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Allow travels processed by the avoid crossing perimeters move further away from the outer perimeter.
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3 changed files with 287 additions and 73 deletions
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@ -40,23 +40,42 @@ template<class L> auto get_b(L &&l) { return Traits<remove_cvref_t<L>>::get_b(l)
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// Distance to the closest point of line.
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template<class L>
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double distance_to_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
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double distance_to_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point, Vec<Dim<L>, Scalar<L>> *nearest_point)
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{
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const Vec<Dim<L>, double> v = (get_b(line) - get_a(line)).template cast<double>();
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const Vec<Dim<L>, double> va = (point - get_a(line)).template cast<double>();
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const double l2 = v.squaredNorm(); // avoid a sqrt
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if (l2 == 0.0)
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if (l2 == 0.0) {
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// a == b case
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*nearest_point = get_a(line);
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return va.squaredNorm();
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}
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// Consider the line extending the segment, parameterized as a + t (b - a).
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// We find projection of this point onto the line.
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// It falls where t = [(this-a) . (b-a)] / |b-a|^2
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const double t = va.dot(v) / l2;
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if (t < 0.0) return va.squaredNorm(); // beyond the 'a' end of the segment
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else if (t > 1.0) return (point - get_b(line)).template cast<double>().squaredNorm(); // beyond the 'b' end of the segment
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if (t < 0.0) {
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// beyond the 'a' end of the segment
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*nearest_point = get_a(line);
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return va.squaredNorm();
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} else if (t > 1.0) {
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// beyond the 'b' end of the segment
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*nearest_point = get_b(line);
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return (point - get_b(line)).template cast<double>().squaredNorm();
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}
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*nearest_point = (get_a(line).template cast<double>() + t * v).template cast<Scalar<L>>();
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return (t * v - va).squaredNorm();
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}
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// Distance to the closest point of line.
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template<class L>
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double distance_to_squared(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
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{
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Vec<Dim<L>, Scalar<L>> nearest_point;
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return distance_to_squared<L>(line, point, &nearest_point);
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}
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template<class L>
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double distance_to(const L &line, const Vec<Dim<L>, Scalar<L>> &point)
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{
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@ -81,6 +100,7 @@ public:
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bool intersection_infinite(const Line &other, Point* point) const;
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bool operator==(const Line &rhs) const { return this->a == rhs.a && this->b == rhs.b; }
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double distance_to_squared(const Point &point) const { return distance_to_squared(point, this->a, this->b); }
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double distance_to_squared(const Point &point, Point *closest_point) const { return line_alg::distance_to_squared(*this, point, closest_point); }
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double distance_to(const Point &point) const { return distance_to(point, this->a, this->b); }
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double perp_distance_to(const Point &point) const;
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bool parallel_to(double angle) const;
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