mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-05-22 04:28:05 +08:00
Merge remote-tracking branch 'remotes/origin/tm_pad_speedup'
This commit is contained in:
commit
32ce0b91dc
@ -1,2 +1,2 @@
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add_executable(slabasebed EXCLUDE_FROM_ALL slabasebed.cpp)
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target_link_libraries(slabasebed libslic3r)
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target_link_libraries(slabasebed libslic3r ${Boost_LIBRARIES} ${TBB_LIBRARIES} ${Boost_LIBRARIES} ${CMAKE_DL_LIBS})
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|
@ -1,15 +1,29 @@
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <libslic3r/libslic3r.h>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/SLA/SLABasePool.hpp>
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#include <libslic3r/SLA/SLABoilerPlate.hpp>
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#include <libnest2d/tools/benchmark.h>
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const std::string USAGE_STR = {
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"Usage: slabasebed stlfilename.stl"
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};
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namespace Slic3r { namespace sla {
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Contour3D convert(const Polygons& triangles, coord_t z, bool dir);
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Contour3D walls(const Polygon& floor_plate, const Polygon& ceiling,
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double floor_z_mm, double ceiling_z_mm,
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double offset_difference_mm, ThrowOnCancel thr);
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void offset(ExPolygon& sh, coord_t distance);
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}
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}
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int main(const int argc, const char *argv[]) {
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using namespace Slic3r;
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using std::cout; using std::endl;
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@ -26,18 +40,43 @@ int main(const int argc, const char *argv[]) {
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model.align_to_origin();
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ExPolygons ground_slice;
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TriangleMesh basepool;
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sla::Contour3D mesh;
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// TriangleMesh basepool;
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sla::base_plate(model, ground_slice, 0.1f);
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if(ground_slice.empty()) return EXIT_FAILURE;
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ExPolygon bottom_plate = ground_slice.front();
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ExPolygon top_plate = bottom_plate;
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sla::offset(top_plate, coord_t(3.0/SCALING_FACTOR));
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sla::offset(bottom_plate, coord_t(1.0/SCALING_FACTOR));
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bench.start();
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sla::create_base_pool(ground_slice, basepool);
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Polygons top_plate_triangles, bottom_plate_triangles;
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top_plate.triangulate_p2t(&top_plate_triangles);
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bottom_plate.triangulate_p2t(&bottom_plate_triangles);
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auto top_plate_mesh = sla::convert(top_plate_triangles, coord_t(3.0/SCALING_FACTOR), false);
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auto bottom_plate_mesh = sla::convert(bottom_plate_triangles, 0, true);
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mesh.merge(bottom_plate_mesh);
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mesh.merge(top_plate_mesh);
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sla::Contour3D w = sla::walls(bottom_plate.contour, top_plate.contour, 0, 3, 2.0, [](){});
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mesh.merge(w);
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// sla::create_base_pool(ground_slice, basepool);
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bench.stop();
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cout << "Base pool creation time: " << std::setprecision(10)
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<< bench.getElapsedSec() << " seconds." << endl;
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basepool.write_ascii("out.stl");
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// basepool.write_ascii("out.stl");
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std::fstream outstream("out.obj", std::fstream::out);
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mesh.to_obj(outstream);
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return EXIT_SUCCESS;
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}
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|
@ -4,78 +4,177 @@
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#include "boost/log/trivial.hpp"
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#include "SLABoostAdapter.hpp"
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#include "ClipperUtils.hpp"
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#include "Tesselate.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 "benchmark.h"
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namespace Slic3r { namespace sla {
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/// Convert the triangulation output to an intermediate mesh.
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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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Indices 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(unscale(x(p), y(p), z));
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}
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}
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||||
|
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return {points, indices};
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}
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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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||||
ThrowOnCancel thr)
|
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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
|
||||
/// 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
|
||||
/// O(2n + 3m) complexity where n is the number of upper vertices and m is the
|
||||
/// number of lower vertices.
