mirror of
				https://github.com/SoftFever/OrcaSlicer.git
				synced 2025-11-02 20:51:23 -07:00 
			
		
		
		
	Fix of place to bed function
This reverts commit 86e9cb604a
and also contains a fix.
			
			
This commit is contained in:
		
							parent
							
								
									567b367061
								
							
						
					
					
						commit
						7ef10e9663
					
				
					 2 changed files with 76 additions and 49 deletions
				
			
		| 
						 | 
				
			
			@ -1519,13 +1519,15 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
    }
 | 
			
		||||
 | 
			
		||||
    ch = ch.convex_hull_3d();
 | 
			
		||||
 | 
			
		||||
    const Vec3d& bb_size = ch.bounding_box().size();
 | 
			
		||||
    double min_bb_face_area = std::min(bb_size(0) * bb_size(1), std::min(bb_size(0) * bb_size(2), bb_size(1) * bb_size(2)));
 | 
			
		||||
 | 
			
		||||
    m_planes.clear();
 | 
			
		||||
    const Transform3d& inst_matrix = m_model_object->instances.front()->get_matrix();
 | 
			
		||||
 | 
			
		||||
    // Now we'll go through all the facets and append Points of facets sharing the same normal:
 | 
			
		||||
    // Following constants are used for discarding too small polygons.
 | 
			
		||||
    const float minimal_area = 20.f; // in square mm (world coordinates)
 | 
			
		||||
    const float minimal_side = 1.f; // mm
 | 
			
		||||
 | 
			
		||||
    // Now we'll go through all the facets and append Points of facets sharing the same normal.
 | 
			
		||||
    // This part is still performed in mesh coordinate system.
 | 
			
		||||
    const int num_of_facets = ch.stl.stats.number_of_facets;
 | 
			
		||||
    std::vector<int>  facet_queue(num_of_facets, 0);
 | 
			
		||||
    std::vector<bool> facet_visited(num_of_facets, false);
 | 
			
		||||
| 
						 | 
				
			
			@ -1548,7 +1550,7 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
        while (facet_queue_cnt > 0) {
 | 
			
		||||
            int facet_idx = facet_queue[-- facet_queue_cnt];
 | 
			
		||||
            const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal;
 | 
			
		||||
            if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
 | 
			
		||||
            if (this_normal.isApprox(*normal_ptr)) {
 | 
			
		||||
                stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
 | 
			
		||||
                for (int j=0; j<3; ++j)
 | 
			
		||||
                    m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2));
 | 
			
		||||
| 
						 | 
				
			
			@ -1561,63 +1563,74 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        m_planes.back().normal = Vec3d((double)(*normal_ptr)(0), (double)(*normal_ptr)(1), (double)(*normal_ptr)(2));
 | 
			
		||||
        m_planes.back().normal = normal_ptr->cast<double>();
 | 
			
		||||
 | 
			
		||||
        // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
 | 
			
		||||
        // Now we'll transform all the points into world coordinates, so that the areas, angles and distances
 | 
			
		||||
        // make real sense.
 | 
			
		||||
        m_planes.back().vertices = transform(m_planes.back().vertices, inst_matrix);
 | 
			
		||||
 | 
			
		||||
        // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
 | 
			
		||||
        if (m_planes.back().vertices.size() == 3 &&
 | 
			
		||||
            ((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.0
 | 
			
		||||
            || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0
 | 
			
		||||
            || (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0))
 | 
			
		||||
            ((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < minimal_side
 | 
			
		||||
            || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < minimal_side
 | 
			
		||||
            || (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < minimal_side))
 | 
			
		||||
            m_planes.pop_back();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const float minimal_area = 0.01f * (float)min_bb_face_area;
 | 
			
		||||
 | 
			
		||||
    // Now we'll go through all the polygons, transform the points into xy plane to process them:
 | 
			
		||||
    for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
 | 
			
		||||
        Pointf3s& polygon = m_planes[polygon_id].vertices;
 | 
			
		||||
        const Vec3d& normal = m_planes[polygon_id].normal;
 | 
			
		||||
 | 
			
		||||
        // let's transform the normal accodring to the instance matrix:
 | 
			
		||||
        Geometry::Transformation t(inst_matrix);
 | 
			
		||||
        Vec3d scaling = t.get_scaling_factor();
 | 
			
		||||
        t.set_scaling_factor(Vec3d(1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0))));
 | 
			
