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Exclude triangles of original interior mesh and drillholes from trimming
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5 changed files with 184 additions and 6 deletions
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@ -1,3 +1,5 @@
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#include <unordered_set>
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#include <libslic3r/Exception.hpp>
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#include <libslic3r/SLAPrintSteps.hpp>
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#include <libslic3r/MeshBoolean.hpp>
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@ -142,6 +144,136 @@ void SLAPrint::Steps::hollow_model(SLAPrintObject &po)
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}
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}
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struct FaceHash {
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// A hash is created for each triangle to be identifiable. The hash uses
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// only the triangle's geometric traits, not the index in a particular mesh.
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std::unordered_set<std::string> facehash;
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static std::string facekey(const Vec3i &face,
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const std::vector<Vec3f> &vertices)
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{
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// Scale to integer to avoid floating points
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std::array<Vec<3, int64_t>, 3> pts = {
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scaled<int64_t>(vertices[face(0)]),
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scaled<int64_t>(vertices[face(1)]),
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scaled<int64_t>(vertices[face(2)])
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};
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// Get the first two sides of the triangle, do a cross product and move
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// that vector to the center of the triangle. This encodes all
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// information to identify an identical triangle at the same position.
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Vec<3, int64_t> a = pts[0] - pts[2], b = pts[1] - pts[2];
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Vec<3, int64_t> c = a.cross(b) + (pts[0] + pts[1] + pts[2]) / 3;
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// Return a concatenated string representation of the coordinates
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return std::to_string(c(0)) + std::to_string(c(1)) + std::to_string(c(2));
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};
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FaceHash(const indexed_triangle_set &its)
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{
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for (const Vec3i &face : its.indices) {
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std::string keystr = facekey(face, its.vertices);
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facehash.insert(keystr);
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}
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}
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bool find(const std::string &key)
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{
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auto it = facehash.find(key);
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return it != facehash.end();
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}
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};
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// Create exclude mask for triangle removal inside hollowed interiors.
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// This is necessary when the interior is already part of the mesh which was
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// drilled using CGAL mesh boolean operation. Excluded will be the triangles
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// originally part of the interior mesh and triangles that make up the drilled
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// hole walls.
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static std::vector<bool> create_exclude_mask(
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const indexed_triangle_set &its,
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const sla::Interior &interior,
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const std::vector<sla::DrainHole> &holes)
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{
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FaceHash interior_hash{sla::get_mesh(interior).its};
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std::vector<bool> exclude_mask(its.indices.size(), false);
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std::vector< std::vector<size_t> > neighbor_index =
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create_neighbor_index(its);
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auto exclude_neighbors = [&neighbor_index, &exclude_mask](const Vec3i &face)
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{
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for (int i = 0; i < 3; ++i) {
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const std::vector<size_t> &neighbors = neighbor_index[face(i)];
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for (size_t fi_n : neighbors) exclude_mask[fi_n] = true;
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}
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};
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for (size_t fi = 0; fi < its.indices.size(); ++fi) {
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auto &face = its.indices[fi];
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std::string key =
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FaceHash::facekey(face, its.vertices);
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if (interior_hash.find(key)) {
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exclude_mask[fi] = true;
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continue;
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}
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if (exclude_mask[fi]) {
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exclude_neighbors(face);
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continue;
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}
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// Lets deal with the holes. All the triangles of a hole and all the
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// neighbors of these triangles need to be kept. The neigbors were
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// created by CGAL mesh boolean operation that modified the original
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// interior inside the input mesh to contain the holes.
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Vec3d tr_center = (
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its.vertices[face(0)] +
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its.vertices[face(1)] +
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its.vertices[face(2)]
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).cast<double>() / 3.;
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// If the center is more than half a mm inside the interior,
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// it cannot possibly be part of a hole wall.
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if (sla::get_distance(tr_center, interior) < -0.5)
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continue;
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Vec3f U = its.vertices[face(1)] - its.vertices[face(0)];
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Vec3f V = its.vertices[face(2)] - its.vertices[face(0)];
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Vec3f C = U.cross(V);
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Vec3f face_normal = C.normalized();
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for (const sla::DrainHole &dh : holes) {
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Vec3d dhpos = dh.pos.cast<double>();
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Vec3d dhend = dhpos + dh.normal.cast<double>() * dh.height;
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Linef3 holeaxis{dhpos, dhend};
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double D_hole_center = line_alg::distance_to(holeaxis, tr_center);
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double D_hole = std::abs(D_hole_center - dh.radius);
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float dot = dh.normal.dot(face_normal);
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// Empiric tolerances for center distance and normals angle.
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// For triangles that are part of a hole wall the angle of
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// triangle normal and the hole axis is around 90 degrees,
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// so the dot product is around zero.
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double D_tol = dh.radius / sla::DrainHole::steps;
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float normal_angle_tol = 1.f / sla::DrainHole::steps;
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if (D_hole < D_tol && std::abs(dot) < normal_angle_tol) {
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exclude_mask[fi] = true;
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exclude_neighbors(face);
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}
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}
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}
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return exclude_mask;
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}
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// Drill holes into the hollowed/original mesh.
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void SLAPrint::Steps::drill_holes(SLAPrintObject &po)
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{
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@ -207,10 +339,13 @@ void SLAPrint::Steps::drill_holes(SLAPrintObject &po)
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hollowed_mesh = MeshBoolean::cgal::cgal_to_triangle_mesh(*hollowed_mesh_cgal);
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mesh_view = hollowed_mesh;
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if (is_hollowed)
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sla::remove_inside_triangles(mesh_view,
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*po.m_hollowing_data->interior,
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drainholes);
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if (is_hollowed) {
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auto &interior = *po.m_hollowing_data->interior;
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std::vector<bool> exclude_mask =
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create_exclude_mask(mesh_view.its, interior, drainholes);
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sla::remove_inside_triangles(mesh_view, interior, exclude_mask);
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}
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} catch (const std::runtime_error &) {
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throw Slic3r::SlicingError(L(
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