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https://github.com/SoftFever/OrcaSlicer.git
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replace ccr_::enumerate with flexible for_each
enumerate is unusual and would only work effectively with random access iterators this for_each takes advantage of tbb blocked_range replace ccr_::enumerate with flexible for_each enumerate is unusual and would only work effectively with random access iterators this for_each takes advantage of tbb blocked_range
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7 changed files with 169 additions and 125 deletions
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@ -4,6 +4,7 @@
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#include <tbb/parallel_for.h>
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#include "SupportPointGenerator.hpp"
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#include "Concurrency.hpp"
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#include "Model.hpp"
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#include "ExPolygon.hpp"
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#include "SVG.hpp"
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@ -87,27 +88,28 @@ void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& po
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// The function makes sure that all the points are really exactly placed on the mesh.
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// Use a reasonable granularity to account for the worker thread synchronization cost.
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tbb::parallel_for(tbb::blocked_range<size_t>(0, points.size(), 64),
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[this, &points](const tbb::blocked_range<size_t>& range) {
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for (size_t point_id = range.begin(); point_id < range.end(); ++ point_id) {
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if ((point_id % 16) == 0)
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// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
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m_throw_on_cancel();
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Vec3f& p = points[point_id].pos;
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// Project the point upward and downward and choose the closer intersection with the mesh.
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sla::IndexedMesh::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::IndexedMesh::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
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static constexpr size_t gransize = 64;
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bool up = hit_up.is_hit();
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bool down = hit_down.is_hit();
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ccr_par::for_each(size_t(0), points.size(), [this, &points](size_t idx)
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{
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if ((idx % 16) == 0)
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// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
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m_throw_on_cancel();
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if (!up && !down)
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continue;
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Vec3f& p = points[idx].pos;
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// Project the point upward and downward and choose the closer intersection with the mesh.
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sla::IndexedMesh::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::IndexedMesh::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
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sla::IndexedMesh::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
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p = p + (hit.distance() * hit.direction()).cast<float>();
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}
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});
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bool up = hit_up.is_hit();
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bool down = hit_down.is_hit();
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if (!up && !down)
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return;
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sla::IndexedMesh::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
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p = p + (hit.distance() * hit.direction()).cast<float>();
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}, gransize);
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}
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static std::vector<SupportPointGenerator::MyLayer> make_layers(
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@ -126,78 +128,80 @@ static std::vector<SupportPointGenerator::MyLayer> make_layers(
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//const float pixel_area = pow(wxGetApp().preset_bundle->project_config.option<ConfigOptionFloat>("display_width") / wxGetApp().preset_bundle->project_config.option<ConfigOptionInt>("display_pixels_x"), 2.f); //
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const float pixel_area = pow(0.047f, 2.f);
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// Use a reasonable granularity to account for the worker thread synchronization cost.
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tbb::parallel_for(tbb::blocked_range<size_t>(0, layers.size(), 32),
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[&layers, &slices, &heights, pixel_area, throw_on_cancel](const tbb::blocked_range<size_t>& range) {
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for (size_t layer_id = range.begin(); layer_id < range.end(); ++ layer_id) {
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if ((layer_id % 8) == 0)
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// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
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throw_on_cancel();
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SupportPointGenerator::MyLayer &layer = layers[layer_id];
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const ExPolygons &islands = slices[layer_id];
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//FIXME WTF?
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const float height = (layer_id>2 ? heights[layer_id-3] : heights[0]-(heights[1]-heights[0]));
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layer.islands.reserve(islands.size());
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for (const ExPolygon &island : islands) {
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float area = float(island.area() * SCALING_FACTOR * SCALING_FACTOR);
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if (area >= pixel_area)
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//FIXME this is not a correct centroid of a polygon with holes.
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layer.islands.emplace_back(layer, island, get_extents(island.contour), Slic3r::unscale(island.contour.centroid()).cast<float>(), area, height);
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}
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}
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});
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ccr_par::for_each(0ul, layers.size(),
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[&layers, &slices, &heights, pixel_area, throw_on_cancel](size_t layer_id)
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{
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if ((layer_id % 8) == 0)
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// Don't call the following function too often as it flushes
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// CPU write caches due to synchronization primitves.
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throw_on_cancel();
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SupportPointGenerator::MyLayer &layer = layers[layer_id];
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const ExPolygons & islands = slices[layer_id];
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// FIXME WTF?
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const float height = (layer_id > 2 ?
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heights[layer_id - 3] :
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heights[0] - (heights[1] - heights[0]));
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layer.islands.reserve(islands.size());
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for (const ExPolygon &island : islands) {
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float area = float(island.area() * SCALING_FACTOR * SCALING_FACTOR);
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if (area >= pixel_area)
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// FIXME this is not a correct centroid of a polygon with holes.
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layer.islands.emplace_back(layer, island, get_extents(island.contour),
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unscaled<float>(island.contour.centroid()), area, height);
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}
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}, 32 /*gransize*/);
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// Calculate overlap of successive layers. Link overlapping islands.
