Renamed create_face_neighbors_index() to its_face_edge_ids().

Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par().
New variant of its_face_edge_ids() to create edge IDs from face neighbors.
Fixed some incorrect use of _NDEBUG, it should be NDEBUG.
PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons.
Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons.
TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated.
New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation.
TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers.
When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps.
When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure.
GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3.
Improved MMU painting refresh speed by optimizing generation of the vertex buffers.
Refactored MMU segmentation - projection of painted surfaces from top / bottom.
	1) Parallelized.
	2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
This commit is contained in:
Vojtech Bubnik 2021-06-20 15:21:12 +02:00
parent d08a70478e
commit 0d70a2be69
23 changed files with 1357 additions and 489 deletions

View file

@ -77,6 +77,21 @@ inline std::vector<ExPolygons> slice_mesh_ex(
return slice_mesh_ex(mesh, zs, params, throw_on_cancel);
}
// Slice a triangle set with a set of Z slabs (thick layers).
// The effect is similar to producing the usual top / bottom layers from a sliced mesh by
// subtracting layer[i] from layer[i - 1] for the top surfaces resp.
// subtracting layer[i] from layer[i + 1] for the bottom surfaces,
// with the exception that the triangle set this function processes may not cover the whole top resp. bottom surface.
// top resp. bottom surfaces are calculated only if out_top resp. out_bottom is not null.
void slice_mesh_slabs(
const indexed_triangle_set &mesh,
// Unscaled Zs
const std::vector<float> &zs,
const Transform3d &trafo,
std::vector<Polygons> *out_top,
std::vector<Polygons> *out_bottom,
std::function<void()> throw_on_cancel);
void cut_mesh(
const indexed_triangle_set &mesh,
float z,