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			360 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			360 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "MutablePolygon.hpp"
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| #include "Line.hpp"
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| #include "libslic3r.h"
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| 
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| namespace Slic3r {
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| 
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| // Remove exact duplicate points. May reduce the polygon down to empty polygon.
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| void remove_duplicates(MutablePolygon &polygon)
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| {
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|     if (! polygon.empty()) {
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|         auto begin = polygon.begin();
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|         auto it    = begin;
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|         for (++ it; it != begin;) {
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|             auto prev = it.prev();
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|             if (*prev == *it)
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|                 it = it.remove();
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|             else
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|                 ++ it;
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|         }
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|     }
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| }
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| 
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| // Remove nearly duplicate points. May reduce the polygon down to empty polygon.
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| void remove_duplicates(MutablePolygon &polygon, double eps)
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| {
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|     if (! polygon.empty()) {
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|         auto eps2 = eps * eps;
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|         auto begin = polygon.begin();
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|         auto it = begin;
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|         for (++ it; it != begin;) {
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|             auto prev = it.prev();
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|             if ((*it - *prev).cast<double>().squaredNorm() < eps2)
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|                 it = it.remove();
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|             else
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|                 ++ it;
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|         }
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|     }
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| }
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| 
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| // Adapted from Cura ConstPolygonRef::smooth_corner_complex() by Tim Kuipers.
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| // A concave corner at it1 with position p1 has been removed by the caller between it0 and it2, where |p2 - p0| < shortcut_length.
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| // Now try to close a concave crack by walking left from it0 and right from it2 as long as the new clipping edge is smaller than shortcut_length
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| // and the new clipping edge is still inside the polygon (it is a diagonal, it does not intersect polygon boundary).
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| // Once the traversal stops (always at a clipping edge shorter than shortcut_length), the final trapezoid is clipped with a new clipping edge of shortcut_length.
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| // Return true if a hole was completely closed (degenerated to an empty polygon) or a single CCW triangle was left, which is not to be simplified any further.
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| // it0, it2 are updated to the final clipping edge.
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| static bool clip_narrow_corner(
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|     const Vec2i64               p1, 
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|     MutablePolygon::iterator   &it0, 
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|     MutablePolygon::iterator   &it2,
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|     MutablePolygon::range      &unprocessed_range,
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|     int64_t                     dist2_current, 
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|     const int64_t               shortcut_length)
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| {
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|     MutablePolygon &polygon = it0.polygon();
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|     assert(polygon.size() >= 2);
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| 
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|     const int64_t shortcut_length2 = sqr(shortcut_length);
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| 
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|     enum Status {
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|         Free,
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|         Blocked,
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|         Far,
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|     };
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|     Status  forward  = Free;
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|     Status  backward = Free;
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| 
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|     Vec2i64 p0 = it0->cast<int64_t>();
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|     Vec2i64 p2 = it2->cast<int64_t>();
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|     Vec2i64 p02;
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|     Vec2i64 p22;
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|     int64_t dist2_next = 0;
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| 
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|     // As long as there is at least a single triangle left in the polygon.
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|     while (polygon.size() >= 3) {
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|         assert(dist2_current <= shortcut_length2);
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|         if (forward == Far && backward == Far) {
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|             p02 = it0.prev()->cast<int64_t>();
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|             p22 = it2.next()->cast<int64_t>();
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|             auto d2 = (p22 - p02).squaredNorm();
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|             if (d2 <= shortcut_length2) {
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|                 // The region was narrow until now and it is still narrow. Trim at both sides.
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|                 it0 = unprocessed_range.remove_back(it0).prev();
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|                 it2 = unprocessed_range.remove_front(it2);
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|                 if (polygon.size() <= 2)
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|                     // A hole degenerated to an empty polygon.
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|                     return true;
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|                 forward       = Free;
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|                 backward      = Free;
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|                 dist2_current = d2;
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|                 p0            = p02;
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|                 p2            = p22;
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|             } else {
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|                 // The region is widening. Stop traversal and trim the final trapezoid.
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|                 dist2_next    = d2;
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|                 break;
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|             }
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|         } else if (forward != Free && backward != Free)
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|             // One of the corners is blocked, the other is blocked or too far. Stop traversal.
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|             break;
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|         // Try to proceed by flipping a diagonal.
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|         // Progress by keeping the distance of the clipping edge end points equal to initial p1.
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|         //FIXME This is an arbitrary condition, maybe a more local condition will be better (take a shorter diagonal?).
