Building octree based on distance from mesh

This commit is contained in:
Lukáš Hejl 2020-08-26 18:15:59 +02:00
parent 42a7f2b1d8
commit 3ac16d9c9c
3 changed files with 125 additions and 0 deletions

View file

@ -1,6 +1,8 @@
#include "../ClipperUtils.hpp"
#include "../ExPolygon.hpp"
#include "../Surface.hpp"
#include "../Geometry.hpp"
#include "../AABBTreeIndirect.hpp"
#include "FillAdaptive.hpp"
@ -16,4 +18,88 @@ void FillAdaptive::_fill_surface_single(
}
FillAdaptive_Internal::Octree* FillAdaptive::build_octree(
TriangleMesh &triangleMesh,
coordf_t line_spacing,
const BoundingBoxf3 &printer_volume,
const Vec3d &cube_center)
{
using namespace FillAdaptive_Internal;
if(line_spacing <= 0)
{
return nullptr;
}
// The furthest point from center of bed.
double furthest_point = std::sqrt(((printer_volume.size()[0] * printer_volume.size()[0]) / 4.0) +
((printer_volume.size()[1] * printer_volume.size()[1]) / 4.0) +
(printer_volume.size()[2] * printer_volume.size()[2]));
double max_cube_edge_length = furthest_point * 2;
std::vector<CubeProperties> cubes_properties;
for (double edge_length = (line_spacing * 2); edge_length < (max_cube_edge_length * 2); edge_length *= 2)
{
CubeProperties props{};
props.edge_length = edge_length;
props.height = edge_length * sqrt(3);
props.diagonal_length = edge_length * sqrt(2);
props.line_z_distance = edge_length / sqrt(3);
props.line_xy_distance = edge_length / sqrt(6);
cubes_properties.push_back(props);
}
if (triangleMesh.its.vertices.empty())
{
triangleMesh.require_shared_vertices();
}
Vec3d rotation = Vec3d(Geometry::deg2rad(225.0), Geometry::deg2rad(215.0), Geometry::deg2rad(30.0));
Transform3d rotation_matrix = Geometry::assemble_transform(Vec3d::Zero(), rotation, Vec3d::Ones(), Vec3d::Ones());
AABBTreeIndirect::Tree3f aabbTree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(triangleMesh.its.vertices, triangleMesh.its.indices);
Octree *octree = new Octree{new Cube{cube_center, cubes_properties.size() - 1, cubes_properties.back()}, cube_center};
FillAdaptive::expand_cube(octree->root_cube, cubes_properties, rotation_matrix, aabbTree, triangleMesh);
return octree;
}
void FillAdaptive::expand_cube(
FillAdaptive_Internal::Cube *cube,
const std::vector<FillAdaptive_Internal::CubeProperties> &cubes_properties,
const Transform3d &rotation_matrix,
const AABBTreeIndirect::Tree3f &distanceTree,
const TriangleMesh &triangleMesh)
{
using namespace FillAdaptive_Internal;
if (cube == nullptr || cube->depth == 0)
{
return;
}
std::vector<Vec3d> child_centers = {
Vec3d(-1, -1, -1), Vec3d( 1, -1, -1), Vec3d(-1, 1, -1), Vec3d(-1, -1, 1),
Vec3d( 1, 1, 1), Vec3d(-1, 1, 1), Vec3d( 1, -1, 1), Vec3d( 1, 1, -1)
};
double cube_radius_squared = (cube->properties.height * cube->properties.height) / 16;
for (const Vec3d &child_center : child_centers) {
Vec3d child_center_transformed = cube->center + rotation_matrix * (child_center * (cube->properties.edge_length / 4));
Vec3d closest_point = Vec3d::Zero();
size_t closest_triangle_idx = 0;
double distance_squared = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
triangleMesh.its.vertices, triangleMesh.its.indices, distanceTree, child_center_transformed,
closest_triangle_idx,closest_point);
if(distance_squared <= cube_radius_squared) {
cube->children.push_back(new Cube{child_center_transformed, cube->depth - 1, cubes_properties[cube->depth - 1]});
FillAdaptive::expand_cube(cube->children.back(), cubes_properties, rotation_matrix, distanceTree, triangleMesh);
}
}
}
} // namespace Slic3r