0558b53493
The XS was left only for the unit / integration tests, and it links libslic3r only. No wxWidgets are allowed to be used from Perl starting from now.
141 lines
5.0 KiB
C++
141 lines
5.0 KiB
C++
#include "libslic3r.h"
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#include "TriangleMesh.hpp"
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#include "SlicingAdaptive.hpp"
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namespace Slic3r
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{
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void SlicingAdaptive::clear()
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{
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m_meshes.clear();
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m_faces.clear();
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m_face_normal_z.clear();
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}
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std::pair<float, float> face_z_span(const stl_facet *f)
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{
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return std::pair<float, float>(
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std::min(std::min(f->vertex[0](2), f->vertex[1](2)), f->vertex[2](2)),
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std::max(std::max(f->vertex[0](2), f->vertex[1](2)), f->vertex[2](2)));
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}
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void SlicingAdaptive::prepare()
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{
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// 1) Collect faces of all meshes.
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int nfaces_total = 0;
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for (std::vector<const TriangleMesh*>::const_iterator it_mesh = m_meshes.begin(); it_mesh != m_meshes.end(); ++ it_mesh)
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nfaces_total += (*it_mesh)->stl.stats.number_of_facets;
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m_faces.reserve(nfaces_total);
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for (std::vector<const TriangleMesh*>::const_iterator it_mesh = m_meshes.begin(); it_mesh != m_meshes.end(); ++ it_mesh)
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for (int i = 0; i < (*it_mesh)->stl.stats.number_of_facets; ++ i)
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m_faces.push_back((*it_mesh)->stl.facet_start + i);
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// 2) Sort faces lexicographically by their Z span.
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std::sort(m_faces.begin(), m_faces.end(), [](const stl_facet *f1, const stl_facet *f2) {
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std::pair<float, float> span1 = face_z_span(f1);
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std::pair<float, float> span2 = face_z_span(f2);
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return span1 < span2;
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});
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// 3) Generate Z components of the facet normals.
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m_face_normal_z.assign(m_faces.size(), 0.f);
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for (size_t iface = 0; iface < m_faces.size(); ++ iface)
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m_face_normal_z[iface] = m_faces[iface]->normal(2);
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}
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float SlicingAdaptive::cusp_height(float z, float cusp_value, int ¤t_facet)
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{
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float height = m_slicing_params.max_layer_height;
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bool first_hit = false;
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// find all facets intersecting the slice-layer
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int ordered_id = current_facet;
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for (; ordered_id < int(m_faces.size()); ++ ordered_id) {
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std::pair<float, float> zspan = face_z_span(m_faces[ordered_id]);
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// facet's minimum is higher than slice_z -> end loop
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if (zspan.first >= z)
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break;
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// facet's maximum is higher than slice_z -> store the first event for next cusp_height call to begin at this point
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if (zspan.second > z) {
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// first event?
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if (! first_hit) {
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first_hit = true;
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current_facet = ordered_id;
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}
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// skip touching facets which could otherwise cause small cusp values
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if (zspan.second <= z + EPSILON)
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continue;
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// compute cusp-height for this facet and store minimum of all heights
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float normal_z = m_face_normal_z[ordered_id];
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height = std::min(height, (normal_z == 0.f) ? 9999.f : std::abs(cusp_value / normal_z));
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}
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}
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// lower height limit due to printer capabilities
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height = std::max(height, float(m_slicing_params.min_layer_height));
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// check for sloped facets inside the determined layer and correct height if necessary
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if (height > m_slicing_params.min_layer_height) {
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for (; ordered_id < int(m_faces.size()); ++ ordered_id) {
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std::pair<float, float> zspan = face_z_span(m_faces[ordered_id]);
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// facet's minimum is higher than slice_z + height -> end loop
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if (zspan.first >= z + height)
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break;
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// skip touching facets which could otherwise cause small cusp values
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if (zspan.second <= z + EPSILON)
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continue;
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// Compute cusp-height for this facet and check against height.
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float normal_z = m_face_normal_z[ordered_id];
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float cusp = (normal_z == 0) ? 9999 : abs(cusp_value / normal_z);
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float z_diff = zspan.first - z;
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// handle horizontal facets
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if (m_face_normal_z[ordered_id] > 0.999) {
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// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
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height = z_diff;
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// Slic3r::debugf "to %f due to near horizontal facet\n", $height;
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} else if (cusp > z_diff) {
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if (cusp < height) {
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// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
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height = cusp;
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// Slic3r::debugf "to %f due to new cusp height\n", $height;
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}
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} else {
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// Slic3r::debugf "cusp computation, height is reduced from %f", $height;
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height = z_diff;
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// Slic3r::debugf "to z-diff: %f\n", $height;
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}
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}
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// lower height limit due to printer capabilities again
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height = std::max(height, float(m_slicing_params.min_layer_height));
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}
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// Slic3r::debugf "cusp computation, layer-bottom at z:%f, cusp_value:%f, resulting layer height:%f\n", unscale $z, $cusp_value, $height;
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return height;
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}
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// Returns the distance to the next horizontal facet in Z-dir
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// to consider horizontal object features in slice thickness
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float SlicingAdaptive::horizontal_facet_distance(float z)
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{
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for (size_t i = 0; i < m_faces.size(); ++ i) {
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std::pair<float, float> zspan = face_z_span(m_faces[i]);
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// facet's minimum is higher than max forward distance -> end loop
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if (zspan.first > z + m_slicing_params.max_layer_height)
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break;
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// min_z == max_z -> horizontal facet
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if (zspan.first > z && zspan.first == zspan.second)
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return zspan.first - z;
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}
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// objects maximum?
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return (z + m_slicing_params.max_layer_height > m_slicing_params.object_print_z_height()) ?
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std::max<float>(m_slicing_params.object_print_z_height() - z, 0.f) :
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m_slicing_params.max_layer_height;
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}
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}; // namespace Slic3r
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