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Add the full source of BambuStudio
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378
src/libslic3r/SLA/SupportTreeBuildsteps.hpp
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378
src/libslic3r/SLA/SupportTreeBuildsteps.hpp
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#ifndef SLASUPPORTTREEALGORITHM_H
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#define SLASUPPORTTREEALGORITHM_H
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#include <cstdint>
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#include <optional>
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#include <libslic3r/SLA/SupportTreeBuilder.hpp>
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#include <libslic3r/SLA/Clustering.hpp>
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#include <libslic3r/SLA/SpatIndex.hpp>
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namespace Slic3r {
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namespace sla {
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// The minimum distance for two support points to remain valid.
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const double /*constexpr*/ D_SP = 0.1;
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enum { // For indexing Eigen vectors as v(X), v(Y), v(Z) instead of numbers
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X, Y, Z
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};
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inline Vec2d to_vec2(const Vec3d &v3) { return {v3(X), v3(Y)}; }
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inline std::pair<double, double> dir_to_spheric(const Vec3d &n, double norm = 1.)
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{
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double z = n.z();
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double r = norm;
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double polar = std::acos(z / r);
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double azimuth = std::atan2(n(1), n(0));
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return {polar, azimuth};
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}
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inline Vec3d spheric_to_dir(double polar, double azimuth)
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{
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return {std::cos(azimuth) * std::sin(polar),
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std::sin(azimuth) * std::sin(polar), std::cos(polar)};
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}
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inline Vec3d spheric_to_dir(const std::tuple<double, double> &v)
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{
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auto [plr, azm] = v;
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return spheric_to_dir(plr, azm);
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}
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inline Vec3d spheric_to_dir(const std::pair<double, double> &v)
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{
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return spheric_to_dir(v.first, v.second);
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}
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inline Vec3d spheric_to_dir(const std::array<double, 2> &v)
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{
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return spheric_to_dir(v[0], v[1]);
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}
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// Give points on a 3D ring with given center, radius and orientation
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// method based on:
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// https://math.stackexchange.com/questions/73237/parametric-equation-of-a-circle-in-3d-space
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template<size_t N>
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class PointRing {
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std::array<double, N> m_phis;
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// Two vectors that will be perpendicular to each other and to the
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// axis. Values for a(X) and a(Y) are now arbitrary, a(Z) is just a
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// placeholder.
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// a and b vectors are perpendicular to the ring direction and to each other.
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// Together they define the plane where we have to iterate with the
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// given angles in the 'm_phis' vector
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Vec3d a = {0, 1, 0}, b;
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double m_radius = 0.;
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static inline bool constexpr is_one(double val)
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{
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return std::abs(std::abs(val) - 1) < 1e-20;
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}
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public:
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PointRing(const Vec3d &n)
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{
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m_phis = linspace_array<N>(0., 2 * PI);
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// We have to address the case when the direction vector v (same as
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// dir) is coincident with one of the world axes. In this case two of
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// its components will be completely zero and one is 1.0. Our method
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// becomes dangerous here due to division with zero. Instead, vector
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// 'a' can be an element-wise rotated version of 'v'
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if(is_one(n(X)) || is_one(n(Y)) || is_one(n(Z))) {
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a = {n(Z), n(X), n(Y)};
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b = {n(Y), n(Z), n(X)};
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}
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else {
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a(Z) = -(n(Y)*a(Y)) / n(Z); a.normalize();
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b = a.cross(n);
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}
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}
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Vec3d get(size_t idx, const Vec3d src, double r) const
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{
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double phi = m_phis[idx];
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double sinphi = std::sin(phi);
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double cosphi = std::cos(phi);
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double rpscos = r * cosphi;
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double rpssin = r * sinphi;
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// Point on the sphere
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return {src(X) + rpscos * a(X) + rpssin * b(X),
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src(Y) + rpscos * a(Y) + rpssin * b(Y),
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src(Z) + rpscos * a(Z) + rpssin * b(Z)};
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}
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};
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//IndexedMesh::hit_result query_hit(const SupportableMesh &msh, const Bridge &br, double safety_d = std::nan(""));
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//IndexedMesh::hit_result query_hit(const SupportableMesh &msh, const Head &br, double safety_d = std::nan(""));
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inline Vec3d dirv(const Vec3d& startp, const Vec3d& endp) {
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return (endp - startp).normalized();
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}
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class PillarIndex {
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PointIndex m_index;
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using Mutex = ccr::BlockingMutex;
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mutable Mutex m_mutex;
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public:
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template<class...Args> inline void guarded_insert(Args&&...args)
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{
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std::lock_guard<Mutex> lck(m_mutex);
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m_index.insert(std::forward<Args>(args)...);
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}
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template<class...Args>
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inline std::vector<PointIndexEl> guarded_query(Args&&...args) const
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{
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std::lock_guard<Mutex> lck(m_mutex);
