#ifndef slic3r_ExtrusionProcessor_hpp_ #define slic3r_ExtrusionProcessor_hpp_ // This algorithm is copied from PrusaSlicer, original author is Pavel Mikus(pavel.mikus.mail@seznam.cz) #include "../AABBTreeLines.hpp" //#include "../SupportSpotsGenerator.hpp" #include "../libslic3r.h" #include "../ExtrusionEntity.hpp" #include "../Layer.hpp" #include "../Point.hpp" #include "../SVG.hpp" #include "../BoundingBox.hpp" #include "../Polygon.hpp" #include "../ClipperUtils.hpp" #include "../Flow.hpp" #include "../Config.hpp" #include #include #include #include #include #include #include #include namespace Slic3r { struct ExtendedPoint { Vec2d position; float distance; float curvature; }; template std::vector estimate_points_properties(const POINTS &input_points, const AABBTreeLines::LinesDistancer &unscaled_prev_layer, float flow_width, float max_line_length = -1.0f) { bool looped = input_points.front() == input_points.back(); std::function get_prev_index = [](size_t idx, size_t count) { if (idx > 0) { return idx - 1; } else return idx; }; if (looped) { get_prev_index = [](size_t idx, size_t count) { if (idx == 0) idx = count; return --idx; }; }; std::function get_next_index = [](size_t idx, size_t size) { if (idx + 1 < size) { return idx + 1; } else return idx; }; if (looped) { get_next_index = [](size_t idx, size_t count) { if (++idx == count) idx = 0; return idx; }; }; using P = typename POINTS::value_type; using AABBScalar = typename AABBTreeLines::LinesDistancer::Scalar; if (input_points.empty()) return {}; float boundary_offset = PREV_LAYER_BOUNDARY_OFFSET ? 0.5 * flow_width : 0.0f; auto maybe_unscale = [](const P &p) { return SCALED_INPUT ? unscaled(p) : p.template cast(); }; std::vector points; points.reserve(input_points.size() * (ADD_INTERSECTIONS ? 1.5 : 1)); { ExtendedPoint start_point{maybe_unscale(input_points.front())}; auto [distance, nearest_line, x] = unscaled_prev_layer.template distance_from_lines_extra(start_point.position.cast()); start_point.distance = distance + boundary_offset; points.push_back(start_point); } for (size_t i = 1; i < input_points.size(); i++) { ExtendedPoint next_point{maybe_unscale(input_points[i])}; auto [distance, nearest_line, x] = unscaled_prev_layer.template distance_from_lines_extra(next_point.position.cast()); next_point.distance = distance + boundary_offset; if (ADD_INTERSECTIONS && ((points.back().distance > boundary_offset + EPSILON) != (next_point.distance > boundary_offset + EPSILON))) { const ExtendedPoint &prev_point = points.back(); auto intersections = unscaled_prev_layer.template intersections_with_line( L{prev_point.position.cast(), next_point.position.cast()}); for (const auto &intersection : intersections) { ExtendedPoint p{}; p.position = intersection.first.template cast(); p.distance = boundary_offset; points.push_back(p); } } points.push_back(next_point); } if (PREV_LAYER_BOUNDARY_OFFSET && ADD_INTERSECTIONS) { std::vector new_points; new_points.reserve(points.size() * 2); new_points.push_back(points.front()); for (int point_idx = 0; point_idx < int(points.size()) - 1; ++point_idx) { const ExtendedPoint &curr = points[point_idx]; const ExtendedPoint &next = points[point_idx + 1]; if ((curr.distance > -boundary_offset && curr.distance < boundary_offset + 2.0f) || (next.distance > -boundary_offset && next.distance < boundary_offset + 2.0f)) { double line_len = (next.position - curr.position).norm(); if (line_len > 4.0f) { double a0 = std::clamp((curr.distance + 3 * boundary_offset) / line_len, 0.0, 1.0); double a1 = std::clamp(1.0f - (next.distance + 3 * boundary_offset) / line_len, 0.0, 1.0); double t0 = std::min(a0, a1); double t1 = std::max(a0, a1); if (t0 < 1.0) { auto p0 = curr.position + t0 * (next.position - curr.position); auto [p0_dist, p0_near_l, p0_x] = unscaled_prev_layer.template distance_from_lines_extra(p0.cast()); ExtendedPoint new_p{}; new_p.position = p0; new_p.distance = float(p0_dist + boundary_offset); new_points.push_back(new_p); } if (t1 > 0.0) { auto p1 = curr.position + t1 * (next.position - curr.position); auto [p1_dist, p1_near_l, p1_x] = unscaled_prev_layer.template distance_from_lines_extra(p1.cast()); ExtendedPoint new_p{}; new_p.position = p1; new_p.distance = float(p1_dist + boundary_offset); new_points.push_back(new_p); } } } new_points.push_back(next); } points = std::move(new_points); } if (max_line_length > 0) { std::vector new_points; new_points.reserve(points.size() * 2); { for (size_t i = 0; i + 1 < points.size(); i++) { const