Files
OrcaSlicer-bambulab/src/libslic3r/SLA/Hollowing.cpp
bubnikv 4e11552da9 Spiral vase improvements and bugfixes.
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).
2020-02-08 21:36:43 +01:00

278 lines
9.7 KiB
C++

#include <functional>
#include <libslic3r/OpenVDBUtils.hpp>
#include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/Hollowing.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
#include <libslic3r/SLA/EigenMesh3D.hpp>
#include <libslic3r/SLA/SupportTreeBuilder.hpp>
#include <libslic3r/ClipperUtils.hpp>
#include <libslic3r/SimplifyMesh.hpp>
#include <boost/log/trivial.hpp>
#include <libslic3r/MTUtils.hpp>
#include <libslic3r/I18N.hpp>
//! macro used to mark string used at localization,
//! return same string
#define L(s) Slic3r::I18N::translate(s)
namespace Slic3r {
namespace sla {
template<class S, class = FloatingOnly<S>>
inline void _scale(S s, TriangleMesh &m) { m.scale(float(s)); }
template<class S, class = FloatingOnly<S>>
inline void _scale(S s, Contour3D &m) { for (auto &p : m.points) p *= s; }
static TriangleMesh _generate_interior(const TriangleMesh &mesh,
const JobController &ctl,
double min_thickness,
double voxel_scale,
double closing_dist)
{
TriangleMesh imesh{mesh};
_scale(voxel_scale, imesh);
double offset = voxel_scale * min_thickness;
double D = voxel_scale * closing_dist;
float out_range = 0.1f * float(offset);
float in_range = 1.1f * float(offset + D);
if (ctl.stopcondition()) return {};
else ctl.statuscb(0, L("Hollowing"));
auto gridptr = mesh_to_grid(imesh, {}, out_range, in_range);
assert(gridptr);
if (!gridptr) {
BOOST_LOG_TRIVIAL(error) << "Returned OpenVDB grid is NULL";
return {};
}
if (ctl.stopcondition()) return {};
else ctl.statuscb(30, L("Hollowing"));
if (closing_dist > .0) {
gridptr = redistance_grid(*gridptr, -(offset + D), double(in_range));
} else {
D = -offset;
}
if (ctl.stopcondition()) return {};
else ctl.statuscb(70, L("Hollowing"));
double iso_surface = D;
double adaptivity = 0.;
auto omesh = grid_to_mesh(*gridptr, iso_surface, adaptivity);
_scale(1. / voxel_scale, omesh);
if (ctl.stopcondition()) return {};
else ctl.statuscb(100, L("Hollowing"));
return omesh;
}
std::unique_ptr<TriangleMesh> generate_interior(const TriangleMesh & mesh,
const HollowingConfig &hc,
const JobController & ctl)
{
static const double MIN_OVERSAMPL = 3.;
static const double MAX_OVERSAMPL = 8.;
// I can't figure out how to increase the grid resolution through openvdb
// API so the model will be scaled up before conversion and the result
// scaled down. Voxels have a unit size. If I set voxelSize smaller, it
// scales the whole geometry down, and doesn't increase the number of
// voxels.
//
// max 8x upscale, min is native voxel size
auto voxel_scale = MIN_OVERSAMPL + (MAX_OVERSAMPL - MIN_OVERSAMPL) * hc.quality;
auto meshptr = std::make_unique<TriangleMesh>(
_generate_interior(mesh, ctl, hc.min_thickness, voxel_scale,
hc.closing_distance));
if (meshptr) {
// This flips the normals to be outward facing...
meshptr->require_shared_vertices();
indexed_triangle_set its = std::move(meshptr->its);
Slic3r::simplify_mesh(its);
// flip normals back...
for (stl_triangle_vertex_indices &ind : its.indices)
std::swap(ind(0), ind(2));
*meshptr = Slic3r::TriangleMesh{its};
}
return meshptr;
}
Contour3D DrainHole::to_mesh() const
{
auto r = double(radius);
auto h = double(height);
sla::Contour3D hole = sla::cylinder(r, h, steps);
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d{0., 0., 1.}, normal.cast<double>());
for(auto& p : hole.points) p = q * p + pos.cast<double>();
return hole;
}
bool DrainHole::operator==(const DrainHole &sp) const
{
return (pos == sp.pos) && (normal == sp.normal) &&
is_approx(radius, sp.radius) &&
is_approx(height, sp.height);
}
bool DrainHole::is_inside(const Vec3f& pt) const
{
Eigen::Hyperplane<float, 3> plane(normal, pos);
float dist = plane.signedDistance(pt);
if (dist < float(EPSILON) || dist > height)
return false;
Eigen::ParametrizedLine<float, 3> axis(pos, normal);
if ( axis.squaredDistance(pt) < pow(radius, 2.f))
return true;
return false;
}
// Given a line s+dir*t, find parameter t of intersections with the hole
// and the normal (points inside the hole). Outputs through out reference,
// returns true if two intersections were found.
bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
std::array<std::pair<float, Vec3d>, 2>& out)
const
{
assert(is_approx(normal.norm(), 1.f));
const Eigen::ParametrizedLine<float, 3> ray(s, dir.normalized());
for (size_t i=0; i<2; ++i)
out[i] = std::make_pair(sla::EigenMesh3D::hit_result::infty(), Vec3d::Zero());
const float sqr_radius = pow(radius, 2.f);
// first check a bounding sphere of the hole:
Vec3f center = pos+normal*height/2.f;
float sqr_dist_limit = pow(height/2.f, 2.f) + sqr_radius ;
if (ray.squaredDistance(center) > sqr_dist_limit)
return false;
// The line intersects the bounding sphere, look for intersections with
// bases of the cylinder.
size_t found = 0; // counts how many intersections were found
Eigen::Hyperplane<float, 3> base;
if (! is_approx(ray.direction().dot(normal), 0.f)) {
for (size_t i=1; i<=1; --i) {
Vec3f cylinder_center = pos+i*height*normal;
if (i == 0) {
// The hole base can be identical to mesh surface if it is flat
// let's better move the base outward a bit
cylinder_center -= EPSILON*normal;
}
base = Eigen::Hyperplane<float, 3>(normal, cylinder_center);
Vec3f intersection = ray.intersectionPoint(base);
// Only accept the point if it is inside the cylinder base.
if ((cylinder_center-intersection).squaredNorm() < sqr_radius) {
out[found].first = ray.intersectionParameter(base);
out[found].second = (i==0 ? 1. : -1.) * normal.cast<double>();
++found;
}
}
}
else
{
// In case the line was perpendicular to the cylinder axis, previous
// block was skipped, but base will later be assumed to be valid.
base = Eigen::Hyperplane<float, 3>(normal, pos-EPSILON*normal);
}
// In case there is still an intersection to be found, check the wall
if (found != 2 && ! is_approx(std::abs(ray.direction().dot(normal)), 1.f)) {
// Project the ray onto the base plane
Vec3f proj_origin = base.projection(ray.origin());
Vec3f proj_dir = base.projection(ray.origin()+ray.direction())-proj_origin;
// save how the parameter scales and normalize the projected direction
float par_scale = proj_dir.norm();
proj_dir = proj_dir/par_scale;
Eigen::ParametrizedLine<float, 3> projected_ray(proj_origin, proj_dir);
// Calculate point on the secant that's closest to the center
// and its distance to the circle along the projected line
Vec3f closest = projected_ray.projection(pos);
float dist = sqrt((sqr_radius - (closest-pos).squaredNorm()));
// Unproject both intersections on the original line and check
// they are on the cylinder and not past it:
for (int i=-1; i<=1 && found !=2; i+=2) {
Vec3f isect = closest + i*dist * projected_ray.direction();
Vec3f to_isect = isect-proj_origin;
float par = to_isect.norm() / par_scale;
if (to_isect.normalized().dot(proj_dir.normalized()) < 0.f)
par *= -1.f;
Vec3d hit_normal = (pos-isect).normalized().cast<double>();
isect = ray.pointAt(par);
// check that the intersection is between the base planes:
float vert_dist = base.signedDistance(isect);
if (vert_dist > 0.f && vert_dist < height) {
out[found].first = par;
out[found].second = hit_normal;
++found;
}
}
}
// If only one intersection was found, it is some corner case,
// no intersection will be returned:
if (found != 2)
return false;
// Sort the intersections:
if (out[0].first > out[1].first)
std::swap(out[0], out[1]);
return true;
}
void cut_drainholes(std::vector<ExPolygons> & obj_slices,
const std::vector<float> &slicegrid,
float closing_radius,
const sla::DrainHoles & holes,
std::function<void(void)> thr)
{
TriangleMesh mesh;
for (const sla::DrainHole &holept : holes)
mesh.merge(sla::to_triangle_mesh(holept.to_mesh()));
if (mesh.empty()) return;
mesh.require_shared_vertices();
TriangleMeshSlicer slicer(&mesh);
std::vector<ExPolygons> hole_slices;
slicer.slice(slicegrid, SlicingMode::Regular, closing_radius, &hole_slices, thr);
if (obj_slices.size() != hole_slices.size())
BOOST_LOG_TRIVIAL(warning)
<< "Sliced object and drain-holes layer count does not match!";
size_t until = std::min(obj_slices.size(), hole_slices.size());
for (size_t i = 0; i < until; ++i)
obj_slices[i] = diff_ex(obj_slices[i], hole_slices[i]);
}
}} // namespace Slic3r::sla