#include #include #include #include #include "sla_test_utils.hpp" using namespace Slic3r; // First do a simple test of the hole raycaster. TEST_CASE("Raycaster - find intersections of a line and cylinder") { sla::DrainHole hole{Vec3f(0,0,0), Vec3f(0,0,1), 5, 10}; std::array, 2> out; Vec3f s; Vec3f dir; // Start inside the hole and cast perpendicular to its axis. s = {-1.f, 0, 5.f}; dir = {1.f, 0, 0}; hole.get_intersections(s, dir, out); REQUIRE(out[0].first == Approx(-4.f)); REQUIRE(out[1].first == Approx(6.f)); // Start outside and cast parallel to axis. s = {0, 0, -1.f}; dir = {0, 0, 1.f}; hole.get_intersections(s, dir, out); REQUIRE(std::abs(out[0].first - 1.f) < 0.001f); REQUIRE(std::abs(out[1].first - 11.f) < 0.001f); // Start outside and cast so that entry is in base and exit on the cylinder s = {0, -1.f, -1.f}; dir = {0, 1.f, 1.f}; dir.normalize(); hole.get_intersections(s, dir, out); REQUIRE(std::abs(out[0].first - std::sqrt(2.f)) < 0.001f); REQUIRE(std::abs(out[1].first - std::sqrt(72.f)) < 0.001f); } #ifdef SLIC3R_HOLE_RAYCASTER // Create a simple scene with a 20mm cube and a big hole in the front wall // with 5mm radius. Then shoot rays from interesting positions and see where // they land. TEST_CASE("Raycaster with loaded drillholes", "[sla_raycast]") { // Load the cube and make it hollow. TriangleMesh cube = load_model("20mm_cube.obj"); sla::HollowingConfig hcfg; std::unique_ptr cube_inside = sla::generate_interior(cube, hcfg); REQUIRE(cube_inside); // Helper bb auto boxbb = cube.bounding_box(); // Create the big 10mm long drainhole in the front wall. Vec3f center = boxbb.center().cast(); Vec3f p = {center.x(), 0., center.z()}; Vec3f normal = {0.f, 1.f, 0.f}; float radius = 5.f; float hole_length = 10.; sla::DrainHoles holes = { sla::DrainHole{p, normal, radius, hole_length} }; cube.merge(*cube_inside); cube.require_shared_vertices(); sla::EigenMesh3D emesh{cube}; emesh.load_holes(holes); Vec3d s = center.cast(); // Fire from center, should hit the interior wall auto hit = emesh.query_ray_hit(s, {0, 1., 0.}); REQUIRE(hit.distance() == Approx(boxbb.size().x() / 2 - hcfg.min_thickness)); // Fire upward from hole center, hit distance equals the radius (hits the // side of the hole cut. s.y() = hcfg.min_thickness / 2; hit = emesh.query_ray_hit(s, {0, 0., 1.}); REQUIRE(hit.distance() == Approx(radius)); // Fire from outside, hit the back side of the cube interior s.y() = -1.; hit = emesh.query_ray_hit(s, {0, 1., 0.}); REQUIRE(hit.distance() == Approx(boxbb.max.y() - hcfg.min_thickness - s.y())); // Fire downwards from above the hole cylinder. Has to go through the cyl. // as it was not there. s = center.cast(); s.z() = boxbb.max.z() - hcfg.min_thickness - 1.; hit = emesh.query_ray_hit(s, {0, 0., -1.}); REQUIRE(hit.distance() == Approx(s.z() - boxbb.min.z() - hcfg.min_thickness)); // Check for support tree correctness test_support_model_collision("20mm_cube.obj", {}, hcfg, holes); } #endif