = std::cos(phi);
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double rpscos = r * cosphi;
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double rpssin = r * sinphi;
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// Point on the sphere
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return {src(X) + rpscos * a(X) + rpssin * b(X),
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src(Y) + rpscos * a(Y) + rpssin * b(Y),
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src(Z) + rpscos * a(Z) + rpssin * b(Z)};
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}
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};
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template<class C, class Hit = EigenMesh3D::hit_result>
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static Hit min_hit(const C &hits)
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{
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auto mit = std::min_element(hits.begin(), hits.end(),
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[](const Hit &h1, const Hit &h2) {
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return h1.distance() < h2.distance();
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});
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return *mit;
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}
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EigenMesh3D::hit_result SupportTreeBuildsteps::pinhead_mesh_intersect(
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const Vec3d &s, const Vec3d &dir, double r_pin, double r_back, double width)
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{
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static const size_t SAMPLES = 8;
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// method based on:
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// https://math.stackexchange.com/questions/73237/parametric-equation-of-a-circle-in-3d-space
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// Move away slightly from the touching point to avoid raycasting on the
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// inner surface of the mesh.
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const double& sd = m_cfg.safety_distance_mm;
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auto& m = m_mesh;
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using HitResult = EigenMesh3D::hit_result;
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// Hit results
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std::array<HitResult, SAMPLES> hits;
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struct Rings {
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double rpin;
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double rback;
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Vec3d spin;
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Vec3d sback;
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PointRing<SAMPLES> ring;
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Vec3d backring(size_t idx) { return ring.get(idx, sback, rback); }
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Vec3d pinring(size_t idx) { return ring.get(idx, spin, rpin); }
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} rings {r_pin + sd, r_back + sd, s, s + width * dir, dir};
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// We will shoot multiple rays from the head pinpoint in the direction
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// of the pinhead robe (side) surface. The result will be the smallest
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// hit distance.
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// Move away slightly from the touching point to avoid raycasting on the
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// inner surface of the mesh.
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Vec3d v = dir; // Our direction (axis)
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Vec3d c = s + width * dir;
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const double& sd = m_cfg.safety_distance_mm;
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ccr::enumerate(hits.begin(), hits.end(),
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[&m, &rings, sd](HitResult &hit, size_t i) {
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// Two vectors that will be perpendicular to each other and to the
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// axis. Values for a(X) and a(Y) are now arbitrary, a(Z) is just a
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// placeholder.
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Vec3d a(0, 1, 0), b;
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// Point on the circle on the pin sphere
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Vec3d ps = rings.pinring(i);
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// This is the point on the circle on the back sphere
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Vec3d p = rings.backring(i);
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// Point ps is not on mesh but can be inside or
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// outside as well. This would cause many problems
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// with ray-casting. To detect the position we will
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// use the ray-casting result (which has an is_inside
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// predicate).
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// The portions of the circle (the head-back circle) for which we will
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// shoot rays.
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std::array<double, SAMPLES> phis;
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for(size_t i = 0; i < phis.size(); ++i) phis[i] = i*2*PI/phis.size();
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Vec3d n = (p - ps).normalized();
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auto q = m.query_ray_hit(ps + sd * n, n);
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auto& m = m_mesh;
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using HitResult = EigenMesh3D::hit_result;
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if (q.is_inside()) { // the hit is inside the model
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if (q.distance() > rings.rpin) {
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// If we are inside the model and the hit
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// distance is bigger than our pin circle
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// diameter, it probably indicates that the
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// support point was already inside the
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// model, or there is really no space
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// around the point. We will assign a zero
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// hit distance to these cases which will
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// enforce the function return value to be
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// an invalid ray with zero hit distance.
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// (see min_element at the end)
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hit = HitResult(0.0);
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} else {
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// re-cast the ray from the outside of the
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// object. The starting point has an offset
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// of 2*safety_distance because the
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// original ray has also had an offset
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auto q2 = m.query_ray_hit(ps + (q.distance() + 2 * sd) * n, n);
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hit = q2;
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}
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} else
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hit = q;
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});
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// Hit results
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||||
std::array<HitResult, SAMPLES> hits;
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|
||||
// We have to address the case when the direction vector v (same as
|
||||
// dir) is coincident with one of the world axes. In this case two of
|
||||
// its components will be completely zero and one is 1.0. Our method
|
||||
// becomes dangerous here due to division with zero. Instead, vector
|
||||
// 'a' can be an element-wise rotated version of 'v'
|
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auto chk1 = [] (double val) {
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return std::abs(std::abs(val) - 1) < 1e-20;
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};
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if(chk1(v(X)) || chk1(v(Y)) || chk1(v(Z))) {
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a = {v(Z), v(X), v(Y)};
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b = {v(Y), v(Z), v(X)};
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}
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else {
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a(Z) = -(v(Y)*a(Y)) / v(Z); a.normalize();
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b = a.cross(v);
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}
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// Now a and b vectors are perpendicular to v and to each other.
