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Full re-write of spiral vase (#3091)
* Practically full re-write of spiral vase - Adds transition out to prevent sharp edge at the top of spiral vase. - Adds XY interpolation - Adds option to turn XY interpolation on/off * - Increasing E to 5 decimal digits (I observed uneven flow with less than that) - Excluding all travel moves (I saw a bug where somehow we ended up with travel moves within the print so excluding all travel moves) * - max_xy_smoothing is now configurable, default is 200% of nozzle_diameter - fixed no-op travel moves in the middle of spiral that now show up as defects when Smooth Spiral is enabled! * - Avoiding namespace pollution - Fixing dist_XY == 0 bug --------- Co-authored-by: Andrew Boktor <aboktor@microsoft.com> Co-authored-by: SoftFever <softfeverever@gmail.com>
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8 changed files with 181 additions and 28 deletions
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#include "SpiralVase.hpp"
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#include "GCode.hpp"
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#include <sstream>
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#include <cmath>
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#include <limits>
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namespace Slic3r {
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std::string SpiralVase::process_layer(const std::string &gcode)
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namespace SpiralVaseHelpers {
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/** == Smooth Spiral Helpers == */
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/** Distance between a and b */
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float distance(SpiralVase::SpiralPoint a, SpiralVase::SpiralPoint b) { return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2)); }
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SpiralVase::SpiralPoint subtract(SpiralVase::SpiralPoint a, SpiralVase::SpiralPoint b)
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{
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return SpiralVase::SpiralPoint(a.x - b.x, a.y - b.y);
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}
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SpiralVase::SpiralPoint add(SpiralVase::SpiralPoint a, SpiralVase::SpiralPoint b) { return SpiralVase::SpiralPoint(a.x + b.x, a.y + b.y); }
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SpiralVase::SpiralPoint scale(SpiralVase::SpiralPoint a, float factor) { return SpiralVase::SpiralPoint(a.x * factor, a.y * factor); }
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/** dot product */
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float dot(SpiralVase::SpiralPoint a, SpiralVase::SpiralPoint b) { return a.x * b.x + a.y * b.y; }
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/** Find the point on line ab closes to point c */
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SpiralVase::SpiralPoint nearest_point_on_line(SpiralVase::SpiralPoint c, SpiralVase::SpiralPoint a, SpiralVase::SpiralPoint b, float& dist)
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{
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SpiralVase::SpiralPoint ab = subtract(b, a);
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SpiralVase::SpiralPoint ca = subtract(c, a);
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float t = dot(ca, ab) / dot(ab, ab);
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t = t > 1 ? 1 : t;
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t = t < 0 ? 0 : t;
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SpiralVase::SpiralPoint closest = SpiralVase::SpiralPoint(add(a, scale(ab, t)));
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dist = distance(c, closest);
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return closest;
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}
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/** Given a set of lines defined by points such as line[n] is the line from points[n] to points[n+1],
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* find the closest point to p that falls on any of the lines */
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SpiralVase::SpiralPoint nearest_point_on_lines(SpiralVase::SpiralPoint p,
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std::vector<SpiralVase::SpiralPoint>* points,
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bool& found,
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float& dist)
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{
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if (points->size() < 2) {
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found = false;
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return SpiralVase::SpiralPoint(0, 0);
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}
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float min = std::numeric_limits<float>::max();
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SpiralVase::SpiralPoint closest(0, 0);
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for (unsigned long i = 0; i < points->size() - 1; i++) {
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float currentDist = 0;
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SpiralVase::SpiralPoint current = nearest_point_on_line(p, points->at(i), points->at(i + 1), currentDist);
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if (currentDist < min) {
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min = currentDist;
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closest = current;
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found = true;
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}
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}
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dist = min;
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return closest;
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}
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} // namespace SpiralVase
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std::string SpiralVase::process_layer(const std::string &gcode, bool last_layer)
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{
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/* This post-processor relies on several assumptions:
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- all layers are processed through it, including those that are not supposed
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}
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});
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}
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// Remove layer height from initial Z.
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z -= layer_height;
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std::vector<SpiralVase::SpiralPoint>* current_layer = new std::vector<SpiralVase::SpiralPoint>();
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std::vector<SpiralVase::SpiralPoint>* previous_layer = m_previous_layer;
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bool smooth_spiral = m_smooth_spiral;
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std::string new_gcode;
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std::string transition_gcode;
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float max_xy_dist_for_smoothing = m_max_xy_smoothing;
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//FIXME Tapering of the transition layer only works reliably with relative extruder distances.
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// For absolute extruder distances it will be switched off.
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// Tapering the absolute extruder distances requires to process every extrusion value after the first transition
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// layer.