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|         if (forward == Free && (backward != Free || (p2 - p1).squaredNorm() < (p0 - p1).cast<int64_t>().squaredNorm())) {
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|             p22 = it2.next()->cast<int64_t>();
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|             if (cross2(p2 - p0, p22 - p0) > 0)
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|                 forward = Blocked;
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|             else {
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|                 // New clipping edge lenght.
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|                 auto d2 = (p22 - p0).squaredNorm();
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|                 if (d2 > shortcut_length2) {
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|                     forward    = Far;
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|                     dist2_next = d2;
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|                 } else {
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|                     forward    = Free;
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|                     // Make one step in the forward direction.
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|                     it2        = unprocessed_range.remove_front(it2);
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|                     p2         = p22;
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|                     dist2_current = d2;
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|                 }
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|             }
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|         } else {
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|             assert(backward == Free);
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|             p02 = it0.prev()->cast<int64_t>();
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|             if (cross2(p02 - p2, p0 - p2) > 0)
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|                 backward = Blocked;
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|             else {
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|                 // New clipping edge lenght.
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|                 auto d2 = (p2 - p02).squaredNorm();
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|                 if (d2 > shortcut_length2) {
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|                     backward   = Far;
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|                     dist2_next = d2;
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|                 } else {
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|                     backward   = Free;
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|                     // Make one step in the backward direction.
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|                     it0        = unprocessed_range.remove_back(it0).prev();
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|                     p0         = p02;
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|                     dist2_current = d2;
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|                 }
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|             }
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|         }
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|     }
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| 
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|     assert(dist2_current <= shortcut_length2);
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|     assert(polygon.size() >= 2);
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|     assert(polygon.size() == 2 || forward  == Blocked || forward  == Far);
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|     assert(polygon.size() == 2 || backward == Blocked || backward == Far);
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| 
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|     if (polygon.size() <= 3) {
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|         // A hole degenerated to an empty polygon, or a tiny triangle remained.
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| #ifndef NDEBUG
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|         bool blocked = forward == Blocked || backward == Blocked;
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|         assert(polygon.size() < 3 || 
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|             // Remaining triangle is CCW oriented. Both sides must be "blocked", but the other side may have not been
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|             // updated after the the p02 / p22 became united into a single point.
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|             blocked ||
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|             // Remaining triangle is concave, however both of its arms are long.
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|             (forward == Far && backward == Far));
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|         if (polygon.size() == 3) {
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|             // Verify that the remaining triangle is CCW or CW.
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|             p02 = it0.prev()->cast<int64_t>();
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|             p22 = it2.next()->cast<int64_t>();
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|             assert(p02 == p22);
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|             auto orient1 = cross2(p02 - p2, p0 - p2);
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|             auto orient2 = cross2(p2 - p0, p22 - p0);
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|             assert(orient1 > 0 == blocked);
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|             assert(orient2 > 0 == blocked);
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|         }
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| #endif // _NDEBUG
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|         if (polygon.size() < 3 || (forward == Far && backward == Far)) {
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|             polygon.clear();
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|         } else {
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|             // The remaining triangle is CCW oriented, keep it.
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|             assert(forward == Blocked || backward == Blocked);
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|         }
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|         return true;
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|     }
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| 
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|     assert(dist2_current <= shortcut_length2);
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|     if ((forward == Blocked && backward == Blocked) || dist2_current > sqr(shortcut_length - int64_t(SCALED_EPSILON))) {
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|         // The crack is filled, keep the last clipping edge.
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|     } else if (dist2_next < sqr(shortcut_length - int64_t(SCALED_EPSILON))) {
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|         // To avoid creating tiny edges.
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|         if (forward == Far)
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|             it0 = unprocessed_range.remove_back(it0).prev();
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|         if (backward == Far)
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|             it2 = unprocessed_range.remove_front(it2);
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|         if (polygon.size() <= 2)
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|             // A hole degenerated to an empty polygon.
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|             return true;
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|     } else if (forward == Blocked || backward == Blocked) {
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|         // One side is far, the other blocked.
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|         assert(forward == Far || backward == Far);
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|         if (forward == Far) {
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|             // Sort, so we will clip the 1st edge.
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|             std::swap(p0,  p2);
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|             std::swap(p02, p22);
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|         }
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|         // Find point on (p0, p02) at distance shortcut_length from p2.
