mirror of
https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-05-14 19:12:38 -07:00
Fixes Connecting / expanding Bottom Layers to Vase Perimeter #253 Fixes Slicing error in vase mode #452 Fixes Slicing Issue (Vase Mode, 0.6mm dmr nozzle) #1887 Fixes Top fill pattern isn't used in spiral vase mode #2533 Fixes Cisar's vase doesn't slice correctly, creates artefacts #3595 When the model is sliced, all the contours are newly oriented counter-clockwise (even holes), merged and then only the largest area contour is retained. In perimeter generator, if the largest contour splits into multiple perimeters, newly only the largest area perimeter is retained in spiral vase mode. These two changes solve #3595 and similar. The infill is newly calculated only for the bottom solid layers if the spiral vase mode is active (removes various unwanted infill along the vase walls), and the last bottom solid layer is switched to a top solid pattern (solves #2533). The thin walls are newly enforced to be disabled in spiral vase mode, and the "ensure vertical shell wall" is enforced in spiral vase mode to extend the bottom of the vase to the vase hull (fixes #253).
697 lines
24 KiB
C++
697 lines
24 KiB
C++
#include <libslic3r/SLA/Pad.hpp>
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#include <libslic3r/SLA/Common.hpp>
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#include <libslic3r/SLA/SpatIndex.hpp>
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#include <libslic3r/SLA/BoostAdapter.hpp>
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#include <libslic3r/SLA/Contour3D.hpp>
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#include "ConcaveHull.hpp"
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#include "boost/log/trivial.hpp"
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#include "ClipperUtils.hpp"
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#include "Tesselate.hpp"
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#include "MTUtils.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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#include "SVG.hpp"
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#include "I18N.hpp"
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#include <boost/log/trivial.hpp>
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//! macro used to mark string used at localization,
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//! return same string
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#define L(s) Slic3r::I18N::translate(s)
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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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{
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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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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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{
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return walls(plate, plate, lo_z, hi_z, .0 /*offset_diff*/, thr);
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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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// will be offsetted by "padding" and small rectangle shaped cavities will be
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// inserted along the perimeter in every "stride" distance. The stick rectangles
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// will have a with about "stick_width". The input dimensions are in world
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// measure, not the scaled clipper units.
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void breakstick_holes(Points& pts,
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double padding,
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double stride,
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double stick_width,
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double penetration)
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{
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if(stride <= EPSILON || stick_width <= EPSILON || padding <= EPSILON)
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return;
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// SVG svg("bridgestick_plate.svg");
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// svg.draw(poly);
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// The connector stick will be a small rectangle with dimensions
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// stick_width x (penetration + padding) to have some penetration
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// into the input polygon.
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Points out;
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out.reserve(2 * pts.size()); // output polygon points
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// stick bottom and right edge dimensions
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double sbottom = scaled(stick_width);
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double sright = scaled(penetration + padding);
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// scaled stride distance
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double sstride = scaled(stride);
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double t = 0;
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// process pairs of vertices as an edge, start with the last and
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// first point
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for (size_t i = pts.size() - 1, j = 0; j < pts.size(); i = j, ++j) {
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// Get vertices and the direction vectors
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const Point &a = pts[i], &b = pts[j];
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Vec2d dir = b.cast<double>() - a.cast<double>();
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double nrm = dir.norm();
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dir /= nrm;
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Vec2d dirp(-dir(Y), dir(X));
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// Insert start point
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out.emplace_back(a);
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// dodge the start point, do not make sticks on the joins
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while (t < sbottom) t += sbottom;
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double tend = nrm - sbottom;
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while (t < tend) { // insert the stick on the polygon perimeter
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// calculate the stick rectangle vertices and insert them
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// into the output.