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return m_index.query(std::forward<Args>(args)...);
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}
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template<class...Args> inline void insert(Args&&...args)
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{
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m_index.insert(std::forward<Args>(args)...);
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}
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template<class...Args>
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inline std::vector<PointIndexEl> query(Args&&...args) const
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{
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return m_index.query(std::forward<Args>(args)...);
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}
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template<class Fn> inline void foreach(Fn fn) { m_index.foreach(fn); }
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template<class Fn> inline void guarded_foreach(Fn fn)
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{
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std::lock_guard<Mutex> lck(m_mutex);
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m_index.foreach(fn);
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}
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PointIndex guarded_clone()
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{
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std::lock_guard<Mutex> lck(m_mutex);
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return m_index;
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}
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};
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// Helper function for pillar interconnection where pairs of already connected
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// pillars should be checked for not to be processed again. This can be done
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// in constant time with a set of hash values uniquely representing a pair of
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// integers. The order of numbers within the pair should not matter, it has
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// the same unique hash. The hash value has to have twice as many bits as the
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// arguments need. If the same integral type is used for args and return val,
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// make sure the arguments use only the half of the type's bit depth.
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template<class I, class DoubleI = IntegerOnly<I>>
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IntegerOnly<DoubleI> pairhash(I a, I b)
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{
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using std::ceil; using std::log2; using std::max; using std::min;
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static const auto constexpr Ibits = int(sizeof(I) * CHAR_BIT);
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static const auto constexpr DoubleIbits = int(sizeof(DoubleI) * CHAR_BIT);
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static const auto constexpr shift = DoubleIbits / 2 < Ibits ? Ibits / 2 : Ibits;
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I g = min(a, b), l = max(a, b);
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// Assume the hash will fit into the output variable
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assert((g ? (ceil(log2(g))) : 0) <= shift);
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assert((l ? (ceil(log2(l))) : 0) <= shift);
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return (DoubleI(g) << shift) + l;
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}
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class SupportTreeBuildsteps {
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const SupportTreeConfig& m_cfg;
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const IndexedMesh& m_mesh;
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const std::vector<SupportPoint>& m_support_pts;
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using PtIndices = std::vector<unsigned>;
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PtIndices m_iheads; // support points with pinhead
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PtIndices m_iheads_onmodel;
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PtIndices m_iheadless; // headless support points
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std::map<unsigned, IndexedMesh::hit_result> m_head_to_ground_scans;
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// normals for support points from model faces.
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PointSet m_support_nmls;
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// Clusters of points which can reach the ground directly and can be
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// bridged to one central pillar
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std::vector<PtIndices> m_pillar_clusters;
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// This algorithm uses the SupportTreeBuilder class to fill gradually
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// the support elements (heads, pillars, bridges, ...)
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SupportTreeBuilder& m_builder;
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// support points in Eigen/IGL format
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PointSet m_points;
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// throw if canceled: It will be called many times so a shorthand will
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// come in handy.
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ThrowOnCancel m_thr;
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// A spatial index to easily find strong pillars to connect to.
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PillarIndex m_pillar_index;
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// When bridging heads to pillars... TODO: find a cleaner solution
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ccr::BlockingMutex m_bridge_mutex;
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inline IndexedMesh::hit_result ray_mesh_intersect(const Vec3d& s,
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const Vec3d& dir)
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{
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return m_mesh.query_ray_hit(s, dir);
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}
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// This function will test if a future pinhead would not collide with the
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// model geometry. It does not take a 'Head' object because those are
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// created after this test. Parameters: s: The touching point on the model
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// surface. dir: This is the direction of the head from the pin to the back
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// r_pin, r_back: the radiuses of the pin and the back sphere width: This
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// is the full width from the pin center to the back center m: The object
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// mesh.
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// The return value is the hit result from the ray casting. If the starting
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// point was inside the model, an "invalid" hit_result will be returned
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// with a zero distance value instead of a NAN. This way the result can
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// be used safely for comparison with other distances.
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IndexedMesh::hit_result pinhead_mesh_intersect(
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const Vec3d& s,
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const Vec3d& dir,
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double r_pin,
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double r_back,
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double width,
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double safety_d);
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IndexedMesh::hit_result pinhead_mesh_intersect(
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const Vec3d& s,
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const Vec3d& dir,
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double r_pin,
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double r_back,
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double width)
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{
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return pinhead_mesh_intersect(s, dir, r_pin, r_back, width,
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r_back * m_cfg.safety_distance_mm /
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m_cfg.head_back_radius_mm);
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}
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// Checking bridge (pillar and stick as well) intersection with the model.
