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https://github.com/SoftFever/OrcaSlicer.git
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162 lines
5.7 KiB
C++
162 lines
5.7 KiB
C++
#include "../ClipperUtils.hpp"
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#include "../ExPolygon.hpp"
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#include "../Surface.hpp"
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#include "../Geometry.hpp"
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#include "../AABBTreeIndirect.hpp"
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#include "FillAdaptive.hpp"
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namespace Slic3r {
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void FillAdaptive::_fill_surface_single(
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const FillParams ¶ms,
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unsigned int thickness_layers,
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const std::pair<float, Point> &direction,
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ExPolygon &expolygon,
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Polylines &polylines_out)
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{
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Polylines infill_polylines;
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this->generate_polylines(this->adapt_fill_octree->root_cube, this->z, this->adapt_fill_octree->origin, infill_polylines);
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// Crop all polylines
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polylines_out = intersection_pl(infill_polylines, to_polygons(expolygon));
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}
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void FillAdaptive::generate_polylines(
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FillAdaptive_Internal::Cube *cube,
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double z_position,
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const Vec3d &origin,
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Polylines &polylines_out)
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{
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using namespace FillAdaptive_Internal;
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if(cube == nullptr)
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{
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return;
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}
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double z_diff = std::abs(z_position - cube->center.z());
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if (z_diff > cube->properties.height / 2)
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{
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return;
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}
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if (z_diff < cube->properties.line_z_distance)
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{
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Point from(
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scale_((cube->properties.diagonal_length / 2) * (cube->properties.line_z_distance - z_diff) / cube->properties.line_z_distance),
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scale_(cube->properties.line_xy_distance - ((z_position - (cube->center.z() - cube->properties.line_z_distance)) / sqrt(2))));
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Point to(-from.x(), from.y());
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// Relative to cube center
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float rotation_angle = Geometry::deg2rad(120.0);
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for (int dir_idx = 0; dir_idx < 3; dir_idx++)
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{
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Vec3d offset = cube->center - origin;
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Point from_abs(from), to_abs(to);
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from_abs.x() += scale_(offset.x());
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from_abs.y() += scale_(offset.y());
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to_abs.x() += scale_(offset.x());
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to_abs.y() += scale_(offset.y());
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polylines_out.push_back(Polyline(from_abs, to_abs));
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from.rotate(rotation_angle);
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to.rotate(rotation_angle);
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}
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}
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for(Cube *child : cube->children)
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{
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generate_polylines(child, z_position, origin, polylines_out);
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}
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}
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FillAdaptive_Internal::Octree* FillAdaptive::build_octree(
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TriangleMesh &triangleMesh,
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coordf_t line_spacing,
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const BoundingBoxf3 &printer_volume,
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const Vec3d &cube_center)
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{
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using namespace FillAdaptive_Internal;
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if(line_spacing <= 0)
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{
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return nullptr;
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}
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// The furthest point from center of bed.
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double furthest_point = std::sqrt(((printer_volume.size()[0] * printer_volume.size()[0]) / 4.0) +
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((printer_volume.size()[1] * printer_volume.size()[1]) / 4.0) +
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(printer_volume.size()[2] * printer_volume.size()[2]));
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double max_cube_edge_length = furthest_point * 2;
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std::vector<CubeProperties> cubes_properties;
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for (double edge_length = (line_spacing * 2); edge_length < (max_cube_edge_length * 2); edge_length *= 2)
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{
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CubeProperties props{};
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props.edge_length = edge_length;
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props.height = edge_length * sqrt(3);
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props.diagonal_length = edge_length * sqrt(2);
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props.line_z_distance = edge_length / sqrt(3);
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props.line_xy_distance = edge_length / sqrt(6);
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cubes_properties.push_back(props);
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}
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if (triangleMesh.its.vertices.empty())
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{
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triangleMesh.require_shared_vertices();
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}
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Vec3d rotation = Vec3d(Geometry::deg2rad(225.0), Geometry::deg2rad(215.0), Geometry::deg2rad(30.0));
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Transform3d rotation_matrix = Geometry::assemble_transform(Vec3d::Zero(), rotation, Vec3d::Ones(), Vec3d::Ones());
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AABBTreeIndirect::Tree3f aabbTree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(triangleMesh.its.vertices, triangleMesh.its.indices);
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Octree *octree = new Octree{new Cube{cube_center, cubes_properties.size() - 1, cubes_properties.back()}, cube_center};
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FillAdaptive::expand_cube(octree->root_cube, cubes_properties, rotation_matrix, aabbTree, triangleMesh);
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return octree;
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}
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void FillAdaptive::expand_cube(
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FillAdaptive_Internal::Cube *cube,
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const std::vector<FillAdaptive_Internal::CubeProperties> &cubes_properties,
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const Transform3d &rotation_matrix,
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const AABBTreeIndirect::Tree3f &distanceTree,
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const TriangleMesh &triangleMesh)
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{
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using namespace FillAdaptive_Internal;
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if (cube == nullptr || cube->depth == 0)
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{
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return;
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}
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std::vector<Vec3d> child_centers = {
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Vec3d(-1, -1, -1), Vec3d( 1, -1, -1), Vec3d(-1, 1, -1), Vec3d(-1, -1, 1),
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Vec3d( 1, 1, 1), Vec3d(-1, 1, 1), Vec3d( 1, -1, 1), Vec3d( 1, 1, -1)
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};
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double cube_radius_squared = (cube->properties.height * cube->properties.height) / 16;
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for (const Vec3d &child_center : child_centers) {
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Vec3d child_center_transformed = cube->center + rotation_matrix * (child_center * (cube->properties.edge_length / 4));
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Vec3d closest_point = Vec3d::Zero();
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size_t closest_triangle_idx = 0;
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double distance_squared = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
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triangleMesh.its.vertices, triangleMesh.its.indices, distanceTree, child_center_transformed,
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closest_triangle_idx,closest_point);
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if(distance_squared <= cube_radius_squared) {
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cube->children.push_back(new Cube{child_center_transformed, cube->depth - 1, cubes_properties[cube->depth - 1]});
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FillAdaptive::expand_cube(cube->children.back(), cubes_properties, rotation_matrix, distanceTree, triangleMesh);
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}
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}
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}
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} // namespace Slic3r
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