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// Together they define the plane where we have to iterate with the
|
||||
// given angles in the 'phis' vector
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ccr::enumerate(
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phis.begin(), phis.end(),
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[&hits, &m, sd, r_pin, r_back, s, a, b, c](double phi, size_t i) {
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double sinphi = std::sin(phi);
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double cosphi = std::cos(phi);
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// Let's have a safety coefficient for the radiuses.
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double rpscos = (sd + r_pin) * cosphi;
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double rpssin = (sd + r_pin) * sinphi;
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double rpbcos = (sd + r_back) * cosphi;
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double rpbsin = (sd + r_back) * sinphi;
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||||
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||||
// Point on the circle on the pin sphere
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||||
Vec3d ps(s(X) + rpscos * a(X) + rpssin * b(X),
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s(Y) + rpscos * a(Y) + rpssin * b(Y),
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||||
s(Z) + rpscos * a(Z) + rpssin * b(Z));
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||||
|
||||
// Point ps is not on mesh but can be inside or
|
||||
// outside as well. This would cause many problems
|
||||
// with ray-casting. To detect the position we will
|
||||
// use the ray-casting result (which has an is_inside
|
||||
// predicate).
|
||||
|
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// This is the point on the circle on the back sphere
|
||||
Vec3d p(c(X) + rpbcos * a(X) + rpbsin * b(X),
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||||
c(Y) + rpbcos * a(Y) + rpbsin * b(Y),
|
||||
c(Z) + rpbcos * a(Z) + rpbsin * b(Z));
|
||||
|
||||
Vec3d n = (p - ps).normalized();
|
||||
auto q = m.query_ray_hit(ps + sd * n, n);
|
||||
|
||||
if (q.is_inside()) { // the hit is inside the model
|
||||
if (q.distance() > r_pin + sd) {
|
||||
// If we are inside the model and the hit
|
||||
// distance is bigger than our pin circle
|
||||
// diameter, it probably indicates that the
|
||||
// support point was already inside the
|
||||
// model, or there is really no space
|
||||
// around the point. We will assign a zero
|
||||
// hit distance to these cases which will
|
||||
// enforce the function return value to be
|
||||
// an invalid ray with zero hit distance.
|
||||
// (see min_element at the end)
|
||||
hits[i] = HitResult(0.0);
|
||||
} else {
|
||||
// re-cast the ray from the outside of the
|
||||
// object. The starting point has an offset
|
||||
// of 2*safety_distance because the
|
||||
// original ray has also had an offset
|
||||
auto q2 = m.query_ray_hit(
|
||||
ps + (q.distance() + 2 * sd) * n, n);
|
||||
hits[i] = q2;
|
||||
}
|
||||
} else
|
||||
hits[i] = q;
|
||||
});
|
||||
|
||||
auto mit = std::min_element(hits.begin(), hits.end());
|
||||
|
||||
return *mit;
|
||||
return min_hit(hits);
|
||||
}
|
||||
|
||||
EigenMesh3D::hit_result SupportTreeBuildsteps::bridge_mesh_intersect(
|
||||
const Vec3d &s, const Vec3d &dir, double r, bool ins_check)
|
||||
const Vec3d &src, const Vec3d &dir, double r, bool ins_check)
|
||||
{
|
||||
static const size_t SAMPLES = 8;
|
||||
PointRing<SAMPLES> ring{dir};
|
||||
|
||||
// helper vector calculations
|
||||
Vec3d a(0, 1, 0), b;
|
||||
const double& sd = m_cfg.safety_distance_mm;
|
||||
|
||||
// INFO: for explanation of the method used here, see the previous
|
||||
// method's comments.