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Contour3D walls(const Polygon& lower, const Polygon& upper,
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double lower_z_mm, double upper_z_mm,
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double offset_difference_mm, ThrowOnCancel thr)
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{
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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 = triangulate(poly);
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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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if(upper.points.size() < 3 || lower.size() < 3) return ret;
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coord_t idx = 0;
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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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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(1e-6);
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});
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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& upoints = upper.points, &lpoints = lower.points;
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auto& rpts = ret.points; auto& rfaces = ret.indices;
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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(upoints.size() + lpoints.size());
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rfaces.reserve(2*upoints.size() + 2*lpoints.size());
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const double sf = SCALING_FACTOR;
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for(auto& p : upoints) rpts.emplace_back(p.x()*sf, p.y()*sf, upper_z_mm);
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for(auto& p : lpoints) rpts.emplace_back(p.x()*sf, p.y()*sf, 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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std::for_each(tri.begin(), tri.end(),
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[&rp, &rpi, thr, &idx, is_upper, fz, cz](const Polygon& pp)
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{
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thr(); // may throw if cancellation was requested
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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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for(auto& p : pp.points)
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if(is_upper(p))
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rp.emplace_back(unscale(x(p), y(p), mm(cz)));
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else rp.emplace_back(unscale(x(p), y(p), mm(fz)));
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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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coord_t a = idx++, b = idx++, c = idx++;
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if(fz > cz) rpi.emplace_back(c, b, a);
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else rpi.emplace_back(a, b, c);
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});
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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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||||
|
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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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||||
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||||
prev_fit = current_fit;
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||||
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||||
switch(proceed) { // proceed depending on the current state
|
||||
case Proceed::UPPER:
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||||
if(!ustarted || uidx != uendidx) { // there are vertices remaining
|
||||
// Get the 3D vertices in order
|
||||
const Vec3d& p_up1 = rpts[size_t(uidx)];
|
||||
const Vec3d& p_low = rpts[size_t(lidx)];
|
||||
const Vec3d& p_up2 = rpts[size_t(unextidx)];
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||||
|
||||
// Calculate fitness: the average of the two connecting edges
|
||||
double a = offsdiff2 - (distfn(p_up1, p_low) - zdiff2);
|
||||
double b = offsdiff2 - (distfn(p_up2, p_low) - zdiff2);
|
||||
current_fit = (std::abs(a) + std::abs(b)) / 2;
|
||||
|
||||
if(current_fit > prev_fit) { // fit is worse than previously
|
||||
proceed = Proceed::LOWER;
|
||||
} else { // good to go, create the triangle
|
||||
inverted? rfaces.emplace_back(unextidx, lidx, uidx) :
|
||||
rfaces.emplace_back(uidx, lidx, unextidx) ;
|
||||
|
||||
// Increment the iterators, rotate if necessary
|
||||
++uidx; ++unextidx;
|
||||
if(unextidx == offs) unextidx = 0;
|
||||
if(uidx == offs) uidx = 0;
|
||||
|
||||
ustarted = true; // mark the movement of the iterators
|
||||
// so that the comparison to uendidx can be made correctly
|
||||
}
|
||||
} else proceed = Proceed::LOWER;
|
||||
|
||||
break;
|
||||
case Proceed::LOWER:
|
||||
// Mode with lower segment, upper vertex. Same structure:
|
||||
if(!lstarted || lidx != lendidx) {
|
||||
const Vec3d& p_low1 = rpts[size_t(lidx)];
|
||||
const Vec3d& p_low2 = rpts[size_t(lnextidx)];
|
||||
const Vec3d& p_up = rpts[size_t(uidx)];
|
||||
|
||||
double a = offsdiff2 - (distfn(p_up, p_low1) - zdiff2);
|
||||
double b = offsdiff2 - (distfn(p_up, p_low2) - zdiff2);
|
||||
current_fit = (std::abs(a) + std::abs(b)) / 2;
|
||||
|
||||
if(current_fit > prev_fit) {
|
||||
proceed = Proceed::UPPER;
|
||||
} else {
|
||||
inverted? rfaces.emplace_back(uidx, lnextidx, lidx) :
|
||||
rfaces.emplace_back(lidx, lnextidx, uidx);
|
||||
|
||||
++lidx; ++lnextidx;
|
||||
if(lnextidx == rpts.size()) lnextidx = offs;
|
||||
if(lidx == rpts.size()) lidx = offs;
|
||||
|
||||
lstarted = true;
|
||||
}
|
||||
} else proceed = Proceed::UPPER;
|
||||
|
||||
break;
|
||||
} // end of switch
|
||||
} while(!ustarted || !lstarted || uidx != uendidx || lidx != lendidx);
|
||||
|
||||
return ret;
|
||||
}
|
||||
@ -207,20 +306,31 @@ ExPolygons unify(const ExPolygons& shapes) {
|
||||
/// Only a debug function to generate top and bottom plates from a 2D shape.
|
||||
/// It is not used in the algorithm directly.
