#include "igl/random_points_on_mesh.h" #include "igl/AABB.h" #include #include "SLAAutoSupports.hpp" #include "Model.hpp" #include "ExPolygon.hpp" #include "SVG.hpp" #include "Point.hpp" #include "ClipperUtils.hpp" #include #include namespace Slic3r { /*float SLAAutoSupports::approximate_geodesic_distance(const Vec3d& p1, const Vec3d& p2, Vec3d& n1, Vec3d& n2) { n1.normalize(); n2.normalize(); Vec3d v = (p2-p1); v.normalize(); float c1 = n1.dot(v); float c2 = n2.dot(v); float result = pow(p1(0)-p2(0), 2) + pow(p1(1)-p2(1), 2) + pow(p1(2)-p2(2), 2); // Check for division by zero: if(fabs(c1 - c2) > 0.0001) result *= (asin(c1) - asin(c2)) / (c1 - c2); return result; } float SLAAutoSupports::get_required_density(float angle) const { // calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle // to get the user-set density for 45 deg. So it ends up as density_0 * cos(K * angle). float K = 4.f * float(acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI); return std::max(0.f, float(m_config.density_at_horizontal * cos(K*angle))); } float SLAAutoSupports::distance_limit(float angle) const { return 1./(2.4*get_required_density(angle)); }*/ SLAAutoSupports::SLAAutoSupports(const TriangleMesh& mesh, const sla::EigenMesh3D& emesh, const std::vector& slices, const std::vector& heights, const Config& config, std::function throw_on_cancel) : m_config(config), m_emesh(emesh), m_throw_on_cancel(throw_on_cancel) { process(slices, heights); project_onto_mesh(m_output); } void SLAAutoSupports::project_onto_mesh(std::vector& points) const { // The function makes sure that all the points are really exactly placed on the mesh. igl::Hit hit_up{0, 0, 0.f, 0.f, 0.f}; igl::Hit hit_down{0, 0, 0.f, 0.f, 0.f}; // Use a reasonable granularity to account for the worker thread synchronization cost. tbb::parallel_for(tbb::blocked_range(0, points.size(), 64), [this, &points](const tbb::blocked_range& range) { for (size_t point_id = range.begin(); point_id < range.end(); ++ point_id) { if ((point_id % 16) == 0) // Don't call the following function too often as it flushes CPU write caches due to synchronization primitves. m_throw_on_cancel(); Vec3f& p = points[point_id].pos; // Project the point upward and downward and choose the closer intersection with the mesh. //bool up = igl::ray_mesh_intersect(p.cast(), Vec3f(0., 0., 1.), m_V, m_F, hit_up); //bool down = igl::ray_mesh_intersect(p.cast(), Vec3f(0., 0., -1.), m_V, m_F, hit_down); sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast(), Vec3d(0., 0., 1.)); sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast(), Vec3d(0., 0., -1.)); bool up = hit_up.face() != -1; bool down = hit_down.face() != -1; if (!up && !down) continue; sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down; //int fid = hit.face(); //Vec3f bc(1-hit.u-hit.v, hit.u, hit.v); //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(); p = p + (hit.distance() * hit.direction()).cast(); } }); } void SLAAutoSupports::process(const std::vector& slices, const std::vector& heights) { std::vector> islands; std::vector structures_old; std::vector structures_new; for (unsigned int i = 0; i2 ? heights[i-3] : heights[0]-(heights[1]-heights[0])); const float layer_height = (i!=0 ? heights[i]-heights[i-1] : heights[0]); const float safe_angle = 5.f * (float(M_PI)/180.f); // smaller number - less supports const float between_layers_offset = float(scale_(layer_height / std::tan(safe_angle))); // FIXME: calculate actual pixel area from printer config: //const float pixel_area = pow(wxGetApp().preset_bundle->project_config.option("display_width") / wxGetApp().preset_bundle->project_config.option("display_pixels_x"), 2.f); // const float pixel_area = pow(0.047f, 2.f); // Check all ExPolygons on this slice and check whether they are new or belonging to something below. for (const ExPolygon& polygon : expolys_top) { float area = float(polygon.area() * SCALING_FACTOR * SCALING_FACTOR); if (area < pixel_area) continue; //FIXME this is not a correct centroid of a polygon with holes. structures_new.emplace_back(polygon, get_extents(polygon.contour), Slic3r::unscale(polygon.contour.centroid()).cast(), area, height); Structure& top = structures_new.back(); //FIXME This has a quadratic time complexity, it will be excessively slow for many tiny islands. // At least it is now using a bounding box check for pre-filtering. for (Structure& bottom : structures_old) if (top.overlaps(bottom)) { top.structures_below.push_back(&bottom); float centroids_dist = (bottom.centroid - top.centroid).norm(); // Penalization resulting from centroid offset: // bottom.supports_force *= std::min(1.f, 1.f - std::min(1.f, (1600.f * layer_height) * centroids_dist * centroids_dist / bottom.area)); bottom.supports_force *= std::min(1.f, 1.f - std::min(1.f, 80.f * centroids_dist * centroids_dist / bottom.area)); // Penalization resulting from increasing polygon area: bottom.supports_force *= std::min(1.f, 20.f * bottom.area / top.area); } } // Let's assign proper support force to each of them: for (const Structure& below : structures_old) { std::vector above_list; float above_area = 0.f; for (Structure& new_str : structures_new) for (const Structure* below1 : new_str.structures_below) if (&below == below1) { above_list.push_back(&new_str); above_area += above_list.back()->area; } for (Structure* above : above_list) above->supports_force += below.supports_force * above->area / above_area; } // Now iterate over all polygons and append new points if needed. for (Structure& s : structures_new) { if (s.structures_below.empty()) // completely new island - needs support no doubt uniformly_cover(*s.polygon, s, true); else // Let's see if there's anything that overlaps enough to need supports: // What we now have in polygons needs support, regardless of what the forces are, so we can add them. for (const ExPolygon& p : diff_ex(to_polygons(*s.polygon), offset(s.expolygons_below(), between_layers_offset))) //FIXME is it an island point or not? Vojtech thinks it is. uniformly_cover(p, s); } // We should also check if current support is enough given the polygon area. for (Structure& s : structures_new) { // Areas not supported by the areas below. ExPolygons e = diff_ex(to_polygons(*s.polygon), s.polygons_below()); float e_area = 0.f; for (const ExPolygon &ex : e) e_area += float(ex.area()); // Penalization resulting from large diff from the last layer: // s.supports_force /= std::max(1.f, (layer_height / 0.3f) * e_area / s.area); s.supports_force /= std::max(1.f, 0.17f * (e_area * float(SCALING_FACTOR * SCALING_FACTOR)) / s.area); if (s.area * m_config.tear_pressure > s.supports_force) { //FIXME Don't calculate area inside the compare function! //FIXME Cover until the force deficit is covered. Cover multiple areas, sort by decreasing area. ExPolygons::iterator largest_it = std::max_element(e.begin(), e.end(), [](const ExPolygon& a, const ExPolygon& b) { return a.area() < b.area(); }); if (!e.empty()) //FIXME add the support force deficit as a parameter, only cover until the defficiency is covered. uniformly_cover(*largest_it, s); } } // All is done. Prepare to advance to the next layer. structures_old = std::move(structures_new); structures_new.clear(); m_throw_on_cancel(); #ifdef SLA_AUTOSUPPORTS_DEBUG /*std::string layer_num_str = std::string((i<10 ? "0" : "")) + std::string((i<100 ? "0" : "")) + std::to_string(i); output_expolygons(expolys_top, "top" + layer_num_str + ".svg"); output_expolygons(diff, "diff" + layer_num_str + ".svg"); if (!islands.empty()) output_expolygons(islands, "islands" + layer_num_str + ".svg");*/ #endif /* SLA_AUTOSUPPORTS_DEBUG */ } } void SLAAutoSupports::uniformly_cover(const ExPolygon& island, Structure& structure, 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 density_horizontal = m_config.tear_pressure / m_config.support_force; // We will cover the island another way. // For now we'll just place the points randomly not too close to the others. //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 gen(rd()); std::uniform_real_distribution<> dis(0., 1.); std::vector island_new_points; const BoundingBox bb = get_extents(island); const int refused_limit = (int)floor(30.f * ((float)bb.size()(0)*bb.size()(1) / (float)island.area()) + 0.5f); int refused_points = 0; //FIXME this is very inefficient (may be blind) for long narrow polygons (thin crescent, thin ring). Use some search structure: Triangulate the polygon first? //FIXME use a low discrepancy sequence, Poisson sampling. // Poisson sampling (adapt from 3D to 2D by triangulation): https://github.com/zewt/maya-implicit-skinning/blob/master/src/meshes/vcg_lib/utils_sampling.cpp while (refused_points < refused_limit) { Point out; if (refused_points == 0 && island_new_points.empty()) // first iteration out = island.contour.centroid(); else out = Point(bb.min(0) + bb.size()(0) * dis(gen), bb.min(1) + bb.size()(1) * dis(gen)); Vec3d unscaled_out = unscale(out(0), out(1), 0); bool add_it = true; if (!island.contour.contains(out)) add_it = false; else for (const Polygon& hole : island.holes) if (hole.contains(out)) { add_it = false; break; } if (add_it) { for (const Vec3d& p : island_new_points) { if ((p - unscaled_out).squaredNorm() < 1./(2.4*density_horizontal)) { add_it = false; break; } } } if (add_it) { island_new_points.emplace_back(unscaled_out); if (just_one) break; } else ++refused_points; } for (const Vec3d& p : island_new_points) { m_output.emplace_back(float(p(0)), float(p(1)), structure.height, 0.4f, is_new_island); structure.supports_force += m_config.support_force; } } #ifdef SLA_AUTOSUPPORTS_DEBUG void SLAAutoSupports::output_structures(const std::vector& structures) { for (unsigned int i=0 ; i{*structures[i].polygon}, ss.str()); } } void SLAAutoSupports::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 Slic3r