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Point p1 = a + (t * dir).cast<coord_t>();
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Point p2 = p1 + (sright * dirp).cast<coord_t>();
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Point p3 = p2 + (sbottom * dir).cast<coord_t>();
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Point p4 = p3 + (sright * -dirp).cast<coord_t>();
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out.insert(out.end(), {p1, p2, p3, p4});
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// continue along the perimeter
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t += sstride;
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}
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t = t - nrm;
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// Insert edge endpoint
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out.emplace_back(b);
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}
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// move the new points
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out.shrink_to_fit();
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pts.swap(out);
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}
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template<class...Args>
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ExPolygons breakstick_holes(const ExPolygons &input, Args...args)
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{
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ExPolygons ret = input;
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for (ExPolygon &p : ret) {
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breakstick_holes(p.contour.points, args...);
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for (auto &h : p.holes) breakstick_holes(h.points, args...);
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}
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return ret;
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}
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static inline coord_t get_waffle_offset(const PadConfig &c)
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{
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return scaled(c.brim_size_mm + c.wing_distance());
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}
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static inline double get_merge_distance(const PadConfig &c)
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{
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return 2. * (1.8 * c.wall_thickness_mm) + c.max_merge_dist_mm;
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}
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// Part of the pad configuration that is used for 3D geometry generation
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struct PadConfig3D {
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double thickness, height, wing_height, slope;
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explicit PadConfig3D(const PadConfig &cfg2d)
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: thickness{cfg2d.wall_thickness_mm}
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, height{cfg2d.full_height()}
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, wing_height{cfg2d.wall_height_mm}
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, slope{cfg2d.wall_slope}
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{}
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inline double bottom_offset() const
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{
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return (thickness + wing_height) / std::tan(slope);
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}
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};
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// Outer part of the skeleton is used to generate the waffled edges of the pad.
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// Inner parts will not be waffled or offsetted. Inner parts are only used if
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// pad is generated around the object and correspond to holes and inner polygons
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// in the model blueprint.
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struct PadSkeleton { ExPolygons inner, outer; };
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PadSkeleton divide_blueprint(const ExPolygons &bp)
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{
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ClipperLib::PolyTree ptree = union_pt(bp);
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PadSkeleton ret;
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ret.inner.reserve(size_t(ptree.Total()));
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ret.outer.reserve(size_t(ptree.Total()));
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for (ClipperLib::PolyTree::PolyNode *node : ptree.Childs) {
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ExPolygon poly(ClipperPath_to_Slic3rPolygon(node->Contour));
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for (ClipperLib::PolyTree::PolyNode *child : node->Childs) {
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poly.holes.emplace_back(
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ClipperPath_to_Slic3rPolygon(child->Contour));
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traverse_pt(child->Childs, &ret.inner);
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}
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ret.outer.emplace_back(poly);
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}
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return ret;
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}
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// A helper class for storing polygons and maintaining a spatial index of their
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// bounding boxes.
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class Intersector {
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BoxIndex m_index;
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ExPolygons m_polys;
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public:
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// Add a new polygon to the index
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void add(const ExPolygon &ep)
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{
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m_polys.emplace_back(ep);
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m_index.insert(BoundingBox{ep}, unsigned(m_index.size()));
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}
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// Check an arbitrary polygon for intersection with the indexed polygons
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bool intersects(const ExPolygon &poly)
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{
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// Create a suitable query bounding box.
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auto bb = poly.contour.bounding_box();
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std::vector<BoxIndexEl> qres = m_index.query(bb, BoxIndex::qtIntersects);
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// Now check intersections on the actual polygons (not just the boxes)
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bool is_overlap = false;
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auto qit = qres.begin();
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while (!is_overlap && qit != qres.end())
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is_overlap = is_overlap || poly.overlaps(m_polys[(qit++)->second]);
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return is_overlap;
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}
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};
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// This dummy intersector to implement the "force pad everywhere" feature
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struct DummyIntersector
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{
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inline void add(const ExPolygon &) {}
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inline bool intersects(const ExPolygon &) { return true; }
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};
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template<class _Intersector>
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class _AroundPadSkeleton : public PadSkeleton
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{
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// A spatial index used to be able to efficiently find intersections of
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// support polygons with the model polygons.
