b5f38dd23f
https://github.com/prusa3d/Slic3r/issues/311 https://github.com/prusa3d/Slic3r/issues/317 https://github.com/prusa3d/Slic3r/issues/323
363 lines
16 KiB
C++
363 lines
16 KiB
C++
#include "BoundingBox.hpp"
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#include "MotionPlanner.hpp"
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#include "MutablePriorityQueue.hpp"
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#include "Utils.hpp"
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#include <limits> // for numeric_limits
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#include <assert.h>
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#include "boost/polygon/voronoi.hpp"
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using boost::polygon::voronoi_builder;
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using boost::polygon::voronoi_diagram;
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namespace Slic3r {
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MotionPlanner::MotionPlanner(const ExPolygons &islands) : m_initialized(false)
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{
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ExPolygons expp;
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for (const ExPolygon &island : islands) {
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island.simplify(SCALED_EPSILON, &expp);
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for (ExPolygon &island : expp)
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m_islands.emplace_back(MotionPlannerEnv(island));
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expp.clear();
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}
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}
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void MotionPlanner::initialize()
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{
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// prevent initialization of empty BoundingBox
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if (m_initialized || m_islands.empty())
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return;
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// loop through islands in order to create inner expolygons and collect their contours.
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Polygons outer_holes;
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for (MotionPlannerEnv &island : m_islands) {
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// Generate the internal env boundaries by shrinking the island
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// we'll use these inner rings for motion planning (endpoints of the Voronoi-based
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// graph, visibility check) in order to avoid moving too close to the boundaries.
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island.m_env = ExPolygonCollection(offset_ex(island.m_island, -MP_INNER_MARGIN));
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// Island contours are holes of our external environment.
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outer_holes.push_back(island.m_island.contour);
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}
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// Generate a box contour around everyting.
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Polygons contour = offset(get_extents(outer_holes).polygon(), +MP_OUTER_MARGIN*2);
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assert(contour.size() == 1);
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// make expolygon for outer environment
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ExPolygons outer = diff_ex(contour, outer_holes);
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assert(outer.size() == 1);
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// If some of the islands are nested, then the 0th contour is the outer contour due to the order of conversion
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// from Clipper data structure into the Slic3r expolygons inside diff_ex().
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m_outer = MotionPlannerEnv(outer.front());
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m_outer.m_env = ExPolygonCollection(diff_ex(contour, offset(outer_holes, +MP_OUTER_MARGIN)));
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m_graphs.resize(m_islands.size() + 1);
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m_initialized = true;
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}
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Polyline MotionPlanner::shortest_path(const Point &from, const Point &to)
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{
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// If we have an empty configuration space, return a straight move.
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if (m_islands.empty())
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return Line(from, to);
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// Are both points in the same island?
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int island_idx_from = -1;
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int island_idx_to = -1;
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int island_idx = -1;
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for (MotionPlannerEnv &island : m_islands) {
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int idx = &island - m_islands.data();
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if (island.island_contains(from))
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island_idx_from = idx;
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if (island.island_contains(to))
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island_idx_to = idx;
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if (island_idx_from == idx && island_idx_to == idx) {
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// Since both points are in the same island, is a direct move possible?
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// If so, we avoid generating the visibility environment.
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if (island.m_island.contains(Line(from, to)))
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return Line(from, to);
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// Both points are inside a single island, but the straight line crosses the island boundary.
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island_idx = idx;
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break;
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}
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}
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// lazy generation of configuration space.
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this->initialize();
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// Get environment. If the from / to points do not share an island, then they cross an open space,
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// therefore island_idx == -1 and env will be set to the environment of the empty space.
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const MotionPlannerEnv &env = this->get_env(island_idx);
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if (env.m_env.expolygons.empty()) {
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// if this environment is empty (probably because it's too small), perform straight move
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// and avoid running the algorithms on empty dataset
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return Line(from, to);
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}
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// Now check whether points are inside the environment.
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Point inner_from = from;
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Point inner_to = to;
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if (island_idx == -1) {
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// The end points do not share the same island. In that case some of the travel
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// will be likely performed inside the empty space.
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// TODO: instead of using the nearest_env_point() logic, we should
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// create a temporary graph where we connect 'from' and 'to' to the
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// nodes which don't require more than one crossing, and let Dijkstra
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// figure out the entire path - this should also replace the call to
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// find_node() below
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if (island_idx_from != -1)
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// The start point is inside some island. Find the closest point at the empty space to start from.
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inner_from = env.nearest_env_point(from, to);
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if (island_idx_to != -1)
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// The start point is inside some island. Find the closest point at the empty space to start from.
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inner_to = env.nearest_env_point(to, inner_from);
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}
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// Perform a path search either in the open space, or in a common island of from/to.
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const MotionPlannerGraph &graph = this->init_graph(island_idx);
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// If no path exists without crossing perimeters, returns a straight segment.
