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https://git.mirrors.martin98.com/https://github.com/SoftFever/OrcaSlicer.git
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451 lines
14 KiB
C++
451 lines
14 KiB
C++
#include <functional>
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#include <numeric>
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#include "SLABasePool.hpp"
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#include "ExPolygon.hpp"
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#include "TriangleMesh.hpp"
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#include "ClipperUtils.hpp"
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#include "boost/log/trivial.hpp"
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//#include "SVG.hpp"
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namespace Slic3r { namespace sla {
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namespace {
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using coord_t = Point::coord_type;
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/// get the scaled clipper units for a millimeter value
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inline coord_t mm(double v) { return coord_t(v/SCALING_FACTOR); }
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/// Get x and y coordinates (because we are eigenizing...)
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inline coord_t x(const Point& p) { return p.x; }
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inline coord_t y(const Point& p) { return p.y; }
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/// Intermediate struct for a 3D mesh
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struct Contour3D {
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Pointf3s points;
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std::vector<Point3> indices;
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void merge(const Contour3D& ctr) {
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auto s3 = coord_t(points.size());
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auto s = coord_t(indices.size());
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points.insert(points.end(), ctr.points.begin(), ctr.points.end());
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indices.insert(indices.end(), ctr.indices.begin(), ctr.indices.end());
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for(auto n = s; n < indices.size(); n++) {
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auto& idx = indices[n]; idx.x += s3; idx.y += s3; idx.z += s3;
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}
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}
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};
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/// Convert the triangulation output to an intermediate mesh.
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inline Contour3D convert(const Polygons& triangles, coord_t z, bool dir) {
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Pointf3s points;
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points.reserve(3*triangles.size());
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std::vector<Point3> indices;
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indices.reserve(points.size());
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for(auto& tr : triangles) {
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auto c = coord_t(points.size()), b = c++, a = c++;
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if(dir) indices.emplace_back(a, b, c);
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else indices.emplace_back(c, b, a);
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for(auto& p : tr.points) {
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points.emplace_back(Pointf3::new_unscale(x(p), y(p), z));
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}
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}
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return {points, indices};
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}
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/// Only a debug function to generate top and bottom plates from a 2D shape.
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/// It is not used in the algorithm directly.
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inline Contour3D roofs(const ExPolygon& poly, coord_t z_distance) {
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Polygons triangles;
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poly.triangulate_pp(&triangles);
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auto lower = convert(triangles, 0, false);
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auto upper = convert(triangles, z_distance, true);
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lower.merge(upper);
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return lower;
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}
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inline Contour3D walls(const ExPolygon& floor_plate, const ExPolygon& ceiling,
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double floor_z_mm, double ceiling_z_mm) {
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using std::transform; using std::back_inserter;
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ExPolygon poly;
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poly.contour.points = floor_plate.contour.points;
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poly.holes.emplace_back(ceiling.contour);
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auto& h = poly.holes.front();
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std::reverse(h.points.begin(), h.points.end());
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Polygons tri;
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poly.triangulate_p2t(&tri);
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Contour3D ret;
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ret.points.reserve(tri.size() * 3);
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double fz = floor_z_mm;
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double cz = ceiling_z_mm;
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auto& rp = ret.points;
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auto& rpi = ret.indices;
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ret.indices.reserve(tri.size() * 3);
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coord_t idx = 0;
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auto hlines = h.lines();
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auto is_upper = [&hlines](const Point& p) {
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return std::any_of(hlines.begin(), hlines.end(),
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[&p](const Line& l) {
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return l.distance_to(p) < mm(0.01);
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});
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};
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std::for_each(tri.begin(), tri.end(),
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[&rp, &rpi, &poly, &idx, is_upper, fz, cz](const Polygon& pp)
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{
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for(auto& p : pp.points)
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if(is_upper(p))
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rp.emplace_back(Pointf3::new_unscale(x(p), y(p), mm(cz)));
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else rp.emplace_back(Pointf3::new_unscale(x(p), y(p), mm(fz)));
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coord_t a = idx++, b = idx++, c = idx++;
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rpi.emplace_back(a, b, c);
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});
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return ret;
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}
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/// Generating the concave part of the 3D pool with the bottom plate and the
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/// side walls.