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_Intersector m_intersector;
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public:
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_AroundPadSkeleton(const ExPolygons &support_blueprint,
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const ExPolygons &model_blueprint,
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const PadConfig & cfg,
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ThrowOnCancel thr)
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{
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// We need to merge the support and the model contours in a special
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// way in which the model contours have to be substracted from the
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// support contours. The pad has to have a hole in which the model can
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// fit perfectly (thus the substraction -- diff_ex). Also, the pad has
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// to be eliminated from areas where there is no need for a pad, due
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// to missing supports.
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add_supports_to_index(support_blueprint);
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auto model_bp_offs =
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offset_ex(model_blueprint,
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scaled<float>(cfg.embed_object.object_gap_mm),
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ClipperLib::jtMiter, 1);
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ExPolygons fullcvh =
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wafflized_concave_hull(support_blueprint, model_bp_offs, cfg, thr);
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auto model_bp_sticks =
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breakstick_holes(model_bp_offs, cfg.embed_object.object_gap_mm,
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cfg.embed_object.stick_stride_mm,
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cfg.embed_object.stick_width_mm,
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cfg.embed_object.stick_penetration_mm);
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ExPolygons fullpad = diff_ex(fullcvh, model_bp_sticks);
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PadSkeleton divided = divide_blueprint(fullpad);
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remove_redundant_parts(divided.outer);
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remove_redundant_parts(divided.inner);
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outer = std::move(divided.outer);
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inner = std::move(divided.inner);
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}
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private:
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// Add the support blueprint to the search index to be queried later
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void add_supports_to_index(const ExPolygons &supp_bp)
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{
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for (auto &ep : supp_bp) m_intersector.add(ep);
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}
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// Create the wafflized pad around all object in the scene. This pad doesnt
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// have any holes yet.
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ExPolygons wafflized_concave_hull(const ExPolygons &supp_bp,
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const ExPolygons &model_bp,
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const PadConfig &cfg,
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ThrowOnCancel thr)
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{
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auto allin = reserve_vector<ExPolygon>(supp_bp.size() + model_bp.size());
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for (auto &ep : supp_bp) allin.emplace_back(ep.contour);
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for (auto &ep : model_bp) allin.emplace_back(ep.contour);
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ConcaveHull cchull{allin, get_merge_distance(cfg), thr};
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return offset_waffle_style_ex(cchull, get_waffle_offset(cfg));