|
||||
|
||||
auto chk1 = [] (double val) {
|
||||
return std::abs(std::abs(val) - 1) < 1e-20;
|
||||
};
|
||||
|
||||
if(chk1(dir(X)) || chk1(dir(Y)) || chk1(dir(Z))) {
|
||||
a = {dir(Z), dir(X), dir(Y)};
|
||||
b = {dir(Y), dir(Z), dir(X)};
|
||||
}
|
||||
else {
|
||||
a(Z) = -(dir(Y)*a(Y)) / dir(Z); a.normalize();
|
||||
b = a.cross(dir);
|
||||
}
|
||||
|
||||
// circle portions
|
||||
std::array<double, SAMPLES> phis;
|
||||
for(size_t i = 0; i < phis.size(); ++i) phis[i] = i*2*PI/phis.size();
|
||||
|
||||
auto& m = m_mesh;
|
||||
using HitResult = EigenMesh3D::hit_result;
|
||||
using Hit = EigenMesh3D::hit_result;
|
||||
|
||||
// Hit results
|
||||
std::array<HitResult, SAMPLES> hits;
|
||||
std::array<Hit, SAMPLES> hits;
|
||||
|
||||
ccr::enumerate(
|
||||
phis.begin(), phis.end(),
|
||||
[&m, a, b, sd, dir, r, s, ins_check, &hits] (double phi, size_t i) {
|
||||
double sinphi = std::sin(phi);
|
||||
double cosphi = std::cos(phi);
|
||||
|
||||
// Let's have a safety coefficient for the radiuses.
|
||||
double rcos = (sd + r) * cosphi;
|
||||
double rsin = (sd + r) * sinphi;
|
||||
|
||||
// Point on the circle on the pin sphere
|
||||
Vec3d p (s(X) + rcos * a(X) + rsin * b(X),
|
||||
s(Y) + rcos * a(Y) + rsin * b(Y),
|
||||
s(Z) + rcos * a(Z) + rsin * b(Z));
|
||||
|
||||
auto hr = m.query_ray_hit(p + sd*dir, dir);
|
||||
|
||||
if(ins_check && hr.is_inside()) {
|
||||
if(hr.distance() > 2 * r + sd) hits[i] = HitResult(0.0);
|
||||
else {
|
||||
// re-cast the ray from the outside of the object
|
||||
auto hr2 =
|
||||
m.query_ray_hit(p + (hr.distance() + 2*sd)*dir, dir);
|
||||
|
||||
hits[i] = hr2;
|
||||
}
|
||||
} else hits[i] = hr;
|
||||
});
|
||||
ccr::enumerate(hits.begin(), hits.end(),
|
||||
[this, r, src, ins_check, &ring, dir] (Hit &hit, size_t i) {
|
||||
|
||||
const double sd = m_cfg.safety_distance_mm;
|
||||
|
||||
// Point on the circle on the pin sphere
|
||||
Vec3d p = ring.get(i, src, r + sd);
|
||||
|
||||
auto hr = m_mesh.query_ray_hit(p + sd * dir, dir);
|
||||
|
||||
if(ins_check && hr.is_inside()) {
|
||||
if(hr.distance() > 2 * r + sd) hit = Hit(0.0);
|
||||
else {
|
||||
// re-cast the ray from the outside of the object
|
||||
hit = m_mesh.query_ray_hit(p + (hr.distance() + 2 * sd) * dir, dir);
|
||||
}
|
||||
} else hit = hr;
|
||||
});
|
||||
|
||||
auto mit = std::min_element(hits.begin(), hits.end());
|
||||
|
||||
return *mit;
|
||||
return min_hit(hits);
|
||||
}
|
||||
|
||||
bool SupportTreeBuildsteps::interconnect(const Pillar &pillar,
|
||||
@ -419,7 +411,7 @@ bool SupportTreeBuildsteps::interconnect(const Pillar &pillar,
|
||||
|
||||
// TODO: This is a workaround to not have a faulty last bridge
|
||||
while(ej(Z) >= eupper(Z) /*endz*/) {
|
||||
if(bridge_mesh_intersect(sj, dirv(sj, ej), pillar.r) >= bridge_distance)
|
||||
if(bridge_mesh_distance(sj, dirv(sj, ej), pillar.r) >= bridge_distance)
|
||||
{
|
||||
m_builder.add_crossbridge(sj, ej, pillar.r);
|
||||
was_connected = true;
|
||||
@ -430,7 +422,7 @@ bool SupportTreeBuildsteps::interconnect(const Pillar &pillar,
|
||||
Vec3d sjback(ej(X), ej(Y), sj(Z));
|
||||
Vec3d ejback(sj(X), sj(Y), ej(Z));
|
||||
if (sjback(Z) <= slower(Z) && ejback(Z) >= eupper(Z) &&