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bool transition = m_transition_layer && m_config.use_relative_e_distances.value;
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float layer_height_factor = layer_height / total_layer_length;
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bool transition_in = m_transition_layer && m_config.use_relative_e_distances.value;
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bool transition_out = last_layer && m_config.use_relative_e_distances.value;
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float len = 0.f;
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m_reader.parse_buffer(gcode, [&new_gcode, &z, total_layer_length, layer_height_factor, transition, &len]
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SpiralVase::SpiralPoint last_point = previous_layer != NULL && previous_layer->size() >0? previous_layer->at(previous_layer->size()-1): SpiralVase::SpiralPoint(0,0);
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m_reader.parse_buffer(gcode, [&new_gcode, &z, total_layer_length, layer_height, transition_in, &len, ¤t_layer, &previous_layer, &transition_gcode, transition_out, smooth_spiral, &max_xy_dist_for_smoothing, &last_point]
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(GCodeReader &reader, GCodeReader::GCodeLine line) {
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if (line.cmd_is("G1")) {
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if (line.has_z()) {
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return;
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} else {
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float dist_XY = line.dist_XY(reader);
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if (dist_XY > 0) {
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// horizontal move
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if (line.extruding(reader)) {
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if (line.has_x() || line.has_y()) { // Sometimes lines have X/Y but the move is to the last position
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if (dist_XY > 0 && line.extruding(reader)) { // Exclude wipe and retract
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len += dist_XY;
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line.set(reader, Z, z + len * layer_height_factor);
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if (transition && line.has(E))
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// Transition layer, modulate the amount of extrusion from zero to the final value.
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line.set(reader, E, line.value(E) * len / total_layer_length);
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float factor = len / total_layer_length;
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if (transition_in)
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// Transition layer, interpolate the amount of extrusion from zero to the final value.
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line.set(reader, E, line.e() * factor, 5 /*decimal_digits*/);
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else if (transition_out) {
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// We want the last layer to ramp down extrusion, but without changing z height!
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// So clone the line before we mess with its Z and duplicate it into a new layer that ramps down E
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// We add this new layer at the very end
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GCodeReader::GCodeLine transitionLine(line);
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transitionLine.set(reader, E, line.e() * (1 - factor), 5 /*decimal_digits*/);
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transition_gcode += transitionLine.raw() + '\n';
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}
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// This line is the core of Spiral Vase mode, ramp up the Z smoothly
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line.set(reader, Z, z + factor * layer_height);
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if (smooth_spiral) {
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// Now we also need to try to interpolate X and Y
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SpiralVase::SpiralPoint p(line.x(), line.y()); // Get current x/y coordinates
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current_layer->push_back(p); // Store that point for later use on the next layer
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if (previous_layer != NULL) {
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bool found = false;
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float dist = 0;
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SpiralVase::SpiralPoint nearestp = SpiralVaseHelpers::nearest_point_on_lines(p, previous_layer, found, dist);
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if (found && dist < max_xy_dist_for_smoothing) {
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// Interpolate between the point on this layer and the point on the previous layer
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SpiralVase::SpiralPoint target = SpiralVaseHelpers::add(SpiralVaseHelpers::scale(nearestp, 1 - factor), SpiralVaseHelpers::scale(p, factor));
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line.set(reader, X, target.x);
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line.set(reader, Y, target.y);
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// We need to figure out the distance of this new line!
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float modified_dist_XY = SpiralVaseHelpers::distance(last_point, target);
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// Scale the extrusion amount according to change in length
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line.set(reader, E, line.e() * modified_dist_XY / dist_XY, 5 /*decimal_digits*/);
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last_point = target;
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} else {
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last_point = p;
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}
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}
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}
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new_gcode += line.raw() + '\n';
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}
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return;
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/* Skip travel moves: the move to first perimeter point will
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cause a visible seam when loops are not aligned in XY; by skipping
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it we blend the first loop move in the XY plane (although the smoothness
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of such blend depend on how long the first segment is; maybe we should
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enforce some minimum length?). */
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enforce some minimum length?).
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When smooth_spiral is enabled, we're gonna end up exactly where the next layer should
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start anyway, so we don't need the travel move */
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}
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}
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}
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new_gcode += line.raw() + '\n';
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if(transition_out) {
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transition_gcode += line.raw() + '\n';
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}
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});
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delete m_previous_layer;
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m_previous_layer = current_layer;
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return new_gcode;
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return new_gcode + transition_gcode;
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}
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}
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@ -6,12 +6,23 @@
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namespace Slic3r {
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class SpiralVase {
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class SpiralVase
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{
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public:
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class SpiralPoint
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{
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public:
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SpiralPoint(float paramx, float paramy) : x(paramx), y(paramy) {}
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public:
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float x, y;
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};
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SpiralVase(const PrintConfig &config) : m_config(config)
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{
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m_reader.z() = (float)m_config.z_offset;
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m_reader.apply_config(m_config);
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m_previous_layer = NULL;
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m_smooth_spiral = config.spiral_mode_smooth;
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};
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void enable(bool en) {
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m_enabled = en;
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}
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std::string process_layer(const std::string &gcode);
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std::string process_layer(const std::string &gcode, bool last_layer);
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void set_max_xy_smoothing(float max) {
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m_max_xy_smoothing = max;
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}
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private:
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const PrintConfig &m_config;
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GCodeReader m_reader;
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float m_max_xy_smoothing;
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bool m_enabled = false;
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// First spiral vase layer. Layer height has to be ramped up from zero to the target layer height.
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bool m_transition_layer = false;
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// Whether to interpolate XY coordinates with the previous layer. Results in no seam at layer changes
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bool m_smooth_spiral = false;
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std::vector<SpiralPoint> * m_previous_layer;
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};
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}
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#endif // slic3r_SpiralVase_hpp_
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