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	SLA support points improvements
- semi-intelligent algorithm to place support points - enhanced ImGui dialog with editing/non-editing mode - support points can have different head diameter (only implemented in GUI so far) - autogenerated points supporting emerging islands are annotated and the info is kept
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					 16 changed files with 433 additions and 495 deletions
				
			
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			@ -13,34 +13,7 @@
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namespace Slic3r {
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SLAAutoSupports::SLAAutoSupports(const TriangleMesh& mesh, const sla::EigenMesh3D& emesh, const std::vector<ExPolygons>& slices, const std::vector<float>& heights, 
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    const Config& config, std::function<void(void)> throw_on_cancel)
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: m_config(config), m_V(emesh.V), m_F(emesh.F), m_throw_on_cancel(throw_on_cancel)
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{
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    // FIXME: It might be safer to get rid of the rand() calls altogether, because it is probably
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    // not always thread-safe and can be slow if it is.
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    srand(time(NULL)); // rand() is used by igl::random_point_on_mesh
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    // Find all separate islands that will need support. The coord_t number denotes height
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    // of a point just below the mesh (so that we can later project the point precisely
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    // on the mesh by raycasting (done by igl) and not risking we will place the point inside).
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    std::vector<std::pair<ExPolygon, coord_t>> islands = find_islands(slices, heights);
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    // Uniformly cover each of the islands with support points.
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    for (const auto& island : islands) {
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        std::vector<Vec3d> points = uniformly_cover(island);
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        m_throw_on_cancel();
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        project_upward_onto_mesh(points);
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        m_output.insert(m_output.end(), points.begin(), points.end());
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        m_throw_on_cancel();
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    }
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    // We are done with the islands. Let's sprinkle the rest of the mesh.
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    // The function appends to m_output.
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    sprinkle_mesh(mesh);
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}
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/*
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float SLAAutoSupports::approximate_geodesic_distance(const Vec3d& p1, const Vec3d& p2, Vec3d& n1, Vec3d& n2)
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{
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    n1.normalize();
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			@ -59,115 +32,6 @@ float SLAAutoSupports::approximate_geodesic_distance(const Vec3d& p1, const Vec3
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}
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void SLAAutoSupports::sprinkle_mesh(const TriangleMesh& mesh)
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{
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    std::vector<Vec3d> points;
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    // Loads the ModelObject raw_mesh and transforms it by first instance's transformation matrix (disregarding translation).
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    // Instances only differ in z-rotation, so it does not matter which of them will be used for the calculation.
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    // The supports point will be calculated on this mesh (so scaling ang vertical direction is correctly accounted for).
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    // Results will be inverse-transformed to raw_mesh coordinates.
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    //TriangleMesh mesh = m_model_object.raw_mesh();
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    //Transform3d transformation_matrix = m_model_object.instances[0]->get_matrix(true/*dont_translate*/);
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    //mesh.transform(transformation_matrix);
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    // Check that the object is thick enough to produce any support points
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    BoundingBoxf3 bb = mesh.bounding_box();
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    if (bb.size()(2) < m_config.minimal_z)
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        return;
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    // All points that we curretly have must be transformed too, so distance to them is correcly calculated.
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    //for (Vec3f& point : m_model_object.sla_support_points)
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    //    point = transformation_matrix.cast<float>() * point;
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    // In order to calculate distance to already placed points, we must keep know which facet the point lies on.
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    std::vector<Vec3d> facets_normals;
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    // Only points belonging to islands were added so far - they all lie on horizontal surfaces:
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    for (unsigned int i=0; i<m_output.size(); ++i)
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        facets_normals.push_back(Vec3d(0,0,-1));
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    // The AABB hierarchy will be used to find normals of already placed points.
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    // The points added automatically will just push_back the new normal on the fly.
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    /*igl::AABB<Eigen::MatrixXf,3> aabb;
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    aabb.init(V, F);
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    for (unsigned int i=0; i<m_model_object.sla_support_points.size(); ++i) {
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        int facet_idx = 0;
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        Eigen::Matrix<float, 1, 3> dump;
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        Eigen::MatrixXf query_point = m_model_object.sla_support_points[i];
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        aabb.squared_distance(V, F, query_point, facet_idx, dump);
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        Vec3f a1 = V.row(F(facet_idx,1)) - V.row(F(facet_idx,0));
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        Vec3f a2 = V.row(F(facet_idx,2)) - V.row(F(facet_idx,0));
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        Vec3f normal = a1.cross(a2);
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        normal.normalize();
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        facets_normals.push_back(normal);
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    }*/
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    // New potential support point is randomly generated on the mesh and distance to all already placed points is calculated.
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    // In case it is never smaller than certain limit (depends on the new point's facet normal), the point is accepted.
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    // The process stops after certain number of points is refused in a row.
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    Vec3d point;
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    Vec3d normal;
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    int added_points = 0;
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    int refused_points = 0;
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    const int refused_limit = 30;
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    // Angle at which the density reaches zero:
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    const float threshold_angle = std::min(M_PI_2, M_PI_4 * acos(0.f/m_config.density_at_horizontal) / acos(m_config.density_at_45/m_config.density_at_horizontal));