ExtendedPoint &curr = points[i]; const ExtendedPoint &next = points[i + 1]; new_points.push_back(curr); double len = (next.position - curr.position).squaredNorm(); double t = sqrt((max_line_length * max_line_length) / len); size_t new_point_count = 1.0 / t; for (size_t j = 1; j < new_point_count + 1; j++) { Vec2d pos = curr.position * (1.0 - j * t) + next.position * (j * t); auto [p_dist, p_near_l, p_x] = unscaled_prev_layer.template distance_from_lines_extra(pos.cast()); ExtendedPoint new_p{}; new_p.position = pos; new_p.distance = float(p_dist + boundary_offset); new_points.push_back(new_p); } } new_points.push_back(points.back()); } points = std::move(new_points); } float accumulated_distance = 0; std::vector distances_for_curvature(points.size()); for (size_t point_idx = 0; point_idx < points.size(); ++point_idx) { const ExtendedPoint &a = points[point_idx]; const ExtendedPoint &b = points[get_prev_index(point_idx, points.size())]; distances_for_curvature[point_idx] = (b.position - a.position).norm(); accumulated_distance += distances_for_curvature[point_idx]; } if (accumulated_distance > EPSILON) for (float window_size : {3.0f, 9.0f, 16.0f}) { for (int point_idx = 0; point_idx < int(points.size()); ++point_idx) { ExtendedPoint ¤t = points[point_idx]; Vec2d back_position = current.position; { size_t back_point_index = point_idx; float dist_backwards = 0; while (dist_backwards < window_size * 0.5 && back_point_index != get_prev_index(back_point_index, points.size())) { float line_dist = distances_for_curvature[get_prev_index(back_point_index, points.size())]; if (dist_backwards + line_dist > window_size * 0.5) { back_position = points[back_point_index].position + (window_size * 0.5 - dist_backwards) * (points[get_prev_index(back_point_index, points.size())].position - points[back_point_index].position) .normalized(); dist_backwards += window_size * 0.5 - dist_backwards + EPSILON; } else { dist_backwards += line_dist; back_point_index = get_prev_index(back_point_index, points.size()); } } } Vec2d front_position = current.position; { size_t front_point_index = point_idx; float dist_forwards = 0; while (dist_forwards < window_size * 0.5 && front_point_index != get_next_index(front_point_index, points.size())) { float line_dist = distances_for_curvature[front_point_index]; if (dist_forwards + line_dist > window_size * 0.5) { front_position = points[front_point_index].position + (window_size * 0.5 - dist_forwards) * (points[get_next_index(front_point_index, points.size())].position - points[front_point_index].position) .normalized(); dist_forwards += window_size * 0.5 - dist_forwards + EPSILON; } else { dist_forwards += line_dist; front_point_index = get_next_index(front_point_index, points.size()); } } } float new_curvature = angle(current.position - back_position, front_position - current.position) / window_size; if (abs(current.curvature) < abs(new_curvature)) { current.curvature = new_curvature; } } } return points; } struct ProcessedPoint { Point p; float speed = 1.0f; float overlap = 1.0f; }; class ExtrusionQualityEstimator { std::unordered_map> prev_layer_boundaries; std::unordered_map> next_layer_boundaries; std::unordered_map> prev_curled_extrusions; std::unordered_map> next_curled_extrusions; const PrintObject *current_object; public: void set_current_object(const PrintObject *object) { current_object = object; } void prepare_for_new_layer(const PrintObject * obj, const Layer *layer) { if (layer == nullptr) return; const PrintObject *object = obj; prev_layer_boundaries[object] = next_layer_boundaries[object]; next_layer_boundaries[object] = AABBTreeLines::LinesDistancer{to_unscaled_linesf(layer->lslices)}; prev_curled_extrusions[object] = next_curled_extrusions[object]; next_curled_extrusions[object] = AABBTreeLines::LinesDistancer{layer->curled_lines}; } std::vector estimate_extrusion_quality(const ExtrusionPath &path, const ConfigOptionPercents &overlaps, const ConfigOptionFloatsOrPercents &speeds, float ext_perimeter_speed, float original_speed, bool slowdown_for_curled_edges) { size_t speed_sections_count = std::min(overlaps.values.size(), speeds.values.size()); std::vector> speed_sections; for (size_t i = 0; i < speed_sections_count; i++) { float distance = path.width * (1.0 - (overlaps.get_at(i) / 100.0)); float speed = speeds.get_at(i).percent ? (ext_perimeter_speed * speeds.get_at(i).value / 100.0) : speeds.get_at(i).value; speed_sections.push_back({distance, speed}); } std::sort(speed_sections.begin(), speed_sections.end(), [](const