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}
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// To remove parts of the pad skeleton which do not host any supports
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void remove_redundant_parts(ExPolygons &parts)
|
|
{
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auto endit = std::remove_if(parts.begin(), parts.end(),
|
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[this](const ExPolygon &p) {
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return !m_intersector.intersects(p);
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});
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|
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parts.erase(endit, parts.end());
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}
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};
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|
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using AroundPadSkeleton = _AroundPadSkeleton<Intersector>;
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using BrimPadSkeleton = _AroundPadSkeleton<DummyIntersector>;
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|
|
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class BelowPadSkeleton : public PadSkeleton
|
|
{
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public:
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BelowPadSkeleton(const ExPolygons &support_blueprint,
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const ExPolygons &model_blueprint,
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const PadConfig & cfg,
|
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ThrowOnCancel thr)
|
|
{
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outer.reserve(support_blueprint.size() + model_blueprint.size());
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|
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for (auto &ep : support_blueprint) outer.emplace_back(ep.contour);
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for (auto &ep : model_blueprint) outer.emplace_back(ep.contour);
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|
|
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ConcaveHull ochull{outer, get_merge_distance(cfg), thr};
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|
|
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outer = offset_waffle_style_ex(ochull, get_waffle_offset(cfg));
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}
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|
};
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|
|
|
// Offset the contour only, leave the holes untouched
|
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template<class...Args>
|
|
ExPolygon offset_contour_only(const ExPolygon &poly, coord_t delta, Args...args)
|
|
{
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|
ExPolygons tmp = offset_ex(poly.contour, float(delta), args...);
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|
|
|
if (tmp.empty()) return {};
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|
|
|
Polygons holes = poly.holes;
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|
for (auto &h : holes) h.reverse();
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|
|
|
tmp = diff_ex(to_polygons(tmp), holes);
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|
|
|
if (tmp.empty()) return {};
|
|
|
|
return tmp.front();
|
|
}
|
|
|
|
bool add_cavity(Contour3D &pad, ExPolygon &top_poly, const PadConfig3D &cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
auto logerr = []{BOOST_LOG_TRIVIAL(error)<<"Could not create pad cavity";};
|
|
|
|
double wing_distance = cfg.wing_height / std::tan(cfg.slope);
|
|
coord_t delta_inner = -scaled(cfg.thickness + wing_distance);
|
|
coord_t delta_middle = -scaled(cfg.thickness);
|
|
ExPolygon inner_base = offset_contour_only(top_poly, delta_inner);
|
|
ExPolygon middle_base = offset_contour_only(top_poly, delta_middle);
|
|
|
|
if (inner_base.empty() || middle_base.empty()) { logerr(); return false; }
|
|
|
|
ExPolygons pdiff = diff_ex(top_poly, middle_base.contour);
|
|
|
|
if (pdiff.size() != 1) { logerr(); return false; }
|
|
|
|
top_poly = pdiff.front();
|
|
|
|
double z_min = -cfg.wing_height, z_max = 0;
|
|
double offset_difference = -wing_distance;
|
|
pad.merge(walls(inner_base.contour, middle_base.contour, z_min, z_max,
|
|
offset_difference, thr));
|
|
|
|
pad.merge(triangulate_expolygon_3d(inner_base, z_min, NORMALS_UP));