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    size_t cancel_test_cntr = 0;
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    while (refused_points < refused_limit) {
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        if (++ cancel_test_cntr == 500) {
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            // Don't call the cancellation routine too often as the multi-core cache synchronization
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            // may be pretty expensive.
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            m_throw_on_cancel();
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            cancel_test_cntr = 0;
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        }
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        // Place a random point on the mesh and calculate corresponding facet's normal:
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        Eigen::VectorXi FI;
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        Eigen::MatrixXd B;
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        igl::random_points_on_mesh(1, m_V, m_F, B, FI);
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        point = B(0,0)*m_V.row(m_F(FI(0),0)) +
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                B(0,1)*m_V.row(m_F(FI(0),1)) +
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                B(0,2)*m_V.row(m_F(FI(0),2));
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        if (point(2) - bb.min(2) < m_config.minimal_z)
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            continue;
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        Vec3d a1 = m_V.row(m_F(FI(0),1)) - m_V.row(m_F(FI(0),0));
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        Vec3d a2 = m_V.row(m_F(FI(0),2)) - m_V.row(m_F(FI(0),0));
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        normal = a1.cross(a2);
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        normal.normalize();
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        // calculate angle between the normal and vertical:
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        float angle = angle_from_normal(normal.cast<float>());
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        if (angle > threshold_angle)
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            continue;
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        const float limit = distance_limit(angle);
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        bool add_it = true;
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        for (unsigned int i=0; i<points.size(); ++i) {
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            if (approximate_geodesic_distance(points[i], point, facets_normals[i], normal) < limit) {
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                add_it = false;
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                ++refused_points;
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                break;
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            }
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        }
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        if (add_it) {
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            points.push_back(point.cast<double>());
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            facets_normals.push_back(normal);
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            ++added_points;
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            refused_points = 0;
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        }
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    }
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    m_output.insert(m_output.end(), points.begin(), points.end());
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    // Now transform all support points to mesh coordinates:
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    //for (Vec3f& point : m_model_object.sla_support_points)
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    //    point = transformation_matrix.inverse().cast<float>() * point;
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}
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float SLAAutoSupports::get_required_density(float angle) const
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{
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    // calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle
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			@ -179,9 +43,240 @@ float SLAAutoSupports::get_required_density(float angle) const
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float SLAAutoSupports::distance_limit(float angle) const
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{
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    return 1./(2.4*get_required_density(angle));
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}*/
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SLAAutoSupports::SLAAutoSupports(const TriangleMesh& mesh, const sla::EigenMesh3D& emesh, const std::vector<ExPolygons>& slices, const std::vector<float>& heights,
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                                   const Config& config, std::function<void(void)> throw_on_cancel)
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: m_config(config), m_V(emesh.V), m_F(emesh.F), m_throw_on_cancel(throw_on_cancel)
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{
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    // Find all separate islands that will need support. The coord_t number denotes height
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    // of a point just below the mesh (so that we can later project the point precisely
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    // on the mesh by raycasting (done by igl) and not risking we will place the point inside).
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    /*std::vector<std::pair<ExPolygon, coord_t>> islands = */
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    process(slices, heights);
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    // Uniformly cover each of the islands with support points.
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    /*for (const auto& island : islands) {
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        std::vector<Vec3d> points = uniformly_cover(island);
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        m_throw_on_cancel();
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        project_upward_onto_mesh(points);
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        m_output.insert(m_output.end(), points.begin(), points.end());
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        m_throw_on_cancel();
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    }*/
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    project_onto_mesh(m_output);
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}
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void SLAAutoSupports::project_onto_mesh(std::vector<sla::SupportPoint>& points) const
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{
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    // The function  makes sure that all the points are really exactly placed on the mesh.
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    igl::Hit hit_up{0, 0, 0.f, 0.f, 0.f};
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    igl::Hit hit_down{0, 0, 0.f, 0.f, 0.f};
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    for (sla::SupportPoint& support_point : points) {
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        Vec3f& p = support_point.pos;
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        // Project the point upward and downward and choose the closer intersection with the mesh.
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        bool up   = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
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        bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
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        if (!up && !down)
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            continue;
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        igl::Hit& hit = (!down || (hit_up.t < hit_down.t)) ? hit_up : hit_down;
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        int fid = hit.id;
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        Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
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        p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
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    }
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}
