#include "OrganicSupport.hpp" #include "SupportCommon.hpp" #include "../MutablePolygon.hpp" #include #include #define TREE_SUPPORT_ORGANIC_NUDGE_NEW 1 #ifndef TREE_SUPPORT_ORGANIC_NUDGE_NEW // Old version using OpenVDB, works but it is extremely slow for complex meshes. #include "../OpenVDBUtilsLegacy.hpp" #include #endif // TREE_SUPPORT_ORGANIC_NUDGE_NEW namespace Slic3r { namespace FFFTreeSupport { // Single slice through a single branch or trough a number of branches. struct Slice { // All polygons collected for this slice. Polygons polygons; // All bottom contacts collected for this slice. Polygons bottom_contacts; // How many branches were merged in this slice? Used to decide whether ClipperLib union is needed. size_t num_branches{ 0 }; }; struct Element { // Current position of the centerline including the Z coordinate, unscaled. Vec3f position; float radius; // Index of this layer, including the raft layers. LayerIndex layer_idx; // Limits where the centerline could be placed at the current layer Z. Polygons influence_area; // Locked node should not be moved. Locked nodes are at the top of an object or at the tips of branches. bool locked; // Previous position, for Laplacian smoothing, unscaled. Vec3f prev_position; // For sphere tracing and other collision detection optimizations. Vec3f last_collision; double last_collision_depth; struct CollisionSphere { // Minimum Z for which the sphere collision will be evaluated. // Limited by the minimum sloping angle and by the bottom of the tree. float min_z{ -std::numeric_limits::max() }; // Maximum Z for which the sphere collision will be evaluated. // Limited by the minimum sloping angle and by the tip of the current branch. float max_z{ std::numeric_limits::max() }; // Span of layers to test collision of this sphere against. uint32_t layer_begin; uint32_t layer_end; }; CollisionSphere collision_sphere; }; struct Branch; struct Bifurcation { Branch *branch; double area; }; // Single branch of a tree. struct Branch { std::vector path; using Bifurcations = #ifdef NDEBUG // To reduce memory allocation in release mode. boost::container::small_vector; #else // NDEBUG // To ease debugging. std::vector; #endif // NDEBUG Bifurcations up; Bifurcation down; // How many of the thick up branches are considered continuation of the trunk? // These will be smoothed out together. size_t num_up_trunk; bool has_root() const { return this->down.branch == nullptr; } bool has_tip() const { return this->up.empty(); } }; struct Tree { // Branches: Store of all branches. // The first branch is the root of the tree. Slic3r::deque branches; Branch& root() { return branches.front(); } const Branch& root() const { return branches.front(); } // Result of slicing the branches. std::vector slices; // First layer index of the first slice in the vector above. LayerIndex first_layer_id{ -1 }; }; using Forest = std::vector; using Trees = std::vector; Element to_tree_element(const TreeSupportSettings &config, const SlicingParameters &slicing_params, SupportElement &element, bool is_root) { Element out; out.position = to_3d(unscaled(element.state.result_on_layer), float(layer_z(slicing_params, config, element.state.layer_idx))); out.radius = support_element_radius(config, element); out.layer_idx = element.state.layer_idx; out.influence_area = std::move(element.influence_area); out.locked = (is_root && element.state.layer_idx > 0) || element.state.locked(); return out; } // Convert move bounds into a forest of trees, each tree made of a graph of branches and bifurcation points. // Destroys move_bounds. Forest make_forest(const TreeSupportSettings &config, const SlicingParameters &slicing_params, std::vector &&move_bounds) { struct TreeVisitor { void visit_recursive(std::vector &move_bounds, SupportElement &start_element, Branch *parent_branch, Tree &out) const { assert(! start_element.state.marked && ! start_element.parents.empty()); // Collect elements up to a bifurcation above. start_element.state.marked = true; // For each branch bifurcating from this point: // SupportElements &layer = move_bounds[start_element.state.layer_idx]; SupportElements &layer_above = move_bounds[start_element.state.layer_idx + 1]; for (size_t parent_idx = 0; parent_idx < start_element.parents.size(); ++ parent_idx) { Branch branch; if (parent_branch) // Duplicate the last element of the trunk below. // If this branch has a smaller diameter than the trunk below, its centerline will not be aligned with the centerline of the trunk. branch.path.emplace_back(parent_branch->path.back()); branch.path.emplace_back(to_tree_element(config, slicing_params, start_element, parent_branch == nullptr)); // Traverse each branch until it branches again. SupportElement &first_parent = layer_above[start_element.parents[parent_idx]]; assert(! first_parent.state.marked); assert(branch.path.back().layer_idx + 1 == first_parent.state.layer_idx); branch.path.emplace_back(to_tree_element(config, slicing_params, first_parent, false)); if (first_parent.parents.size() < 2) first_parent.state.marked = true; SupportElement *next_branch = nullptr; if (first_parent.parents.size() == 1) { for (SupportElement *parent = &first_parent;;) { assert(parent->state.marked); SupportElement &next_parent = move_bounds[parent->state.layer_idx + 1][parent->parents.front()]; assert(! next_parent.state.marked); assert(branch.path.back().layer_idx + 1 == next_parent.state.layer_idx); branch.path.emplace_back(to_tree_element(config, slicing_params, next_parent, false)); if (next_parent.parents.size() > 1) { // Branching point was reached. next_branch = &next_parent; break; } next_parent.state.marked = true; if (next_parent.parents.size() == 0) // Tip is reached. break; parent = &next_parent; } } else if (first_parent.parents.size() > 1) // Branching point was reached. next_branch = &first_parent; assert(branch.path.size() >= 2); assert(next_branch == nullptr || ! next_branch->state.marked); out.branches.emplace_back(std::move(branch)); Branch *pbranch = &out.branches.back(); if (parent_branch) { parent_branch->up.push_back({ pbranch }); pbranch->down = { parent_branch }; } if (next_branch) this->visit_recursive(move_bounds, *next_branch, pbranch, out); } if (parent_branch) { // Update initial radii of thin branches merging with a trunk. auto it_up_max_r = std::max_element(parent_branch->up.begin(), parent_branch->up.end(), [](const Bifurcation &l, const Bifurcation &r){ return l.branch->path[1].radius < r.branch->path[1].radius; }); const float r1 = it_up_max_r->branch->path[1].radius; const float radius_increment = unscaled(config.branch_radius_increase_per_layer); for (auto it = parent_branch->up.begin(); it != parent_branch->up.end(); ++ it) if (it != it_up_max_r) { Element &el = it->branch->path.front(); Element &el2 = it->branch->path[1]; if (! is_approx(r1, el2.radius)) el.radius = std::min(el.radius, el2.radius + radius_increment); } // Sort children of parent_branch by decreasing radius. std::sort(parent_branch->up.begin(), parent_branch->up.end(), [](const Bifurcation &l, const Bifurcation &r){ return l.branch->path.front().radius > r.branch->path.front().radius; }); // Update number of branches to be considered a continuation of the trunk during smoothing. { const float r_trunk = 0.75 * it_up_max_r->branch->path.front().radius; parent_branch->num_up_trunk = 0; for (const Bifurcation& up : parent_branch->up) if (up.branch->path.front().radius < r_trunk) break; else ++ parent_branch->num_up_trunk; } } } const TreeSupportSettings &config; const SlicingParameters &slicing_params; }; TreeVisitor visitor{ config, slicing_params }; for (SupportElements &elements : move_bounds) for (SupportElement &el : elements) el.state.marked = false; Trees trees; for (LayerIndex layer_idx = 0; layer_idx + 1 < LayerIndex(move_bounds.size()); ++ layer_idx) { for (SupportElement &start_element : move_bounds[layer_idx]) { if (! start_element.state.marked && ! start_element.parents.empty()) { #if 0 { // Verify that this node is a root, such that there is no element in the layer below // that points to it. int ielement = &start_element - move_bounds.data(); int found = 0; if (layer_idx > 0) { for (auto &el : move_bounds[layer_idx - 1]) { for (auto iparent : el.parents) if (iparent == ielement) ++ found; } if (found != 0) printf("Found: %d\n", found); } } #endif trees.push_back({}); visitor.visit_recursive(move_bounds, start_element, nullptr, trees.back()); assert(! trees.back().branches.empty()); assert(! trees.back().branches.front().path.empty()); #if 0 // Debugging: Only build trees with specific properties. if (start_element.state.lost) { } else if (start_element.state.verylost) { } else trees.pop_back(); #endif } } } #if 1 move_bounds.clear(); #else for (SupportElements &elements : move_bounds) for (SupportElement &el : elements) el.state.marked = false; #endif return trees; } // Move bounds were propagated top to bottom. At each joint of branches the move bounds were reduced significantly. // Now reflect the reduction of tree space by propagating the reduction of tree centerline space // bottom-up starting with the bottom-most joint. void trim_influence_areas_bottom_up(Forest &forest, const float dxy_dlayer) { struct Trimmer { static void trim_recursive(Branch &branch, const float delta_r, const float dxy_dlayer) { assert(delta_r >= 0); if (delta_r > 0) branch.path.front().influence_area = offset(branch.path.front().influence_area, delta_r); for (size_t i = 1; i < branch.path.size(); ++ i) branch.path[i].influence_area = intersection(branch.path[i].influence_area, offset(branch.path[i - 1].influence_area, dxy_dlayer)); const float r0 = branch.path.back().radius; for (Bifurcation &up : branch.up) { up.branch->path.front().influence_area = branch.path.back().influence_area; trim_recursive(*up.branch, r0 - up.branch->path.front().radius, dxy_dlayer); } } }; for (Tree &tree : forest) { Branch &root = tree.root(); const float r0 = root.path.back().radius; for (Bifurcation &up : root.up) Trimmer::trim_recursive(*up.branch, r0 - up.branch->path.front().radius, dxy_dlayer); } } // Straighten up and smooth centerlines inside their influence areas. void smooth_trees_inside_influence_areas(Branch &root, bool is_root) { // Smooth the subtree: // // Apply laplacian and bilaplacian smoothing inside a branch, // apply laplacian smoothing only at a bifurcation point. // // Applying a bilaplacian smoothing inside a branch should ensure curvature of the brach to be lower // than the radius at each particular point of the centerline, // while omitting bilaplacian smoothing at bifurcation points will create sharp bifurcations. // Sharp bifurcations have a smaller volume, but just a tiny bit larger surfaces than smooth bifurcations // where each continuation of the trunk satifies the path radius > centerline element radius. const size_t num_iterations = 100; struct StackElement { Branch &branch; size_t idx_up; }; std::vector stack; auto adjust_position = [](Element &el, Vec2f new_pos) { Point new_pos_scaled = scaled(new_pos); if (! contains(el.influence_area, new_pos_scaled)) { int64_t min_dist = std::numeric_limits::max(); Point min_proj_scaled; for (const Polygon& polygon : el.influence_area) { Point proj_scaled = polygon.point_projection(new_pos_scaled); if (int64_t dist = (proj_scaled - new_pos_scaled).cast().squaredNorm(); dist < min_dist) { min_dist = dist; min_proj_scaled = proj_scaled; } } new_pos = unscaled(min_proj_scaled); } el.position.head<2>() = new_pos; }; for (size_t iter = 0; iter < num_iterations; ++ iter) { // 1) Back-up the current positions. stack.push_back({ root, 0 }); while (! stack.empty()) { StackElement &state = stack.back(); if (state.idx_up == state.branch.num_up_trunk) { // Process this path. for (auto &el : state.branch.path) el.prev_position = el.position; stack.pop_back(); } else { // Open another up node of this branch. stack.push_back({ *state.branch.up[state.idx_up].branch, 0 }); ++ state.idx_up; } } // 2) Calculate new position. stack.push_back({ root, 0 }); while (! stack.empty()) { StackElement &state = stack.back(); if (state.idx_up == state.branch.num_up_trunk) { // Process this path. for (size_t i = 1; i + 1 < state.branch.path.size(); ++ i) if (auto &el = state.branch.path[i]; ! el.locked) { // Laplacian smoothing with 0.5 weight. const Vec3f &p0 = state.branch.path[i - 1].prev_position; const Vec3f &p1 = el.prev_position; const Vec3f &p2 = state.branch.path[i + 1].prev_position; adjust_position(el, 0.5 * p1.head<2>() + 0.25 * (p0.head<2>() + p2.head<2>())); #if 0 // Only apply bilaplacian smoothing if the current curvature is smaller than el.radius. // Interpolate p0, p1, p2 with a circle. // First project p0, p1, p2 into a common plane. const Vec3f n = (p1 - p0).cross(p2 - p1); const Vec3f y = Vec3f(n.y(), n.x(), 0).normalized(); const Vec2f q0{ p0.z(), p0.dot(y) }; const Vec2f q1{ p1.z(), p1.dot(y) }; const Vec2f q2{ p2.z(), p2.dot(y) }; // Interpolate q0, q1, q2 with a circle, calculate its radius. Vec2f b = q1 - q0; Vec2f c = q2 - q0; float lb = b.squaredNorm(); float lc = c.squaredNorm(); if (float d = b.x() * c.y() - b.y() * c.x(); std::abs(d) > EPSILON) { Vec2f v = lc * b - lb * c; float r2 = 0.25f * v.squaredNorm() / sqr(d); if (r2 ) } #endif } { // Laplacian smoothing with 0.5 weight, branching point. float weight = 0; Vec2f new_pos = Vec2f::Zero(); for (size_t i = 0; i < state.branch.num_up_trunk; ++i) { const Element &el = state.branch.up[i].branch->path.front(); new_pos += el.prev_position.head<2>(); weight += el.radius; } { const Element &el = state.branch.path[state.branch.path.size() - 2]; new_pos += el.prev_position.head<2>(); weight *= 2.f; } adjust_position(state.branch.path.back(), 0.5f * state.branch.path.back().prev_position.head<2>() + 0.5f * weight * new_pos); } stack.pop_back(); } else { // Open another up node of this branch. stack.push_back({ *state.branch.up[state.idx_up].branch, 0 }); ++ state.idx_up; } } } // Also smoothen start of the path. if (Element &first = root.path.front(); ! first.locked) { Element &second = root.path[1]; Vec2f new_pos = 0.75f * first.prev_position.head<2>() + 0.25f * second.prev_position.head<2>(); if (is_root) // Let the root of the tree float inside its influence area. adjust_position(first, new_pos); else { // Keep the start of a thin branch inside the trunk. const Element &trunk = root.down.branch->path.back(); const float rdif = trunk.radius - root.path.front().radius; assert(rdif >= 0); Vec2f vdif = new_pos - trunk.prev_position.head<2>(); float ldif = vdif.squaredNorm(); if (ldif > sqr(rdif)) // Clamp new position. new_pos = trunk.prev_position.head<2>() + vdif * rdif / sqrt(ldif); first.position.head<2>() = new_pos; } } } void smooth_trees_inside_influence_areas(Forest &forest) { // Parallel for! for (Tree &tree : forest) smooth_trees_inside_influence_areas(tree.root(), true); } #if 0 // Test whether two circles, each on its own plane in 3D intersect. // Circles are considered intersecting, if the lowest point on one circle is below the other circle's plane. // Assumption: The two planes are oriented the same way. static bool circles_intersect( const Vec3d &p1, const Vec3d &n1, const double r1, const Vec3d &p2, const Vec3d &n2, const double r2) { assert(n1.dot(n2) >= 0); const Vec3d z = n1.cross(n2); const Vec3d dir1 = z.cross(n1); const Vec3d lowest_point1 = p1 + dir1 * (r1 / dir1.norm()); assert(n2.dot(p1) >= n2.dot(lowest_point1)); if (n2.dot(lowest_point1) <= 0) return true; const Vec3d dir2 = z.cross(n2); const Vec3d lowest_point2 = p2 + dir2 * (r2 / dir2.norm()); assert(n1.dot(p2) >= n1.dot(lowest_point2)); return n1.dot(lowest_point2) <= 0; } #endif template void triangulate_fan(indexed_triangle_set &its, int ifan, int ibegin, int iend) { // at least 3 vertices, increasing order. assert(ibegin + 3 <= iend); assert(ibegin >= 0 && iend <= its.vertices.size()); assert(ifan >= 0 && ifan < its.vertices.size()); int num_faces = iend - ibegin; its.indices.reserve(its.indices.size() + num_faces * 3); for (int v = ibegin, u = iend - 1; v < iend; u = v ++) { if (flip_normals) its.indices.push_back({ ifan, u, v }); else its.indices.push_back({ ifan, v, u }); } } static void triangulate_strip(indexed_triangle_set &its, int ibegin1, int iend1, int ibegin2, int iend2) { // at least 3 vertices, increasing order. assert(ibegin1 + 3 <= iend1); assert(ibegin1 >= 0 && iend1 <= its.vertices.size()); assert(ibegin2 + 3 <= iend2); assert(ibegin2 >= 0 && iend2 <= its.vertices.size()); int n1 = iend1 - ibegin1; int n2 = iend2 - ibegin2; its.indices.reserve(its.indices.size() + (n1 + n2) * 3); // For the first vertex of 1st strip, find the closest vertex on the 2nd strip. int istart2 = ibegin2; { const Vec3f &p1 = its.vertices[ibegin1]; auto d2min = std::numeric_limits::max(); for (int i = ibegin2; i < iend2; ++ i) { const Vec3f &p2 = its.vertices[i]; const float d2 = (p2 - p1).squaredNorm(); if (d2 < d2min) { d2min = d2; istart2 = i; } } } // Now triangulate the strip zig-zag fashion taking always the shortest connection if possible. for (int u = ibegin1, v = istart2; n1 > 0 || n2 > 0;) { bool take_first; int u2, v2; auto update_u2 = [&u2, u, ibegin1, iend1]() { u2 = u; if (++ u2 == iend1) u2 = ibegin1; }; auto update_v2 = [&v2, v, ibegin2, iend2]() { v2 = v; if (++ v2 == iend2) v2 = ibegin2; }; if (n1 == 0) { take_first = false; update_v2(); } else if (n2 == 0) { take_first = true; update_u2(); } else { update_u2(); update_v2(); float l1 = (its.vertices[u2] - its.vertices[v]).squaredNorm(); float l2 = (its.vertices[v2] - its.vertices[u]).squaredNorm(); take_first = l1 < l2; } if (take_first) { its.indices.push_back({ u, u2, v }); -- n1; u = u2; } else { its.indices.push_back({ u, v2, v }); -- n2; v = v2; } } } // Discretize 3D circle, append to output vector, return ranges of indices of the points added. static std::pair discretize_circle(const Vec3f ¢er, const Vec3f &normal, const float radius, const float eps, std::vector &pts) { // Calculate discretization step and number of steps. float angle_step = 2. * acos(1. - eps / radius); auto nsteps = int(ceil(2 * M_PI / angle_step)); angle_step = 2 * M_PI / nsteps; // Prepare coordinate system for the circle plane. Vec3f x = normal.cross(Vec3f(0.f, -1.f, 0.f)).normalized(); Vec3f y = normal.cross(x).normalized(); assert(std::abs(x.cross(y).dot(normal) - 1.f) < EPSILON); // Discretize the circle. int begin = int(pts.size()); pts.reserve(pts.size() + nsteps); float angle = 0; x *= radius; y *= radius; for (int i = 0; i < nsteps; ++ i) { pts.emplace_back(center + x * cos(angle) + y * sin(angle)); angle += angle_step; } return { begin, int(pts.size()) }; } // Returns Z span of the generated mesh. static std::pair extrude_branch( const std::vector &path, const TreeSupportSettings &config, const SlicingParameters &slicing_params, const std::vector &move_bounds, indexed_triangle_set &result) { Vec3d p1, p2, p3; Vec3d v1, v2; Vec3d nprev; Vec3d ncurrent; assert(path.size() >= 2); static constexpr const float eps = 0.015f; std::pair prev_strip; // char fname[2048]; // static int irun = 0; float zmin = 0; float zmax = 0; for (size_t ipath = 1; ipath < path.size(); ++ ipath) { const SupportElement &prev = *path[ipath - 1]; const SupportElement ¤t = *path[ipath]; assert(prev.state.layer_idx + 1 == current.state.layer_idx); p1 = to_3d(unscaled(prev .state.result_on_layer), layer_z(slicing_params, config, prev .state.layer_idx)); p2 = to_3d(unscaled(current.state.result_on_layer), layer_z(slicing_params, config, current.state.layer_idx)); v1 = (p2 - p1).normalized(); if (ipath == 1) { nprev = v1; // Extrude the bottom half sphere. float radius = unscaled(support_element_radius(config, prev)); float angle_step = 2. * acos(1. - eps / radius); auto nsteps = int(ceil(M_PI / (2. * angle_step))); angle_step = M_PI / (2. * nsteps); int ifan = int(result.vertices.size()); result.vertices.emplace_back((p1 - nprev * radius).cast()); zmin = result.vertices.back().z(); float angle = angle_step; for (int i = 1; i < nsteps; ++ i, angle += angle_step) { std::pair strip = discretize_circle((p1 - nprev * radius * cos(angle)).cast(), nprev.cast(), radius * sin(angle), eps, result.vertices); if (i == 