|
|
|
|
return true;
|
|
}
|
|
|
|
Contour3D create_outer_pad_geometry(const ExPolygons & skeleton,
|
|
const PadConfig3D &cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
Contour3D ret;
|
|
|
|
for (const ExPolygon &pad_part : skeleton) {
|
|
ExPolygon top_poly{pad_part};
|
|
ExPolygon bottom_poly =
|
|
offset_contour_only(pad_part, -scaled(cfg.bottom_offset()));
|
|
|
|
if (bottom_poly.empty()) continue;
|
|
|
|
double z_min = -cfg.height, z_max = 0;
|
|
ret.merge(walls(top_poly.contour, bottom_poly.contour, z_max, z_min,
|
|
cfg.bottom_offset(), thr));
|
|
|
|
if (cfg.wing_height > 0. && add_cavity(ret, top_poly, cfg, thr))
|
|
z_max = -cfg.wing_height;
|
|
|
|
for (auto &h : bottom_poly.holes)
|
|
ret.merge(straight_walls(h, z_max, z_min, thr));
|
|
|
|
ret.merge(triangulate_expolygon_3d(bottom_poly, z_min, NORMALS_DOWN));
|
|
ret.merge(triangulate_expolygon_3d(top_poly, NORMALS_UP));
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Contour3D create_inner_pad_geometry(const ExPolygons & skeleton,
|
|
const PadConfig3D &cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
Contour3D ret;
|
|
|
|
double z_max = 0., z_min = -cfg.height;
|
|
for (const ExPolygon &pad_part : skeleton) {
|
|
ret.merge(straight_walls(pad_part.contour, z_max, z_min,thr));
|
|
|
|
for (auto &h : pad_part.holes)
|
|
ret.merge(straight_walls(h, z_max, z_min, thr));
|
|
|
|
ret.merge(triangulate_expolygon_3d(pad_part, z_min, NORMALS_DOWN));
|
|
ret.merge(triangulate_expolygon_3d(pad_part, z_max, NORMALS_UP));
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Contour3D create_pad_geometry(const PadSkeleton &skelet,
|
|
const PadConfig & cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
#ifndef NDEBUG
|
|
SVG svg("pad_skeleton.svg");
|
|
svg.draw(skelet.outer, "green");
|
|
svg.draw(skelet.inner, "blue");
|
|
svg.Close();
|
|
#endif
|
|
|
|
PadConfig3D cfg3d(cfg);
|
|
return create_outer_pad_geometry(skelet.outer, cfg3d, thr)
|
|
.merge(create_inner_pad_geometry(skelet.inner, cfg3d, thr));
|
|
}
|
|
|
|
Contour3D create_pad_geometry(const ExPolygons &supp_bp,
|
|
const ExPolygons &model_bp,
|
|
const PadConfig & cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
PadSkeleton skelet;
|
|
|
|
if (cfg.embed_object.enabled) {
|
|
if (cfg.embed_object.everywhere)
|
|
skelet = BrimPadSkeleton(supp_bp, model_bp, cfg, thr);
|
|
else
|
|
skelet = AroundPadSkeleton(supp_bp, model_bp, cfg, thr);
|
|
} else
|
|
skelet = BelowPadSkeleton(supp_bp, model_bp, cfg, thr);
|
|
|
|
return create_pad_geometry(skelet, cfg, thr);
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void pad_blueprint(const TriangleMesh & mesh,
|
|
ExPolygons & output,
|
|
const std::vector<float> &heights,
|
|
ThrowOnCancel thrfn)
|
|
{
|
|
if (mesh.empty()) return;
|
|
TriangleMeshSlicer slicer(&mesh);
|
|
|
|
auto out = reserve_vector<ExPolygons>(heights.size());
|
|
slicer.slice(heights, SlicingMode::Regular, 0.f, &out, thrfn);
|
|
|
|
size_t count = 0;
|
|
for(auto& o : out) count += o.size();
|
|
|
|
// Unification is expensive, a simplify also speeds up the pad generation
|
|
auto tmp = reserve_vector<ExPolygon>(count);
|
|
for(ExPolygons& o : out)
|
|
for(ExPolygon& e : o) {
|
|
auto&& exss = e.simplify(scaled<double>(0.1));
|
|
for(ExPolygon& ep : exss) tmp.emplace_back(std::move(ep));
|
|
}
|
|
|
|
ExPolygons utmp = union_ex(tmp);
|
|
|
|
for(auto& o : utmp) {
|
|
auto&& smp = o.simplify(scaled<double>(0.1));
|
|
output.insert(output.end(), smp.begin(), smp.end());
|
|
}
|
|
}
|
|
|
|
void pad_blueprint(const TriangleMesh &mesh,
|
|
ExPolygons & output,
|
|
float h,
|
|
float layerh,
|
|
ThrowOnCancel thrfn)
|
|
{
|
|
float gnd = float(mesh.bounding_box().min(Z));
|
|
|
|
std::vector<float> slicegrid = grid(gnd, gnd + h, layerh);
|
|
pad_blueprint(mesh, output, slicegrid, thrfn);
|
|
}
|
|
|
|
void create_pad(const ExPolygons &sup_blueprint,
|
|
const ExPolygons &model_blueprint,
|
|
TriangleMesh & out,
|
|
const PadConfig & cfg,
|
|
ThrowOnCancel thr)
|
|
{
|
|
Contour3D t = create_pad_geometry(sup_blueprint, model_blueprint, cfg, thr);
|
|
out.merge(to_triangle_mesh(std::move(t)));
|
|
}
|
|
|
|
std::string PadConfig::validate() const
|
|
{
|
|
static const double constexpr MIN_BRIM_SIZE_MM = .1;
|
|
|
|
if (brim_size_mm < MIN_BRIM_SIZE_MM ||
|
|
bottom_offset() > brim_size_mm + wing_distance() ||
|
|
get_waffle_offset(*this) <= MIN_BRIM_SIZE_MM)
|
|
return L("Pad brim size is too small for the current configuration.");
|
|
|
|
return "";
|
|
}
|
|
|
|
}} // namespace Slic3r::sla
|