|
||||
bridge_mesh_intersect(sjback, dirv(sjback, ejback),
|
||||
bridge_mesh_distance(sjback, dirv(sjback, ejback),
|
||||
pillar.r) >= bridge_distance) {
|
||||
// need to check collision for the cross stick
|
||||
m_builder.add_crossbridge(sjback, ejback, pillar.r);
|
||||
@ -487,7 +479,7 @@ bool SupportTreeBuildsteps::connect_to_nearpillar(const Head &head,
|
||||
bridgestart(Z) -= zdiff;
|
||||
touchjp(Z) = Zdown;
|
||||
|
||||
double t = bridge_mesh_intersect(headjp, {0,0,-1}, r);
|
||||
double t = bridge_mesh_distance(headjp, DOWN, r);
|
||||
|
||||
// We can't insert a pillar under the source head to connect
|
||||
// with the nearby pillar's starting junction
|
||||
@ -505,8 +497,7 @@ bool SupportTreeBuildsteps::connect_to_nearpillar(const Head &head,
|
||||
double minz = m_builder.ground_level + 2 * m_cfg.head_width_mm;
|
||||
if(bridgeend(Z) < minz) return false;
|
||||
|
||||
double t = bridge_mesh_intersect(bridgestart,
|
||||
dirv(bridgestart, bridgeend), r);
|
||||
double t = bridge_mesh_distance(bridgestart, dirv(bridgestart, bridgeend), r);
|
||||
|
||||
// Cannot insert the bridge. (further search might not worth the hassle)
|
||||
if(t < distance(bridgestart, bridgeend)) return false;
|
||||
@ -633,7 +624,7 @@ void SupportTreeBuildsteps::create_ground_pillar(const Vec3d &jp,
|
||||
};
|
||||
|
||||
// We have to check if the bridge is feasible.
|
||||
if (bridge_mesh_intersect(jp, dir, radius) < (endp - jp).norm())
|
||||
if (bridge_mesh_distance(jp, dir, radius) < (endp - jp).norm())
|
||||
abort_in_shame();
|
||||
else {
|
||||
// If the new endpoint is below ground, do not make a pillar
|
||||
@ -764,7 +755,7 @@ void SupportTreeBuildsteps::filter()
|
||||
{
|
||||
auto dir = spheric_to_dir(plr, azm).normalized();
|
||||
|
||||
double score = pinhead_mesh_intersect(
|
||||
double score = pinhead_mesh_distance(
|
||||
hp, dir, pin_r, m_cfg.head_back_radius_mm, w);
|
||||
|
||||
return score;
|
||||
@ -950,11 +941,11 @@ bool SupportTreeBuildsteps::connect_to_ground(Head &head, const Vec3d &dir)
|
||||
{
|
||||
auto hjp = head.junction_point();
|
||||
double r = head.r_back_mm;
|
||||
double t = bridge_mesh_intersect(hjp, dir, head.r_back_mm);
|
||||
double t = bridge_mesh_distance(hjp, dir, head.r_back_mm);
|
||||
double d = 0, tdown = 0;
|
||||
t = std::min(t, m_cfg.max_bridge_length_mm);
|
||||
|
||||
while (d < t && !std::isinf(tdown = bridge_mesh_intersect(hjp + d * dir, DOWN, r)))
|
||||
while (d < t && !std::isinf(tdown = bridge_mesh_distance(hjp + d * dir, DOWN, r)))
|
||||
d += r;
|
||||
|
||||
if(!std::isinf(tdown)) return false;
|
||||
@ -989,7 +980,7 @@ bool SupportTreeBuildsteps::connect_to_ground(Head &head)
|
||||
auto oresult = solver.optimize_max(
|
||||
[this, hjp, r_back](double plr, double azm) {
|
||||
Vec3d n = spheric_to_dir(plr, azm).normalized();
|
||||
return bridge_mesh_intersect(hjp, n, r_back);
|
||||
return bridge_mesh_distance(hjp, n, r_back);
|
||||
},
|
||||
initvals(polar, azimuth), // let's start with what we have
|
||||
bound(3*PI/4, PI), // Must not exceed the slope limit
|
||||
@ -1259,9 +1250,8 @@ void SupportTreeBuildsteps::interconnect_pillars()
|
||||
m_pillar_index.insert(pp.endpoint(), unsigned(pp.id));