|
||||
inline Contour3D roofs(const ExPolygon& poly, coord_t z_distance) {
|
||||
Polygons triangles = triangulate(poly);
|
||||
|
||||
auto lower = convert(triangles, 0, false);
|
||||
auto upper = convert(triangles, z_distance, true);
|
||||
lower.merge(upper);
|
||||
return lower;
|
||||
auto lower = triangulate_expolygons_3df(poly);
|
||||
auto upper = triangulate_expolygons_3df(poly, z_distance*SCALING_FACTOR, true);
|
||||
Contour3D ret;
|
||||
ret.merge(lower); ret.merge(upper);
|
||||
return ret;
|
||||
}
|
||||
|
||||
/// This method will create a rounded edge around a flat polygon in 3d space.
|
||||
/// 'base_plate' parameter is the target plate.
|
||||
/// 'radius' is the radius of the edges.
|
||||
/// 'degrees' is tells how much of a circle should be created as the rounding.
|
||||
/// It should be in degrees, not radians.
|
||||
/// 'ceilheight_mm' is the Z coordinate of the flat polygon in 3D space.
|
||||
/// 'dir' Is the direction of the round edges: inward or outward
|
||||
/// 'thr' Throws if a cancel signal was received
|
||||
/// 'last_offset' An auxiliary output variable to save the last offsetted
|
||||
/// version of 'base_plate'
|
||||
/// 'last_height' An auxiliary output to save the last z coordinate of the
|
||||
/// offsetted base_plate. In other words, where the rounded edges end.
|
||||
Contour3D round_edges(const ExPolygon& base_plate,
|
||||
double radius_mm,
|
||||
double degrees,
|
||||
double ceilheight_mm,
|
||||
bool dir,
|
||||
ThrowOnCancel throw_on_cancel,
|
||||
ThrowOnCancel thr,
|
||||
ExPolygon& last_offset, double& last_height)
|
||||
{
|
||||
auto ob = base_plate;
|
||||
@ -236,10 +346,10 @@ Contour3D round_edges(const ExPolygon& base_plate,
|
||||
// we use sin for x distance because we interpret the angle starting from
|
||||
// PI/2
|
||||
int tos = degrees < 90?
|
||||
int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps;
|
||||
int(radius_mm*std::cos(degrees * PI / 180 - PI/2) / stepx) : steps;
|
||||
|
||||
for(int i = 1; i <= tos; ++i) {
|
||||
throw_on_cancel();
|
||||
thr();
|
||||
|
||||
ob = base_plate;
|
||||
|
||||
@ -252,7 +362,8 @@ Contour3D round_edges(const ExPolygon& base_plate,
|
||||
wh = ceilheight_mm - radius_mm + stepy;
|
||||
|
||||
Contour3D pwalls;
|
||||
pwalls = walls(ob, ob_prev, wh, wh_prev, throw_on_cancel);
|
||||
double prev_x = xx - (i - 1) * stepx;
|
||||
pwalls = walls(ob.contour, ob_prev.contour, wh, wh_prev, s*prev_x, thr);
|
||||
|
||||
curvedwalls.merge(pwalls);
|
||||
ob_prev = ob;
|
||||
@ -264,7 +375,7 @@ Contour3D round_edges(const ExPolygon& base_plate,
|
||||
int tos = int(tox / stepx);
|
||||
|
||||
for(int i = 1; i <= tos; ++i) {
|
||||
throw_on_cancel();
|
||||
thr();
|
||||
ob = base_plate;
|
||||
|
||||
double r2 = radius_mm * radius_mm;
|
||||
@ -275,7 +386,9 @@ Contour3D round_edges(const ExPolygon& base_plate,
|
||||
wh = ceilheight_mm - radius_mm - stepy;
|
||||
|
||||
Contour3D pwalls;
|
||||
pwalls = walls(ob_prev, ob, wh_prev, wh, throw_on_cancel);
|
||||
double prev_x = xx - radius_mm + (i - 1)*stepx;
|
||||
pwalls =
|
||||
walls(ob_prev.contour, ob.contour, wh_prev, wh, s*prev_x, thr);
|
||||
|
||||
curvedwalls.merge(pwalls);
|
||||
ob_prev = ob;
|
||||
@ -291,15 +404,18 @@ Contour3D round_edges(const ExPolygon& base_plate,
|
||||
|
||||
/// Generating the concave part of the 3D pool with the bottom plate and the
|
||||
/// side walls.
