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fix patterns in Random seam - replace rand() with pseudorandom generator
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@ -473,7 +473,6 @@ void process_perimeter_polygon(const Polygon &orig_polygon, float z_coord, const
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}
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Polygon polygon = orig_polygon;
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bool was_clockwise = polygon.make_counter_clockwise();
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float angle_arm_len = region != nullptr ? region->flow(FlowRole::frExternalPerimeter).nozzle_diameter() : 0.5f;
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std::vector<float> lengths { };
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for (size_t point_idx = 0; point_idx < polygon.size() - 1; ++point_idx) {
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@ -481,7 +480,7 @@ void process_perimeter_polygon(const Polygon &orig_polygon, float z_coord, const
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}
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lengths.push_back(std::max((unscale(polygon[0]) - unscale(polygon[polygon.size() - 1])).norm(), 0.1));
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std::vector<float> polygon_angles = calculate_polygon_angles_at_vertices(polygon, lengths,
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angle_arm_len);
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SeamPlacer::polygon_local_angles_arm_distance);
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result.perimeters.push_back( { });
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Perimeter &perimeter = result.perimeters.back();
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@ -969,7 +968,7 @@ void pick_random_seam_point(const std::vector<SeamCandidate> &perimeter_points,
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std::vector<Viable> viables;
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const Vec3f pseudornd_seed = perimeter_points[viable_example_index].position;
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float rand = std::abs(sin(pseudornd_seed.dot(Vec3f(12.9898f,78.233f, 133.3333f))) * 43758.5453f);
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float rand = std::abs(sin(pseudornd_seed.dot(Vec3f(12.9898,78.233, 133.3333))) * 43758.5453);
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rand = rand - (int) rand;
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for (size_t index = start_index; index < end_index; ++index) {
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@ -1020,7 +1019,11 @@ class PerimeterDistancer {
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public:
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PerimeterDistancer(const Layer *layer) {
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ExPolygons layer_outline = layer->lslices;
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static const float eps = float(scale_(layer->object()->config().slice_closing_radius.value));
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// merge with offset
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ExPolygons merged = layer->merged(eps);
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// ofsset back
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ExPolygons layer_outline = offset_ex(merged, -eps);
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for (const ExPolygon &island : layer_outline) {
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assert(island.contour.is_counter_clockwise());
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for (const auto &line : island.contour.lines()) {
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@ -1036,8 +1039,8 @@ public:
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tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(lines);
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}
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float distance_from_perimeter(const Vec2f &point) const {
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Vec2d p = point.cast<double>();
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float distance_from_perimeter(const Point &point) const {
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Vec2d p = unscale(point);
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size_t hit_idx_out { };
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Vec2d hit_point_out = Vec2d::Zero();
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auto distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, p, hit_idx_out, hit_point_out);
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@ -1129,19 +1132,20 @@ void SeamPlacer::calculate_overhangs_and_layer_embedding(const PrintObject *po)
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std::unique_ptr<PerimeterDistancer> current_layer_distancer = std::make_unique<PerimeterDistancer>(po->layers()[layer_idx]);
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for (SeamCandidate &perimeter_point : layers[layer_idx].points) {
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Vec2f point = Vec2f { perimeter_point.position.head<2>() };
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Point point = Point::new_scale(Vec2f { perimeter_point.position.head<2>() });
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if (prev_layer_distancer.get() != nullptr) {
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perimeter_point.overhang = prev_layer_distancer->distance_from_perimeter(point)
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+ 0.6f * perimeter_point.perimeter.flow_width
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perimeter_point.overhang = (prev_layer_distancer->distance_from_perimeter(point)
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+ 0.5f * perimeter_point.perimeter.flow_width
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- tan(SeamPlacer::overhang_angle_threshold)
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* po->layers()[layer_idx]->height;
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perimeter_point.overhang =
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perimeter_point.overhang < 0.0f ? 0.0f : perimeter_point.overhang;
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* po->layers()[layer_idx]->height)
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/ (3.0f * perimeter_point.perimeter.flow_width);
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//NOTE disables the feature to place seams on slowly decreasing areas. Remove the following line to enable.