|
||||
|
||||
m_builder.add_junction(s, pillar().r);
|
||||
double t = bridge_mesh_intersect(pillarsp,
|
||||
dirv(pillarsp, s),
|
||||
pillar().r);
|
||||
double t = bridge_mesh_distance(pillarsp, dirv(pillarsp, s),
|
||||
pillar().r);
|
||||
if (distance(pillarsp, s) < t)
|
||||
m_builder.add_bridge(pillarsp, s, pillar().r);
|
||||
|
||||
@ -1312,8 +1302,8 @@ void SupportTreeBuildsteps::routing_headless()
|
||||
Vec3d sj = sp + R * n; // stick start point
|
||||
|
||||
// This is only for checking
|
||||
double idist = bridge_mesh_intersect(sph, DOWN, R, true);
|
||||
double realdist = ray_mesh_intersect(sj, DOWN);
|
||||
double idist = bridge_mesh_distance(sph, DOWN, R, true);
|
||||
double realdist = ray_mesh_intersect(sj, DOWN).distance();
|
||||
double dist = realdist;
|
||||
|
||||
if (std::isinf(dist)) dist = sph(Z) - m_builder.ground_level;
|
||||
|
@ -206,10 +206,10 @@ class SupportTreeBuildsteps {
|
||||
// When bridging heads to pillars... TODO: find a cleaner solution
|
||||
ccr::BlockingMutex m_bridge_mutex;
|
||||
|
||||
inline double ray_mesh_intersect(const Vec3d& s,
|
||||
const Vec3d& dir)
|
||||
inline EigenMesh3D::hit_result ray_mesh_intersect(const Vec3d& s,
|
||||
const Vec3d& dir)
|
||||
{
|
||||
return m_mesh.query_ray_hit(s, dir).distance();
|
||||
return m_mesh.query_ray_hit(s, dir);
|
||||
}
|
||||
|
||||
// This function will test if a future pinhead would not collide with the
|
||||
@ -229,6 +229,11 @@ class SupportTreeBuildsteps {
|
||||
double r_pin,
|
||||
double r_back,
|
||||
double width);
|
||||
|
||||
template<class...Args>
|
||||
inline double pinhead_mesh_distance(Args&&...args) {
|
||||
return pinhead_mesh_intersect(std::forward<Args>(args)...).distance();
|
||||
}
|
||||
|
||||
// Checking bridge (pillar and stick as well) intersection with the model.
|
||||
// If the function is used for headless sticks, the ins_check parameter
|
||||
@ -243,6 +248,11 @@ class SupportTreeBuildsteps {
|
||||
const Vec3d& dir,
|
||||
double r,
|
||||
bool ins_check = false);
|
||||
|
||||
template<class...Args>
|
||||
inline double bridge_mesh_distance(Args&&...args) {
|
||||
return bridge_mesh_intersect(std::forward<Args>(args)...).distance();
|
||||
}
|
||||
|
||||
// Helper function for interconnecting two pillars with zig-zag bridges.
|
||||
bool interconnect(const Pillar& pillar, const Pillar& nextpillar);
|
||||
|
@ -1095,8 +1095,6 @@ const ExPolygons &SliceRecord::get_slice(SliceOrigin o) const
|
||||
const std::vector<ExPolygons>& v = o == soModel? m_po->get_model_slices() :
|
||||
m_po->get_support_slices();
|
||||
|
||||
if(idx >= v.size()) return EMPTY_SLICE;
|
||||
|
||||
return idx >= v.size() ? EMPTY_SLICE : v[idx];
|
||||
}
|
||||
|
||||
|
@ -138,9 +138,9 @@ public:
|
||||
// Returns the current layer height
|
||||
float layer_height() const { return m_height; }
|
||||
|
||||
bool is_valid() const { return ! std::isnan(m_slice_z); }
|
||||
bool is_valid() const { return m_po && ! std::isnan(m_slice_z); }
|
||||
|
||||
const SLAPrintObject* print_obj() const { assert(m_po); return m_po; }
|
||||
const SLAPrintObject* print_obj() const { return m_po; }
|
||||
|
||||
// Methods for setting the indices into the slice vectors.
