Improved performance of collision detection with the build volume.

This commit is contained in:
Vojtech Bubnik 2021-11-16 10:14:02 +01:00
parent b61a5a5499
commit 6025ff492b
5 changed files with 123 additions and 78 deletions

View File

@ -76,8 +76,6 @@ BuildVolume::BuildVolume(const std::vector<Vec2d> &bed_shape, const double max_p
BOOST_LOG_TRIVIAL(debug) << "BuildVolume bed_shape clasified as: " << this->type_name();
}
static constexpr const float world_min_z = 0;
#if 0
// Tests intersections of projected triangles, not just their vertices against a bounding box.
// This test also correctly evaluates collision of a non-convex object with the bounding box.
@ -187,41 +185,84 @@ static inline BuildVolume::ObjectState rectangle_test(const indexed_triangle_set
// Trim the input transformed triangle mesh with print bed and test the remaining vertices with is_inside callback.
// Return inside / colliding / outside state.
template<typename InsideFn>
BuildVolume::ObjectState object_state_templ(const indexed_triangle_set &its, const Transform3f &trafo, InsideFn is_inside)
BuildVolume::ObjectState object_state_templ(const indexed_triangle_set &its, const Transform3f &trafo, bool may_be_below_bed, InsideFn is_inside)
{
bool inside = false;
bool outside = false;
for (const stl_triangle_vertex_indices &tri : its.indices) {
const Vec3f pts[3] = { trafo * its.vertices[tri(0)], trafo * its.vertices[tri(1)], trafo * its.vertices[tri(2)] };
int iprev = 2;
for (int iedge = 0; iedge < 3; ++iedge) {
const Vec3f &p1 = pts[iprev];
const Vec3f &p2 = pts[iedge];
Vec3f pt;
if ((p1.z() < world_min_z && p2.z() > world_min_z) || (p2.z() < world_min_z && p1.z() > world_min_z)) {
// Edge crosses the z plane. Calculate intersection point with the plane.
const float t = (world_min_z - p1.z()) / (p2.z() - p1.z());
pt = Vec3f(p1.x() + (p2.x() - p1.x()) * t, p1.y() + (p2.y() - p1.y()) * t, world_min_z);
} else
pt = p2;
if (pt.z() >= world_min_z) {
if (is_inside(pt)) {
inside = true;
if (outside)
break;
} else {
outside = true;
if (inside)
size_t num_inside = 0;
size_t num_above = 0;
bool inside = false;
bool outside = false;
static constexpr const auto world_min_z = float(-BuildVolume::SceneEpsilon);
if (may_be_below_bed)
{
// Slower test, needs to clip the object edges with the print bed plane.
// 1) Allocate transformed vertices with their position with respect to print bed surface.
std::vector<char> sides;
sides.reserve(its.vertices.size());
const auto sign = [](const stl_vertex& pt) { return pt.z() > world_min_z ? 1 : pt.z() < world_min_z ? -1 : 0; };
for (const stl_vertex &v : its.vertices) {
const stl_vertex pt = trafo * v;
const int s = sign(pt);
sides.emplace_back(s);
if (s >= 0) {
// Vertex above or on print bed surface. Test whether it is inside the build volume.
++ num_above;
if (is_inside(pt))
++ num_inside;
}
}
// 2) Calculate intersections of triangle edges with the build surface.
inside = num_inside > 0;
outside = num_inside < num_above;
if (num_above < its.vertices.size() && ! (inside && outside)) {
// Not completely above the build surface and status may still change by testing edges intersecting the build platform.
for (const stl_triangle_vertex_indices &tri : its.indices) {
const int s[3] = { sides[tri(0)], sides[tri(1)], sides[tri(2)] };
if (std::min(s[0], std::min(s[1], s[2])) < 0 && std::max(s[0], std::max(s[1], s[2])) > 0) {
// Some edge of this triangle intersects the build platform. Calculate the intersection.
int iprev = 2;
for (int iedge = 0; iedge < 3; ++ iedge) {
if (s[iprev] * s[iedge] == -1) {
// edge intersects the build surface. Calculate intersection point.
const stl_vertex p1 = trafo * its.vertices[tri(iprev)];
const stl_vertex p2 = trafo * its.vertices[tri(iedge)];
assert(sign(p1) == s[iprev]);
assert(sign(p2) == s[iedge]);
assert(p1.z() * p2.z() < 0);
// Edge crosses the z plane. Calculate intersection point with the plane.
const float t = (world_min_z - p1.z()) / (p2.z() - p1.z());
(is_inside(Vec3f(p1.x() + (p2.x() - p1.x()) * t, p1.y() + (p2.y() - p1.y()) * t, world_min_z)) ? inside : outside) = true;
}
iprev = iedge;
}
if (inside && outside)
break;
}
}
iprev = iedge;
}
}
else
{
// Much simpler and faster code, not clipping the object with the print bed.
assert(! may_be_below_bed);
num_above = its.vertices.size();
for (const stl_vertex &v : its.vertices) {