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|         // Circle intersects a line at two points, however because |p2 - p0| < shortcut_length,
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|         // only the second intersection is valid. Because |p2 - p02| > shortcut_length, such
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|         // intersection should always be found on (p0, p02).
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| #ifndef NDEBUG
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|         auto dfar2 = (p02 - p2).squaredNorm();
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|         assert(dfar2 >= shortcut_length2);
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| #endif // NDEBUG
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|         const Vec2d     v = (p02 - p0).cast<double>();
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|         const Vec2d     d = (p0 - p2).cast<double>();
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|         const double    a = v.squaredNorm();
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|         const double    b = 2. * double(d.dot(v));
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|         double          u = b * b - 4. * a * (d.squaredNorm() - shortcut_length2);
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|         assert(u > 0.);
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|         u = sqrt(u);
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|         double t = (- b + u) / (2. * a);
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|         assert(t > 0. && t < 1.);
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|         (backward == Far ? *it2 : *it0) += (v.cast<double>() * t).cast<coord_t>();
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|     } else {
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|         // The trapezoid (it0.prev(), it0, it2, it2.next()) is widening. Trim it.
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|         assert(forward == Far && backward == Far);
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|         assert(dist2_next > shortcut_length2);
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|         const double dcurrent = sqrt(double(dist2_current));
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|         double t = (shortcut_length - dcurrent) / (sqrt(double(dist2_next)) - dcurrent);
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|         assert(t > 0. && t < 1.);
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|         *it0 += ((p02 - p0).cast<double>() * t).cast<coord_t>();
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|         *it2 += ((p22 - p2).cast<double>() * t).cast<coord_t>();
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|     }
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|     return false;
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| }
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| 
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| // adapted from Cura ConstPolygonRef::smooth_outward() by Tim Kuipers.
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| void smooth_outward(MutablePolygon &polygon, coord_t clip_dist_scaled)
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| {
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|     remove_duplicates(polygon, scaled<double>(0.01));
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| 
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|     const auto clip_dist_scaled2    = sqr<int64_t>(clip_dist_scaled);
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|     const auto clip_dist_scaled2eps = sqr(clip_dist_scaled + int64_t(SCALED_EPSILON));
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|     const auto foot_dist_min2       = sqr(SCALED_EPSILON);
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| 
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|     // Each source point will be visited exactly once.
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|     MutablePolygon::range unprocessed_range(polygon);
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|     while (! unprocessed_range.empty() && polygon.size() > 2) {
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|         auto          it1  = unprocessed_range.process_next();
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|         auto          it0  = it1.prev();
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|         auto          it2  = it1.next();
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|         const Point   p0   = *it0;
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|         const Point   p1   = *it1;
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|         const Point   p2   = *it2;
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|         const Vec2i64 v1   = (p0 - p1).cast<int64_t>();
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|         const Vec2i64 v2   = (p2 - p1).cast<int64_t>();
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|         if (cross2(v1, v2) > 0) {
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|             // Concave corner.
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|             int64_t dot  = v1.dot(v2);
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|             auto    l2v1 = double(v1.squaredNorm());
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|             auto    l2v2 = double(v2.squaredNorm());
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|             if (dot > 0 || Slic3r::sqr(double(dot)) * 2. < l2v1 * l2v2) {
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|                 // Angle between v1 and v2 bigger than 135 degrees.
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|                 // Simplify the sharp angle.
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|                 Vec2i64 v02   = (p2 - p0).cast<int64_t>();
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|                 int64_t l2v02 = v02.squaredNorm();
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|                 it1.remove();
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|                 if (l2v02 < clip_dist_scaled2) {
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|                     // (p0, p2) is short.
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|                     // Clip a sharp concave corner by possibly expanding the trimming region left of it0 and right of it2.
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|                     // Updates it0, it2 and num_to_process.
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|                     if (clip_narrow_corner(p1.cast<int64_t>(), it0, it2, unprocessed_range, l2v02, clip_dist_scaled))
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|                         // Trimmed down to an empty polygon or to a single CCW triangle.
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|                         return;
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|                 } else {
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|                     // Clip an obtuse corner.
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|                     if (l2v02 > clip_dist_scaled2eps) {
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|                         Vec2d  v1d  = v1.cast<double>();
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|                         Vec2d  v2d  = v2.cast<double>();
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|                         // Sort v1d, v2d, shorter first.