std::pair &a, const std::pair &b) { if (a.first == b.first) { return a.second > b.second; } return a.first < b.first; }); std::pair last_section{INFINITY, 0}; for (auto §ion : speed_sections) { if (section.first == last_section.first) { section.second = last_section.second; } else { last_section = section; } } std::vector extended_points = estimate_points_properties(path.polyline.points, prev_layer_boundaries[current_object], path.width); const auto width_inv = 1.0f / path.width; std::vector processed_points; processed_points.reserve(extended_points.size()); for (size_t i = 0; i < extended_points.size(); i++) { const ExtendedPoint &curr = extended_points[i]; const ExtendedPoint &next = extended_points[i + 1 < extended_points.size() ? i + 1 : i]; float artificial_distance_to_curled_lines = 0.0; if(slowdown_for_curled_edges) { // The following code artifically increases the distance to provide slowdown for extrusions that are over curled lines const double dist_limit = 10.0 * path.width; { Vec2d middle = 0.5 * (curr.position + next.position); auto line_indices = prev_curled_extrusions[current_object].all_lines_in_radius(Point::new_scale(middle), scale_(dist_limit)); if (!line_indices.empty()) { double len = (next.position - curr.position).norm(); // For long lines, there is a problem with the additional slowdown. If by accident, there is small curled line near the middle of this long line // The whole segment gets slower unnecesarily. For these long lines, we do additional check whether it is worth slowing down. // NOTE that this is still quite rough approximation, e.g. we are still checking lines only near the middle point // TODO maybe split the lines into smaller segments before running this alg? but can be demanding, and GCode will be huge if (len > 8) { Vec2d dir = Vec2d(next.position - curr.position) / len; Vec2d right = Vec2d(-dir.y(), dir.x()); Polygon box_of_influence = { scaled(Vec2d(curr.position + right * dist_limit)), scaled(Vec2d(next.position + right * dist_limit)), scaled(Vec2d(next.position - right * dist_limit)), scaled(Vec2d(curr.position - right * dist_limit)), }; double projected_lengths_sum = 0; for (size_t idx : line_indices) { const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); Lines inside = intersection_ln({{line.a, line.b}}, {box_of_influence}); if (inside.empty()) continue; double projected_length = abs(dir.dot(unscaled(Vec2d((inside.back().b - inside.back().a).cast())))); projected_lengths_sum += projected_length; } if (projected_lengths_sum < 0.4 * len) { line_indices.clear(); } } for (size_t idx : line_indices) { const CurledLine &line = prev_curled_extrusions[current_object].get_line(idx); float distance_from_curled = unscaled(line_alg::distance_to(line, Point::new_scale(middle))); float dist = path.width * (1.0 - (distance_from_curled / dist_limit)) * (1.0 - (distance_from_curled / dist_limit)) * (line.curled_height / (path.height * 10.0f)); // max_curled_height_factor from SupportSpotGenerator artificial_distance_to_curled_lines = std::max(artificial_distance_to_curled_lines, dist); } } } } auto calculate_speed = [&speed_sections, &original_speed](float distance) { float final_speed; if (distance <= speed_sections.front().first) { final_speed = original_speed; } else if (distance >= speed_sections.back().first) { final_speed = speed_sections.back().second; } else { size_t section_idx = 0; while (distance > speed_sections[section_idx + 1].first) { section_idx++; } float t = (distance - speed_sections[section_idx].first) / (speed_sections[section_idx + 1].first - speed_sections[section_idx].first); t = std::clamp(t, 0.0f, 1.0f); final_speed = (1.0f - t) * speed_sections[section_idx].second + t * speed_sections[section_idx + 1].second; } return final_speed; }; float extrusion_speed = std::min(calculate_speed(curr.distance), calculate_speed(next.distance)); if(slowdown_for_curled_edges) { float curled_speed = calculate_speed(artificial_distance_to_curled_lines); extrusion_speed = std::min(curled_speed, extrusion_speed); // adjust extrusion speed based on what is smallest - the calculated overhang speed or the artificial curled speed } float overlap = std::min(1 - (curr.distance+artificial_distance_to_curled_lines) * width_inv, 1 - (next.distance+artificial_distance_to_curled_lines) * width_inv); processed_points.push_back({ scaled(curr.position), extrusion_speed, overlap }); } return processed_points; } }; } // namespace Slic3r #endif // slic3r_ExtrusionProcessor_hpp_