97 lines
3.3 KiB
C++
97 lines
3.3 KiB
C++
#include <catch2/catch.hpp>
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#include <test_utils.hpp>
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#include <libslic3r/AABBMesh.hpp>
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#include <libslic3r/SLA/Hollowing.hpp>
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#include "sla_test_utils.hpp"
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using namespace Slic3r;
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// First do a simple test of the hole raycaster.
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TEST_CASE("Raycaster - find intersections of a line and cylinder")
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{
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sla::DrainHole hole{Vec3f(0,0,0), Vec3f(0,0,1), 5, 10};
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std::array<std::pair<float, Vec3d>, 2> out;
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Vec3f s;
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Vec3f dir;
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// Start inside the hole and cast perpendicular to its axis.
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s = {-1.f, 0, 5.f};
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dir = {1.f, 0, 0};
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hole.get_intersections(s, dir, out);
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REQUIRE(out[0].first == Approx(-4.f));
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REQUIRE(out[1].first == Approx(6.f));
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// Start outside and cast parallel to axis.
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s = {0, 0, -1.f};
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dir = {0, 0, 1.f};
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hole.get_intersections(s, dir, out);
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REQUIRE(std::abs(out[0].first - 1.f) < 0.001f);
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REQUIRE(std::abs(out[1].first - 11.f) < 0.001f);
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// Start outside and cast so that entry is in base and exit on the cylinder
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s = {0, -1.f, -1.f};
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dir = {0, 1.f, 1.f};
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dir.normalize();
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hole.get_intersections(s, dir, out);
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REQUIRE(std::abs(out[0].first - std::sqrt(2.f)) < 0.001f);
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REQUIRE(std::abs(out[1].first - std::sqrt(72.f)) < 0.001f);
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}
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#ifdef SLIC3R_HOLE_RAYCASTER
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// Create a simple scene with a 20mm cube and a big hole in the front wall
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// with 5mm radius. Then shoot rays from interesting positions and see where
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// they land.
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TEST_CASE("Raycaster with loaded drillholes", "[sla_raycast]")
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{
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// Load the cube and make it hollow.
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TriangleMesh cube = load_model("20mm_cube.obj");
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sla::HollowingConfig hcfg;
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std::unique_ptr<TriangleMesh> cube_inside = sla::generate_interior(cube, hcfg);
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REQUIRE(cube_inside);
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// Helper bb
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auto boxbb = cube.bounding_box();
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// Create the big 10mm long drainhole in the front wall.
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Vec3f center = boxbb.center().cast<float>();
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Vec3f p = {center.x(), 0., center.z()};
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Vec3f normal = {0.f, 1.f, 0.f};
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float radius = 5.f;
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float hole_length = 10.;
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sla::DrainHoles holes = { sla::DrainHole{p, normal, radius, hole_length} };
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cube.merge(*cube_inside);
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sla::IndexedMesh emesh{cube};
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emesh.load_holes(holes);
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Vec3d s = center.cast<double>();
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// Fire from center, should hit the interior wall
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auto hit = emesh.query_ray_hit(s, {0, 1., 0.});
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REQUIRE(hit.distance() == Approx(boxbb.size().x() / 2 - hcfg.min_thickness));
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// Fire upward from hole center, hit distance equals the radius (hits the
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// side of the hole cut.
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s.y() = hcfg.min_thickness / 2;
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hit = emesh.query_ray_hit(s, {0, 0., 1.});
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REQUIRE(hit.distance() == Approx(radius));
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// Fire from outside, hit the back side of the cube interior
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s.y() = -1.;
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hit = emesh.query_ray_hit(s, {0, 1., 0.});
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REQUIRE(hit.distance() == Approx(boxbb.max.y() - hcfg.min_thickness - s.y()));
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// Fire downwards from above the hole cylinder. Has to go through the cyl.
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// as it was not there.
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s = center.cast<double>();
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s.z() = boxbb.max.z() - hcfg.min_thickness - 1.;
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hit = emesh.query_ray_hit(s, {0, 0., -1.});
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REQUIRE(hit.distance() == Approx(s.z() - boxbb.min.z() - hcfg.min_thickness));
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// Check for support tree correctness
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test_support_model_collision("20mm_cube.obj", {}, hcfg, holes);
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}
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#endif
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