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|                         bool   swap = l2v1 > l2v2;
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|                         if (swap) {
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|                             std::swap(v1d, v2d);
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|                             std::swap(l2v1, l2v2);
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|                         }
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|                         double lv1  = sqrt(l2v1);
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|                         double lv2  = sqrt(l2v2);
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|                         // Bisector between v1 and v2.
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|                         Vec2d  bisector   = v1d / lv1 + v2d / lv2;
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|                         double l2bisector = bisector.squaredNorm();
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|                         // Squared distance of the end point of v1 to the bisector.
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|                         double d2         = l2v1 - sqr(v1d.dot(bisector)) / l2bisector;
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|                         if (d2 < foot_dist_min2) {
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|                             // Height of the p1, p0, p2 triangle is tiny. Just remove p1.
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|                         } else if (d2 < 0.25 * clip_dist_scaled2 + SCALED_EPSILON) {
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|                             // The shorter vector is too close to the bisector. Trim the shorter vector fully,
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|                             // trim the longer vector partially.
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|                             // Intersection of a circle at p2 of radius = clip_dist_scaled
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|                             // with a ray (p1, p0), take the intersection after the foot point.
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|                             // The intersection shall always exist because |p2 - p1| > clip_dist_scaled.
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|                             const double    b = - 2. * v1d.cast<double>().dot(v2d);
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|                             double          u = b * b - 4. * l2v2 * (double(l2v1) - clip_dist_scaled2);
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|                             assert(u > 0.);
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|                             // Take the second intersection along v2.
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|                             double          t = (- b + sqrt(u)) / (2. * l2v2);
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|                             assert(t > 0. && t < 1.);
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|                             Point           pt_new = p1 + (t * v2d).cast<coord_t>();
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| #ifndef NDEBUG
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|                             double d2new = (pt_new - (swap ? p2 : p0)).cast<double>().squaredNorm();
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|                             assert(std::abs(d2new - clip_dist_scaled2) < 1e-5 * clip_dist_scaled2);
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| #endif // NDEBUG
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|                             it2.insert(pt_new);
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|                         } else {
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|                             // Cut the corner with a line perpendicular to the bisector.
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|                             double t  = sqrt(0.25 * clip_dist_scaled2 / d2);
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|                             double t2 = t * lv1 / lv2;
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|                             assert(t  > 0. && t  < 1.);
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|                             assert(t2 > 0. && t2 < 1.);
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|                             Point  p0 = p1 + (v1d * t ).cast<coord_t>();
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|                             Point  p2 = p1 + (v2d * t2).cast<coord_t>();
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|                             if (swap)
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|                                 std::swap(p0, p2);
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|                             it2.insert(p2).insert(p0);
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|                         }
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|                     } else {
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|                         // Just remove p1.
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|                         assert(l2v02 >= clip_dist_scaled2 && l2v02 <= clip_dist_scaled2eps);
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|                     }
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|                 }
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|                 it1 = it2;
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|             } else
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|                 ++ it1;
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|         } else
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|             ++ it1;
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|     }
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| 
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|     if (polygon.size() == 3) {
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|         // Check whether the last triangle is clockwise oriented (it is a hole) and its height is below clip_dist_scaled.
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|         // If so, fill in the hole.
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|         const Point   p0   = *polygon.begin().prev();
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|         const Point   p1   = *polygon.begin();
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|         const Point   p2   = *polygon.begin().next();
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|         Vec2i64 v1   = (p0 - p1).cast<int64_t>();
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|         Vec2i64 v2   = (p2 - p1).cast<int64_t>();
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|         if (cross2(v1, v2) > 0) {
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|             // CW triangle. Measure its height.
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|             const Vec2i64 v3 = (p2 - p0).cast<int64_t>();
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|             int64_t l12 = v1.squaredNorm();
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|             int64_t l22 = v2.squaredNorm();
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|             int64_t l32 = v3.squaredNorm();
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|             if (l22 > l12 && l22 > l32) {
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|                 std::swap(v1,  v2);
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|                 std::swap(l12, l22);
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|             } else if (l32 > l12 && l32 > l22) {
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|                 v1  = v3;
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|                 l12 = l32;
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|             }
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|             auto h2 = l22 - sqr(double(v1.dot(v2))) / double(l12);
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|             if (h2 < clip_dist_scaled2)
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|                 // CW triangle with a low height. Close the hole.
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|                 polygon.clear();
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|         }
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|     } else if (polygon.size() < 3)
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|         polygon.clear();
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| }
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| 
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| } // namespace Slic3r
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