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Add the full source of BambuStudio
using version 1.0.10
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138
src/libslic3r/SlicesToTriangleMesh.cpp
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138
src/libslic3r/SlicesToTriangleMesh.cpp
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#include <numeric>
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#include "SlicesToTriangleMesh.hpp"
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//#include "libslic3r/MTUtils.hpp"
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#include "libslic3r/Execution/ExecutionTBB.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include <tbb/parallel_for.h>
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#include <tbb/parallel_reduce.h>
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namespace Slic3r {
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inline indexed_triangle_set wall_strip(const Polygon &poly,
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double lower_z_mm,
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double upper_z_mm)
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{
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indexed_triangle_set ret;
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size_t startidx = ret.vertices.size();
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size_t offs = poly.points.size();
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ret.vertices.reserve(ret.vertices.size() + 2 *offs);
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// The expression unscaled(p).cast<float>().eval() is important here
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// as it ensures identical conversion of 2D scaled coordinates to float 3D
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// to that used by the tesselation. This way, the duplicated vertices in the
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// output mesh can be found with the == operator of the points.
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// its_merge_vertices will then reliably remove the duplicates.
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for (const Point &p : poly.points)
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ret.vertices.emplace_back(to_3d(unscaled(p).cast<float>().eval(), float(lower_z_mm)));
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for (const Point &p : poly.points)
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ret.vertices.emplace_back(to_3d(unscaled(p).cast<float>().eval(), float(upper_z_mm)));
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for (size_t i = startidx + 1; i < startidx + offs; ++i) {
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ret.indices.emplace_back(i - 1, i, i + offs - 1);
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ret.indices.emplace_back(i, i + offs, i + offs - 1);
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}
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ret.indices.emplace_back(startidx + offs - 1, startidx, startidx + 2 * offs - 1);
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ret.indices.emplace_back(startidx, startidx + offs, startidx + 2 * offs - 1);
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return ret;
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}
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// Same as walls() but with identical higher and lower polygons.
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indexed_triangle_set inline straight_walls(const Polygon &plate,
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double lo_z,
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double hi_z)
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{
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return wall_strip(plate, lo_z, hi_z);
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}
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indexed_triangle_set inline straight_walls(const ExPolygon &plate,
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double lo_z,
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double hi_z)
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{
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indexed_triangle_set ret = straight_walls(plate.contour, lo_z, hi_z);
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for (auto &h : plate.holes)
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its_merge(ret, straight_walls(h, lo_z, hi_z));
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return ret;
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}
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indexed_triangle_set inline straight_walls(const ExPolygons &slice,
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double lo_z,
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double hi_z)
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{
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indexed_triangle_set ret;
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for (const ExPolygon &poly : slice)
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its_merge(ret, straight_walls(poly, lo_z, hi_z));
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return ret;
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}
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indexed_triangle_set slices_to_mesh(
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const std::vector<ExPolygons> &slices,
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double zmin,
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const std::vector<float> & grid)
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{
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assert(slices.size() == grid.size());
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using Layers = std::vector<indexed_triangle_set>;
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Layers layers(slices.size());
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size_t len = slices.size() - 1;
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tbb::parallel_for(size_t(0), len, [&slices, &layers, &grid](size_t i) {
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const ExPolygons &upper = slices[i + 1];
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const ExPolygons &lower = slices[i];
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// Small 0 area artefacts can be created by diff_ex, and the
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// tesselation also can create 0 area triangles. These will be removed
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// by its_remove_degenerate_faces.
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ExPolygons free_top = diff_ex(lower, upper);
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ExPolygons overhang = diff_ex(upper, lower);
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its_merge(layers[i], triangulate_expolygons_3d(free_top, grid[i], NORMALS_UP));
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its_merge(layers[i], triangulate_expolygons_3d(overhang, grid[i], NORMALS_DOWN));
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its_merge(layers[i], straight_walls(upper, grid[i], grid[i + 1]));
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});
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auto merge_fn = []( const indexed_triangle_set &a, const indexed_triangle_set &b ) {
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indexed_triangle_set res{a}; its_merge(res, b); return res;
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};
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auto ret = execution::reduce(ex_tbb, layers.begin(), layers.end(),
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indexed_triangle_set{}, merge_fn);
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its_merge(ret, triangulate_expolygons_3d(slices.front(), zmin, NORMALS_DOWN));
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its_merge(ret, straight_walls(slices.front(), zmin, grid.front()));
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its_merge(ret, triangulate_expolygons_3d(slices.back(), grid.back(), NORMALS_UP));
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// FIXME: these repairs do not fix the mesh entirely. There will be cracks
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// in the output. It is very hard to do the meshing in a way that does not
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// leave errors.
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its_merge_vertices(ret);
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its_remove_degenerate_faces(ret);
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its_compactify_vertices(ret);
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return ret;
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}
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void slices_to_mesh(indexed_triangle_set & mesh,
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const std::vector<ExPolygons> &slices,
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double zmin,
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double lh,
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double ilh)
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{
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std::vector<float> grid(slices.size(), zmin + ilh);
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for (size_t i = 1; i < grid.size(); ++i) grid[i] = grid[i - 1] + lh;
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indexed_triangle_set cntr = slices_to_mesh(slices, zmin, grid);
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its_merge(mesh, cntr);
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}
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} // namespace Slic3r
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