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void SLAAutoSupports::process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights)
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{
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    std::vector<std::pair<ExPolygon, coord_t>> islands;
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    for (unsigned int i = 0; i<slices.size(); ++i) {
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        const ExPolygons& expolys_top = slices[i];
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        const float height = (i>2 ? heights[i-3] : heights[0]-(heights[1]-heights[0]));
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        const float safe_angle = 5.f * (M_PI/180.f); // smaller number - less supports
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        const float offset =  scale_((i!=0 ? heights[i]-heights[i-1] : heights[0]) / std::tan(safe_angle));
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        const float pixel_area = 0.047f * 0.047f; // FIXME: calculate actual pixel area from printer config
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        // Check all ExPolygons on this slice and check whether they are new or belonging to something below.
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        for (const ExPolygon& polygon : expolys_top) {
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            if (polygon.area() * SCALING_FACTOR * SCALING_FACTOR < pixel_area)
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                continue;
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            m_structures_new.emplace_back(polygon, height);
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            for (Structure& s : m_structures_old) {
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                const ExPolygon* bottom = s.polygon;
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                if (polygon.overlaps(*bottom) || bottom->overlaps(polygon)) {
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                    m_structures_new.back().structures_below.push_back(&s);
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                    coord_t centroids_dist = (bottom->contour.centroid() - polygon.contour.centroid()).norm();
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                    if (centroids_dist != 0) {
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                        float mult = std::min(1.f, 1.f - std::min(1.f, 500.f * (float)(centroids_dist * centroids_dist) / (float)bottom->area()));
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                        s.supports_force *= mult;
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                    }
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                    //s.supports_force *= std::min(1.f, ((float)polygon.area()/(float)bottom->area()));
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                }
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            }
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        }
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        // Let's assign proper support force to each of them:
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        for (Structure& old_str : m_structures_old) {
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            std::vector<Structure*> children;
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            float children_area = 0.f;
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            for (Structure& new_str : m_structures_new)
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                for (const Structure* below : new_str.structures_below)
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                    if (&old_str == below) {
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                        children.push_back(&new_str);
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                        children_area += children.back()->polygon->area() * pow(SCALING_FACTOR, 2);
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                    }
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            for (Structure* child : children)
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                child->supports_force += (old_str.supports_force/children_area) * (child->polygon->area() * pow(SCALING_FACTOR, 2));
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        }
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        // Now iterate over all polygons and append new points if needed.
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        for (Structure& s : m_structures_new) {
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            if (s.structures_below.empty()) {// completely new island - needs support no doubt
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                uniformly_cover(*s.polygon, s, true);
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            }
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            else {
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                // Let's see if there's anything that overlaps enough to need supports:
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                ExPolygons polygons;
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                float bottom_area = 0.f;
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                for (const Structure* sb : s.structures_below) {
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                    polygons.push_back(*sb->polygon);
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                    bottom_area += polygons.back().area() * pow(SCALING_FACTOR, 2);
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                }
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                polygons = offset_ex(polygons, offset);
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                polygons = diff_ex(ExPolygons{*s.polygon}, polygons);
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                // What we now have in polygons needs support, regardless of what the forces are, so we can add them.
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                for (const ExPolygon& p : polygons)
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                    uniformly_cover(p, s);
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            }
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        }
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        // We should also check if current support is enough given the polygon area.
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        for (Structure& s : m_structures_new) {
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            ExPolygons e;
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            float e_area = 0.f;
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            for (const Structure* a : s.structures_below) {
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                e.push_back(*a->polygon);
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                e_area += e.back().area() * SCALING_FACTOR * SCALING_FACTOR;
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            }
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            e = diff_ex(ExPolygons{*s.polygon}, e);
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            s.supports_force /= std::max(1., (e_area / (s.polygon->area()*SCALING_FACTOR*SCALING_FACTOR)));
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            if ( (s.polygon->area() * pow(SCALING_FACTOR, 2)) * m_config.tear_pressure > s.supports_force) {
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                ExPolygons::iterator largest_it = std::max_element(e.begin(), e.end(), [](const ExPolygon& a, const ExPolygon& b) { return a.area() < b.area(); });
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                if (!e.empty())
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                    uniformly_cover(*largest_it, s);
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            }
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        }
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        // All is done. Prepare to advance to the next layer. 
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        m_structures_old = m_structures_new;
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        m_structures_new.clear();
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        m_throw_on_cancel();
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#ifdef SLA_AUTOSUPPORTS_DEBUG
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        /*std::string layer_num_str = std::string((i<10 ? "0" : "")) + std::string((i<100 ? "0" : "")) + std::to_string(i);
 | 
			
