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https://github.com/SoftFever/OrcaSlicer.git
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Merge branch 'tm_openvdb_integration' into lm_tm_hollowing
* Refactor file names in SLA dir
This commit is contained in:
commit
c22423a219
55 changed files with 1644 additions and 592 deletions
560
src/libslic3r/SLA/SupportPointGenerator.cpp
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560
src/libslic3r/SLA/SupportPointGenerator.cpp
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//#include "igl/random_points_on_mesh.h"
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//#include "igl/AABB.h"
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#include <tbb/parallel_for.h>
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#include "SupportPointGenerator.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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#include "Point.hpp"
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#include "ClipperUtils.hpp"
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#include "Tesselate.hpp"
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#include "libslic3r.h"
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#include <iostream>
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#include <random>
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namespace Slic3r {
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namespace sla {
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/*float SupportPointGenerator::approximate_geodesic_distance(const Vec3d& p1, const Vec3d& p2, Vec3d& n1, Vec3d& n2)
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{
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n1.normalize();
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n2.normalize();
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Vec3d v = (p2-p1);
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v.normalize();
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float c1 = n1.dot(v);
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float c2 = n2.dot(v);
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float result = pow(p1(0)-p2(0), 2) + pow(p1(1)-p2(1), 2) + pow(p1(2)-p2(2), 2);
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// Check for division by zero:
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if(fabs(c1 - c2) > 0.0001)
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result *= (asin(c1) - asin(c2)) / (c1 - c2);
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return result;
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}
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float SupportPointGenerator::get_required_density(float angle) const
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{
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// calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle
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// to get the user-set density for 45 deg. So it ends up as density_0 * cos(K * angle).
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float K = 4.f * float(acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI);
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return std::max(0.f, float(m_config.density_at_horizontal * cos(K*angle)));
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}
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float SupportPointGenerator::distance_limit(float angle) const
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{
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return 1./(2.4*get_required_density(angle));
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}*/
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SupportPointGenerator::SupportPointGenerator(const sla::EigenMesh3D & emesh,
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const std::vector<ExPolygons> &slices,
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const std::vector<float> & heights,
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const Config & config,
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std::function<void(void)> throw_on_cancel,
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std::function<void(int)> statusfn)
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: m_config(config)
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, m_emesh(emesh)
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, m_throw_on_cancel(throw_on_cancel)
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, m_statusfn(statusfn)
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{
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process(slices, heights);
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project_onto_mesh(m_output);
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}
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void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& points) const
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{
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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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//bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
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//bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
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sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
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bool up = hit_up.face() != -1;
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bool down = hit_down.face() != -1;
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if (!up && !down)
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continue;
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sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
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//int fid = hit.face();
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//Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
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//p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
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p = p + (hit.distance() * hit.direction()).cast<float>();
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}
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});
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}
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static std::vector<SupportPointGenerator::MyLayer> make_layers(
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const std::vector<ExPolygons>& slices, const std::vector<float>& heights,
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std::function<void(void)> throw_on_cancel)
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{
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assert(slices.size() == heights.size());
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// Allocate empty layers.