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// If the function is used for headless sticks, the ins_check parameter
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// have to be true as the beginning of the stick might be inside the model
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// geometry.
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// The return value is the hit result from the ray casting. If the starting
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// point was inside the model, an "invalid" hit_result will be returned
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// with a zero distance value instead of a NAN. This way the result can
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// be used safely for comparison with other distances.
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IndexedMesh::hit_result bridge_mesh_intersect(
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const Vec3d& s,
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const Vec3d& dir,
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double r,
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double safety_d);
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IndexedMesh::hit_result bridge_mesh_intersect(
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const Vec3d& s,
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const Vec3d& dir,
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double r)
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{
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return bridge_mesh_intersect(s, dir, r,
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r * m_cfg.safety_distance_mm /
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m_cfg.head_back_radius_mm);
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}
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template<class...Args>
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inline double bridge_mesh_distance(Args&&...args) {
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return bridge_mesh_intersect(std::forward<Args>(args)...).distance();
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}
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// Helper function for interconnecting two pillars with zig-zag bridges.
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bool interconnect(const Pillar& pillar, const Pillar& nextpillar);
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// For connecting a head to a nearby pillar.
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bool connect_to_nearpillar(const Head& head, long nearpillar_id);
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// Find route for a head to the ground. Inserts additional bridge from the
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// head to the pillar if cannot create pillar directly.
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// The optional dir parameter is the direction of the bridge which is the
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// direction of the pinhead if omitted.
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bool connect_to_ground(Head& head, const Vec3d &dir);
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inline bool connect_to_ground(Head& head);
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bool connect_to_model_body(Head &head);
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bool search_pillar_and_connect(const Head& source);
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// This is a proxy function for pillar creation which will mind the gap
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// between the pad and the model bottom in zero elevation mode.
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// jp is the starting junction point which needs to be routed down.
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// sourcedir is the allowed direction of an optional bridge between the
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// jp junction and the final pillar.
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bool create_ground_pillar(const Vec3d &jp,
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const Vec3d &sourcedir,
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double radius,
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long head_id = SupportTreeNode::ID_UNSET);
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void add_pillar_base(long pid)
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{
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m_builder.add_pillar_base(pid, m_cfg.base_height_mm, m_cfg.base_radius_mm);
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}
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std::optional<DiffBridge> search_widening_path(const Vec3d &jp,
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const Vec3d &dir,
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double radius,
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double new_radius);
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public:
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SupportTreeBuildsteps(SupportTreeBuilder & builder, const SupportableMesh &sm);
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// Now let's define the individual steps of the support generation algorithm
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// Filtering step: here we will discard inappropriate support points
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// and decide the future of the appropriate ones. We will check if a
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// pinhead is applicable and adjust its angle at each support point. We
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// will also merge the support points that are just too close and can
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// be considered as one.
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void filter();
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// Pinhead creation: based on the filtering results, the Head objects
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// will be constructed (together with their triangle meshes).
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void add_pinheads();
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// Further classification of the support points with pinheads. If the
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// ground is directly reachable through a vertical line parallel to the
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// Z axis we consider a support point as pillar candidate. If touches
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// the model geometry, it will be marked as non-ground facing and
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// further steps will process it. Also, the pillars will be grouped
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// into clusters that can be interconnected with bridges. Elements of
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// these groups may or may not be interconnected. Here we only run the
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// clustering algorithm.
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void classify();
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// Step: Routing the ground connected pinheads, and interconnecting
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// them with additional (angled) bridges. Not all of these pinheads
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// will be a full pillar (ground connected). Some will connect to a
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// nearby pillar using a bridge. The max number of such side-heads for
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// a central pillar is limited to avoid bad weight distribution.
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void routing_to_ground();
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// Step: routing the pinheads that would connect to the model surface
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// along the Z axis downwards. For now these will actually be connected with
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// the model surface with a flipped pinhead. In the future here we could use
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// some smart algorithms to search for a safe path to the ground or to a
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// nearby pillar that can hold the supported weight.
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void routing_to_model();
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void interconnect_pillars();
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inline void merge_result() { m_builder.merged_mesh(); }
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static bool execute(SupportTreeBuilder & builder, const SupportableMesh &sm);
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};
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}
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}
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#endif // SLASUPPORTTREEALGORITHM_H
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