diff --git a/src/libslic3r/GCode/ExtrusionProcessor.hpp b/src/libslic3r/GCode/ExtrusionProcessor.hpp index fa7a29cafe..08a0694e3e 100644 --- a/src/libslic3r/GCode/ExtrusionProcessor.hpp +++ b/src/libslic3r/GCode/ExtrusionProcessor.hpp @@ -306,53 +306,55 @@ public: const ExtendedPoint &curr = extended_points[i]; const ExtendedPoint &next = extended_points[i + 1 < extended_points.size() ? i + 1 : i]; - // The following code artifically increases the distance to provide slowdown for extrusions that are over curled lines float artificial_distance_to_curled_lines = 0.0; - const double dist_limit = 10.0 * path.width; - { + if(slowdown_for_curled_edges) { + // The following code artifically increases the distance to provide slowdown for extrusions that are over curled lines + const double dist_limit = 10.0 * path.width; + { Vec2d middle = 0.5 * (curr.position + next.position); auto line_indices = prev_curled_extrusions[current_object].all_lines_in_radius(Point::new_scale(middle), scale_(dist_limit)); - if (!line_indices.empty()) { - double len = (next.position - curr.position).norm(); - // For long lines, there is a problem with the additional slowdown. If by accident, there is small curled line near the middle of this long line - // The whole segment gets slower unnecesarily. For these long lines, we do additional check whether it is worth slowing down. - // NOTE that this is still quite rough approximation, e.g. we are still checking lines only near the middle point - // TODO maybe split the lines into smaller segments before running this alg? but can be demanding, and GCode will be huge - if (len > 8) { - Vec2d dir = Vec2d(next.position - curr.position) / len; - Vec2d right = Vec2d(-dir.y(), dir.x()); + if (!line_indices.empty()) { + double len = (next.position - curr.position).norm(); + // For long lines, there is a problem with the additional slowdown. If by accident, there is small curled line near the middle of this long line + // The whole segment gets slower unnecesarily. For these long lines, we do additional check whether it is worth slowing down. + // NOTE that this is still quite rough approximation, e.g. we are still checking lines only near the middle point + // TODO maybe split the lines into smaller segments before running this alg? but can be demanding, and GCode will be huge + if (len > 8) { + Vec2d dir = Vec2d(next.position - curr.position) / len; + Vec2d right = Vec2d(-dir.y(), dir.x()); - Polygon box_of_influence = { - scaled(Vec2d(curr.position + right * dist_limit)), - scaled(Vec2d(next.position + right * dist_limit)), - scaled(Vec2d(next.position - right * dist_limit)), - scaled(Vec2d(curr.position - right * dist_limit)), - }; + Polygon box_of_influence = { + scaled(Vec2d(curr.position + right * dist_limit)), + scaled(Vec2d(next.position + right * dist_limit)), + scaled(Vec2d(next.position - right * dist_limit)), + scaled(Vec2d(curr.position - right * dist_limit)), + }; - double projected_lengths_sum = 0; - for (size_t idx : line_indices) { - const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); - Lines inside = intersection_ln({{line.a, line.b}}, {box_of_influence}); - if (inside.empty()) - continue; - double projected_length = abs(dir.dot(unscaled(Vec2d((inside.back().b - inside.back().a).cast())))); - projected_lengths_sum += projected_length; - } - if (projected_lengths_sum < 0.4 * len) { - line_indices.clear(); - } - } + double projected_lengths_sum = 0; + for (size_t idx : line_indices) { + const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); + Lines inside = intersection_ln({{line.a, line.b}}, {box_of_influence}); + if (inside.empty()) + continue; + double projected_length = abs(dir.dot(unscaled(Vec2d((inside.back().b - inside.back().a).cast())))); + projected_lengths_sum += projected_length; + } + if (projected_lengths_sum < 0.4 * len) { + line_indices.clear(); + } + } - for (size_t idx : line_indices) { - const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); - float distance_from_curled = unscaled(line_alg::distance_to(line, Point::new_scale(middle))); - float dist = path.width * (1.0 - (distance_from_curled / dist_limit)) * + for (size_t idx : line_indices) { + const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); + float distance_from_curled = unscaled(line_alg::distance_to(line, Point::new_scale(middle))); + float dist = path.width * (1.0 - (distance_from_curled / dist_limit)) * (1.0 - (distance_from_curled / dist_limit)) * (line.curled_height / (path.height * 10.0f)); // max_curled_height_factor from SupportSpotGenerator - artificial_distance_to_curled_lines = std::max(artificial_distance_to_curled_lines, dist); - } + artificial_distance_to_curled_lines = std::max(artificial_distance_to_curled_lines, dist); + } + } } - } + } auto calculate_speed = [&speed_sections, &original_speed](float distance) { float final_speed;