		||||
        output_expolygons(expolys_top, "top" + layer_num_str + ".svg");
 | 
			
		||||
        output_expolygons(diff, "diff" + layer_num_str + ".svg");
 | 
			
		||||
        if (!islands.empty())
 | 
			
		||||
            output_expolygons(islands, "islands" + layer_num_str + ".svg");*/
 | 
			
		||||
#endif /* SLA_AUTOSUPPORTS_DEBUG */
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void SLAAutoSupports::add_point(const Point& point, Structure& structure, bool is_new_island)
 | 
			
		||||
{
 | 
			
		||||
    sla::SupportPoint new_point(point(0) * SCALING_FACTOR, point(1) * SCALING_FACTOR, structure.height, 0.4f, (float)is_new_island);
 | 
			
		||||
    
 | 
			
		||||
    m_output.emplace_back(new_point);
 | 
			
		||||
    structure.supports_force += m_config.support_force;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void SLAAutoSupports::uniformly_cover(const ExPolygon& island, Structure& structure, bool is_new_island, bool just_one)
 | 
			
		||||
{
 | 
			
		||||
    //int num_of_points = std::max(1, (int)((island.area()*pow(SCALING_FACTOR, 2) * m_config.tear_pressure)/m_config.support_force));
 | 
			
		||||
    
 | 
			
		||||
    const float density_horizontal = m_config.tear_pressure / m_config.support_force;
 | 
			
		||||
 | 
			
		||||
    // We will cover the island another way.
 | 
			
		||||
    // For now we'll just place the points randomly not too close to the others.
 | 
			
		||||
    std::random_device rd;
 | 
			
		||||
    std::mt19937 gen(rd());
 | 
			
		||||
    std::uniform_real_distribution<> dis(0., 1.);
 | 
			
		||||
 | 
			
		||||
    std::vector<Vec3d> island_new_points;
 | 
			
		||||
    const BoundingBox& bb = get_extents(island);
 | 
			
		||||
    const int refused_limit = 30;
 | 
			
		||||
    int refused_points = 0;
 | 
			
		||||
    while (refused_points < refused_limit) {
 | 
			
		||||
        Point out;
 | 
			
		||||
        if (refused_points == 0 && island_new_points.empty()) // first iteration
 | 
			
		||||
            out = island.contour.centroid();
 | 
			
		||||
        else
 | 
			
		||||
            out = Point(bb.min(0) + bb.size()(0)  * dis(gen), bb.min(1) + bb.size()(1)  * dis(gen));
 | 
			
		||||
 | 
			
		||||
        Vec3d unscaled_out = unscale(out(0), out(1), 0.f);
 | 
			
		||||
        bool add_it = true;
 | 
			
		||||
 | 
			
		||||
        if (!island.contour.contains(out))
 | 
			
		||||
            add_it = false;
 | 
			
		||||
        else
 | 
			
		||||
            for (const Polygon& hole : island.holes)
 | 
			
		||||
                if (hole.contains(out))
 | 
			
		||||
                    add_it = false;
 | 
			
		||||
 | 
			
		||||
        if (add_it) {
 | 
			
		||||
            for (const Vec3d& p : island_new_points) {
 | 
			
		||||
                if ((p - unscaled_out).squaredNorm() < 1./(2.4*density_horizontal))    {
 | 
			
		||||
                    add_it = false;
 | 
			
		||||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (add_it) {
 | 
			
		||||
            island_new_points.emplace_back(unscaled_out);
 | 
			
		||||
            if (just_one)
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            ++refused_points;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (const Vec3d& p : island_new_points)
 | 
			
		||||
        add_point(Point(scale_(p.x()), scale_(p.y())), structure, is_new_island);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifdef SLA_AUTOSUPPORTS_DEBUG
 | 
			