const stl_vertex pt = trafo * v;
assert(pt.z() >= world_min_z);
if (is_inside(pt))
++ num_inside;
}
inside = num_inside > 0;
outside = num_inside < num_above;
}
return inside ? (outside ? BuildVolume::ObjectState::Colliding : BuildVolume::ObjectState::Inside) : BuildVolume::ObjectState::Outside;
}
BuildVolume::ObjectState BuildVolume::object_state(const indexed_triangle_set &its, const Transform3f &trafo) const
BuildVolume::ObjectState BuildVolume::object_state(const indexed_triangle_set &its, const Transform3f &trafo, bool may_be_below_bed) const
{
switch (m_type) {
case Type::Rectangle:
@ -233,21 +274,21 @@ BuildVolume::ObjectState BuildVolume::object_state(const indexed_triangle_set &i
// The following test correctly interprets intersection of a non-convex object with a rectangular build volume.
//return rectangle_test(its, trafo, to_2d(build_volume.min), to_2d(build_volume.max), build_volume.max.z());
//FIXME This test does NOT correctly interprets intersection of a non-convex object with a rectangular build volume.
return object_state_templ(its, trafo, [build_volumef](const Vec3f &pt) { return build_volumef.contains(pt); });
return object_state_templ(its, trafo, may_be_below_bed, [build_volumef](const Vec3f &pt) { return build_volumef.contains(pt); });
}
case Type::Circle:
{
Geometry::Circlef circle { unscaled<float>(m_circle.center), unscaled<float>(m_circle.radius + SceneEpsilon) };
return m_max_print_height == 0 ?
object_state_templ(its, trafo, [circle](const Vec3f &pt) { return circle.contains(to_2d(pt)); }) :
object_state_templ(its, trafo, [circle, z = m_max_print_height + SceneEpsilon](const Vec3f &pt) { return pt.z() < z && circle.contains(to_2d(pt)); });
object_state_templ(its, trafo, may_be_below_bed, [circle](const Vec3f &pt) { return circle.contains(to_2d(pt)); }) :
object_state_templ(its, trafo, may_be_below_bed, [circle, z = m_max_print_height + SceneEpsilon](const Vec3f &pt) { return pt.z() < z && circle.contains(to_2d(pt)); });
}
case Type::Convex:
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
case Type::Custom:
return m_max_print_height == 0 ?
object_state_templ(its, trafo, [this](const Vec3f &pt) { return Geometry::inside_convex_polygon(m_top_bottom_convex_hull_decomposition_scene, to_2d(pt).cast<double>()); }) :
object_state_templ(its, trafo, [this, z = m_max_print_height + SceneEpsilon](const Vec3f &pt) { return pt.z() < z && Geometry::inside_convex_polygon(m_top_bottom_convex_hull_decomposition_scene, to_2d(pt).cast<double>()); });
object_state_templ(its, trafo, may_be_below_bed, [this](const Vec3f &pt) { return Geometry::inside_convex_polygon(m_top_bottom_convex_hull_decomposition_scene, to_2d(pt).cast<double>()); }) :
object_state_templ(its, trafo, may_be_below_bed, [this, z = m_max_print_height + SceneEpsilon](const Vec3f &pt) { return pt.z() < z && Geometry::inside_convex_polygon(m_top_bottom_convex_hull_decomposition_scene, to_2d(pt).cast<double>()); });
case Type::Invalid:
default:
return ObjectState::Inside;
@ -263,28 +304,6 @@ BuildVolume::ObjectState BuildVolume::volume_state_bbox(const BoundingBoxf3 &vol
return build_volume.contains(volume_bbox) ? ObjectState::Inside : build_volume.intersects(volume_bbox) ? ObjectState::Colliding : ObjectState::Outside;
}
BuildVolume::ObjectState BuildVolume::volume_state_convex(const TriangleMesh &volume_mesh, const Transform3f &trafo) const
{
assert(m_type == Type::Circle || m_type == Type::Convex || m_type == Type::Custom);
if (m_type == Type::Circle) {
const auto r2 = float(sqr(unscaled<double>(m_circle.radius + SceneEpsilon)));
const auto center = unscaled<float>(m_circle.center);
size_t outside = 0;
size_t valid = 0;
float max_z = m_max_print_height == 0 ? std::numeric_limits<float>::max() : m_max_print_height + float(SceneEpsilon);
for (const Vec3f &local_v : volume_mesh.its.vertices)
if (const Vec3f v = trafo * local_v; v.z() >= 0) {
++ valid;
if ((to_2d(v) - center).squaredNorm() > r2 || v.z() > max_z)
++ outside;
}
return outside == 0 ? ObjectState::Inside : outside < valid ? ObjectState::Colliding : ObjectState::Outside;
} else {
assert(m_type == Type::Convex);
return this->object_state(volume_mesh.its, trafo);
}
}
bool BuildVolume::all_paths_inside(const GCodeProcessorResult &paths, const BoundingBoxf3 &paths_bbox) const
{
auto move_valid = [](const GCodeProcessorResult::MoveVertex &move) {