1) triangulate_fan(result, ifan, strip.first, strip.second); else triangulate_strip(result, prev_strip.first, prev_strip.second, strip.first, strip.second); // sprintf(fname, "d:\\temp\\meshes\\tree-partial-%d.obj", ++ irun); // its_write_obj(result, fname); prev_strip = strip; } } if (ipath + 1 == path.size()) { // End of the tube. ncurrent = v1; // Extrude the top half sphere. float radius = unscaled(support_element_radius(config, current)); float angle_step = 2. * acos(1. - eps / radius); auto nsteps = int(ceil(M_PI / (2. * angle_step))); angle_step = M_PI / (2. * nsteps); auto angle = float(M_PI / 2.); for (int i = 0; i < nsteps; ++ i, angle -= angle_step) { std::pair strip = discretize_circle((p2 + ncurrent * radius * cos(angle)).cast(), ncurrent.cast(), radius * sin(angle), eps, result.vertices); triangulate_strip(result, prev_strip.first, prev_strip.second, strip.first, strip.second); // sprintf(fname, "d:\\temp\\meshes\\tree-partial-%d.obj", ++ irun); // its_write_obj(result, fname); prev_strip = strip; } int ifan = int(result.vertices.size()); result.vertices.emplace_back((p2 + ncurrent * radius).cast()); zmax = result.vertices.back().z(); triangulate_fan(result, ifan, prev_strip.first, prev_strip.second); // sprintf(fname, "d:\\temp\\meshes\\tree-partial-%d.obj", ++ irun); // its_write_obj(result, fname); } else { const SupportElement &next = *path[ipath + 1]; assert(current.state.layer_idx + 1 == next.state.layer_idx); p3 = to_3d(unscaled(next.state.result_on_layer), layer_z(slicing_params, config, next.state.layer_idx)); v2 = (p3 - p2).normalized(); ncurrent = (v1 + v2).normalized(); float radius = unscaled(support_element_radius(config, current)); std::pair strip = discretize_circle(p2.cast(), ncurrent.cast(), radius, eps, result.vertices); triangulate_strip(result, prev_strip.first, prev_strip.second, strip.first, strip.second); prev_strip = strip; // sprintf(fname, "d:\\temp\\meshes\\tree-partial-%d.obj", ++irun); // its_write_obj(result, fname); } #if 0 if (circles_intersect(p1, nprev, support_element_radius(settings, prev), p2, ncurrent, support_element_radius(settings, current))) { // Cannot connect previous and current slice using a simple zig-zag triangulation, // because the two circles intersect. } else { // Continue with chaining. } #endif } return std::make_pair(zmin, zmax); } #ifdef TREE_SUPPORT_ORGANIC_NUDGE_NEW // New version using per layer AABB trees of lines for nudging spheres away from an object. static void organic_smooth_branches_avoid_collisions( const PrintObject &print_object, const TreeModelVolumes &volumes, const TreeSupportSettings &config, std::vector &move_bounds, const std::vector> &elements_with_link_down, const std::vector &linear_data_layers, std::function throw_on_cancel) { struct LayerCollisionCache { coord_t min_element_radius{ std::numeric_limits::max() }; bool min_element_radius_known() const { return this->min_element_radius != std::numeric_limits::max(); } coord_t collision_radius{ 0 }; std::vector lines; AABBTreeIndirect::Tree<2, double> aabbtree_lines; bool empty() const { return this->lines.empty(); } }; std::vector layer_collision_cache; layer_collision_cache.reserve(1024); const SlicingParameters &slicing_params = print_object.slicing_parameters(); for (const std::pair& element : elements_with_link_down) { LayerIndex layer_idx = element.first->state.layer_idx; if (size_t num_layers = layer_idx + 1; num_layers > layer_collision_cache.size()) { if (num_layers > layer_collision_cache.capacity()) reserve_power_of_2(layer_collision_cache, num_layers); layer_collision_cache.resize(num_layers, {}); } auto& l = layer_collision_cache[layer_idx]; l.min_element_radius = std::min(l.min_element_radius, support_element_radius(config, *element.first)); } throw_on_cancel(); for (LayerIndex layer_idx = 0; layer_idx < LayerIndex(layer_collision_cache.size()); ++layer_idx) if (LayerCollisionCache& l = layer_collision_cache[layer_idx]; !l.min_element_radius_known()) l.min_element_radius = 0; else { //FIXME l.min_element_radius = 0; std::optional>> res = volumes.get_collision_lower_bound_area(layer_idx, l.min_element_radius); assert(res.has_value()); l.collision_radius = res->first; Lines alines = to_lines(res->second.get()); l.lines.reserve(alines.size()); for (const Line &line : alines) l.lines.push_back({ unscaled(line.a), unscaled(line.b) }); l.aabbtree_lines = AABBTreeLines::build_aabb_tree_over_indexed_lines(l.lines); throw_on_cancel(); } struct CollisionSphere { const SupportElement& element; int element_below_id; const bool locked; float radius; // Current position, when nudged away from the collision. Vec3f position; // Previous position, for Laplacian smoothing. Vec3f prev_position; // Vec3f last_collision; double last_collision_depth; // Minimum Z for which the sphere collision will be evaluated. // Limited by the minimum sloping angle and by the bottom of the tree. float min_z{ -std::numeric_limits::max() }; // Maximum Z for which the sphere collision will be evaluated. // Limited by the minimum sloping angle and by the tip of the current branch. float max_z{ std::numeric_limits::max() }; uint32_t layer_begin; uint32_t layer_end; }; std::vector collision_spheres; collision_spheres.reserve(elements_with_link_down.size()); for (const std::pair &element_with_link : elements_with_link_down) { const SupportElement &element = *element_with_link.first; const int link_down = element_with_link.second; collision_spheres.push_back({ element, link_down, // locked element.parents.empty() || (link_down == -1 && element.state.layer_idx > 0), unscaled(support_element_radius(config, element)), // 3D position to_3d(unscaled(element.state.result_on_layer), float(layer_z(slicing_params, config, element.state.layer_idx))) }); // Update min_z coordinate to min_z of the tree below. CollisionSphere &collision_sphere = collision_spheres.back(); if (link_down != -1) { const size_t offset_below = linear_data_layers[element.state.layer_idx - 1]; collision_sphere.min_z = collision_spheres[offset_below + link_down].min_z; } else collision_sphere.min_z = collision_sphere.position.z(); } // Update max_z by propagating max_z from the tips of the branches. for (int collision_sphere_id = int(collision_spheres.size()) - 1; collision_sphere_id >= 0; -- collision_sphere_id) { CollisionSphere &collision_sphere = collision_spheres[collision_sphere_id]; if (collision_sphere.element.parents.empty()) // Tip collision_sphere.max_z = collision_sphere.position.z(); else { // Below tip const size_t offset_above = linear_data_layers[collision_sphere.element.state.layer_idx + 1]; for (auto iparent : collision_sphere.element.parents) { float parent_z = collision_spheres[offset_above + iparent].max_z; // collision_sphere.max_z = collision_sphere.max_z == std::numeric_limits::max() ? parent_z : std::max(collision_sphere.max_z, parent_z); collision_sphere.max_z = std::min(collision_sphere.max_z, parent_z); } } } // Update min_z / max_z to limit the search Z span of a given sphere for collision detection. for (CollisionSphere &collision_sphere : collision_spheres) { //FIXME limit the collision span by the tree slope. collision_sphere.min_z = std::max(collision_sphere.min_z, collision_sphere.position.z() - collision_sphere.radius); collision_sphere.max_z = std::min(collision_sphere.max_z, collision_sphere.position.z() + collision_sphere.radius); collision_sphere.layer_begin = std::min(collision_sphere.element.state.layer_idx, layer_idx_ceil(slicing_params, config, collision_sphere.min_z)); assert(collision_sphere.layer_begin < layer_collision_cache.size()); collision_sphere.layer_end = std::min(LayerIndex(layer_collision_cache.size()), std::max(collision_sphere.element.state.layer_idx, layer_idx_floor(slicing_params, config, collision_sphere.max_z)) + 1); } throw_on_cancel(); static constexpr const double collision_extra_gap = 0.1; static constexpr const double max_nudge_collision_avoidance = 0.5; static constexpr const double max_nudge_smoothing = 0.2; static constexpr const size_t num_iter = 100; // 1000; for (size_t iter = 0; iter < num_iter; ++ iter) { // Back up prev position before Laplacian smoothing. for (CollisionSphere &collision_sphere : collision_spheres) collision_sphere.prev_position = collision_sphere.position; std::atomic num_moved{ 0 }; tbb::parallel_for(tbb::blocked_range(0, collision_spheres.size()), [&collision_spheres, &layer_collision_cache, &slicing_params, &config, &linear_data_layers, &num_moved, &throw_on_cancel](const tbb::blocked_range range) { for (size_t collision_sphere_id = range.begin(); collision_sphere_id < range.end(); ++ collision_sphere_id) if (CollisionSphere &collision_sphere = collision_spheres[collision_sphere_id]; ! collision_sphere.locked) { // Calculate collision of multiple 2D layers against a collision sphere. collision_sphere.last_collision_depth = - std::numeric_limits::max(); for (uint32_t layer_id = collision_sphere.layer_begin; layer_id != collision_sphere.layer_end; ++ layer_id) { double dz = (layer_id - collision_sphere.element.state.layer_idx) * slicing_params.layer_height; if (double r2 = sqr(collision_sphere.radius) - sqr(dz); r2 > 0) { if (const LayerCollisionCache &layer_collision_cache_item = layer_collision_cache[layer_id]; ! layer_collision_cache_item.empty()) { size_t hit_idx_out; Vec2d hit_point_out; if (double dist = sqrt(AABBTreeLines::squared_distance_to_indexed_lines( layer_collision_cache_item.lines, layer_collision_cache_item.aabbtree_lines, Vec2d(to_2d(collision_sphere.position).cast()), hit_idx_out, hit_point_out, r2)); dist >= 0.) { double collision_depth = sqrt(r2) - dist; if (collision_depth > collision_sphere.last_collision_depth) { collision_sphere.last_collision_depth = collision_depth; collision_sphere.last_collision = to_3d(hit_point_out.cast(), float(layer_z(slicing_params, config, layer_id))); } } } } } if (collision_sphere.last_collision_depth > 0) { // Collision detected to be removed. // Nudge the circle center away from the collision. if (collision_sphere.last_collision_depth > EPSILON) // a little bit of hysteresis to detect end of ++ num_moved; // Shift by maximum 2mm. double nudge_dist = std::min(std::max(0., collision_sphere.last_collision_depth + collision_extra_gap), max_nudge_collision_avoidance); Vec2d nudge_vector = (to_2d(collision_sphere.position) - to_2d(collision_sphere.last_collision)).cast().normalized() * nudge_dist; collision_sphere.position.head<2>() += (nudge_vector * nudge_dist).cast(); } // Laplacian smoothing Vec2d avg{ 0, 0 }; //const SupportElements &above = move_bounds[collision_sphere.element.state.layer_idx + 1]; const size_t offset_above = linear_data_layers[collision_sphere.element.state.layer_idx + 1]; double weight = 0.; for (auto iparent : collision_sphere.element.parents) { double w = collision_sphere.radius; avg += w * to_2d(collision_spheres[offset_above + iparent].prev_position.cast()); weight += w; } if (collision_sphere.element_below_id != -1) { const size_t offset_below = linear_data_layers[collision_sphere.element.state.layer_idx - 1]; const double w = weight; // support_element_radius(config, move_bounds[element.state.layer_idx - 1][below]); avg += w * to_2d(collision_spheres[offset_below + collision_sphere.element_below_id].prev_position.cast()); weight += w; } avg /= weight; static constexpr const double smoothing_factor = 0.5; Vec2d old_pos = to_2d(collision_sphere.position).cast(); Vec2d new_pos = (1. - smoothing_factor) * old_pos + smoothing_factor * avg; Vec2d shift = new_pos - old_pos; double nudge_dist_max = shift.norm(); // Shift by maximum 1mm, less than the collision avoidance factor. double nudge_dist = std::min(std::max(0., nudge_dist_max), max_nudge_smoothing); collision_sphere.position.head<2>() += (shift.normalized() * nudge_dist).cast(); throw_on_cancel(); } }); #if 0 std::vector stat; for (CollisionSphere& collision_sphere : collision_spheres) if (!collision_sphere.locked) stat.emplace_back(collision_sphere.last_collision_depth); std::sort(stat.begin(), stat.end()); printf("iteration: %d, moved: %d, collision depth: min %lf, max %lf, median %lf\n", int(iter), int(num_moved), stat.front(), stat.back(), stat[stat.size() / 2]); #endif if (num_moved == 0) break; } for (size_t i = 0; i < collision_spheres.size(); ++ i) elements_with_link_down[i].first->state.result_on_layer = scaled(to_2d(collision_spheres[i].position)); } #else // TREE_SUPPORT_ORGANIC_NUDGE_NEW // Old version using OpenVDB, works but it is extremely slow for complex meshes. static void organic_smooth_branches_avoid_collisions( const PrintObject &print_object, const TreeModelVolumes &volumes, const TreeSupportSettings &config, std::vector &move_bounds, const std::vector> &elements_with_link_down, const std::vector &linear_data_layers, std::function throw_on_cancel) { TriangleMesh mesh = print_object.model_object()->raw_mesh(); mesh.transform(print_object.trafo_centered()); double scale = 10.; openvdb::FloatGrid::Ptr grid = mesh_to_grid(mesh.its, openvdb::math::Transform{}, scale, 0., 0.); std::unique_ptr> closest_surface_point = openvdb::tools::ClosestSurfacePoint::create(*grid); std::vector pts, prev, projections; std::vector distances; for (const std::pair& element : elements_with_link_down) { Vec3d pt = to_3d(unscaled(element.first->state.result_on_layer), layer_z(print_object.slicing_parameters(), config, element.first->state.layer_idx)) * scale; pts.push_back({ pt.x(), pt.y(), pt.z() }); } const double