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inline Contour3D inner_bed(const ExPolygon& poly, coord_t depth) {
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Polygons triangles;
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poly.triangulate_p2t(&triangles);
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auto bottom = convert(triangles, -depth, false);
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auto lines = poly.lines();
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// Generate outer walls
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auto fp = [](const Point& p, Point::coord_type z) {
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return Pointf3::new_unscale(x(p), y(p), z);
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};
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for(auto& l : lines) {
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auto s = coord_t(bottom.points.size());
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bottom.points.emplace_back(fp(l.a, -depth));
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bottom.points.emplace_back(fp(l.b, -depth));
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bottom.points.emplace_back(fp(l.a, 0));
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bottom.points.emplace_back(fp(l.b, 0));
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bottom.indices.emplace_back(s, s + 1, s + 3);
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bottom.indices.emplace_back(s, s + 3, s + 2);
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}
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return bottom;
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}
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/// Mesh from an existing contour.
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inline TriangleMesh mesh(const Contour3D& ctour) {
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return {ctour.points, ctour.indices};
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}
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/// Mesh from an evaporating 3D contour
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inline TriangleMesh mesh(Contour3D&& ctour) {
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return {std::move(ctour.points), std::move(ctour.indices)};
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}
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/// Offsetting with clipper and smoothing the edges into a curvature.
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inline void offset(ExPolygon& sh, coord_t distance) {
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using ClipperLib::ClipperOffset;
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using ClipperLib::jtRound;
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using ClipperLib::etClosedPolygon;
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using ClipperLib::Paths;
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using ClipperLib::Path;
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auto&& ctour = Slic3rMultiPoint_to_ClipperPath(sh.contour);
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auto&& holes = Slic3rMultiPoints_to_ClipperPaths(sh.holes);
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// If the input is not at least a triangle, we can not do this algorithm
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if(ctour.size() < 3 ||
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std::any_of(holes.begin(), holes.end(),
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[](const Path& p) { return p.size() < 3; })
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) {
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BOOST_LOG_TRIVIAL(error) << "Invalid geometry for offsetting!";
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return;
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}
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ClipperOffset offs;
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offs.ArcTolerance = 0.05*mm(1);
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Paths result;
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offs.AddPath(ctour, jtRound, etClosedPolygon);
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offs.AddPaths(holes, jtRound, etClosedPolygon);
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offs.Execute(result, static_cast<double>(distance));
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// Offsetting reverts the orientation and also removes the last vertex
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// so boost will not have a closed polygon.
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bool found_the_contour = false;
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sh.holes.clear();
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for(auto& r : result) {
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if(ClipperLib::Orientation(r)) {
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// We don't like if the offsetting generates more than one contour
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// but throwing would be an overkill. Instead, we should warn the
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// caller about the inability to create correct geometries
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if(!found_the_contour) {
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auto rr = ClipperPath_to_Slic3rPolygon(r);
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sh.contour.points.swap(rr.points);
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found_the_contour = true;
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} else {
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BOOST_LOG_TRIVIAL(warning)
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<< "Warning: offsetting result is invalid!";
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}
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} else {
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// TODO If there are multiple contours we can't be sure which hole
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// belongs to the first contour. (But in this case the situation is
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// bad enough to let it go...)
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sh.holes.emplace_back(ClipperPath_to_Slic3rPolygon(r));
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}
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}
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}
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/// Unification of polygons (with clipper) preserving holes as well.