		||||
        Vec3d normal_transformed = t.get_matrix() * normal;
 | 
			
		||||
 | 
			
		||||
        // We are going to rotate about z and y to flatten the plane
 | 
			
		||||
        Eigen::Quaterniond q;
 | 
			
		||||
        Transform3d m = Transform3d::Identity();
 | 
			
		||||
        m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix();
 | 
			
		||||
        m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
 | 
			
		||||
        polygon = transform(polygon, m);
 | 
			
		||||
 | 
			
		||||
        polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
 | 
			
		||||
        // Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
 | 
			
		||||
        // it works in fixed point representation, we will rescale the polygon to avoid overflows.
 | 
			
		||||
        // And yes, it is a nasty thing to do. Whoever has time is free to refactor.
 | 
			
		||||
        Vec3d bb_size = BoundingBoxf3(polygon).size();
 | 
			
		||||
        float sf = std::min(1./bb_size(0), 1./bb_size(1));
 | 
			
		||||
        Transform3d tr = Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(sf, sf, 1.f));
 | 
			
		||||
        polygon = transform(polygon, tr);
 | 
			
		||||
        polygon = Slic3r::Geometry::convex_hull(polygon);
 | 
			
		||||
        polygon = transform(polygon, tr.inverse());
 | 
			
		||||
 | 
			
		||||
        // We will calculate area of the polygons and discard ones that are too small
 | 
			
		||||
        // The limit is more forgiving in case the normal is in the direction of the coordinate axes
 | 
			
		||||
        float area_threshold = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? minimal_area : 10.0f * minimal_area;
 | 
			
		||||
        // Calculate area of the polygons and discard ones that are too small
 | 
			
		||||
        float& area = m_planes[polygon_id].area;
 | 
			
		||||
        area = 0.f;
 | 
			
		||||
        for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
 | 
			
		||||
            area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
 | 
			
		||||
        area = 0.5f * std::abs(area);
 | 
			
		||||
        if (area < area_threshold) {
 | 
			
		||||
            m_planes.erase(m_planes.begin()+(polygon_id--));
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // We check the inner angles and discard polygons with angles smaller than the following threshold
 | 
			
		||||
        const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
 | 
			
		||||
        bool discard = false;
 | 
			
		||||
        if (area < minimal_area)
 | 
			
		||||
            discard = true;
 | 
			
		||||
        else {
 | 
			
		||||
            // We also check the inner angles and discard polygons with angles smaller than the following threshold
 | 
			
		||||
            const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
 | 
			
		||||
 | 
			
		||||
        for (unsigned int i = 0; i < polygon.size(); ++i)
 | 
			
		||||
        {
 | 
			
		||||
            const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
 | 
			
		||||
            const Vec3d& curr = polygon[i];
 | 
			
		||||
            const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
 | 
			
		||||
            for (unsigned int i = 0; i < polygon.size(); ++i) {
 | 
			
		||||
                const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
 | 
			
		||||
                const Vec3d& curr = polygon[i];
 | 
			
		||||
                const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
 | 
			
		||||
 | 
			
		||||
            if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold)
 | 
			
		||||
            {
 | 
			
		||||
                discard = true;
 | 
			
		||||
                break;
 | 
			
		||||
                if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
 | 
			
		||||
                    discard = true;
 | 
			
		||||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (discard)
 | 
			
		||||
        {
 | 
			
		||||
        if (discard) {
 | 
			
		||||
            m_planes.erase(m_planes.begin() + (polygon_id--));
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -1667,13 +1680,17 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
            polygon = points_out; // replace the coarse polygon with the smooth one that we just created
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Transform back to 3D;
 | 
			
		||||
        for (auto& b : polygon) {
 | 
			
		||||
            b(2) += 0.1f; // raise a bit above the object surface to avoid flickering
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        m = m.inverse();
 | 
			
		||||
        polygon = transform(polygon, m);
 | 
			
		||||
        // Raise a bit above the object surface to avoid flickering:
 | 
			
		||||
        for (auto& b : polygon)
 | 
			
		||||
            b(2) += 0.1f;
 | 
			
		||||
 | 
			
		||||
        // Transform back to 3D (and also back to mesh coordinates)
 | 
			
		||||
        polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
 | 
			
		||||
 | 
			
		||||
        // make sure the points are in correct order:
 | 
			
		||||
        if ( ((inst_matrix.inverse() * m.inverse()) * Vec3d(0., 0., 1.)).dot(normal) > 0.)
 | 
			