		||||
void SLAAutoSupports::output_structures() const
 | 
			
		||||
{
 | 
			
		||||
    const std::vector<Structure>& structures = m_structures_new;
 | 
			
		||||
    for (unsigned int i=0 ; i<structures.size(); ++i) {
 | 
			
		||||
        std::stringstream ss;
 | 
			
		||||
        ss << structures[i].unique_id.count() << "_" << std::setw(10) << std::setfill('0') << 1000 + (int)structures[i].height/1000 << ".png";
 | 
			
		||||
        output_expolygons(std::vector<ExPolygon>{*structures[i].polygon}, ss.str());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void SLAAutoSupports::output_expolygons(const ExPolygons& expolys, std::string filename) const
 | 
			
		||||
{
 | 
			
		||||
    BoundingBox bb(Point(-30000000, -30000000), Point(30000000, 30000000));
 | 
			
		||||
| 
						 | 
				
			
			@ -198,138 +293,6 @@ void SLAAutoSupports::output_expolygons(const ExPolygons& expolys, std::string f
 | 
			
		|||
        svg_cummulative.draw_outline(expolys[i].holes, "blue", scale_(0.05));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
#endif /* SLA_AUTOSUPPORTS_DEBUG */
 | 
			
		||||
 | 
			
		||||
std::vector<std::pair<ExPolygon, coord_t>> SLAAutoSupports::find_islands(const std::vector<ExPolygons>& slices, const std::vector<float>& heights) const
 | 
			
		||||
{
 | 
			
		||||
    std::vector<std::pair<ExPolygon, coord_t>> islands;
 | 
			
		||||
 | 
			
		||||
    struct PointAccessor {
 | 
			
		||||
        const Point* operator()(const Point &pt) const { return &pt; }
 | 
			
		||||
    };
 | 
			
		||||
    typedef ClosestPointInRadiusLookup<Point, PointAccessor> ClosestPointLookupType;
 | 
			
		||||
 | 
			
		||||
    for (unsigned int i = 0; i<slices.size(); ++i) {
 | 
			
		||||
        const ExPolygons& expolys_top = slices[i];
 | 
			
		||||
        const ExPolygons& expolys_bottom = (i == 0 ? ExPolygons() : slices[i-1]);
 | 
			
		||||
 | 
			
		||||
        std::string layer_num_str = std::string((i<10 ? "0" : "")) + std::string((i<100 ? "0" : "")) + std::to_string(i);
 | 
			
		||||
#ifdef SLA_AUTOSUPPORTS_DEBUG
 | 
			
		||||
        output_expolygons(expolys_top, "top" + layer_num_str + ".svg");
 | 
			
		||||
#endif /* SLA_AUTOSUPPORTS_DEBUG */
 | 
			
		||||
        ExPolygons diff = diff_ex(expolys_top, expolys_bottom);
 | 
			
		||||
 | 
			
		||||
#ifdef SLA_AUTOSUPPORTS_DEBUG
 | 
			
		||||
        output_expolygons(diff, "diff" + layer_num_str + ".svg");
 | 
			
		||||
#endif /* SLA_AUTOSUPPORTS_DEBUG */
 | 
			
		||||
 | 
			
		||||
        ClosestPointLookupType cpl(SCALED_EPSILON);
 | 
			
		||||
        for (const ExPolygon& expol : expolys_top) {
 | 
			
		||||
            for (const Point& p : expol.contour.points)
 | 
			
		||||
                cpl.insert(p);
 | 
			
		||||
            for (const Polygon& hole : expol.holes)
 | 
			
		||||
                for (const Point& p : hole.points)
 | 
			
		||||
                    cpl.insert(p);
 | 
			
		||||
            // the lookup structure now contains all points from the top slice
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (const ExPolygon& polygon : diff) {
 | 
			
		||||
            // we want to check all boundary points of the diff polygon
 | 
			
		||||
            bool island = true;
 | 
			
		||||
            for (const Point& p : polygon.contour.points) {
 | 
			
		||||
                if (cpl.find(p).second != 0) { // the point belongs to the bottom slice - this cannot be an island
 | 
			
		||||
                    island = false;
 | 
			
		||||
                    goto NO_ISLAND;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            for (const Polygon& hole : polygon.holes)
 | 
			
		||||
                for (const Point& p : hole.points)
 | 
			
		||||
                if (cpl.find(p).second != 0) {
 | 
			
		||||
                    island = false;
 | 
			
		||||
                    goto NO_ISLAND;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
            if (island) { // all points of the diff polygon are from the top slice
 | 
			