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inline ExPolygons unify(const ExPolygons& shapes) {
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ExPolygons retv;
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bool closed = true;
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bool valid = true;
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ClipperLib::Clipper clipper;
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for(auto& path : shapes) {
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auto clipperpath = Slic3rMultiPoint_to_ClipperPath(path.contour);
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valid &= clipper.AddPath(clipperpath, ClipperLib::ptSubject, closed);
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auto clipperholes = Slic3rMultiPoints_to_ClipperPaths(path.holes);
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for(auto& hole : clipperholes) {
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valid &= clipper.AddPath(hole, ClipperLib::ptSubject, closed);
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}
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}
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if(!valid) BOOST_LOG_TRIVIAL(warning) << "Unification of invalid shapes!";
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ClipperLib::PolyTree result;
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clipper.Execute(ClipperLib::ctUnion, result, ClipperLib::pftNonZero);
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retv.reserve(static_cast<size_t>(result.Total()));
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// Now we will recursively traverse the polygon tree and serialize it
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// into an ExPolygon with holes. The polygon tree has the clipper-ish
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// PolyTree structure which alternates its nodes as contours and holes
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// A "declaration" of function for traversing leafs which are holes
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std::function<void(ClipperLib::PolyNode*, ExPolygon&)> processHole;
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// Process polygon which calls processHoles which than calls processPoly
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// again until no leafs are left.
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auto processPoly = [&retv, &processHole](ClipperLib::PolyNode *pptr) {
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ExPolygon poly;
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poly.contour.points = ClipperPath_to_Slic3rPolygon(pptr->Contour);
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for(auto h : pptr->Childs) { processHole(h, poly); }
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retv.push_back(poly);
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};
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// Body of the processHole function
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processHole = [&processPoly](ClipperLib::PolyNode *pptr, ExPolygon& poly)
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{
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poly.holes.emplace_back();
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poly.holes.back().points = ClipperPath_to_Slic3rPolygon(pptr->Contour);
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for(auto c : pptr->Childs) processPoly(c);
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};
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// Wrapper for traversing.
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auto traverse = [&processPoly] (ClipperLib::PolyNode *node)
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{
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for(auto ch : node->Childs) {
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processPoly(ch);
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}
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};
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// Here is the actual traverse
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traverse(&result);
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return retv;
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}
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inline Point centroid(Points& pp) {
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Polygon p;
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p.points.swap(pp);
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Point c = p.centroid();
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pp.swap(p.points);
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return c;
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}
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inline Point centroid(const ExPolygon& poly) {
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return poly.contour.centroid();
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}
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/// A fake concave hull that is constructed by connecting separate shapes
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/// with explicit bridges. Bridges are generated from each shape's centroid
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/// to the center of the "scene" which is the centroid calculated from the shape
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/// centroids (a star is created...)
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inline ExPolygon concave_hull(const ExPolygons& polys) {
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if(polys.empty()) return ExPolygon();
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ExPolygons punion = unify(polys);
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ExPolygon ret;
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if(punion.size() == 1) return punion.front();
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// We get the centroids of all the islands in the 2D slice
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Points centroids; centroids.reserve(punion.size());
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std::transform(punion.begin(), punion.end(), std::back_inserter(centroids),
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[](const ExPolygon& poly) { return centroid(poly); });
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// Centroid of the centroids of islands. This is where the additional
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// connector sticks are routed.