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perimeter_point.overhang = perimeter_point.overhang < 0.0f ? 0.0f : perimeter_point.overhang;
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}
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if (should_compute_layer_embedding) { // search for embedded perimeter points (points hidden inside the print ,e.g. multimaterial join, best position for seam)
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perimeter_point.embedded_distance = current_layer_distancer->distance_from_perimeter(point)
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+ 0.6f * perimeter_point.perimeter.flow_width;
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+ 0.5f * perimeter_point.perimeter.flow_width;
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}
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}
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@ -1399,7 +1403,7 @@ void SeamPlacer::align_seam_points(const PrintObject *po, const SeamPlacerImpl::
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observations[index] = current.position.head<2>();
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observation_points[index] = current.position.z();
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weights[index] = angle_weight(current.local_ccw_angle);
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float sign = layer_angle > 2.0 * std::abs(current.local_ccw_angle) ? -0.8f : 1.0f;
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float sign = layer_angle > 2.0 * std::abs(current.local_ccw_angle) ? -1.0f : 1.0f;
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if (current.type == EnforcedBlockedSeamPoint::Enforced) {
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sign = 1.0f;
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weights[index] += 3.0f;
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@ -1417,10 +1421,10 @@ void SeamPlacer::align_seam_points(const PrintObject *po, const SeamPlacerImpl::
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// Perimeter structure of the point; also set flag aligned to true
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for (size_t index = 0; index < seam_string.size(); ++index) {
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const auto &pair = seam_string[index];
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float t = std::min(1.0f, std::pow(std::abs(layers[pair.first].points[pair.second].local_ccw_angle)
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/ SeamPlacer::sharp_angle_snapping_threshold, 3.0f));
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float t = std::min(1.0f, std::abs(layers[pair.first].points[pair.second].local_ccw_angle)
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/ SeamPlacer::sharp_angle_snapping_threshold);
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if (layers[pair.first].points[pair.second].type == EnforcedBlockedSeamPoint::Enforced){
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t = std::max(0.4f, t);
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t = std::max(0.7f, t);
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}
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Vec3f current_pos = layers[pair.first].points[pair.second].position;
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@ -1551,40 +1555,16 @@ void SeamPlacer::place_seam(const Layer *layer, ExtrusionLoop &loop, bool extern
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const size_t layer_index = layer->id() - po->slicing_parameters().raft_layers();
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const double unscaled_z = layer->slice_z;
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auto get_next_loop_point = [loop](ExtrusionLoop::ClosestPathPoint current) {
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current.segment_idx += 1;
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if (current.segment_idx >= loop.paths[current.path_idx].polyline.points.size()) {
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current.path_idx = next_idx_modulo(current.path_idx, loop.paths.size());
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current.segment_idx = 0;
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}
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current.foot_pt = loop.paths[current.path_idx].polyline.points[current.segment_idx];
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return current;
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};
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const PrintObjectSeamData::LayerSeams &layer_perimeters =
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m_seam_per_object.find(layer->object())->second.layers[layer_index];
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// Find the closest perimeter in the SeamPlacer to this loop.
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// Repeat search until two consecutive points of the loop are found, that result in the same closest_perimeter
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// This is beacuse with arachne, T-Junctions may exist and sometimes the wrong perimeter was chosen
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size_t closest_perimeter_point_index = 0;
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{ // local space for the closest_perimeter_point_index
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Perimeter *closest_perimeter = nullptr;
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ExtrusionLoop::ClosestPathPoint closest_point{0,0,loop.paths[0].polyline.points[0]};
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size_t points_count = std::accumulate(loop.paths.begin(), loop.paths.end(), 0, [](size_t acc,const ExtrusionPath& p) {
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return acc + p.polyline.points.size();
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});
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for (size_t _ = 0; _ < points_count; ++_) {
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Vec2f unscaled_p = unscaled<float>(closest_point.foot_pt);
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closest_perimeter_point_index = find_closest_point(*layer_perimeters.points_tree.get(),
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to_3d(unscaled_p, float(unscaled_z)));
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if (closest_perimeter != &layer_perimeters.points[closest_perimeter_point_index].perimeter) {
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closest_perimeter = &layer_perimeters.points[closest_perimeter_point_index].perimeter;
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closest_point = get_next_loop_point(closest_point);
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} else {
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break;
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}
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}
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// Find the closest perimeter in the SeamPlacer to the first point of this loop.
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size_t closest_perimeter_point_index;
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{
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const Point &fp = loop.first_point();
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Vec2f unscaled_p = unscaled<float>(fp);
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closest_perimeter_point_index = find_closest_point(*layer_perimeters.points_tree.get(),
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to_3d(unscaled_p, float(unscaled_z)));
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}
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Vec3f seam_position;
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