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https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-05-20 23:09:18 -07:00
Initial version of sl1 import with sla::Raster refactor.
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@@ -11,6 +11,8 @@
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#include "Tesselate.hpp"
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#include "MTUtils.hpp"
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#include "TriangulateWall.hpp"
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// For debugging:
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// #include <fstream>
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// #include <libnest2d/tools/benchmark.h>
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@@ -27,186 +29,27 @@ namespace Slic3r { namespace sla {
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namespace {
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/// This function will return a triangulation of a sheet connecting an upper
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/// and a lower plate given as input polygons. It will not triangulate the
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/// plates themselves only the sheet. The caller has to specify the lower and
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/// upper z levels in world coordinates as well as the offset difference
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/// between the sheets. If the lower_z_mm is higher than upper_z_mm or the
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/// offset difference is negative, the resulting triangle orientation will be
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/// reversed.
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///
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/// IMPORTANT: This is not a universal triangulation algorithm. It assumes
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/// that the lower and upper polygons are offsetted versions of the same
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/// original polygon. In general, it assumes that one of the polygons is
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/// completely inside the other. The offset difference is the reference
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/// distance from the inner polygon's perimeter to the outer polygon's
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/// perimeter. The real distance will be variable as the clipper offset has
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/// different strategies (rounding, etc...). This algorithm should have
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/// O(2n + 3m) complexity where n is the number of upper vertices and m is the
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/// number of lower vertices.
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Contour3D walls(
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const Polygon &lower,
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const Polygon &upper,
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double lower_z_mm,
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double upper_z_mm,
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double offset_difference_mm,
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ThrowOnCancel thr = [] {})
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double upper_z_mm)
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{
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Wall w = triangulate_wall(lower, upper, lower_z_mm, upper_z_mm);
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Contour3D ret;
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if(upper.points.size() < 3 || lower.size() < 3) return ret;
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// The concept of the algorithm is relatively simple. It will try to find
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// the closest vertices from the upper and the lower polygon and use those
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// as starting points. Then it will create the triangles sequentially using
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// an edge from the upper polygon and a vertex from the lower or vice versa,
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// depending on the resulting triangle's quality.
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// The quality is measured by a scalar value. So far it looks like it is
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// enough to derive it from the slope of the triangle's two edges connecting
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// the upper and the lower part. A reference slope is calculated from the
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// height and the offset difference.
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// Offset in the index array for the ceiling
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const auto offs = upper.points.size();
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// Shorthand for the vertex arrays
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auto& upts = upper.points, &lpts = lower.points;
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auto& rpts = ret.points; auto& ind = ret.faces3;
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// If the Z levels are flipped, or the offset difference is negative, we
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// will interpret that as the triangles normals should be inverted.
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bool inverted = upper_z_mm < lower_z_mm || offset_difference_mm < 0;
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// Copy the points into the mesh, convert them from 2D to 3D
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rpts.reserve(upts.size() + lpts.size());
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ind.reserve(2 * upts.size() + 2 * lpts.size());
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for (auto &p : upts)
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rpts.emplace_back(unscaled(p.x()), unscaled(p.y()), upper_z_mm);
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for (auto &p : lpts)
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rpts.emplace_back(unscaled(p.x()), unscaled(p.y()), lower_z_mm);
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// Create pointing indices into vertex arrays. u-upper, l-lower
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size_t uidx = 0, lidx = offs, unextidx = 1, lnextidx = offs + 1;
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// Simple squared distance calculation.
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auto distfn = [](const Vec3d& p1, const Vec3d& p2) {
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auto p = p1 - p2; return p.transpose() * p;
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};
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// We need to find the closest point on lower polygon to the first point on
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// the upper polygon. These will be our starting points.
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double distmin = std::numeric_limits<double>::max();
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for(size_t l = lidx; l < rpts.size(); ++l) {
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thr();
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double d = distfn(rpts[l], rpts[uidx]);
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if(d < distmin) { lidx = l; distmin = d; }
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}
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// Set up lnextidx to be ahead of lidx in cyclic mode
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lnextidx = lidx + 1;
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if(lnextidx == rpts.size()) lnextidx = offs;
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// This will be the flip switch to toggle between upper and lower triangle
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// creation mode
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enum class Proceed {
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UPPER, // A segment from the upper polygon and one vertex from the lower
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LOWER // A segment from the lower polygon and one vertex from the upper
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} proceed = Proceed::UPPER;
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// Flags to help evaluating loop termination.
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bool ustarted = false, lstarted = false;
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// The variables for the fitness values, one for the actual and one for the
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// previous.
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double current_fit = 0, prev_fit = 0;
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// Every triangle of the wall has two edges connecting the upper plate with
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// the lower plate. From the length of these two edges and the zdiff we
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// can calculate the momentary squared offset distance at a particular
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// position on the wall. The average of the differences from the reference
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// (squared) offset distance will give us the driving fitness value.
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const double offsdiff2 = std::pow(offset_difference_mm, 2);
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const double zdiff2 = std::pow(upper_z_mm - lower_z_mm, 2);
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// Mark the current vertex iterator positions. If the iterators return to
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// the same position, the loop can be terminated.
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size_t uendidx = uidx, lendidx = lidx;
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do { thr(); // check throw if canceled
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prev_fit = current_fit;
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switch(proceed) { // proceed depending on the current state
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case Proceed::UPPER:
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if(!ustarted || uidx != uendidx) { // there are vertices remaining
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// Get the 3D vertices in order
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const Vec3d& p_up1 = rpts[uidx];
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const Vec3d& p_low = rpts[lidx];
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const Vec3d& p_up2 = rpts[unextidx];
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// Calculate fitness: the average of the two connecting edges
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double a = offsdiff2 - (distfn(p_up1, p_low) - zdiff2);
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double b = offsdiff2 - (distfn(p_up2, p_low) - zdiff2);
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current_fit = (std::abs(a) + std::abs(b)) / 2;
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if(current_fit > prev_fit) { // fit is worse than previously
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proceed = Proceed::LOWER;
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} else { // good to go, create the triangle
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inverted
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? ind.emplace_back(int(unextidx), int(lidx), int(uidx))
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: ind.emplace_back(int(uidx), int(lidx), int(unextidx));
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// Increment the iterators, rotate if necessary
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++uidx; ++unextidx;
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if(unextidx == offs) unextidx = 0;
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if(uidx == offs) uidx = 0;
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ustarted = true; // mark the movement of the iterators
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// so that the comparison to uendidx can be made correctly
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}
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} else proceed = Proceed::LOWER;
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break;
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case Proceed::LOWER:
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// Mode with lower segment, upper vertex. Same structure:
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if(!lstarted || lidx != lendidx) {
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const Vec3d& p_low1 = rpts[lidx];
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const Vec3d& p_low2 = rpts[lnextidx];
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const Vec3d& p_up = rpts[uidx];
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double a = offsdiff2 - (distfn(p_up, p_low1) - zdiff2);
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double b = offsdiff2 - (distfn(p_up, p_low2) - zdiff2);
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current_fit = (std::abs(a) + std::abs(b)) / 2;
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if(current_fit > prev_fit) {
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proceed = Proceed::UPPER;
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} else {
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inverted
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? ind.emplace_back(int(uidx), int(lnextidx), int(lidx))
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: ind.emplace_back(int(lidx), int(lnextidx), int(uidx));
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++lidx; ++lnextidx;
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if(lnextidx == rpts.size()) lnextidx = offs;
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if(lidx == rpts.size()) lidx = offs;
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lstarted = true;
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}
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} else proceed = Proceed::UPPER;
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break;
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} // end of switch
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} while(!ustarted || !lstarted || uidx != uendidx || lidx != lendidx);
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ret.points = std::move(w.first);
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ret.faces3 = std::move(w.second);
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return ret;
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}
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// Same as walls() but with identical higher and lower polygons.
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Contour3D inline straight_walls(const Polygon &plate,
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double lo_z,
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double hi_z,
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ThrowOnCancel thr)
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double hi_z)
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{
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return walls(plate, plate, lo_z, hi_z, .0 /*offset_diff*/, thr);
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return walls(plate, plate, lo_z, hi_z);
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}
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// Function to cut tiny connector cavities for a given polygon. The input poly
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@@ -534,10 +377,8 @@ bool add_cavity(Contour3D &pad, ExPolygon &top_poly, const PadConfig3D &cfg,
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top_poly = pdiff.front();
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double z_min = -cfg.wing_height, z_max = 0;
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double offset_difference = -wing_distance;
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pad.merge(walls(inner_base.contour, middle_base.contour, z_min, z_max,
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offset_difference, thr));
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pad.merge(walls(inner_base.contour, middle_base.contour, z_min, z_max));
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thr();
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pad.merge(triangulate_expolygon_3d(inner_base, z_min, NORMALS_UP));
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return true;
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@@ -555,17 +396,17 @@ Contour3D create_outer_pad_geometry(const ExPolygons & skeleton,
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offset_contour_only(pad_part, -scaled(cfg.bottom_offset()));
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if (bottom_poly.empty()) continue;
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thr();
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double z_min = -cfg.height, z_max = 0;
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ret.merge(walls(top_poly.contour, bottom_poly.contour, z_max, z_min,
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cfg.bottom_offset(), thr));
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ret.merge(walls(top_poly.contour, bottom_poly.contour, z_max, z_min));
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if (cfg.wing_height > 0. && add_cavity(ret, top_poly, cfg, thr))
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z_max = -cfg.wing_height;
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for (auto &h : bottom_poly.holes)
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ret.merge(straight_walls(h, z_max, z_min, thr));
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ret.merge(straight_walls(h, z_max, z_min));
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ret.merge(triangulate_expolygon_3d(bottom_poly, z_min, NORMALS_DOWN));
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ret.merge(triangulate_expolygon_3d(top_poly, NORMALS_UP));
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}
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@@ -581,11 +422,12 @@ Contour3D create_inner_pad_geometry(const ExPolygons & skeleton,
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double z_max = 0., z_min = -cfg.height;
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for (const ExPolygon &pad_part : skeleton) {
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ret.merge(straight_walls(pad_part.contour, z_max, z_min,thr));
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thr();
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ret.merge(straight_walls(pad_part.contour, z_max, z_min));
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for (auto &h : pad_part.holes)
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ret.merge(straight_walls(h, z_max, z_min, thr));
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ret.merge(straight_walls(h, z_max, z_min));
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ret.merge(triangulate_expolygon_3d(pad_part, z_min, NORMALS_DOWN));
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ret.merge(triangulate_expolygon_3d(pad_part, z_max, NORMALS_UP));
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}
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