|
||||
Contour3D inner_bed(const ExPolygon& poly, double depth_mm,
|
||||
double begin_h_mm = 0) {
|
||||
|
||||
Polygons triangles = triangulate(poly);
|
||||
Contour3D inner_bed(const ExPolygon& poly,
|
||||
double depth_mm,
|
||||
double begin_h_mm = 0)
|
||||
{
|
||||
Contour3D bottom;
|
||||
Pointf3s triangles = triangulate_expolygons_3df(poly,
|
||||
-depth_mm + begin_h_mm);
|
||||
bottom.merge(triangles);
|
||||
|
||||
coord_t depth = mm(depth_mm);
|
||||
coord_t begin_h = mm(begin_h_mm);
|
||||
|
||||
auto bottom = convert(triangles, -depth + begin_h, false);
|
||||
auto lines = poly.lines();
|
||||
|
||||
// Generate outer walls
|
||||
@ -469,6 +585,9 @@ void base_plate(const TriangleMesh &mesh, ExPolygons &output, float h,
|
||||
void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
|
||||
const PoolConfig& cfg)
|
||||
{
|
||||
// for debugging:
|
||||
// Benchmark bench;
|
||||
// bench.start();
|
||||
|
||||
double mergedist = 2*(1.8*cfg.min_wall_thickness_mm + 4*cfg.edge_radius_mm)+
|
||||
cfg.max_merge_distance_mm;
|
||||
@ -483,22 +602,23 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
|
||||
const double thickness = cfg.min_wall_thickness_mm;
|
||||
const double wingheight = cfg.min_wall_height_mm;
|
||||
const double fullheight = wingheight + thickness;
|
||||
const double tilt = PI/4;
|
||||
const double tilt = PI/4;
|
||||
const double wingdist = wingheight / std::tan(tilt);
|
||||
|
||||
// scaled values
|
||||
const coord_t s_thickness = mm(thickness);
|
||||
const coord_t s_eradius = mm(cfg.edge_radius_mm);
|
||||
const coord_t s_safety_dist = 2*s_eradius + coord_t(0.8*s_thickness);
|
||||
// const coord_t wheight = mm(cfg.min_wall_height_mm);
|
||||
coord_t s_wingdist = mm(wingdist);
|
||||
const coord_t s_wingdist = mm(wingdist);
|
||||
|
||||
auto& thrcl = cfg.throw_on_cancel;
|
||||
|
||||
Contour3D pool;
|
||||
|
||||
for(ExPolygon& concaveh : concavehs) {
|
||||
if(concaveh.contour.points.empty()) return;
|
||||
|
||||
// Get rif of any holes in the concave hull output.
|
||||
// Get rid of any holes in the concave hull output.
|
||||
concaveh.holes.clear();
|
||||
|
||||
// Here lies the trick that does the smooting only with clipper offset
|
||||
@ -524,8 +644,6 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
|
||||
std::reverse(tph.begin(), tph.end());
|
||||
}
|
||||
|
||||
Contour3D pool;
|
||||
|
||||
ExPolygon ob = outer_base; double wh = 0;
|
||||
|
||||
// now we will calculate the angle or portion of the circle from
|
||||
@ -557,60 +675,53 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
|
||||
|
||||
|
||||
// Generate the smoothed edge geometry
|
||||
auto walledges = round_edges(ob,
|
||||
r,
|
||||
phi,
|
||||
0, // z position of the input plane
|
||||
true,
|
||||
thrcl,
|
||||
ob, wh);
|
||||
pool.merge(walledges);
|
||||
pool.merge(round_edges(ob,
|
||||
r,
|
||||
phi,
|
||||
0, // z position of the input plane
|
||||
true,
|
||||
thrcl,
|
||||
ob, wh));
|
||||
|
||||
// Now that we have the rounded edge connencting the top plate with
|
||||
// the outer side walls, we can generate and merge the sidewall geometry
|
||||
auto pwalls = walls(ob, inner_base, wh, -fullheight, thrcl);
|
||||
pool.merge(pwalls);
|
||||
pool.merge(walls(ob.contour, inner_base.contour, wh, -fullheight,
|
||||
(s_thickness + s_wingdist) * SCALING_FACTOR, thrcl));
|
||||
|
||||
if(wingheight > 0) {
|
||||
// Generate the smoothed edge geometry
|
||||
auto cavityedges = round_edges(middle_base,
|
||||
r,
|
||||
phi - 90, // from tangent lines
|
||||
0,
|
||||
false,
|
||||
thrcl,
|
||||
ob, wh);
|
||||
pool.merge(cavityedges);
|
||||
pool.merge(round_edges(middle_base,
|
||||
r,
|
||||
phi - 90, // from tangent lines
|
||||
0, // z position of the input plane
|
||||
false,
|
||||
thrcl,
|
||||
ob, wh));
|
||||
|
||||
// Next is the cavity walls connecting to the top plate's
|
||||
// artificially created hole.
