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Warning hunt session.
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6 changed files with 126 additions and 86 deletions
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@ -53,7 +53,7 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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// Shorthand for the vertex arrays
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auto& upoints = upper.points, &lpoints = lower.points;
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auto& rpts = ret.points; auto& rfaces = ret.indices;
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auto& rpts = ret.points; auto& ind = ret.indices;
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// If the Z levels are flipped, or the offset difference is negative, we
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// will interpret that as the triangles normals should be inverted.
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@ -61,7 +61,7 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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// Copy the points into the mesh, convert them from 2D to 3D
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rpts.reserve(upoints.size() + lpoints.size());
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rfaces.reserve(2*upoints.size() + 2*lpoints.size());
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ind.reserve(2*upoints.size() + 2*lpoints.size());
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const double sf = SCALING_FACTOR;
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for(auto& p : upoints) rpts.emplace_back(p.x()*sf, p.y()*sf, upper_z_mm);
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for(auto& p : lpoints) rpts.emplace_back(p.x()*sf, p.y()*sf, lower_z_mm);
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@ -121,9 +121,9 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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case Proceed::UPPER:
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if(!ustarted || uidx != uendidx) { // there are vertices remaining
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// Get the 3D vertices in order
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const Vec3d& p_up1 = rpts[size_t(uidx)];
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const Vec3d& p_low = rpts[size_t(lidx)];
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const Vec3d& p_up2 = rpts[size_t(unextidx)];
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const Vec3d& p_up1 = rpts[uidx];
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const Vec3d& p_low = rpts[lidx];
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const Vec3d& p_up2 = rpts[unextidx];
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// Calculate fitness: the average of the two connecting edges
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double a = offsdiff2 - (distfn(p_up1, p_low) - zdiff2);
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@ -133,8 +133,9 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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if(current_fit > prev_fit) { // fit is worse than previously
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proceed = Proceed::LOWER;
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} else { // good to go, create the triangle
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inverted? rfaces.emplace_back(unextidx, lidx, uidx) :
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rfaces.emplace_back(uidx, lidx, unextidx) ;
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inverted
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? ind.emplace_back(int(unextidx), int(lidx), int(uidx))
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: ind.emplace_back(int(uidx), int(lidx), int(unextidx));
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// Increment the iterators, rotate if necessary
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++uidx; ++unextidx;
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@ -150,9 +151,9 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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case Proceed::LOWER:
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// Mode with lower segment, upper vertex. Same structure:
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if(!lstarted || lidx != lendidx) {
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const Vec3d& p_low1 = rpts[size_t(lidx)];
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const Vec3d& p_low2 = rpts[size_t(lnextidx)];
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const Vec3d& p_up = rpts[size_t(uidx)];
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const Vec3d& p_low1 = rpts[lidx];
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const Vec3d& p_low2 = rpts[lnextidx];
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const Vec3d& p_up = rpts[uidx];
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double a = offsdiff2 - (distfn(p_up, p_low1) - zdiff2);
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double b = offsdiff2 - (distfn(p_up, p_low2) - zdiff2);
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@ -161,8 +162,9 @@ Contour3D walls(const Polygon& lower, const Polygon& upper,
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if(current_fit > prev_fit) {
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proceed = Proceed::UPPER;
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} else {
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inverted? rfaces.emplace_back(uidx, lnextidx, lidx) :
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rfaces.emplace_back(lidx, lnextidx, uidx);
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inverted
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? ind.emplace_back(int(uidx), int(lnextidx), int(lidx))
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: ind.emplace_back(int(lidx), int(lnextidx), int(uidx));
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++lidx; ++lnextidx;
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if(lnextidx == rpts.size()) lnextidx = offs;
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@ -36,12 +36,10 @@ inline coord_t x(const Vec3crd& p) { return p(0); }
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inline coord_t y(const Vec3crd& p) { return p(1); }
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inline coord_t z(const Vec3crd& p) { return p(2); }
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using Indices = std::vector<Vec3crd>;
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/// Intermediate struct for a 3D mesh
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struct Contour3D {
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Pointf3s points;
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Indices indices;
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std::vector<Vec3i> indices;
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void merge(const Contour3D& ctr) {
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auto s3 = coord_t(points.size());
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@ -236,13 +236,13 @@ Contour3D cylinder(double r, double h, size_t ssteps, const Vec3d sp = {0,0,0})
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// According to the slicing algorithms, we need to aid them with generating
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// a watertight body. So we create a triangle fan for the upper and lower
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// ending of the cylinder to close the geometry.
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points.emplace_back(jp); size_t ci = points.size() - 1;
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points.emplace_back(jp); int ci = int(points.size() - 1);
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for(int i = 0; i < steps - 1; ++i)
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indices.emplace_back(i + offs + 1, i + offs, ci);
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indices.emplace_back(offs, steps + offs - 1, ci);
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points.emplace_back(endp); ci = points.size() - 1;
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points.emplace_back(endp); ci = int(points.size() - 1);
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for(int i = 0; i < steps - 1; ++i)
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indices.emplace_back(ci, i, i + 1);
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