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Better handling of degenerate convex hull cases.
Contributes to CURA-1504
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7e3dd3d443
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5f638f6e69
2 changed files with 42 additions and 38 deletions
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@ -130,46 +130,48 @@ class ConvexHullDecorator(SceneNodeDecorator):
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return rounded_hull
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else:
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if not self._node.getMeshData():
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return None
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mesh = self._node.getMeshData()
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world_transform = self._node.getWorldTransformation()
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rounded_hull = None
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if self._node.getMeshData():
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mesh = self._node.getMeshData()
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world_transform = self._node.getWorldTransformation()
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# Check the cache
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if mesh is self._2d_convex_hull_mesh and world_transform == self._2d_convex_hull_mesh_world_transform:
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# Logger.log('d', 'Cache hit in _compute2DConvexHull mesh path')
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return self._2d_convex_hull_mesh_result
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# Check the cache
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if mesh is self._2d_convex_hull_mesh and world_transform == self._2d_convex_hull_mesh_world_transform:
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# Logger.log('d', 'Cache hit in _compute2DConvexHull mesh path')
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return self._2d_convex_hull_mesh_result
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vertex_data = mesh.getConvexHullTransformedVertices(world_transform)
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# Don't use data below 0.
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# TODO; We need a better check for this as this gives poor results for meshes with long edges.
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vertex_data = vertex_data[vertex_data[:,1] >= 0]
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vertex_data = mesh.getConvexHullTransformedVertices(world_transform)
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# Don't use data below 0.
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# TODO; We need a better check for this as this gives poor results for meshes with long edges.
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vertex_data = vertex_data[vertex_data[:,1] >= 0]
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# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
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# This is done to greatly speed up further convex hull calculations as the convex hull
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# becomes much less complex when dealing with highly detailed models.
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vertex_data = numpy.round(vertex_data, 1)
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if len(vertex_data) >= 4:
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# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
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# This is done to greatly speed up further convex hull calculations as the convex hull
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# becomes much less complex when dealing with highly detailed models.
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vertex_data = numpy.round(vertex_data, 1)
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vertex_data = vertex_data[:, [0, 2]] # Drop the Y components to project to 2D.
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vertex_data = vertex_data[:, [0, 2]] # Drop the Y components to project to 2D.
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# Grab the set of unique points.
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#
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# This basically finds the unique rows in the array by treating them as opaque groups of bytes
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# which are as long as the 2 float64s in each row, and giving this view to numpy.unique() to munch.
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# See http://stackoverflow.com/questions/16970982/find-unique-rows-in-numpy-array
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vertex_byte_view = numpy.ascontiguousarray(vertex_data).view(
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numpy.dtype((numpy.void, vertex_data.dtype.itemsize * vertex_data.shape[1])))
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_, idx = numpy.unique(vertex_byte_view, return_index=True)
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vertex_data = vertex_data[idx] # Select the unique rows by index.
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# Grab the set of unique points.
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#
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# This basically finds the unique rows in the array by treating them as opaque groups of bytes
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# which are as long as the 2 float64s in each row, and giving this view to numpy.unique() to munch.
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# See http://stackoverflow.com/questions/16970982/find-unique-rows-in-numpy-array
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vertex_byte_view = numpy.ascontiguousarray(vertex_data).view(
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numpy.dtype((numpy.void, vertex_data.dtype.itemsize * vertex_data.shape[1])))
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_, idx = numpy.unique(vertex_byte_view, return_index=True)
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vertex_data = vertex_data[idx] # Select the unique rows by index.
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hull = Polygon(vertex_data)
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hull = Polygon(vertex_data)
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# First, calculate the normal convex hull around the points
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convex_hull = hull.getConvexHull()
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if len(vertex_data) >= 4:
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# First, calculate the normal convex hull around the points
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convex_hull = hull.getConvexHull()
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# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
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# This is done because of rounding errors.
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rounded_hull = convex_hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
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# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
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# This is done because of rounding errors.
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rounded_hull = convex_hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
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# Store the result in the cache
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self._2d_convex_hull_mesh = mesh
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@ -39,9 +39,10 @@ class ConvexHullNode(SceneNode):
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self._convex_hull_head_mesh = None
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self._hull = hull
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hull_mesh = self.createHullMesh(self._hull.getPoints())
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if hull_mesh:
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self.setMeshData(hull_mesh)
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if self._hull:
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hull_mesh = self.createHullMesh(self._hull.getPoints())
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if hull_mesh:
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self.setMeshData(hull_mesh)
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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if convex_hull_head:
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self._convex_hull_head_mesh = self.createHullMesh(convex_hull_head.getPoints())
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@ -76,9 +77,10 @@ class ConvexHullNode(SceneNode):
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self._shader.setUniformValue("u_color", self._color)
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if self.getParent():
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renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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if self.getMeshData():
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renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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