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std::vector<SupportPointGenerator::MyLayer> layers;
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layers.reserve(slices.size());
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for (size_t i = 0; i < slices.size(); ++ i)
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layers.emplace_back(i, heights[i]);
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// FIXME: calculate actual pixel area from printer config:
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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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// 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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[](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 layers;
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}
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void SupportPointGenerator::process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights)
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{
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#ifdef SLA_SUPPORTPOINTGEN_DEBUG
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std::vector<std::pair<ExPolygon, coord_t>> islands;
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#endif /* SLA_SUPPORTPOINTGEN_DEBUG */
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std::vector<SupportPointGenerator::MyLayer> layers = make_layers(slices, heights, m_throw_on_cancel);
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PointGrid3D point_grid;
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point_grid.cell_size = Vec3f(10.f, 10.f, 10.f);
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double increment = 100.0 / layers.size();
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double status = 0;
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for (unsigned int layer_id = 0; layer_id < layers.size(); ++ layer_id) {
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SupportPointGenerator::MyLayer *layer_top = &layers[layer_id];
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SupportPointGenerator::MyLayer *layer_bottom = (layer_id > 0) ? &layers[layer_id - 1] : nullptr;
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std::vector<float> support_force_bottom;
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if (layer_bottom != nullptr) {
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support_force_bottom.assign(layer_bottom->islands.size(), 0.f);
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for (size_t i = 0; i < layer_bottom->islands.size(); ++ i)
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support_force_bottom[i] = layer_bottom->islands[i].supports_force_total();
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}
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for (Structure &top : layer_top->islands)
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for (Structure::Link &bottom_link : top.islands_below) {
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Structure &bottom = *bottom_link.island;
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//float centroids_dist = (bottom.centroid - top.centroid).norm();
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// Penalization resulting from centroid offset:
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// bottom.supports_force *= std::min(1.f, 1.f - std::min(1.f, (1600.f * layer_height) * centroids_dist * centroids_dist / bottom.area));
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float &support_force = support_force_bottom[&bottom - layer_bottom->islands.data()];
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//FIXME this condition does not reflect a bifurcation into a one large island and one tiny island well, it incorrectly resets the support force to zero.
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// One should rather work with the overlap area vs overhang area.
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// support_force *= std::min(1.f, 1.f - std::min(1.f, 0.1f * centroids_dist * centroids_dist / bottom.area));
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// Penalization resulting from increasing polygon area:
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support_force *= std::min(1.f, 20.f * bottom.area / top.area);
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}
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// Let's assign proper support force to each of them:
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if (layer_id > 0) {
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for (Structure &below : layer_bottom->islands) {
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float below_support_force = support_force_bottom[&below - layer_bottom->islands.data()];
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float above_overlap_area = 0.f;
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for (Structure::Link &above_link : below.islands_above)
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above_overlap_area += above_link.overlap_area;
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for (Structure::Link &above_link : below.islands_above)
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above_link.island->supports_force_inherited += below_support_force * above_link.overlap_area / above_overlap_area;
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}
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}
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// Now iterate over all polygons and append new points if needed.
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for (Structure &s : layer_top->islands) {
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// Penalization resulting from large diff from the last layer:
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// s.supports_force_inherited /= std::max(1.f, (layer_height / 0.3f) * e_area / s.area);
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s.supports_force_inherited /= std::max(1.f, 0.17f * (s.overhangs_area) / s.area);
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//float force_deficit = s.support_force_deficit(m_config.tear_pressure());
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if (s.islands_below.empty()) { // completely new island - needs support no doubt
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uniformly_cover({ *s.polygon }, s, point_grid, true);
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} else if (! s.dangling_areas.empty()) {
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// Let's see if there's anything that overlaps enough to need supports:
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// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
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//FIXME is it an island point or not? Vojtech thinks it is.
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uniformly_cover(s.dangling_areas, s, point_grid);
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} else if (! s.overhangs_slopes.empty()) {
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//FIXME add the support force deficit as a parameter, only cover until the defficiency is covered.
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uniformly_cover(s.overhangs_slopes, s, point_grid);
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}
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}
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m_throw_on_cancel();
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status += increment;
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m_statusfn(int(std::round(status)));
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#ifdef SLA_SUPPORTPOINTGEN_DEBUG
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/*std::string layer_num_str = std::string((i<10 ? "0" : "")) + std::string((i<100 ? "0" : "")) + std::to_string(i);
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output_expolygons(expolys_top, "top" + layer_num_str + ".svg");
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output_expolygons(diff, "diff" + layer_num_str + ".svg");
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if (!islands.empty())
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output_expolygons(islands, "islands" + layer_num_str + ".svg");*/
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#endif /* SLA_SUPPORTPOINTGEN_DEBUG */
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}
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}
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std::vector<Vec2f> sample_expolygon(const ExPolygon &expoly, float samples_per_mm2, std::mt19937 &rng)
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{
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// Triangulate the polygon with holes into triplets of 3D points.