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Point cc = centroid(centroids);
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punion.reserve(punion.size() + centroids.size());
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std::transform(centroids.begin(), centroids.end(),
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std::back_inserter(punion),
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[cc](const Point& c) {
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double dx = x(c) - x(cc), dy = y(c) - y(cc);
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double l = std::sqrt(dx * dx + dy * dy);
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double nx = dx / l, ny = dy / l;
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ExPolygon r;
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auto& ctour = r.contour.points;
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ctour.reserve(3);
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ctour.emplace_back(cc);
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Point d(coord_t(mm(1)*nx), coord_t(mm(1)*ny));
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ctour.emplace_back(c + Point( -y(d), x(d) ));
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ctour.emplace_back(c + Point( y(d), -x(d) ));
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offset(r, mm(1));
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return r;
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});
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punion = unify(punion);
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if(punion.size() != 1)
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BOOST_LOG_TRIVIAL(error) << "Cannot generate correct SLA base pool!";
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if(!punion.empty()) ret = punion.front();
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return ret;
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}
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}
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void ground_layer(const TriangleMesh &mesh, ExPolygons &output, float h)
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{
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TriangleMesh m = mesh;
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TriangleMeshSlicer slicer(&m);
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std::vector<ExPolygons> tmp;
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slicer.slice({h}, &tmp);
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output = tmp.front();
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}
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void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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double min_wall_thickness_mm,
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double min_wall_height_mm)
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{
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// Contour3D pool;
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// auto& poly = ground_layer.front();
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// auto floor_poly = poly;
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// offset(floor_poly, mm(5));
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// Polygons floor_plate;
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// floor_poly.triangulate_p2t(&floor_plate);
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// auto floor_mesh = convert(floor_plate, mm(20), false);
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// pool.merge(floor_mesh);
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// Polygons ceil_plate;
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// poly.triangulate_p2t(&ceil_plate);
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// auto ceil_mesh = convert(ceil_plate, mm(0), true);
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// pool.merge(ceil_mesh);
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// auto w = walls(floor_poly, poly, 20, 0);
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// pool.merge(w);
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// out = mesh(pool);
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auto concaveh = concave_hull(ground_layer);
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if(concaveh.contour.points.empty()) return;
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concaveh.holes.clear();
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BoundingBox bb(concaveh);
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coord_t w = bb.max.x - bb.min.x;
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coord_t h = bb.max.y - bb.min.y;
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auto wall_thickness = coord_t(std::pow((w+h)*0.1, 0.8));
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const coord_t WALL_THICKNESS = mm(min_wall_thickness_mm) + wall_thickness;
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const coord_t WALL_DISTANCE = coord_t(0.3*WALL_THICKNESS);
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const coord_t HEIGHT = mm(min_wall_height_mm);
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auto outer_base = concaveh;
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offset(outer_base, WALL_THICKNESS+WALL_DISTANCE);
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auto inner_base = outer_base;
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offset(inner_base, -WALL_THICKNESS);
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inner_base.holes.clear(); outer_base.holes.clear();
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ExPolygon top_poly;
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top_poly.contour = outer_base.contour;
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top_poly.holes.emplace_back(inner_base.contour);
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auto& tph = top_poly.holes.back().points;
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std::reverse(tph.begin(), tph.end());
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Contour3D pool;
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auto poolwalls = walls(outer_base, inner_base, 0, -min_wall_height_mm);
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Polygons top_triangles, bottom_triangles;
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top_poly.triangulate_p2t(&top_triangles);
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inner_base.triangulate_p2t(&bottom_triangles);
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auto top_plate = convert(top_triangles, 0, false);
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auto bottom_plate = convert(bottom_triangles, -HEIGHT, true);
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auto innerbed = inner_bed(inner_base, HEIGHT/2);
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// // Generate outer walls
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// auto fp = [](const Point& p, coord_t z) {
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// return Pointf3::new_unscale(x(p), y(p), z);
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// };
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// auto lines = outer_base.lines();
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// for(auto& l : lines) {
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// auto s = coord_t(pool.points.size());
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// pool.points.emplace_back(fp(l.a, -HEIGHT));
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// pool.points.emplace_back(fp(l.b, -HEIGHT));
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// pool.points.emplace_back(fp(l.a, 0));
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// pool.points.emplace_back(fp(l.b, 0));
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// pool.indices.emplace_back(s, s + 3, s + 1);
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// pool.indices.emplace_back(s, s + 2, s + 3);
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// }
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pool.merge(top_plate);
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pool.merge(bottom_plate);
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pool.merge(innerbed);
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pool.merge(poolwalls);
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out = mesh(pool);
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}
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}
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}
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