22 Commits

Author SHA1 Message Date
Vojtech Bubnik
fde0d68c40 WIP Reworking of "ensure vertical wall thickness".
1) Flipped the order of "discover_vertical_shells" and "process_external_surfaces",
   now the external surfaces are expanded after "discover_vertical_shells"
   aka "ensure vertical wall thickness" is solved.
2) Reworked LayerRegion::process_external_surfaces() to only expand into
   "ensure vertical wall thickness" regions, also the expansion is done
   in small steps to avoid overflowing into neighbor regions.

also:
Utility functions reserve_more(), reserve_power_of_2(), reserve_more_power_of_2()
Various SurfaceCollecion::filter_xxx() modified to accept an initializer list of surface types.
New bridges detector refactored to accept overhang boundaries.
BoundingBoxWrapper was moved from RetractCrossingPerimeters to AABBTreeIndirect.
2023-01-02 13:19:27 +01:00
Vojtech Bubnik
7309c729e0 Reworked "only_retract_when_crossing_perimeters" feature, which
was terribly slow:
Introduced RetractWhenCrossingPerimeters.cpp,hpp
AABBTreeIndirect traverse template was extended to support early exit.
2022-12-06 11:45:05 +01:00
Pavel Mikus
e02aed31d2 Added new query to AABBTree: all primitives (triangles/lines) within radius 2022-10-05 14:51:32 +02:00
Vojtech Bubnik
2b3d4b2868 WIP TreeSupports:
1) Reworked the merging code to use an AABB tree for better locality.
   The old code sorted lexicographically, the new code splits bounding
   boxes by the longest axis.
2) Refactored to a functional style with better const correctness.
3) Reduced memory allocation pressure by replacing std::set with
   vectors, in place merging etc.
2022-09-26 11:20:20 +02:00
PavelMikus
d0c08ec5c1 Feature: AABB tree for lines
Small refactoring of AABB tree distance query function, to allow different primitives (apart from triangles)
Implemented Distancer and functions to create AABB tree from lines and use closest point query
Added test for the AABBTree with lines
Added Benchmark comparing EdgeGrid with AABBTree on line contours (Inside AABBTree test file, disabled under compilation flag)
2022-05-12 12:55:10 +02:00
tamasmeszaros
bbf398f2dc Fix AABB query in hollowing print step 2022-05-11 10:35:29 +02:00
tamasmeszaros
fed317f27b Change std::nan("") to proper nan constants 2022-05-11 10:35:12 +02:00
Vojtech Bubnik
8ce36e9137 Refactoring of SeamPlacer:
Replaced shared_ptr<> with deque.
Merged multiple vectors into one.
Refactoring using common helper functions (prev/next_idx_modulo(),
angle(), ...)
AABBTreeIndirect::intersect_ray_all_hits(): Reuse memory of the hits cache.
2022-04-25 12:42:51 +02:00
PavelMikus
eccf1c1553 refactored raycasting - inverted direction of raycasting - now each face is tested
fixed bug with custom seam drawings - square distance parameter named incorrectly
2022-04-25 12:42:51 +02:00
Vojtech Bubnik
1c76df89ea Fix of paint on supports don't work for object that has been scaled up #6718
The triangle-ray intersection function used a hard coded epsilon,
which did not work for triangle meshes, that were either too small
or too large. Newly the epsilon may be provided to the AABBTreeIndirect
search functions externally and IndexedMesh calculates a suitable
epsilon on demand from an average triangle mesh edge length.
2021-08-27 21:04:18 +02:00
tamasmeszaros
3d0d96d8f9 Working hole drilling one by one without linear slowdown. 2021-03-16 09:31:03 +01:00
Vojtech Bubnik
8049dd1f72 Trying to fix the remaining OSX warnings 2021-02-10 19:07:09 +01:00
Lukas Matena
b85de89751 Fixing Clang warnings 2 2021-02-08 17:52:29 +01:00
Lukas Matena
997ee971b4 Bugfix: custom seam identification
Bounding boxes of polygons could overlap. Ask the AABB tree for all possible candidates.
Might be faster than searching for the closest triangle, that requires traversing the whole depth of the tree every time.
2020-12-05 02:02:22 +01:00
Lukas Matena
22f93a34a8 Fix horrible complexity of custom seam lookup (#5067)
- polygons are offset individually
- custom areas are kept separately for each PrintObject
- AABB tree is used to get logN lookup complexity
2020-11-27 10:09:20 +01:00
Vojtech Bubnik
37c5fe9923 Refactoring of adaptive cubic / support cubic:
1) Octree is built directly from the triangle mesh by checking
   overlap of a triangle with an octree cell. This shall produce
   a tighter octree with less dense cells.
2) The same method is used for both the adaptive / support cubic infill,
   where for the support cubic infill the non-overhang triangles are
   ignored.
The AABB tree is no more used.
3) Optimized extraction of continuous infill lines in O(1) instead of O(n^2)
2020-09-17 18:39:28 +02:00
Lukáš Hejl
c311b84b21 Add function for check existence of triangle in define radius 2020-09-09 14:34:04 +02:00
Vojtech Bubnik
ac1f24e5c9 AABB: Some further polishing and a reference to an SSE implementation
of the 3D Box vs. ray intersection implementation.
2020-05-22 11:35:49 +02:00
Vojtech Bubnik
dc46589a8e AABB - triangle intersection wrapped to mimize copying into Vector3D 2020-05-22 09:29:21 +02:00
Vojtech Bubnik
99514ba42b WIP: AABBTreeIndirect - optimized ray_box_intersect_invdir() test,
sandbox for comparing the AABBTreeIndirect with libigl::AABB
2020-05-22 09:29:21 +02:00
Vojtech Bubnik
2b8f655020 WIP AABBIndirect: Documentation, polishing. 2020-05-22 09:29:21 +02:00
Vojtech Bubnik
eeb9590d28 WIP: own AABBTreeIndirect, builds up the tree 4x quicker than libigl. 2020-05-22 09:29:21 +02:00