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std::vector<Vec2f> triangles = Slic3r::triangulate_expolygon_2f(expoly);
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std::vector<Vec2f> out;
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if (! triangles.empty())
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{
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// Calculate area of each triangle.
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std::vector<float> areas;
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areas.reserve(triangles.size() / 3);
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for (size_t i = 0; i < triangles.size(); ) {
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const Vec2f &a = triangles[i ++];
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const Vec2f v1 = triangles[i ++] - a;
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const Vec2f v2 = triangles[i ++] - a;
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areas.emplace_back(0.5f * std::abs(cross2(v1, v2)));
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if (i != 3)
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// Prefix sum of the areas.
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areas.back() += areas[areas.size() - 2];
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}
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size_t num_samples = size_t(ceil(areas.back() * samples_per_mm2));
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std::uniform_real_distribution<> random_triangle(0., double(areas.back()));
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std::uniform_real_distribution<> random_float(0., 1.);
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for (size_t i = 0; i < num_samples; ++ i) {
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double r = random_triangle(rng);
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size_t idx_triangle = std::min<size_t>(std::upper_bound(areas.begin(), areas.end(), (float)r) - areas.begin(), areas.size() - 1) * 3;
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// Select a random point on the triangle.
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double u = float(sqrt(random_float(rng)));
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double v = float(random_float(rng));
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const Vec2f &a = triangles[idx_triangle ++];
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const Vec2f &b = triangles[idx_triangle++];
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const Vec2f &c = triangles[idx_triangle];
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const Vec2f x = a * (1.f - u) + b * (u * (1.f - v)) + c * (v * u);
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out.emplace_back(x);
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}
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}
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return out;
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}
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std::vector<Vec2f> sample_expolygon_with_boundary(const ExPolygon &expoly, float samples_per_mm2, float samples_per_mm_boundary, std::mt19937 &rng)
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{
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std::vector<Vec2f> out = sample_expolygon(expoly, samples_per_mm2, rng);
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double point_stepping_scaled = scale_(1.f) / samples_per_mm_boundary;
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for (size_t i_contour = 0; i_contour <= expoly.holes.size(); ++ i_contour) {
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const Polygon &contour = (i_contour == 0) ? expoly.contour : expoly.holes[i_contour - 1];
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const Points pts = contour.equally_spaced_points(point_stepping_scaled);
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for (size_t i = 0; i < pts.size(); ++ i)
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out.emplace_back(unscale<float>(pts[i].x()), unscale<float>(pts[i].y()));
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}
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return out;
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}
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std::vector<Vec2f> sample_expolygon_with_boundary(const ExPolygons &expolys, float samples_per_mm2, float samples_per_mm_boundary, std::mt19937 &rng)
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{
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std::vector<Vec2f> out;
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for (const ExPolygon &expoly : expolys)
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append(out, sample_expolygon_with_boundary(expoly, samples_per_mm2, samples_per_mm_boundary, rng));
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return out;
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}
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template<typename REFUSE_FUNCTION>
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||||
static inline std::vector<Vec2f> poisson_disk_from_samples(const std::vector<Vec2f> &raw_samples, float radius, REFUSE_FUNCTION refuse_function)
|
||||
{
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||||
Vec2f corner_min(std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
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||||
for (const Vec2f &pt : raw_samples) {
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||||
corner_min.x() = std::min(corner_min.x(), pt.x());
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||||
corner_min.y() = std::min(corner_min.y(), pt.y());
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||||
}
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||||
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||||
// Assign the raw samples to grid cells, sort the grid cells lexicographically.