		||||
            std::reverse(polygon.begin(),polygon.end());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
 | 
			
		||||
| 
						 | 
				
			
			@ -1682,12 +1699,15 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
 | 
			
		||||
    // Planes are finished - let's save what we calculated it from:
 | 
			
		||||
    m_volumes_matrices.clear();
 | 
			
		||||
    for (const ModelVolume* vol : m_model_object->volumes)
 | 
			
		||||
    m_volumes_types.clear();
 | 
			
		||||
    for (const ModelVolume* vol : m_model_object->volumes) {
 | 
			
		||||
        m_volumes_matrices.push_back(vol->get_matrix());
 | 
			
		||||
        m_volumes_types.push_back(vol->type());
 | 
			
		||||
    }
 | 
			
		||||
    m_first_instance_scale = m_model_object->instances.front()->get_scaling_factor();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Check if the bounding boxes of each volume's convex hull is the same as before
 | 
			
		||||
// and that scaling and rotation has not changed. In that case we don't have to recalculate it.
 | 
			
		||||
 | 
			
		||||
bool GLGizmoFlatten::is_plane_update_necessary() const
 | 
			
		||||
{
 | 
			
		||||
    if (m_state != On || !m_model_object || m_model_object->instances.empty())
 | 
			
		||||
| 
						 | 
				
			
			@ -1696,8 +1716,13 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
 | 
			
		|||
    if (m_model_object->volumes.size() != m_volumes_matrices.size())
 | 
			
		||||
        return true;
 | 
			
		||||
 | 
			
		||||
    // We want to recalculate when the scale changes - some planes could (dis)appear.
 | 
			
		||||
    if (! m_model_object->instances.front()->get_scaling_factor().isApprox(m_first_instance_scale))
 | 
			
		||||
        return true;
 | 
			
		||||
 | 
			
		||||
    for (unsigned int i=0; i < m_model_object->volumes.size(); ++i)
 | 
			
		||||
        if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i]))
 | 
			
		||||
        if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i])
 | 
			
		||||
         || m_model_object->volumes[i]->type() != m_volumes_types[i])
 | 
			
		||||
            return true;
 | 
			
		||||
 | 
			
		||||
    return false;
 | 
			
		||||
| 
						 | 
				
			
			@ -1723,7 +1748,7 @@ GLGizmoSlaSupports::GLGizmoSlaSupports(GLCanvas3D& parent)
 | 
			
		|||
    if (m_quadric != nullptr)
 | 
			
		||||
        // using GLU_FILL does not work when the instance's transformation
 | 
			
		||||
        // contains mirroring (normals are reverted)
 | 
			
		||||
        ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
 | 
			
		||||
        ::gluQuadricDrawStyle(m_quadric, GLU_FILL);
 | 
			
		||||
#endif // ENABLE_SLA_SUPPORT_GIZMO_MOD
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1895,8 +1920,8 @@ void GLGizmoSlaSupports::render_grabbers(const GLCanvas3D::Selection& selection,
 | 
			
		|||
        ::glPushMatrix();
 | 
			
		||||
        ::glLoadIdentity();
 | 
			
		||||
        ::glTranslated(grabber_world_position(0), grabber_world_position(1), grabber_world_position(2) + z_shift);
 | 
			
		||||
        ::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
 | 
			
		||||
        ::gluSphere(m_quadric, 0.75, 64, 36);
 | 
			
		||||
        const float diameter = 0.8f;
 | 
			
		||||
        ::gluSphere(m_quadric, diameter/2.f, 64, 36);
 | 
			
		||||
        ::glPopMatrix();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1945,7 +1970,7 @@ void GLGizmoSlaSupports::render_grabbers(bool picking) const
 | 
			
		|||
            GLUquadricObj *quadric;
 | 
			
		||||
            quadric = ::gluNewQuadric();
 | 
			
		||||
            ::gluQuadricDrawStyle(quadric, GLU_FILL );
 | 
			
		||||
            ::gluSphere( quadric , 0.75f, 64 , 32 );
 | 
			
		||||
            ::gluSphere( quadric , 0.4, 64 , 32 );
 | 
			
		||||
            ::gluDeleteQuadric(quadric);
 | 
			
		||||
            ::glPopMatrix();
 | 
			
		||||
            if (!picking)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue