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Refactor model facing support generation.
Fix for touching junction when adding aux pillars. Fix issue with overly long support bridges.
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parent
45220e26c0
commit
90fbbf401f
2 changed files with 164 additions and 193 deletions
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@ -35,6 +35,17 @@ inline Vec3d spheric_to_dir(double polar, double azimuth)
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std::sin(azimuth) * std::sin(polar), std::cos(polar)};
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}
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inline Vec3d spheric_to_dir(const std::tuple<double, double> &v)
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{
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auto [plr, azm] = v;
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return spheric_to_dir(plr, azm);
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}
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inline Vec3d spheric_to_dir(const std::pair<double, double> &v)
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{
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return spheric_to_dir(v.first, v.second);
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}
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// This function returns the position of the centroid in the input 'clust'
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// vector of point indices.
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template<class DistFn>
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@ -166,10 +177,10 @@ class SupportTreeBuildsteps {
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using PtIndices = std::vector<unsigned>;
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PtIndices m_iheads; // support points with pinhead
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PtIndices m_iheads_onmodel;
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PtIndices m_iheadless; // headless support points
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// supp. pts. connecting to model: point index and the ray hit data
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std::vector<std::pair<unsigned, EigenMesh3D::hit_result>> m_iheads_onmodel;
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std::map<unsigned, EigenMesh3D::hit_result> m_head_to_ground_scans;
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// normals for support points from model faces.
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PointSet m_support_nmls;
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@ -238,9 +249,18 @@ class SupportTreeBuildsteps {
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// For connecting a head to a nearby pillar.
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bool connect_to_nearpillar(const Head& head, long nearpillar_id);
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// Find route for a head to the ground. Inserts additional bridge from the
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// head to the pillar if cannot create pillar directly.
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// The optional dir parameter is the direction of the bridge which is the
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// direction of the pinhead if omitted.
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bool connect_to_ground(Head& head, const Vec3d &dir);
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inline bool connect_to_ground(Head& head);
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bool connect_to_model_body(Head &head);
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bool search_pillar_and_connect(const Head& head);
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// This is a proxy function for pillar creation which will mind the gap
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// between the pad and the model bottom in zero elevation mode.
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// jp is the starting junction point which needs to be routed down.
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@ -250,6 +270,8 @@ class SupportTreeBuildsteps {
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const Vec3d &sourcedir,
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double radius,
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long head_id = ID_UNSET);
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public:
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SupportTreeBuildsteps(SupportTreeBuilder & builder, const SupportableMesh &sm);
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