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||||
struct RawSample {
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||||
Vec2f coord;
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||||
Vec2i cell_id;
|
||||
};
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||||
std::vector<RawSample> raw_samples_sorted;
|
||||
RawSample sample;
|
||||
for (const Vec2f &pt : raw_samples) {
|
||||
sample.coord = pt;
|
||||
sample.cell_id = ((pt - corner_min) / radius).cast<int>();
|
||||
raw_samples_sorted.emplace_back(sample);
|
||||
}
|
||||
std::sort(raw_samples_sorted.begin(), raw_samples_sorted.end(), [](const RawSample &lhs, const RawSample &rhs)
|
||||
{ return lhs.cell_id.x() < rhs.cell_id.x() || (lhs.cell_id.x() == rhs.cell_id.x() && lhs.cell_id.y() < rhs.cell_id.y()); });
|
||||
|
||||
struct PoissonDiskGridEntry {
|
||||
// Resulting output sample points for this cell:
|
||||
enum {
|
||||
max_positions = 4
|
||||
};
|
||||
Vec2f poisson_samples[max_positions];
|
||||
int num_poisson_samples = 0;
|
||||
|
||||
// Index into raw_samples:
|
||||
int first_sample_idx;
|
||||
int sample_cnt;
|
||||
};
|
||||
|
||||
struct CellIDHash {
|
||||
std::size_t operator()(const Vec2i &cell_id) const {
|
||||
return std::hash<int>()(cell_id.x()) ^ std::hash<int>()(cell_id.y() * 593);
|
||||
}
|
||||
};
|
||||
|
||||
// Map from cell IDs to hash_data. Each hash_data points to the range in raw_samples corresponding to that cell.
|
||||
// (We could just store the samples in hash_data. This implementation is an artifact of the reference paper, which
|
||||
// is optimizing for GPU acceleration that we haven't implemented currently.)
|
||||
typedef std::unordered_map<Vec2i, PoissonDiskGridEntry, CellIDHash> Cells;
|
||||
Cells cells;
|
||||
{
|
||||
typename Cells::iterator last_cell_id_it;
|
||||
Vec2i last_cell_id(-1, -1);
|
||||
for (size_t i = 0; i < raw_samples_sorted.size(); ++ i) {
|
||||
const RawSample &sample = raw_samples_sorted[i];
|
||||
if (sample.cell_id == last_cell_id) {
|
||||
// This sample is in the same cell as the previous, so just increase the count. Cells are
|
||||
// always contiguous, since we've sorted raw_samples_sorted by cell ID.
|
||||
++ last_cell_id_it->second.sample_cnt;
|
||||
} else {
|
||||
// This is a new cell.
|
||||
PoissonDiskGridEntry data;
|
||||
data.first_sample_idx = int(i);
|
||||
data.sample_cnt = 1;
|
||||
auto result = cells.insert({sample.cell_id, data});
|
||||
last_cell_id = sample.cell_id;
|
||||
last_cell_id_it = result.first;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const int max_trials = 5;
|
||||
const float radius_squared = radius * radius;
|
||||
for (int trial = 0; trial < max_trials; ++ trial) {
|
||||
// Create sample points for each entry in cells.
|
||||
for (auto &it : cells) {
|
||||
const Vec2i &cell_id = it.first;
|
||||
PoissonDiskGridEntry &cell_data = it.second;
|
||||
// This cell's raw sample points start at first_sample_idx. On trial 0, try the first one. On trial 1, try first_sample_idx + 1.
|
||||
int next_sample_idx = cell_data.first_sample_idx + trial;
|
||||
if (trial >= cell_data.sample_cnt)
|
||||
// There are no more points to try for this cell.
|
||||
continue;
|
||||
const RawSample &candidate = raw_samples_sorted[next_sample_idx];
|
||||
// See if this point conflicts with any other points in this cell, or with any points in
|
||||
// neighboring cells. Note that it's possible to have more than one point in the same cell.
|
||||
bool conflict = refuse_function(candidate.coord);
|
||||
for (int i = -1; i < 2 && ! conflict; ++ i) {
|
||||
for (int j = -1; j < 2; ++ j) {
|
||||
const auto &it_neighbor = cells.find(cell_id + Vec2i(i, j));
|
||||
if (it_neighbor != cells.end()) {
|
||||
const PoissonDiskGridEntry &neighbor = it_neighbor->second;
|
||||
for (int i_sample = 0; i_sample < neighbor.num_poisson_samples; ++ i_sample)
|
||||
if ((neighbor.poisson_samples[i_sample] - candidate.coord).squaredNorm() < radius_squared) {
|
||||
conflict = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (! conflict) {
|
||||
// Store the new sample.
|
||||
assert(cell_data.num_poisson_samples < cell_data.max_positions);
|
||||
if (cell_data.num_poisson_samples < cell_data.max_positions)
|
||||
cell_data.poisson_samples[cell_data.num_poisson_samples ++] = candidate.coord;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Copy the results to the output.
|
||||
std::vector<Vec2f> out;
|
||||
for (const auto& it : cells)
|
||||
for (int i = 0; i < it.second.num_poisson_samples; ++ i)
|
||||
out.emplace_back(it.second.poisson_samples[i]);
|
||||
return out;
|
||||
}
|
||||
|
||||
void SupportPointGenerator::uniformly_cover(const ExPolygons& islands, Structure& structure, PointGrid3D &grid3d, bool is_new_island, bool just_one)
|
||||
{
|
||||
//int num_of_points = std::max(1, (int)((island.area()*pow(SCALING_FACTOR, 2) * m_config.tear_pressure)/m_config.support_force));
|
||||
|
||||
const float support_force_deficit = structure.support_force_deficit(m_config.tear_pressure());
|
||||
if (support_force_deficit < 0)
|
||||
return;
|
||||
|
||||
// Number of newly added points.
|
||||
const size_t poisson_samples_target = size_t(ceil(support_force_deficit / m_config.support_force()));
|
||||
|
||||
const float density_horizontal = m_config.tear_pressure() / m_config.support_force();
|
||||
//FIXME why?
|
||||
float poisson_radius = std::max(m_config.minimal_distance, 1.f / (5.f * density_horizontal));
|
||||
// const float poisson_radius = 1.f / (15.f * density_horizontal);
|
||||
const float samples_per_mm2 = 30.f / (float(M_PI) * poisson_radius * poisson_radius);
|
||||
// Minimum distance between samples, in 3D space.
|
||||
// float min_spacing = poisson_radius / 3.f;
|
||||
float min_spacing = poisson_radius;
|
||||
|
||||
//FIXME share the random generator. The random generator may be not so cheap to initialize, also we don't want the random generator to be restarted for each polygon.
|
||||
std::random_device rd;
|
||||
std::mt19937 rng(rd());
|
||||
std::vector<Vec2f> raw_samples = sample_expolygon_with_boundary(islands, samples_per_mm2, 5.f / poisson_radius, rng);
|
||||
std::vector<Vec2f> poisson_samples;
|
||||
for (size_t iter = 0; iter < 4; ++ iter) {
|
||||
poisson_samples = poisson_disk_from_samples(raw_samples, poisson_radius,
|
||||
[&structure, &grid3d, min_spacing](const Vec2f &pos) {
|
||||
return grid3d.collides_with(pos, &structure, min_spacing);
|
||||
});
|
||||
if (poisson_samples.size() >= poisson_samples_target || m_config.minimal_distance > poisson_radius-EPSILON)
|
||||
break;
|
||||
float coeff = 0.5f;
|
||||
if (poisson_samples.size() * 2 > poisson_samples_target)
|
||||
coeff = float(poisson_samples.size()) / float(poisson_samples_target);
|
||||
poisson_radius = std::max(m_config.minimal_distance, poisson_radius * coeff);
|
||||
min_spacing = std::max(m_config.minimal_distance, min_spacing * coeff);
|
||||
}
|
||||
|
||||
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
|
||||
{
|
||||
static int irun = 0;
|
||||
Slic3r::SVG svg(debug_out_path("SLA_supports-uniformly_cover-%d.svg", irun ++), get_extents(islands));
|
||||
for (const ExPolygon &island : islands)
|
||||
svg.draw(island);
|
||||
for (const Vec2f &pt : raw_samples)
|
||||
svg.draw(Point(scale_(pt.x()), scale_(pt.y())), "red");
|
||||
for (const Vec2f &pt : poisson_samples)
|
||||
svg.draw(Point(scale_(pt.x()), scale_(pt.y())), "blue");
|
||||
}
|
||||
#endif /* NDEBUG */
|
||||
|
||||
// assert(! poisson_samples.empty());
|
||||
if (poisson_samples_target < poisson_samples.size()) {
|
||||
std::shuffle(poisson_samples.begin(), poisson_samples.end(), rng);
|
||||
poisson_samples.erase(poisson_samples.begin() + poisson_samples_target, poisson_samples.end());
|
||||
}
|
||||
for (const Vec2f &pt : poisson_samples) {
|
||||
m_output.emplace_back(float(pt(0)), float(pt(1)), structure.height, m_config.head_diameter/2.f, is_new_island);
|
||||
structure.supports_force_this_layer += m_config.support_force();
|
||||
grid3d.insert(pt, &structure);
|
||||
}
|
||||
}
|
||||
|
||||
void remove_bottom_points(std::vector<SupportPoint> &pts, double gnd_lvl, double tolerance)
|
||||
{
|
||||
// get iterator to the reorganized vector end
|
||||
auto endit =
|
||||
std::remove_if(pts.begin(), pts.end(),
|
||||
[tolerance, gnd_lvl](const sla::SupportPoint &sp) {
|
||||
double diff = std::abs(gnd_lvl -
|
||||
double(sp.pos(Z)));
|
||||
return diff <= tolerance;
|
||||
});
|
||||
|
||||
// erase all elements after the new end
|
||||
pts.erase(endit, pts.end());
|
||||
}
|
||||
|
||||
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
|
||||
void SupportPointGenerator::output_structures(const std::vector<Structure>& structures)
|
||||
{
|
||||
for (unsigned int i=0 ; i<structures.size(); ++i) {
|
||||
std::stringstream ss;
|
||||
ss << structures[i].unique_id.count() << "_" << std::setw(10) << std::setfill('0') << 1000 + (int)structures[i].height/1000 << ".png";
|
||||
output_expolygons(std::vector<ExPolygon>{*structures[i].polygon}, ss.str());
|
||||
}
|
||||
}
|
||||
|
||||
void SupportPointGenerator::output_expolygons(const ExPolygons& expolys, const std::string &filename)
|
||||
{
|
||||
BoundingBox bb(Point(-30000000, -30000000), Point(30000000, 30000000));
|
||||
Slic3r::SVG svg_cummulative(filename, bb);
|
||||
for (size_t i = 0; i < expolys.size(); ++ i) {
|
||||
/*Slic3r::SVG svg("single"+std::to_string(i)+".svg", bb);
|
||||
svg.draw(expolys[i]);
|
||||
svg.draw_outline(expolys[i].contour, "black", scale_(0.05));
|
||||
svg.draw_outline(expolys[i].holes, "blue", scale_(0.05));
|
||||
svg.Close();*/
|
||||
|
||||
svg_cummulative.draw(expolys[i]);
|
||||
svg_cummulative.draw_outline(expolys[i].contour, "black", scale_(0.05));
|
||||
svg_cummulative.draw_outline(expolys[i].holes, "blue", scale_(0.05));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
} // namespace sla
|
||||
} // namespace Slic3r
|
Loading…
Add table
Add a link
Reference in a new issue