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https://github.com/SoftFever/OrcaSlicer.git
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115 lines
4.1 KiB
C++
115 lines
4.1 KiB
C++
#include <limits>
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#include <exception>
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#include <libnest2d/optimizers/nlopt/genetic.hpp>
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#include <libslic3r/SLA/Common.hpp>
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#include <libslic3r/SLA/Rotfinder.hpp>
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#include <libslic3r/SLA/SupportTree.hpp>
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#include "Model.hpp"
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namespace Slic3r {
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namespace sla {
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std::array<double, 3> find_best_rotation(const ModelObject& modelobj,
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float accuracy,
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std::function<void(unsigned)> statuscb,
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std::function<bool()> stopcond)
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{
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using libnest2d::opt::Method;
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using libnest2d::opt::bound;
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using libnest2d::opt::Optimizer;
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using libnest2d::opt::TOptimizer;
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using libnest2d::opt::StopCriteria;
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static const unsigned MAX_TRIES = 100000;
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// return value
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std::array<double, 3> rot;
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// We will use only one instance of this converted mesh to examine different
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// rotations
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const TriangleMesh& mesh = modelobj.raw_mesh();
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// For current iteration number
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unsigned status = 0;
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// The maximum number of iterations
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auto max_tries = unsigned(accuracy * MAX_TRIES);
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// call status callback with zero, because we are at the start
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statuscb(status);
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// So this is the object function which is called by the solver many times
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// It has to yield a single value representing the current score. We will
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// call the status callback in each iteration but the actual value may be
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// the same for subsequent iterations (status goes from 0 to 100 but
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// iterations can be many more)
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auto objfunc = [&mesh, &status, &statuscb, &stopcond, max_tries]
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(double rx, double ry, double rz)
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{
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const TriangleMesh& m = mesh;
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// prepare the rotation transformation
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Transform3d rt = Transform3d::Identity();
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rt.rotate(Eigen::AngleAxisd(rz, Vec3d::UnitZ()));
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rt.rotate(Eigen::AngleAxisd(ry, Vec3d::UnitY()));
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rt.rotate(Eigen::AngleAxisd(rx, Vec3d::UnitX()));
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double score = 0;
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// For all triangles we calculate the normal and sum up the dot product
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// (a scalar indicating how much are two vectors aligned) with each axis
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// this will result in a value that is greater if a normal is aligned
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// with all axes. If the normal is aligned than the triangle itself is
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// orthogonal to the axes and that is good for print quality.
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// TODO: some applications optimize for minimum z-axis cross section
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// area. The current function is only an example of how to optimize.
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// Later we can add more criteria like the number of overhangs, etc...
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for(size_t i = 0; i < m.stl.facet_start.size(); i++) {
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Vec3d n = m.stl.facet_start[i].normal.cast<double>();
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// rotate the normal with the current rotation given by the solver
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n = rt * n;
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// We should score against the alignment with the reference planes
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score += std::abs(n.dot(Vec3d::UnitX()));
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score += std::abs(n.dot(Vec3d::UnitY()));
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score += std::abs(n.dot(Vec3d::UnitZ()));
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}
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// report status
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if(!stopcond()) statuscb( unsigned(++status * 100.0/max_tries) );
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return score;
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};
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// Firing up the genetic optimizer. For now it uses the nlopt library.
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StopCriteria stc;
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stc.max_iterations = max_tries;
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stc.relative_score_difference = 1e-3;
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stc.stop_condition = stopcond; // stop when stopcond returns true
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TOptimizer<Method::G_GENETIC> solver(stc);
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// We are searching rotations around the three axes x, y, z. Thus the
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// problem becomes a 3 dimensional optimization task.
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// We can specify the bounds for a dimension in the following way:
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auto b = bound(-PI/2, PI/2);
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// Now we start the optimization process with initial angles (0, 0, 0)
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auto result = solver.optimize_max(objfunc,
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libnest2d::opt::initvals(0.0, 0.0, 0.0),
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b, b, b);
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// Save the result and fck off
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rot[0] = std::get<0>(result.optimum);
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rot[1] = std::get<1>(result.optimum);
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rot[2] = std::get<2>(result.optimum);
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return rot;
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}
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}
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}
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