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@ -74,12 +74,10 @@ public:
// Called by Plater to update Inside / Colliding / Outside state of ModelObjects before slicing.
// Called from Model::update_print_volume_state() -> ModelObject::update_instances_print_volume_state()
// Using SceneEpsilon
ObjectState object_state(const indexed_triangle_set &its, const Transform3f &trafo) const;
ObjectState object_state(const indexed_triangle_set &its, const Transform3f &trafo, bool may_be_below_bed) const;
// Called by GLVolumeCollection::check_outside_state() after an object is manipulated with gizmos for example.
// Called for a rectangular bed:
ObjectState volume_state_bbox(const BoundingBoxf3 &volume_bbox) const;
// Called for any other bed, volume_mesh is a convex hull trimmed by print bed plane.
ObjectState volume_state_convex(const TriangleMesh &volume_mesh, const Transform3f &trafo) const;
// 2) Test called on G-code paths.
// Using BedEpsilon for all tests.

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@ -1541,7 +1541,7 @@ unsigned int ModelObject::update_instances_print_volume_state(const BuildVolume
for (const ModelVolume* vol : this->volumes)
if (vol->is_model_part()) {
const Transform3d matrix = model_instance->get_matrix() * vol->get_matrix();
BuildVolume::ObjectState state = build_volume.object_state(vol->mesh().its, matrix.cast<float>());
BuildVolume::ObjectState state = build_volume.object_state(vol->mesh().its, matrix.cast<float>(), true /* may be below print bed */);
if (state == BuildVolume::ObjectState::Inside)
inside_outside |= INSIDE;
else if (state == BuildVolume::ObjectState::Outside)

