Commit Graph

13 Commits

Author SHA1 Message Date
Vojtech Bubnik
1c76df89ea Fix of paint on supports don't work for object that has been scaled up #6718
The triangle-ray intersection function used a hard coded epsilon,
which did not work for triangle meshes, that were either too small
or too large. Newly the epsilon may be provided to the AABBTreeIndirect
search functions externally and IndexedMesh calculates a suitable
epsilon on demand from an average triangle mesh edge length.
2021-08-27 21:04:18 +02:00
tamasmeszaros
3d0d96d8f9 Working hole drilling one by one without linear slowdown. 2021-03-16 09:31:03 +01:00
Vojtech Bubnik
8049dd1f72 Trying to fix the remaining OSX warnings 2021-02-10 19:07:09 +01:00
Lukas Matena
b85de89751 Fixing Clang warnings 2 2021-02-08 17:52:29 +01:00
Lukas Matena
997ee971b4 Bugfix: custom seam identification
Bounding boxes of polygons could overlap. Ask the AABB tree for all possible candidates.
Might be faster than searching for the closest triangle, that requires traversing the whole depth of the tree every time.
2020-12-05 02:02:22 +01:00
Lukas Matena
22f93a34a8 Fix horrible complexity of custom seam lookup (#5067)
- polygons are offset individually
- custom areas are kept separately for each PrintObject
- AABB tree is used to get logN lookup complexity
2020-11-27 10:09:20 +01:00
Vojtech Bubnik
37c5fe9923 Refactoring of adaptive cubic / support cubic:
1) Octree is built directly from the triangle mesh by checking
   overlap of a triangle with an octree cell. This shall produce
   a tighter octree with less dense cells.
2) The same method is used for both the adaptive / support cubic infill,
   where for the support cubic infill the non-overhang triangles are
   ignored.
The AABB tree is no more used.
3) Optimized extraction of continuous infill lines in O(1) instead of O(n^2)
2020-09-17 18:39:28 +02:00
Lukáš Hejl
c311b84b21 Add function for check existence of triangle in define radius 2020-09-09 14:34:04 +02:00
Vojtech Bubnik
ac1f24e5c9 AABB: Some further polishing and a reference to an SSE implementation
of the 3D Box vs. ray intersection implementation.
2020-05-22 11:35:49 +02:00
Vojtech Bubnik
dc46589a8e AABB - triangle intersection wrapped to mimize copying into Vector3D 2020-05-22 09:29:21 +02:00
Vojtech Bubnik
99514ba42b WIP: AABBTreeIndirect - optimized ray_box_intersect_invdir() test,
sandbox for comparing the AABBTreeIndirect with libigl::AABB
2020-05-22 09:29:21 +02:00
Vojtech Bubnik
2b8f655020 WIP AABBIndirect: Documentation, polishing. 2020-05-22 09:29:21 +02:00
Vojtech Bubnik
eeb9590d28 WIP: own AABBTreeIndirect, builds up the tree 4x quicker than libigl. 2020-05-22 09:29:21 +02:00