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https://github.com/SoftFever/OrcaSlicer.git
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ENH: speed gcode export up again
thanks prusa Signed-off-by: salt.wei <salt.wei@bambulab.com> Change-Id: Ifbe5e2ea55b16a7fe281b54ca16c37695c15f5b1
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c945c47383
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4c4b274408
11 changed files with 512 additions and 75 deletions
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@ -13,6 +13,7 @@
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#include <Eigen/Geometry>
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#include "BoundingBox.hpp"
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#include "Utils.hpp" // for next_highest_power_of_2()
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// Definition of the ray intersection hit structure.
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@ -83,6 +84,13 @@ public:
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// to split around.
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template<typename SourceNode>
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void build(std::vector<SourceNode> &&input)
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{
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this->build_modify_input(input);
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input.clear();
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}
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template<typename SourceNode>
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void build_modify_input(std::vector<SourceNode> &input)
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{
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if (input.empty())
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clear();
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@ -91,7 +99,6 @@ public:
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m_nodes.assign(next_highest_power_of_2(input.size()) * 2 - 1, Node());
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build_recursive(input, 0, 0, input.size() - 1);
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}
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input.clear();
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}
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const std::vector<Node>& nodes() const { return m_nodes; }
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@ -211,6 +218,23 @@ using Tree3f = Tree<3, float>;
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using Tree2d = Tree<2, double>;
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using Tree3d = Tree<3, double>;
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// Wrap a 2D Slic3r own BoundingBox to be passed to Tree::build() and similar
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// to build an AABBTree over coord_t 2D bounding boxes.
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class BoundingBoxWrapper {
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public:
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using BoundingBox = Eigen::AlignedBox<coord_t, 2>;
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BoundingBoxWrapper(const size_t idx, const Slic3r::BoundingBox &bbox) :
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m_idx(idx),
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// Inflate the bounding box a bit to account for numerical issues.
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m_bbox(bbox.min - Point(SCALED_EPSILON, SCALED_EPSILON), bbox.max + Point(SCALED_EPSILON, SCALED_EPSILON)) {}
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size_t idx() const { return m_idx; }
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const BoundingBox& bbox() const { return m_bbox; }
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Point centroid() const { return ((m_bbox.min().cast<int64_t>() + m_bbox.max().cast<int64_t>()) / 2).cast<int32_t>(); }
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private:
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size_t m_idx;
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BoundingBox m_bbox;
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};
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namespace detail {
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template<typename AVertexType, typename AIndexedFaceType, typename ATreeType, typename AVectorType>
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struct RayIntersector {
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@ -513,7 +537,7 @@ namespace detail {
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const VectorType origin;
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inline VectorType closest_point_to_origin(size_t primitive_index,
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ScalarType& squared_distance){
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ScalarType& squared_distance) const {
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const auto &triangle = this->faces[primitive_index];
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VectorType closest_point = closest_point_to_triangle<VectorType>(origin,
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this->vertices[triangle(0)].template cast<ScalarType>(),
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@ -607,6 +631,37 @@ namespace detail {
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return up_sqr_d;
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}
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template<typename IndexedPrimitivesDistancerType, typename Scalar>
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static inline void indexed_primitives_within_distance_squared_recurisve(const IndexedPrimitivesDistancerType &distancer,
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size_t node_idx,
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Scalar squared_distance_limit,
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std::vector<size_t> &found_primitives_indices)
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{
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const auto &node = distancer.tree.node(node_idx);
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assert(node.is_valid());
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if (node.is_leaf()) {
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Scalar sqr_dist;
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distancer.closest_point_to_origin(node.idx, sqr_dist);
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if (sqr_dist < squared_distance_limit) { found_primitives_indices.push_back(node.idx); }
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} else {
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size_t left_node_idx = node_idx * 2 + 1;
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size_t right_node_idx = left_node_idx + 1;
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const auto &node_left = distancer.tree.node(left_node_idx);
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const auto &node_right = distancer.tree.node(right_node_idx);
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assert(node_left.is_valid());
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assert(node_right.is_valid());
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if (node_left.bbox.squaredExteriorDistance(distancer.origin) < squared_distance_limit) {
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indexed_primitives_within_distance_squared_recurisve(distancer, left_node_idx, squared_distance_limit,
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found_primitives_indices);
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}
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if (node_right.bbox.squaredExteriorDistance(distancer.origin) < squared_distance_limit) {
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indexed_primitives_within_distance_squared_recurisve(distancer, right_node_idx, squared_distance_limit,
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found_primitives_indices);
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}
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}
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}
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} // namespace detail
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// Build a balanced AABB Tree over an indexed triangles set, balancing the tree
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@ -793,6 +848,33 @@ inline bool is_any_triangle_in_radius(
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return hit_point.allFinite();
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}
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// Returns all triangles within the given radius limit
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template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
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inline std::vector<size_t> all_triangles_in_radius(
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// Indexed triangle set - 3D vertices.
