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	Simple attempt to smooth the lay flat triangles
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					 1 changed files with 38 additions and 3 deletions
				
			
		|  | @ -2209,14 +2209,49 @@ void GLCanvas3D::update_gizmos_data() | |||
|                 TriangleMesh ch = model_object->mesh().convex_hull3d(); | ||||
|                 stl_facet* facet_ptr = ch.stl.facet_start; | ||||
|                 std::vector<Pointf3s> points; | ||||
|                 const unsigned int k = 20; | ||||
|                 const float ratio = 0.2f; | ||||
|                 const unsigned int N = 3; // 3 - triangle
 | ||||
| 
 | ||||
|                 while (facet_ptr < ch.stl.facet_start+ch.stl.stats.number_of_facets) { | ||||
|                     Pointf3 a = Pointf3(facet_ptr->vertex[1].x - facet_ptr->vertex[0].x, facet_ptr->vertex[1].y - facet_ptr->vertex[0].y, facet_ptr->vertex[1].z - facet_ptr->vertex[0].z); | ||||
|                     Pointf3 b = Pointf3(facet_ptr->vertex[2].x - facet_ptr->vertex[0].x, facet_ptr->vertex[2].y - facet_ptr->vertex[0].y, facet_ptr->vertex[2].z - facet_ptr->vertex[0].z); | ||||
| 
 | ||||
| 
 | ||||
|                     if (0.5 * sqrt(dot(cross(a, b), cross(a,b))) > 50.f) { | ||||
|                         points.emplace_back(Pointf3s()); | ||||
|                         for (unsigned int j=0; j<3; ++j) | ||||
|                             points.back().emplace_back(Pointf3(facet_ptr->vertex[j].x, facet_ptr->vertex[j].y, facet_ptr->vertex[j].z)); | ||||
|                         points.emplace_back(Pointf3s(2*k*N)); | ||||
| 
 | ||||
|                         std::vector<std::pair<unsigned int, unsigned int>> neighbours; | ||||
|                         if (k != 0) { | ||||
|                             for (unsigned int j=0; j<N; ++j) { | ||||
|                                 points.back()[j*2*k] = Pointf3(facet_ptr->vertex[j].x, facet_ptr->vertex[j].y, facet_ptr->vertex[j].z); | ||||
|                                 neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k)); | ||||
|                             } | ||||
| 
 | ||||
|                             for (unsigned int i=0; i<k; ++i) { | ||||
|                                 // Calculate middle of each edge so that neighbours points to something useful:
 | ||||
|                                 for (unsigned int j=0; j<N; ++j) | ||||
|                                     if (i==0) | ||||
|                                         points.back()[j*2*k+k] = 0.5f * (points.back()[j*2*k] + points.back()[j==N-1 ? 0 : (j+1)*2*k]); | ||||
|                                     else { | ||||
|                                         float r = 0.2+0.3/(k-1)*i; | ||||
|                                         points.back()[neighbours[j].first] = r*points.back()[j*2*k] + (1-r) * points.back()[neighbours[j].first-1]; | ||||
|                                         points.back()[neighbours[j].second] = r*points.back()[j*2*k] + (1-r) * points.back()[neighbours[j].second+1]; | ||||
|                                     } | ||||
|                                 // Now we have a triangle and valid neighbours, we can do an iteration:
 | ||||
|                                 for (unsigned int j=0; j<N; ++j) | ||||
|                                     points.back()[2*k*j] = (1-ratio) * points.back()[2*k*j] + ratio * 0.5*(points.back()[neighbours[j].first] + points.back()[neighbours[j].second]); | ||||
| 
 | ||||
|                                 for (auto& n : neighbours) { | ||||
|                                     ++n.first; | ||||
|                                     --n.second; | ||||
|                                 } | ||||
|                             } | ||||
|                         } | ||||
|                         else | ||||
|                             for (unsigned int j=0; j<N; ++j) | ||||
|                                 points.back().emplace_back(Pointf3(facet_ptr->vertex[j].x, facet_ptr->vertex[j].y, facet_ptr->vertex[j].z)); | ||||
| 
 | ||||
|                         points.back().emplace_back(Pointf3(facet_ptr->normal.x, facet_ptr->normal.y, facet_ptr->normal.z)); | ||||
|                     } | ||||
|                     facet_ptr+=1; | ||||
|  |  | |||
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	 Lukas Matena
						Lukas Matena