collision_extra_gap = 1. * scale; const double max_nudge_collision_avoidance = 2. * scale; const double max_nudge_smoothing = 1. * scale; static constexpr const size_t num_iter = 100; // 1000; for (size_t iter = 0; iter < num_iter; ++ iter) { prev = pts; projections = pts; distances.assign(pts.size(), std::numeric_limits::max()); closest_surface_point->searchAndReplace(projections, distances); size_t num_moved = 0; for (size_t i = 0; i < projections.size(); ++ i) { const SupportElement &element = *elements_with_link_down[i].first; const int below = elements_with_link_down[i].second; const bool locked = (below == -1 && element.state.layer_idx > 0) || element.state.locked(); if (! locked && pts[i] != projections[i]) { // Nudge the circle center away from the collision. Vec3d v{ projections[i].x() - pts[i].x(), projections[i].y() - pts[i].y(), projections[i].z() - pts[i].z() }; double depth = v.norm(); assert(std::abs(distances[i] - depth) < EPSILON); double radius = unscaled(support_element_radius(config, element)) * scale; if (depth < radius) { // Collision detected to be removed. ++ num_moved; double dxy = sqrt(sqr(radius) - sqr(v.z())); double nudge_dist_max = dxy - std::hypot(v.x(), v.y()) //FIXME 1mm gap + collision_extra_gap; // Shift by maximum 2mm. double nudge_dist = std::min(std::max(0., nudge_dist_max), max_nudge_collision_avoidance); Vec2d nudge_v = to_2d(v).normalized() * (- nudge_dist); pts[i].x() += nudge_v.x(); pts[i].y() += nudge_v.y(); } } // Laplacian smoothing if (! locked && ! element.parents.empty()) { Vec2d avg{ 0, 0 }; const SupportElements &above = move_bounds[element.state.layer_idx + 1]; const size_t offset_above = linear_data_layers[element.state.layer_idx + 1]; double weight = 0.; for (auto iparent : element.parents) { double w = support_element_radius(config, above[iparent]); avg.x() += w * prev[offset_above + iparent].x(); avg.y() += w * prev[offset_above + iparent].y(); weight += w; } size_t cnt = element.parents.size(); if (below != -1) { const size_t offset_below = linear_data_layers[element.state.layer_idx - 1]; const double w = weight; // support_element_radius(config, move_bounds[element.state.layer_idx - 1][below]); avg.x() += w * prev[offset_below + below].x(); avg.y() += w * prev[offset_below + below].y(); ++ cnt; weight += w; } //avg /= double(cnt); avg /= weight; static constexpr const double smoothing_factor = 0.5; Vec2d old_pos{ pts[i].x(), pts[i].y() }; Vec2d new_pos = (1. - smoothing_factor) * old_pos + smoothing_factor * avg; Vec2d shift = new_pos - old_pos; double nudge_dist_max = shift.norm(); // Shift by maximum 1mm, less than the collision avoidance factor. double nudge_dist = std::min(std::max(0., nudge_dist_max), max_nudge_smoothing); Vec2d nudge_v = shift.normalized() * nudge_dist; pts[i].x() += nudge_v.x(); pts[i].y() += nudge_v.y(); } } // printf("iteration: %d, moved: %d\n", int(iter), int(num_moved)); if (num_moved == 0) break; } for (size_t i = 0; i < projections.size(); ++ i) { elements_with_link_down[i].first->state.result_on_layer.x() = scaled(pts[i].x()) / scale; elements_with_link_down[i].first->state.result_on_layer.y() = scaled(pts[i].y()) / scale; } } #endif // TREE_SUPPORT_ORGANIC_NUDGE_NEW // Organic specific: Smooth branches and produce one cummulative mesh to be sliced. void organic_draw_branches( PrintObject &print_object, TreeModelVolumes &volumes, const TreeSupportSettings &config, std::vector &move_bounds, // I/O: SupportGeneratorLayersPtr &bottom_contacts, SupportGeneratorLayersPtr &top_contacts, InterfacePlacer &interface_placer, // Output: SupportGeneratorLayersPtr &intermediate_layers, SupportGeneratorLayerStorage &layer_storage, std::function throw_on_cancel) { // All SupportElements are put into a layer independent storage to improve parallelization. std::vector> elements_with_link_down; std::vector linear_data_layers; { std::vector> map_downwards_old; std::vector> map_downwards_new; linear_data_layers.emplace_back(0); for (LayerIndex layer_idx = 0; layer_idx < LayerIndex(move_bounds.size()); ++ layer_idx) { SupportElements *layer_above = layer_idx + 1 < LayerIndex(move_bounds.size()) ? &move_bounds[layer_idx + 1] : nullptr; map_downwards_new.clear(); std::sort(map_downwards_old.begin(), map_downwards_old.end(), [](auto& l, auto& r) { return l.first < r.first; }); SupportElements &layer = move_bounds[layer_idx]; for (size_t elem_idx = 0; elem_idx < layer.size(); ++ elem_idx) { SupportElement &elem = layer[elem_idx]; int child = -1; if (layer_idx > 0) { auto it = std::lower_bound(map_downwards_old.begin(), map_downwards_old.end(), &elem, [](auto& l, const SupportElement* r) { return l.first < r; }); if (it != map_downwards_old.end() && it->first == &elem) { child = it->second; // Only one link points to a node above from below. assert(!(++it != map_downwards_old.end() && it->first == &elem)); } #ifndef NDEBUG { const SupportElement *pchild = child == -1 ? nullptr : &move_bounds[layer_idx - 1][child]; assert(pchild ? pchild->state.result_on_layer_is_set() : elem.state.target_height > layer_idx); } #endif // NDEBUG } for (int32_t parent_idx : elem.parents) { SupportElement &parent = (*layer_above)[parent_idx]; if (parent.state.result_on_layer_is_set()) map_downwards_new.emplace_back(&parent, elem_idx); } elements_with_link_down.push_back({ &elem, int(child) }); } std::swap(map_downwards_old, map_downwards_new); linear_data_layers.emplace_back(elements_with_link_down.size()); } } throw_on_cancel(); organic_smooth_branches_avoid_collisions(print_object, volumes, config, move_bounds, elements_with_link_down, linear_data_layers, throw_on_cancel); // Reduce memory footprint. After this point only finalize_interface_and_support_areas() will use volumes and from that only collisions with zero radius will be used. volumes.clear_all_but_object_collision(); // Unmark all nodes. for (SupportElements &elements : move_bounds) for (SupportElement &element : elements) element.state.marked = false; // Traverse all nodes, generate tubes. // Traversal stack with nodes and their current parent struct Branch { std::vector path; bool has_root{ false }; bool has_tip { false }; }; struct Slice { Polygons polygons; Polygons bottom_contacts; size_t num_branches{ 0 }; }; struct Tree { std::vector branches; std::vector slices; LayerIndex first_layer_id{ -1 }; }; std::vector trees; struct TreeVisitor { static void visit_recursive(std::vector &move_bounds, SupportElement &start_element, Tree &out) { assert(! start_element.state.marked && ! start_element.parents.empty()); // Collect elements up to a bifurcation above. start_element.state.marked = true; // For each branch bifurcating from this point: //SupportElements &layer = move_bounds[start_element.state.layer_idx]; SupportElements &layer_above = move_bounds[start_element.state.layer_idx + 1]; bool root = out.branches.empty(); for (size_t parent_idx = 0; parent_idx < start_element.parents.size(); ++ parent_idx) { Branch branch; branch.path.emplace_back(&start_element); // Traverse each branch until it branches again. SupportElement &first_parent = layer_above[start_element.parents[parent_idx]]; assert(! first_parent.state.marked); assert(branch.path.back()->state.layer_idx + 1 == first_parent.state.layer_idx); branch.path.emplace_back(&first_parent); if (first_parent.parents.size() < 2) first_parent.state.marked = true; SupportElement *next_branch = nullptr; if (first_parent.parents.size() == 1) { for (SupportElement *parent = &first_parent;;) { assert(parent->state.marked); SupportElement &next_parent = move_bounds[parent->state.layer_idx + 1][parent->parents.front()]; assert(! next_parent.state.marked); assert(branch.path.back()->state.layer_idx + 1 == next_parent.state.layer_idx); branch.path.emplace_back(&next_parent); if (next_parent.parents.size() > 1) { // Branching point was reached. next_branch = &next_parent; break; } next_parent.state.marked = true; if (next_parent.parents.size() == 0) // Tip is reached. break; parent = &next_parent; } } else if (first_parent.parents.size() > 1) // Branching point was reached. next_branch = &first_parent; assert(branch.path.size() >= 2); assert(next_branch == nullptr || ! next_branch->state.marked); branch.has_root = root; branch.has_tip = ! next_branch; out.branches.emplace_back(std::move(branch)); if (next_branch) visit_recursive(move_bounds, *next_branch, out); } } }; for (LayerIndex layer_idx = 0; layer_idx + 1 < LayerIndex(move_bounds.size()); ++ layer_idx) { // int ielement; for (SupportElement& start_element : move_bounds[layer_idx]) { if (!start_element.state.marked && !start_element.parents.empty()) { #if 0 int found = 0; if (layer_idx > 0) { for (auto& el : move_bounds[layer_idx - 1]) { for (auto iparent : el.parents) if (iparent == ielement) ++found; } if (found != 0) printf("Found: %d\n", found); } #endif trees.push_back({}); TreeVisitor::visit_recursive(move_bounds, start_element, trees.back()); assert(!trees.back().branches.empty()); //FIXME debugging #if 0 if (start_element.state.lost) { } else if (start_element.state.verylost) { } else trees.pop_back(); #endif } // ++ ielement; } } const SlicingParameters &slicing_params = print_object.slicing_parameters(); MeshSlicingParams mesh_slicing_params; mesh_slicing_params.mode = MeshSlicingParams::SlicingMode::Positive; tbb::parallel_for(tbb::blocked_range(0, trees.size(), 1), [&trees, &volumes, &config, &slicing_params, &move_bounds, &mesh_slicing_params, &throw_on_cancel](const tbb::blocked_range &range) { indexed_triangle_set partial_mesh; std::vector slice_z; std::vector bottom_contacts; for (size_t tree_id = range.begin(); tree_id < range.end(); ++ tree_id) { Tree &tree = trees[tree_id]; for (const Branch &branch : tree.branches) { // Triangulate the tube. partial_mesh.clear(); std::pair zspan = extrude_branch(branch.path, config, slicing_params, move_bounds, partial_mesh); LayerIndex layer_begin = branch.has_root ? branch.path.front()->state.layer_idx : std::min(branch.path.front()->state.layer_idx, layer_idx_ceil(slicing_params, config, zspan.first)); LayerIndex layer_end = (branch.has_tip ? branch.path.back()->state.layer_idx : std::max(branch.path.back()->state.layer_idx, layer_idx_floor(slicing_params, config, zspan.second))) + 1; slice_z.clear(); for (LayerIndex layer_idx = layer_begin; layer_idx < layer_end; ++ layer_idx) { const double print_z = layer_z(slicing_params, config, layer_idx); const double bottom_z = layer_idx > 0 ? layer_z(slicing_params, config, layer_idx - 1) : 0.; slice_z.emplace_back(float(0.5 * (bottom_z + print_z))); } std::vector slices = slice_mesh(partial_mesh, slice_z, mesh_slicing_params, throw_on_cancel); bottom_contacts.clear(); //FIXME parallelize? for (LayerIndex i = 0; i < LayerIndex(slices.size()); ++ i) slices[i] = diff_clipped(slices[i], volumes.getCollision(0, layer_begin + i, true)); //FIXME parent_uses_min || draw_area.element->state.use_min_xy_dist); size_t num_empty = 0; if (slices.front().empty()) { // Some of the initial layers are empty. num_empty = std::find_if(slices.begin(), slices.end(), [](auto &s) { return !s.empty(); }) - slices.begin(); } else { if (branch.has_root) { if (branch.path.front()->state.to_model_gracious) { if (config.settings.support_floor_layers > 0) //FIXME one may just take the whole tree slice as bottom interface. bottom_contacts.emplace_back(intersection_clipped(slices.front(), volumes.getPlaceableAreas(0, layer_begin, [] {}))); } else if (layer_begin > 0) { // Drop down areas that do rest non - gracefully on the model to ensure the branch actually rests on something. struct BottomExtraSlice { Polygons polygons; double area; }; std::vector bottom_extra_slices; Polygons rest_support; coord_t bottom_radius = support_element_radius(config, *branch.path.front()); // Don't propagate further than 1.5 * bottom radius. //LayerIndex layers_propagate_max = 2 * bottom_radius / config.layer_height; LayerIndex layers_propagate_max = 5 * bottom_radius / config.layer_height; LayerIndex layer_bottommost = branch.path.front()->state.verylost ? // If the tree bottom is hanging in the air, bring it down to some surface. 0 : //FIXME the "verylost" branches should stop when crossing another support. std::max(0, layer_begin - layers_propagate_max); double support_area_min_radius = M_PI * sqr(double(config.branch_radius)); double support_area_stop = std::max(0.2 * M_PI * sqr(double(bottom_radius)), 0.5 * support_area_min_radius); // Only propagate until the rest area is smaller than this threshold. //double support_area_min = 0.1 * support_area_min_radius; for (LayerIndex layer_idx = layer_begin - 1; layer_idx >= layer_bottommost; -- layer_idx) { rest_support = diff_clipped(rest_support.empty() ? slices.front() : rest_support, volumes.getCollision(0, layer_idx, false)); double rest_support_area = area(rest_support); if (rest_support_area < support_area_stop) // Don't propagate a fraction of the tree contact surface. break; bottom_extra_slices.push_back({ rest_support, rest_support_area }); } // Now remove those bottom slices that are not supported at all. #if 0 while (! bottom_extra_slices.empty()) { Polygons this_bottom_contacts = intersection_clipped( bottom_extra_slices.back().polygons, volumes.getPlaceableAreas(0, layer_begin - LayerIndex(bottom_extra_slices.size()), [] {})); if (area(this_bottom_contacts) < support_area_min) bottom_extra_slices.pop_back(); else { // At least a fraction of the tree bottom is considered to be supported. if (config.settings.support_floor_layers > 0) // Turn this fraction of the tree bottom into a contact layer. bottom_contacts.emplace_back(std::move(this_bottom_contacts)); break; } } #endif if (config.settings.support_floor_layers > 0) for (int i = int(bottom_extra_slices.size()) - 2; i >= 0; -- i) bottom_contacts.emplace_back( intersection_clipped(bottom_extra_slices[i].polygons, volumes.getPlaceableAreas(0, layer_begin - i - 1, [] {}))); layer_begin -= LayerIndex(bottom_extra_slices.size()); slices.insert(slices.begin(), bottom_extra_slices.size(), {}); auto it_dst = slices.begin(); for (auto it_src = bottom_extra_slices.rbegin(); it_src != bottom_extra_slices.rend(); ++ it_src) *it_dst ++ = std::move(it_src->polygons); } } #if 0 //FIXME branch.has_tip seems to not be reliable. if (branch.has_tip && interface_placer.support_parameters.has_top_contacts) // Add top slices to top contacts / interfaces / base interfaces. for (int i = int(branch.path.size()) - 1; i >= 0; -- i) { const SupportElement &el = *branch.path[i]; if (el.state.missing_roof_layers == 0) break; //FIXME Move or not? interface_placer.add_roof(std::move(slices[int(slices.size()) - i - 1]), el.state.layer_idx, interface_placer.support_parameters.num_top_interface_layers + 1 - el.state.missing_roof_layers); } #endif } layer_begin += LayerIndex(num_empty); while (! slices.empty() && slices.back().empty()) { slices.pop_back(); -- layer_end; } if (layer_begin < layer_end) { LayerIndex new_begin = tree.first_layer_id == -1 ? layer_begin : std::min(tree.first_layer_id, layer_begin); LayerIndex new_end = tree.first_layer_id == -1 ? layer_end : std::max(tree.first_layer_id + LayerIndex(tree.slices.size()), layer_end); size_t new_size = size_t(new_end - new_begin); if (tree.first_layer_id == -1) { } else if (tree.slices.capacity() < new_size) { std::vector new_slices; new_slices.reserve(new_size); if (LayerIndex dif = tree.first_layer_id - new_begin; dif > 0) new_slices.insert(new_slices.end(), dif, {}); append(new_slices, std::move(tree.slices)); tree.slices.swap(new_slices); } else if (LayerIndex dif = tree.first_layer_id - new_begin; dif > 0) tree.slices.insert(tree.slices.begin(), tree.first_layer_id - new_begin, {}); tree.slices.insert(tree.slices.end(), new_size - tree.slices.size(), {}); layer_begin -= LayerIndex(num_empty); for (LayerIndex i = layer_begin; i != layer_end; ++ i) { int j = i - layer_begin; if (Polygons &src = slices[j]; ! src.empty()) { Slice &dst = tree.slices[i - new_begin]; if (++ dst.num_branches > 1) { append(dst.polygons, std::move(src)); if (j < int(bottom_contacts.size())) append(dst.bottom_contacts, std::move(bottom_contacts[j])); } else { dst.polygons = std::move(std::move(src)); if (j < int(bottom_contacts.size())) dst.bottom_contacts = std::move(bottom_contacts[j]); } } } tree.first_layer_id = new_begin; } } } }, tbb::simple_partitioner()); tbb::parallel_for(tbb::blocked_range(0, trees.size(), 1), [&trees, &throw_on_cancel](const tbb::blocked_range &range) { for (size_t tree_id = range.begin(); tree_id < range.end(); ++ tree_id) { Tree &tree = trees[tree_id]; for (Slice &slice : tree.slices) if (slice.num_branches > 1) { slice.polygons = union_(slice.polygons); slice.bottom_contacts = union_(slice.bottom_contacts); slice.num_branches = 1; } throw_on_cancel(); } }, tbb::simple_partitioner()); size_t num_layers = 0; for (Tree &tree : trees) if (tree.first_layer_id >= 0) num_layers = std::max(num_layers, size_t(tree.first_layer_id + tree.slices.size())); std::vector slices(num_layers, Slice{}); for (Tree &tree : trees) if (tree.first_layer_id >= 0) { for (LayerIndex i = tree.first_layer_id; i != tree.first_layer_id + LayerIndex(tree.slices.size()); ++ i) if (Slice &src = tree.slices[i - tree.first_layer_id]; ! src.polygons.empty()) { Slice &dst = slices[i]; if (++ dst.num_branches > 1) { append(dst.polygons, std::move(src.polygons)); append(dst.bottom_contacts, std::move(src.bottom_contacts)); } else { dst.polygons = std::move(src.polygons); dst.bottom_contacts = std::move(src.bottom_contacts); } } } tbb::parallel_for(tbb::blocked_range(0, std::min(move_bounds.size(), slices.size()), 1), [&print_object, &config, &slices, &bottom_contacts, &top_contacts, &intermediate_layers, &layer_storage, &throw_on_cancel](const tbb::blocked_range &range) { for (size_t layer_idx = range.begin(); layer_idx < range.end(); ++layer_idx) { Slice &slice = slices[layer_idx]; assert(intermediate_layers[layer_idx] == nullptr); Polygons base_layer_polygons = slice.num_branches > 1 ? union_(slice.polygons) : std::move(slice.polygons); Polygons bottom_contact_polygons = slice.num_branches > 1 ? union_(slice.bottom_contacts) : std::move(slice.bottom_contacts); if (! base_layer_polygons.empty()) { // Most of the time in this function is this union call. Can take 300+ ms when a lot of areas are to be unioned. base_layer_polygons = smooth_outward(union_(base_layer_polygons), config.support_line_width); //FIXME was .smooth(50); //smooth_outward(closing(std::move(bottom), closing_distance + minimum_island_radius, closing_distance, SUPPORT_SURFACES_OFFSET_PARAMETERS), smoothing_distance) : // simplify a bit, to ensure the output does not contain outrageous amounts of vertices. Should not be necessary, just a precaution. base_layer_polygons = polygons_simplify(base_layer_polygons, std::min(scaled(0.03), double(config.resolution)), polygons_strictly_simple); } // Subtract top contact layer polygons from support base. SupportGeneratorLayer *top_contact_layer = top_contacts.empty() ? nullptr : top_contacts[layer_idx]; if (top_contact_layer && ! top_contact_layer->polygons.empty() && ! base_layer_polygons.empty()) { base_layer_polygons = diff(base_layer_polygons, top_contact_layer->polygons); if (! bottom_contact_polygons.empty()) //FIXME it may be better to clip bottom contacts with top contacts first after they are propagated to produce interface layers. bottom_contact_polygons = diff(bottom_contact_polygons, top_contact_layer->polygons); } if (! bottom_contact_polygons.empty()) { base_layer_polygons = diff(base_layer_polygons, bottom_contact_polygons); SupportGeneratorLayer *bottom_contact_layer = bottom_contacts[layer_idx] = &layer_allocate( layer_storage, SupporLayerType::BottomContact, print_object.slicing_parameters(), config, layer_idx); bottom_contact_layer->polygons = std::move(bottom_contact_polygons); } if (! base_layer_polygons.empty()) { SupportGeneratorLayer *base_layer = intermediate_layers[layer_idx] = &layer_allocate( layer_storage, SupporLayerType::Base, print_object.slicing_parameters(), config, layer_idx); base_layer->polygons = union_(base_layer_polygons); } throw_on_cancel(); } }, tbb::simple_partitioner()); } } // namespace FFFTreeSupport } // namespace Slic3r