|
||||
auto cavitywalls = walls(inner_base, ob, -wingheight, wh, thrcl);
|
||||
pool.merge(cavitywalls);
|
||||
pool.merge(walls(inner_base.contour, ob.contour, -wingheight,
|
||||
wh, -s_safety_dist * SCALING_FACTOR, thrcl));
|
||||
}
|
||||
|
||||
// Now we need to triangulate the top and bottom plates as well as the
|
||||
// cavity bottom plate which is the same as the bottom plate but it is
|
||||
// eleveted by the thickness.
|
||||
Polygons top_triangles, bottom_triangles;
|
||||
// elevated by the thickness.
|
||||
pool.merge(triangulate_expolygons_3df(top_poly));
|
||||
pool.merge(triangulate_expolygons_3df(inner_base, -fullheight, true));
|
||||
|
||||
triangulate(top_poly, top_triangles);
|
||||
triangulate(inner_base, bottom_triangles);
|
||||
if(wingheight > 0)
|
||||
pool.merge(triangulate_expolygons_3df(inner_base, -wingheight));
|
||||
|
||||
auto top_plate = convert(top_triangles, 0, false);
|
||||
auto bottom_plate = convert(bottom_triangles, -mm(fullheight), true);
|
||||
|
||||
pool.merge(top_plate);
|
||||
pool.merge(bottom_plate);
|
||||
|
||||
if(wingheight > 0) {
|
||||
Polygons middle_triangles;
|
||||
triangulate(inner_base, middle_triangles);
|
||||
auto middle_plate = convert(middle_triangles, -mm(wingheight), false);
|
||||
pool.merge(middle_plate);
|
||||
}
|
||||
|
||||
out.merge(mesh(pool));
|
||||
}
|
||||
|
||||
// For debugging:
|
||||
// bench.stop();
|
||||
// std::cout << "Pad creation time: " << bench.getElapsedSec() << std::endl;
|
||||
// std::fstream fout("pad_debug.obj", std::fstream::out);
|
||||
// if(fout.good()) pool.to_obj(fout);
|
||||
|
||||
out.merge(mesh(pool));
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -36,14 +36,6 @@ inline coord_t x(const Vec3crd& p) { return p(0); }
|
||||
inline coord_t y(const Vec3crd& p) { return p(1); }
|
||||
inline coord_t z(const Vec3crd& p) { return p(2); }
|
||||
|
||||
inline void triangulate(const ExPolygon& expoly, Polygons& triangles) {
|
||||
expoly.triangulate_p2t(&triangles);
|
||||
}
|
||||
|
||||
inline Polygons triangulate(const ExPolygon& expoly) {
|
||||
Polygons tri; triangulate(expoly, tri); return tri;
|
||||
}
|
||||
|
||||
using Indices = std::vector<Vec3crd>;
|
||||
|
||||
/// Intermediate struct for a 3D mesh
|
||||
@ -63,6 +55,15 @@ struct Contour3D {
|
||||
}
|
||||
}
|
||||
|
||||
void merge(const Pointf3s& triangles) {
|
||||
const size_t offs = points.size();
|
||||
points.insert(points.end(), triangles.begin(), triangles.end());
|
||||
indices.reserve(indices.size() + points.size() / 3);
|
||||
|
||||
for(size_t i = offs; i < points.size(); i += 3)
|
||||
indices.emplace_back(i, i + 1, i + 2);
|
||||
}
|
||||
|
||||
// Write the index triangle structure to OBJ file for debugging purposes.
|
||||
void to_obj(std::ostream& stream) {
|
||||
for(auto& p : points) {
|
||||
@ -75,13 +76,9 @@ struct Contour3D {
|
||||
}
|
||||
};
|
||||
|
||||
//using PointSet = Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic, Eigen::DontAlign>; //Eigen::MatrixXd;
|
||||
using ClusterEl = std::vector<unsigned>;
|
||||
using ClusteredPoints = std::vector<ClusterEl>;
|
||||
|
||||
/// Convert the triangulation output to an intermediate mesh.
|
||||
Contour3D convert(const Polygons& triangles, coord_t z, bool dir);
|
||||
|
||||
/// Mesh from an existing contour.
|
||||
inline TriangleMesh mesh(const Contour3D& ctour) {
|
||||
return {ctour.points, ctour.indices};
|
||||
|
Loading…
x
Reference in New Issue
Block a user