|
||||
void set_model_slice_idx(const SLAPrintObject &po, size_t id) {
|
||||
|
@ -465,14 +465,16 @@ static ClipperPolygons polydiff(const ClipperPolygons &subjects, const ClipperPo
|
||||
}
|
||||
|
||||
// get polygons for all instances in the object
|
||||
static ClipperPolygons get_all_polygons(
|
||||
const ExPolygons & input_polygons,
|
||||
const std::vector<SLAPrintObject::Instance> &instances,
|
||||
bool is_lefthanded)
|
||||
static ClipperPolygons get_all_polygons(const SliceRecord& record, SliceOrigin o)
|
||||
{
|
||||
namespace sl = libnest2d::sl;
|
||||
|
||||
if (!record.print_obj()) return {};
|
||||
|
||||
ClipperPolygons polygons;
|
||||
auto &input_polygons = record.get_slice(o);
|
||||
auto &instances = record.print_obj()->instances();
|
||||
bool is_lefthanded = record.print_obj()->is_left_handed();
|
||||
polygons.reserve(input_polygons.size() * instances.size());
|
||||
|
||||
for (const ExPolygon& polygon : input_polygons) {
|
||||
@ -545,6 +547,12 @@ void SLAPrint::Steps::initialize_printer_input()
|
||||
coord_t gndlvl = o->get_slice_index().front().print_level() - ilhs;
|
||||
|
||||
for(const SliceRecord& slicerecord : o->get_slice_index()) {
|
||||
if (!slicerecord.is_valid())
|
||||
throw std::runtime_error(
|
||||
L("There are unprintable objects. Try to "
|
||||
"adjust support settings to make the "
|
||||
"objects printable."));
|
||||
|
||||
coord_t lvlid = slicerecord.print_level() - gndlvl;
|
||||
|
||||
// Neat trick to round the layer levels to the grid.
|
||||
@ -647,22 +655,13 @@ void SLAPrint::Steps::merge_slices_and_eval_stats() {
|
||||
supports_polygons.reserve(c);
|
||||
|
||||
for(const SliceRecord& record : layer.slices()) {
|
||||
const SLAPrintObject *po = record.print_obj();
|
||||
|
||||
const ExPolygons &modelslices = record.get_slice(soModel);
|
||||
|
||||
bool is_lefth = record.print_obj()->is_left_handed();
|
||||
if (!modelslices.empty()) {
|
||||
ClipperPolygons v = get_all_polygons(modelslices, po->instances(), is_lefth);
|
||||
for(ClipperPolygon& p_tmp : v) model_polygons.emplace_back(std::move(p_tmp));
|
||||
}
|
||||
|
||||
const ExPolygons &supportslices = record.get_slice(soSupport);
|
||||
|
||||
if (!supportslices.empty()) {
|
||||
ClipperPolygons v = get_all_polygons(supportslices, po->instances(), is_lefth);
|
||||
for(ClipperPolygon& p_tmp : v) supports_polygons.emplace_back(std::move(p_tmp));
|
||||
}
|
||||
ClipperPolygons modelslices = get_all_polygons(record, soModel);
|
||||
for(ClipperPolygon& p_tmp : modelslices) model_polygons.emplace_back(std::move(p_tmp));
|
||||
|
||||
ClipperPolygons supportslices = get_all_polygons(record, soSupport);
|
||||
for(ClipperPolygon& p_tmp : supportslices) supports_polygons.emplace_back(std::move(p_tmp));
|
||||
|
||||
}
|
||||
|
||||
model_polygons = polyunion(model_polygons);
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include <array>
|
||||
#include <type_traits>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
#ifndef NDEBUG
|
||||
#include <iostream>
|
||||
@ -63,7 +64,7 @@ namespace implementation {
|
||||
template<bool B, class T>
|
||||
using enable_if_t = typename std::enable_if<B, T>::type;
|
||||
|
||||
// Meta predicates for floating, 'scaled coord' and generic arithmetic types
|
||||
// Meta predicates for floating, integer and generic arithmetic types
|
||||
template<class T, class O = T>
|
||||
using FloatingOnly = enable_if_t<std::is_floating_point<T>::value, O>;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user