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Polyline polyline = graph.shortest_path(inner_from, inner_to);
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polyline.points.insert(polyline.points.begin(), from);
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polyline.points.emplace_back(to);
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{
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// grow our environment slightly in order for simplify_by_visibility()
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// to work best by considering moves on boundaries valid as well
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ExPolygonCollection grown_env(offset_ex(env.m_env.expolygons, float(+SCALED_EPSILON)));
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if (island_idx == -1) {
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/* If 'from' or 'to' are not inside our env, they were connected using the
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nearest_env_point() search which maybe produce ugly paths since it does not
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include the endpoint in the Dijkstra search; the simplify_by_visibility()
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call below will not work in many cases where the endpoint is not contained in
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grown_env (whose contour was arbitrarily constructed with MP_OUTER_MARGIN,
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which may not be enough for, say, including a skirt point). So we prune
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the extra points manually. */
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if (! grown_env.contains(from)) {
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// delete second point while the line connecting first to third crosses the
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// boundaries as many times as the current first to second
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while (polyline.points.size() > 2 && intersection_ln(Line(from, polyline.points[2]), grown_env).size() == 1)
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polyline.points.erase(polyline.points.begin() + 1);
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}
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if (! grown_env.contains(to))
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while (polyline.points.size() > 2 && intersection_ln(Line(*(polyline.points.end() - 3), to), grown_env).size() == 1)
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polyline.points.erase(polyline.points.end() - 2);
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}
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// Perform some quick simplification (simplify_by_visibility() would make this
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// unnecessary, but this is much faster)
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polyline.simplify(MP_INNER_MARGIN/10);
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// remove unnecessary vertices
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// Note: this is computationally intensive and does not look very necessary
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// now that we prune the endpoints with the logic above,
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// so we comment it for now until a good test case arises
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//polyline.simplify_by_visibility(grown_env);
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/*
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SVG svg("shortest_path.svg");
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svg.draw(grown_env.expolygons);
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svg.arrows = false;
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for (MotionPlannerGraph::adjacency_list_t::const_iterator it = graph->adjacency_list.begin(); it != graph->adjacency_list.end(); ++it) {
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Point a = graph->nodes[it - graph->adjacency_list.begin()];
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for (std::vector<MotionPlannerGraph::Neighbor>::const_iterator n = it->begin(); n != it->end(); ++n) {
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Point b = graph->nodes[n->target];
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svg.draw(Line(a, b));
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}
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}
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svg.arrows = true;
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svg.draw(from);
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svg.draw(inner_from, "red");
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svg.draw(to);
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svg.draw(inner_to, "red");
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svg.draw(polyline, "red");
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svg.Close();
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*/
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}
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return polyline;
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}
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const MotionPlannerGraph& MotionPlanner::init_graph(int island_idx)
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{
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// 0th graph is the graph for m_outer. Other graphs are 1 indexed.
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MotionPlannerGraph *graph = m_graphs[island_idx + 1].get();
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if (graph == nullptr) {
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// If this graph doesn't exist, initialize it.
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m_graphs[island_idx + 1] = make_unique<MotionPlannerGraph>();
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graph = m_graphs[island_idx + 1].get();
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/* We don't add polygon boundaries as graph edges, because we'd need to connect
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them to the Voronoi-generated edges by recognizing coinciding nodes. */
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typedef voronoi_diagram<double> VD;
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VD vd;
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// Mapping between Voronoi vertices and graph nodes.
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std::map<const VD::vertex_type*, size_t> vd_vertices;
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// get boundaries as lines
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const MotionPlannerEnv &env = this->get_env(island_idx);
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Lines lines = env.m_env.lines();
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boost::polygon::construct_voronoi(lines.begin(), lines.end(), &vd);
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// traverse the Voronoi diagram and generate graph nodes and edges
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for (const VD::edge_type &edge : vd.edges()) {
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if (edge.is_infinite())
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continue;
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const VD::vertex_type* v0 = edge.vertex0();
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const VD::vertex_type* v1 = edge.vertex1();
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Point p0(v0->x(), v0->y());
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Point p1(v1->x(), v1->y());
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// Insert only Voronoi edges fully contained in the island.
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//FIXME This test has a terrible O(n^2) time complexity.
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if (env.island_contains_b(p0) && env.island_contains_b(p1)) {
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// Find v0 in the graph, allocate a new node if v0 does not exist in the graph yet.
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auto i_v0 = vd_vertices.find(v0);
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size_t v0_idx;
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if (i_v0 == vd_vertices.end())
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vd_vertices[v0] = v0_idx = graph->add_node(p0);
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else
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v0_idx = i_v0->second;
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// Find v1 in the graph, allocate a new node if v0 does not exist in the graph yet.
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auto i_v1 = vd_vertices.find(v1);
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size_t v1_idx;
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if (i_v1 == vd_vertices.end())
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vd_vertices[v1] = v1_idx = graph->add_node(p1);
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else
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v1_idx = i_v1->second;
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// Euclidean distance is used as weight for the graph edge
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graph->add_edge(v0_idx, v1_idx, p0.distance_to(p1));
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}
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}
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}
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return *graph;
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}
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// Find a middle point on the path from start_point to end_point with the shortest path.