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@ -437,27 +437,55 @@ BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d &trafo) c
}
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d& trafo, double world_min_z) const
BoundingBoxf3 TriangleMesh::transformed_bounding_box(const Transform3d& trafod, double world_min_z) const
{
BoundingBoxf3 bbox;
const Transform3f ftrafo = trafo.cast<float>();
for (const stl_triangle_vertex_indices& tri : its.indices) {
const Vec3f pts[3] = { ftrafo * its.vertices[tri(0)], ftrafo * its.vertices[tri(1)], ftrafo * its.vertices[tri(2)] };
int iprev = 2;
for (int iedge = 0; iedge < 3; ++iedge) {
const Vec3f& p1 = pts[iprev];
const Vec3f& p2 = pts[iedge];
if ((p1.z() < world_min_z && p2.z() > world_min_z) || (p2.z() < world_min_z && p1.z() > world_min_z)) {
// Edge crosses the z plane. Calculate intersection point with the plane.
const float t = (world_min_z - p1.z()) / (p2.z() - p1.z());
bbox.merge(Vec3f(p1.x() + (p2.x() - p1.x()) * t, p1.y() + (p2.y() - p1.y()) * t, world_min_z).cast<double>());
}
if (p2.z() >= world_min_z)
bbox.merge(p2.cast<double>());
iprev = iedge;
// 1) Allocate transformed vertices with their position with respect to print bed surface.
std::vector<char> sides;
size_t num_above = 0;
Eigen::AlignedBox<float, 3> bbox;
Transform3f trafo = trafod.cast<float>();
sides.reserve(its.vertices.size());
for (const stl_vertex &v : this->its.vertices) {
const stl_vertex pt = trafo * v;
const int sign = pt.z() > world_min_z ? 1 : pt.z() < world_min_z ? -1 : 0;
sides.emplace_back(sign);
if (sign >= 0) {
// Vertex above or on print bed surface. Test whether it is inside the build volume.
++ num_above;
bbox.extend(pt);
}
}
return bbox;
// 2) Calculate intersections of triangle edges with the build surface.
if (num_above < its.vertices.size()) {
// Not completely above the build surface and status may still change by testing edges intersecting the build platform.
for (const stl_triangle_vertex_indices &tri : its.indices) {
const int s[3] = { sides[tri(0)], sides[tri(1)], sides[tri(2)] };
if (std::min(s[0], std::min(s[1], s[2])) < 0 && std::max(s[0], std::max(s[1], s[2])) > 0) {
// Some edge of this triangle intersects the build platform. Calculate the intersection.
int iprev = 2;
for (int iedge = 0; iedge < 3; ++ iedge) {
if (s[iprev] * s[iedge] == -1) {
// edge intersects the build surface. Calculate intersection point.
const stl_vertex p1 = trafo * its.vertices[tri(iprev)];
const stl_vertex p2 = trafo * its.vertices[tri(iedge)];
// Edge crosses the z plane. Calculate intersection point with the plane.
const float t = (world_min_z - p1.z()) / (p2.z() - p1.z());
bbox.extend(Vec3f(p1.x() + (p2.x() - p1.x()) * t, p1.y() + (p2.y() - p1.y()) * t, world_min_z));
}
iprev = iedge;
}
}
}
}
BoundingBoxf3 out;
if (! bbox.isEmpty()) {
out.min = bbox.min().cast<double>();
out.max = bbox.max().cast<double>();
out.defined = true;
};
return out;
}
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS

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@ -969,7 +969,7 @@ bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, Mo
case BuildVolume::Type::Convex:
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
case BuildVolume::Type::Custom:
state = build_volume.volume_state_convex(volume_convex_mesh(*volume), volume->world_matrix().cast<float>());
state = build_volume.object_state(volume_convex_mesh(*volume).its, volume->world_matrix().cast<float>(), volume_sinking(*volume));
break;
default:
// Ignore, don't produce any collision.