		||||
                islands.push_back(std::make_pair(polygon, scale_(i!=0 ? heights[i-1] : heights[0]-(heights[1]-heights[0]))));
 | 
			
		||||
            }
 | 
			
		||||
            NO_ISLAND: ;// continue with next ExPolygon
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
#ifdef SLA_AUTOSUPPORTS_DEBUG
 | 
			
		||||
        //if (!islands.empty())
 | 
			
		||||
          //  output_expolygons(islands, "islands" + layer_num_str + ".svg");
 | 
			
		||||
#endif /* SLA_AUTOSUPPORTS_DEBUG */
 | 
			
		||||
        m_throw_on_cancel();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return islands;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::vector<Vec3d> SLAAutoSupports::uniformly_cover(const std::pair<ExPolygon, coord_t>& island)
 | 
			
		||||
{
 | 
			
		||||
    int num_of_points = std::max(1, (int)(island.first.area()*pow(SCALING_FACTOR, 2) * get_required_density(0)));
 | 
			
		||||
 | 
			
		||||
    // In case there is just one point to place, we'll place it into the polygon's centroid (unless it lies in a hole).
 | 
			
		||||
    if (num_of_points == 1) {
 | 
			
		||||
        Point out(island.first.contour.centroid());
 | 
			
		||||
 | 
			
		||||
        for (const auto& hole : island.first.holes)
 | 
			
		||||
            if (hole.contains(out))
 | 
			
		||||
                goto HOLE_HIT;
 | 
			
		||||
        return std::vector<Vec3d>{unscale(out(0), out(1), island.second)};
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
HOLE_HIT:
 | 
			
		||||
    // In this case either the centroid lies in a hole, or there are multiple points
 | 
			
		||||
    // to place. We will cover the island another way.
 | 
			
		||||
    // For now we'll just place the points randomly not too close to the others.
 | 
			
		||||
    std::random_device rd;
 | 
			
		||||
    std::mt19937 gen(rd());
 | 
			
		||||
    std::uniform_real_distribution<> dis(0., 1.);
 | 
			
		||||
 | 
			
		||||
    std::vector<Vec3d> island_new_points;
 | 
			
		||||
    const BoundingBox& bb = get_extents(island.first);
 | 
			
		||||
    const int refused_limit = 30;
 | 
			
		||||
    int refused_points = 0;
 | 
			
		||||
    while (refused_points < refused_limit) {
 | 
			
		||||
        Point out(bb.min(0) + bb.size()(0)  * dis(gen),
 | 
			
		||||
                  bb.min(1) + bb.size()(1)  * dis(gen)) ;
 | 
			
		||||
        Vec3d unscaled_out = unscale(out(0), out(1), island.second);
 | 
			
		||||
        bool add_it = true;
 | 
			
		||||
 | 
			
		||||
        if (!island.first.contour.contains(out))
 | 
			
		||||
            add_it = false;
 | 
			
		||||
        else
 | 
			
		||||
            for (const Polygon& hole : island.first.holes)
 | 
			
		||||
                if (hole.contains(out))
 | 
			
		||||
                    add_it = false;
 | 
			
		||||
 | 
			
		||||
        if (add_it) {
 | 
			
		||||
            for (const Vec3d& p : island_new_points) {
 | 
			
		||||
                if ((p - unscaled_out).squaredNorm() < distance_limit(0)) {
 | 
			
		||||
                    add_it = false;
 | 
			
		||||
                    ++refused_points;
 | 
			
		||||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (add_it)
 | 
			
		||||
            island_new_points.emplace_back(unscaled_out);
 | 
			
		||||
    }
 | 
			
		||||
    return island_new_points;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void SLAAutoSupports::project_upward_onto_mesh(std::vector<Vec3d>& points) const
 | 
			
		||||
{
 | 
			
		||||
    Vec3f dir(0., 0., 1.);
 | 
			
		||||
    igl::Hit hit{0, 0, 0.f, 0.f, 0.f};
 | 
			
		||||
    for (Vec3d& p : points) {
 | 
			
		||||
        igl::ray_mesh_intersect(p.cast<float>(), dir, m_V, m_F, hit);
 | 
			
		||||
        int fid = hit.id;
 | 
			
		||||
        Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
 | 
			
		||||
        p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<double>();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
} // namespace Slic3r
 | 
			
		||||
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