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static inline size_t nearest_waypoint_index(const Point &start_point, const Points &middle_points, const Point &end_point)
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{
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size_t idx = size_t(-1);
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double dmin = std::numeric_limits<double>::infinity();
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for (const Point &p : middle_points) {
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double d = start_point.distance_to(p) + p.distance_to(end_point);
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if (d < dmin) {
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idx = &p - middle_points.data();
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dmin = d;
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if (dmin < EPSILON)
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break;
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}
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}
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return idx;
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}
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Point MotionPlannerEnv::nearest_env_point(const Point &from, const Point &to) const
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{
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/* In order to ensure that the move between 'from' and the initial env point does
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not violate any of the configuration space boundaries, we limit our search to
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the points that satisfy this condition. */
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/* Assume that this method is never called when 'env' contains 'from';
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so 'from' is either inside a hole or outside all contours */
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// get the points of the hole containing 'from', if any
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Points pp;
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for (const ExPolygon &ex : m_env.expolygons) {
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for (const Polygon &hole : ex.holes)
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if (hole.contains(from))
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pp = hole;
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if (! pp.empty())
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break;
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}
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// If 'from' is not inside a hole, it's outside of all contours, so take all contours' points.
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if (pp.empty())
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for (const ExPolygon &ex : m_env.expolygons)
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append(pp, ex.contour.points);
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// Find the candidate result and check that it doesn't cross too many boundaries.
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while (pp.size() > 1) {
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// find the point in pp that is closest to both 'from' and 'to'
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size_t result = nearest_waypoint_index(from, pp, to);
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// as we assume 'from' is outside env, any node will require at least one crossing
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if (intersection_ln(Line(from, pp[result]), m_island).size() > 1) {
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// discard result
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pp.erase(pp.begin() + result);
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} else
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return pp[result];
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}
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// if we're here, return last point if any (better than nothing)
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// if we have no points at all, then we have an empty environment and we
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// make this method behave as a no-op (we shouldn't get here by the way)
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return pp.empty() ? from : pp.front();
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}
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// Add a new directed edge to the adjacency graph.
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void MotionPlannerGraph::add_edge(size_t from, size_t to, double weight)
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{
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// Extend adjacency list until this start node.
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if (m_adjacency_list.size() < from + 1) {
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// Reserve in powers of two to avoid repeated reallocation.
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m_adjacency_list.reserve(std::max<size_t>(8, next_highest_power_of_2(from + 1)));
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// Allocate new empty adjacency vectors.
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m_adjacency_list.resize(from + 1);
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}
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m_adjacency_list[from].emplace_back(Neighbor(node_t(to), weight));
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}
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// Dijkstra's shortest path in a weighted graph from node_start to node_end.
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// The returned path contains the end points.
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// If no path exists from node_start to node_end, a straight segment is returned.
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Polyline MotionPlannerGraph::shortest_path(size_t node_start, size_t node_end) const
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{
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// This prevents a crash in case for some reason we got here with an empty adjacency list.
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if (this->empty())
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return Polyline();
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// Dijkstra algorithm, previous node of the current node 'u' in the shortest path towards node_start.
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std::vector<node_t> previous(m_adjacency_list.size(), -1);
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std::vector<weight_t> distance(m_adjacency_list.size(), std::numeric_limits<weight_t>::infinity());
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std::vector<size_t> map_node_to_queue_id(m_adjacency_list.size(), size_t(-1));
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distance[node_start] = 0.;
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auto queue = make_mutable_priority_queue<node_t>(
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[&map_node_to_queue_id](const node_t node, size_t idx) { map_node_to_queue_id[node] = idx; },
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[&distance](const node_t node1, const node_t node2) { return distance[node1] < distance[node2]; });
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queue.reserve(m_adjacency_list.size());
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for (size_t i = 0; i < m_adjacency_list.size(); ++ i)
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queue.push(node_t(i));
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while (! queue.empty()) {
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// Get the next node with the lowest distance to node_start.
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node_t u = node_t(queue.top());
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queue.pop();
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map_node_to_queue_id[u] = size_t(-1);
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// Stop searching if we reached our destination.
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if (u == node_end)
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break;
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// Visit each edge starting at node u.
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for (const Neighbor& neighbor : m_adjacency_list[u])
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if (map_node_to_queue_id[neighbor.target] != size_t(-1)) {
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weight_t alt = distance[u] + neighbor.weight;
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// If total distance through u is shorter than the previous
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// distance (if any) between node_start and neighbor.target, replace it.
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if (alt < distance[neighbor.target]) {
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distance[neighbor.target] = alt;
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previous[neighbor.target] = u;
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queue.update(map_node_to_queue_id[neighbor.target]);
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}
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}
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}
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// In case the end point was not reached, previous[node_end] contains -1
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// and a straight line from node_start to node_end is returned.
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Polyline polyline;
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polyline.points.reserve(m_adjacency_list.size());
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for (node_t vertex = node_t(node_end); vertex != -1; vertex = previous[vertex])
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polyline.points.emplace_back(m_nodes[vertex]);
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polyline.points.emplace_back(m_nodes[node_start]);
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polyline.reverse();
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return polyline;
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}
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}
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