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tbb::parallel_for(tbb::blocked_range<size_t>(1, layers.size(), 8),
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[&layers, &heights, throw_on_cancel](const tbb::blocked_range<size_t>& range) {
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for (size_t layer_id = range.begin(); layer_id < range.end(); ++layer_id) {
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if ((layer_id % 2) == 0)
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// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
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throw_on_cancel();
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SupportPointGenerator::MyLayer &layer_above = layers[layer_id];
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SupportPointGenerator::MyLayer &layer_below = layers[layer_id - 1];
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//FIXME WTF?
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const float layer_height = (layer_id!=0 ? heights[layer_id]-heights[layer_id-1] : heights[0]);
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const float safe_angle = 5.f * (float(M_PI)/180.f); // smaller number - less supports
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const float between_layers_offset = float(scale_(layer_height / std::tan(safe_angle)));
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const float slope_angle = 75.f * (float(M_PI)/180.f); // smaller number - less supports
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const float slope_offset = float(scale_(layer_height / std::tan(slope_angle)));
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//FIXME This has a quadratic time complexity, it will be excessively slow for many tiny islands.
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for (SupportPointGenerator::Structure &top : layer_above.islands) {
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for (SupportPointGenerator::Structure &bottom : layer_below.islands) {
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float overlap_area = top.overlap_area(bottom);
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if (overlap_area > 0) {
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top.islands_below.emplace_back(&bottom, overlap_area);
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bottom.islands_above.emplace_back(&top, overlap_area);
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}
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}
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if (! top.islands_below.empty()) {
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Polygons top_polygons = to_polygons(*top.polygon);
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Polygons bottom_polygons = top.polygons_below();
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top.overhangs = diff_ex(top_polygons, bottom_polygons);
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if (! top.overhangs.empty()) {
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top.overhangs_area = 0.f;
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std::vector<std::pair<ExPolygon*, float>> expolys_with_areas;
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for (ExPolygon &ex : top.overhangs) {
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float area = float(ex.area());
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expolys_with_areas.emplace_back(&ex, area);
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top.overhangs_area += area;
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}
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std::sort(expolys_with_areas.begin(), expolys_with_areas.end(),
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ccr_par::for_each(1ul, layers.size(),
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[&layers, &heights, throw_on_cancel] (size_t layer_id)
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{
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if ((layer_id % 2) == 0)
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// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
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throw_on_cancel();
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SupportPointGenerator::MyLayer &layer_above = layers[layer_id];
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SupportPointGenerator::MyLayer &layer_below = layers[layer_id - 1];
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//FIXME WTF?
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const float layer_height = (layer_id!=0 ? heights[layer_id]-heights[layer_id-1] : heights[0]);
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const float safe_angle = 5.f * (float(M_PI)/180.f); // smaller number - less supports
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const float between_layers_offset = float(scale_(layer_height / std::tan(safe_angle)));
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const float slope_angle = 75.f * (float(M_PI)/180.f); // smaller number - less supports
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const float slope_offset = float(scale_(layer_height / std::tan(slope_angle)));
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//FIXME This has a quadratic time complexity, it will be excessively slow for many tiny islands.
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for (SupportPointGenerator::Structure &top : layer_above.islands) {
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for (SupportPointGenerator::Structure &bottom : layer_below.islands) {
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float overlap_area = top.overlap_area(bottom);
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if (overlap_area > 0) {
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top.islands_below.emplace_back(&bottom, overlap_area);
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bottom.islands_above.emplace_back(&top, overlap_area);
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}
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}
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if (! top.islands_below.empty()) {
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Polygons top_polygons = to_polygons(*top.polygon);
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Polygons bottom_polygons = top.polygons_below();
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top.overhangs = diff_ex(top_polygons, bottom_polygons);
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if (! top.overhangs.empty()) {
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top.overhangs_area = 0.f;
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std::vector<std::pair<ExPolygon*, float>> expolys_with_areas;
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for (ExPolygon &ex : top.overhangs) {
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float area = float(ex.area());
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expolys_with_areas.emplace_back(&ex, area);
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top.overhangs_area += area;
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}
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std::sort(expolys_with_areas.begin(), expolys_with_areas.end(),
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[](const std::pair<ExPolygon*, float> &p1, const std::pair<ExPolygon*, float> &p2)
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{ return p1.second > p2.second; });
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ExPolygons overhangs_sorted;
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for (auto &p : expolys_with_areas)
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overhangs_sorted.emplace_back(std::move(*p.first));
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top.overhangs = std::move(overhangs_sorted);
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top.overhangs_area *= float(SCALING_FACTOR * SCALING_FACTOR);
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top.overhangs_slopes = diff_ex(top_polygons, offset(bottom_polygons, slope_offset));
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top.dangling_areas = diff_ex(top_polygons, offset(bottom_polygons, between_layers_offset));
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}
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}
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}
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}
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});
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{ return p1.second > p2.second; });
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ExPolygons overhangs_sorted;
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for (auto &p : expolys_with_areas)
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overhangs_sorted.emplace_back(std::move(*p.first));
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top.overhangs = std::move(overhangs_sorted);
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top.overhangs_area *= float(SCALING_FACTOR * SCALING_FACTOR);
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top.overhangs_slopes = diff_ex(top_polygons, offset(bottom_polygons, slope_offset));
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top.dangling_areas = diff_ex(top_polygons, offset(bottom_polygons, between_layers_offset));
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}
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}
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}
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}, 8 /* gransize */);
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return layers;
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}
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