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SLA support points generator now uses precalculated aabb tree
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@ -44,44 +44,44 @@ float SLAAutoSupports::distance_limit(float angle) const
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return 1./(2.4*get_required_density(angle));
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return 1./(2.4*get_required_density(angle));
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}*/
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}*/
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SLAAutoSupports::SLAAutoSupports(const TriangleMesh& mesh, const sla::EigenMesh3D& emesh, const std::vector<ExPolygons>& slices, const std::vector<float>& heights,
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SLAAutoSupports::SLAAutoSupports(const TriangleMesh& mesh, const sla::EigenMesh3D& emesh, const std::vector<ExPolygons>& slices, const std::vector<float>& heights,
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const Config& config, std::function<void(void)> throw_on_cancel)
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const Config& config, std::function<void(void)> throw_on_cancel)
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: m_config(config), m_V(emesh.V()), m_F(emesh.F()), m_throw_on_cancel(throw_on_cancel)
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: m_config(config), m_emesh(emesh), m_throw_on_cancel(throw_on_cancel)
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{
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{
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process(slices, heights);
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process(slices, heights);
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project_onto_mesh(m_output);
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project_onto_mesh(m_output);
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}
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}
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void SLAAutoSupports::project_onto_mesh(std::vector<sla::SupportPoint>& points) const
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void SLAAutoSupports::project_onto_mesh(std::vector<sla::SupportPoint>& points) const
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{
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{
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// The function makes sure that all the points are really exactly placed on the mesh.
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// The function makes sure that all the points are really exactly placed on the mesh.
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igl::Hit hit_up{0, 0, 0.f, 0.f, 0.f};
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igl::Hit hit_up{0, 0, 0.f, 0.f, 0.f};
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igl::Hit hit_down{0, 0, 0.f, 0.f, 0.f};
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igl::Hit hit_down{0, 0, 0.f, 0.f, 0.f};
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for (sla::SupportPoint& support_point : points) {
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for (sla::SupportPoint& support_point : points) {
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Vec3f& p = support_point.pos;
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Vec3f& p = support_point.pos;
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// Project the point upward and downward and choose the closer intersection with the mesh.
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// Project the point upward and downward and choose the closer intersection with the mesh.
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bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
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//bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
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bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
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//bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
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sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
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bool up = hit_up.face() != -1;
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bool down = hit_down.face() != -1;
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if (!up && !down)
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if (!up && !down)
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continue;
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continue;
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igl::Hit& hit = (!down || (hit_up.t < hit_down.t)) ? hit_up : hit_down;
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sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
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int fid = hit.id;
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//int fid = hit.face();
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Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
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//Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
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p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
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//p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
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p = p + (hit.distance() * hit.direction()).cast<float>();
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}
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}
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}
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}
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void SLAAutoSupports::process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights)
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void SLAAutoSupports::process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights)
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{
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{
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std::vector<std::pair<ExPolygon, coord_t>> islands;
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std::vector<std::pair<ExPolygon, coord_t>> islands;
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@ -55,8 +55,7 @@ private:
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std::function<void(void)> m_throw_on_cancel;
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std::function<void(void)> m_throw_on_cancel;
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const Eigen::MatrixXd& m_V;
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const sla::EigenMesh3D& m_emesh;
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const Eigen::MatrixXi& m_F;
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};
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};
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@ -71,12 +71,13 @@ public:
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int m_face_id = -1;
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int m_face_id = -1;
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const EigenMesh3D& m_mesh;
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const EigenMesh3D& m_mesh;
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Vec3d m_dir;
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Vec3d m_dir;
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Vec3d m_source;
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inline hit_result(const EigenMesh3D& em): m_mesh(em) {}
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inline hit_result(const EigenMesh3D& em): m_mesh(em) {}
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friend class EigenMesh3D;
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friend class EigenMesh3D;
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public:
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public:
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inline double distance() const { return m_t; }
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inline double distance() const { return m_t; }
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inline const Vec3d& direction() const { return m_dir; }
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inline int face() const { return m_face_id; }
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inline int face() const { return m_face_id; }
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inline Vec3d normal() const {
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inline Vec3d normal() const {
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@ -163,6 +163,7 @@ EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
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hit_result ret(*this);
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hit_result ret(*this);
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ret.m_t = double(hit.t);
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ret.m_t = double(hit.t);
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ret.m_dir = dir;
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ret.m_dir = dir;
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ret.m_source = s;
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if(!std::isinf(hit.t) && !std::isnan(hit.t)) ret.m_face_id = hit.id;
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if(!std::isinf(hit.t) && !std::isnan(hit.t)) ret.m_face_id = hit.id;
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return ret;
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return ret;
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