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const std::vector<VertexType> &vertices,
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// Indexed triangle set - triangular faces, references to vertices.
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const std::vector<IndexedFaceType> &faces,
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// AABBTreeIndirect::Tree over vertices & faces, bounding boxes built with the accuracy of vertices.
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const TreeType &tree,
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// Point to which the distances on the indexed triangle set is searched for.
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const VectorType &point,
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//Square of maximum distance in which triangles are searched for
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typename VectorType::Scalar max_distance_squared)
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{
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auto distancer = detail::IndexedTriangleSetDistancer<VertexType, IndexedFaceType, TreeType, VectorType>
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{ vertices, faces, tree, point };
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if(tree.empty())
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{
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return {};
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}
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std::vector<size_t> found_triangles{};
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detail::indexed_primitives_within_distance_squared_recurisve(distancer, size_t(0), max_distance_squared, found_triangles);
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return found_triangles;
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}
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// Traverse the tree and return the index of an entity whose bounding box
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// contains a given point. Returns size_t(-1) when the point is outside.
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@ -837,48 +919,54 @@ struct Intersecting<Eigen::AlignedBox<CoordType, NumD>> {
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template<class G> auto intersecting(const G &g) { return Intersecting<G>{g}; }
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template<class G> struct Containing {};
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template<class G> struct Within {};
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// Intersection predicate specialization for box-box intersections
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template<class CoordType, int NumD>
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struct Containing<Eigen::AlignedBox<CoordType, NumD>> {
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struct Within<Eigen::AlignedBox<CoordType, NumD>> {
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Eigen::AlignedBox<CoordType, NumD> box;
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Containing(const Eigen::AlignedBox<CoordType, NumD> &bb): box{bb} {}
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Within(const Eigen::AlignedBox<CoordType, NumD> &bb): box{bb} {}
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bool operator() (const typename Tree<NumD, CoordType>::Node &node) const
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{
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return box.contains(node.bbox);
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return node.is_leaf() ? box.contains(node.bbox) : box.intersects(node.bbox);
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}
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};
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template<class G> auto containing(const G &g) { return Containing<G>{g}; }
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template<class G> auto within(const G &g) { return Within<G>{g}; }
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namespace detail {
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// Returns true in case traversal should continue,
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// returns false if traversal should stop (for example if the first hit was found).
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template<int Dims, typename T, typename Pred, typename Fn>
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void traverse_recurse(const Tree<Dims, T> &tree,
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bool traverse_recurse(const Tree<Dims, T> &tree,
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size_t idx,
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Pred && pred,
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Fn && callback)
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{
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assert(tree.node(idx).is_valid());
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if (!pred(tree.node(idx))) return;
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if (!pred(tree.node(idx)))
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// Continue traversal.
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return true;
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if (tree.node(idx).is_leaf()) {
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callback(tree.node(idx).idx);
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// Callback returns true to continue traversal, false to stop traversal.
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return callback(tree.node(idx));
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} else {
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// call this with left and right node idx:
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auto trv = [&](size_t idx) {
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traverse_recurse(tree, idx, std::forward<Pred>(pred),
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std::forward<Fn>(callback));
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auto trv = [&](size_t idx) -> bool {
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return traverse_recurse(tree, idx, std::forward<Pred>(pred),
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std::forward<Fn>(callback));
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};
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// Left / right child node index.
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trv(Tree<Dims, T>::left_child_idx(idx));
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trv(Tree<Dims, T>::right_child_idx(idx));
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// Returns true if both children allow the traversal to continue.
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return trv(Tree<Dims, T>::left_child_idx(idx)) &&
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trv(Tree<Dims, T>::right_child_idx(idx));
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}
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}
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@ -888,6 +976,7 @@ void traverse_recurse(const Tree<Dims, T> &tree,
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// traverse(tree, intersecting(QueryBox), [](size_t face_idx) {
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// /* ... */
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// });
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// Callback shall return true to continue traversal, false if it wants to stop traversal, for example if it found the answer.
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template<int Dims, typename T, typename Predicate, typename Fn>
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void traverse(const Tree<Dims, T> &tree, Predicate &&pred, Fn &&callback)
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{
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