#include "SupportTreeMesher.hpp" namespace Slic3r { namespace sla { indexed_triangle_set sphere(double rho, Portion portion, double fa) { indexed_triangle_set ret; // prohibit close to zero radius if(rho <= 1e-6 && rho >= -1e-6) return ret; auto& vertices = ret.vertices; auto& facets = ret.indices; // Algorithm: // Add points one-by-one to the sphere grid and form facets using relative // coordinates. Sphere is composed effectively of a mesh of stacked circles. // adjust via rounding to get an even multiple for any provided angle. double angle = (2 * PI / floor(2*PI / fa) ); // Ring to be scaled to generate the steps of the sphere std::vector ring; for (double i = 0; i < 2*PI; i+=angle) ring.emplace_back(i); const auto sbegin = size_t(2*std::get<0>(portion)/angle); const auto send = size_t(2*std::get<1>(portion)/angle); const size_t steps = ring.size(); const double increment = 1.0 / double(steps); // special case: first ring connects to 0,0,0 // insert and form facets. if (sbegin == 0) vertices.emplace_back( Vec3f(0.f, 0.f, float(-rho + increment * sbegin * 2. * rho))); auto id = coord_t(vertices.size()); for (size_t i = 0; i < ring.size(); i++) { // Fixed scaling const double z = -rho + increment*rho*2.0 * (sbegin + 1.0); // radius of the circle for this step. const double r = std::sqrt(std::abs(rho*rho - z*z)); Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r); vertices.emplace_back(Vec3d(b(0), b(1), z).cast()); if (sbegin == 0) (i == 0) ? facets.emplace_back(coord_t(ring.size()), 0, 1) : facets.emplace_back(id - 1, 0, id); ++id; } // General case: insert and form facets for each step, // joining it to the ring below it. for (size_t s = sbegin + 2; s < send - 1; s++) { const double z = -rho + increment * double(s * 2. * rho); const double r = std::sqrt(std::abs(rho*rho - z*z)); for (size_t i = 0; i < ring.size(); i++) { Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r); vertices.emplace_back(Vec3d(b(0), b(1), z).cast()); auto id_ringsize = coord_t(id - int(ring.size())); if (i == 0) { // wrap around facets.emplace_back(id - 1, id, id + coord_t(ring.size() - 1) ); facets.emplace_back(id - 1, id_ringsize, id); } else { facets.emplace_back(id_ringsize - 1, id_ringsize, id); facets.emplace_back(id - 1, id_ringsize - 1, id); } id++; } } // special case: last ring connects to 0,0,rho*2.0 // only form facets. if(send >= size_t(2*PI / angle)) { vertices.emplace_back(0.f, 0.f, float(-rho + increment*send*2.0*rho)); for (size_t i = 0; i < ring.size(); i++) { auto id_ringsize = coord_t(id - int(ring.size())); if (i == 0) { // third vertex is on the other side of the ring. facets.emplace_back(id - 1, id_ringsize, id); } else { auto ci = coord_t(id_ringsize + coord_t(i)); facets.emplace_back(ci - 1, ci, id); } } } id++; return ret; } indexed_triangle_set pinhead(double r_pin, double r_back, double length, size_t steps) { assert(steps > 0); assert(length >= 0.); assert(r_back > 0.); assert(r_pin > 0.); indexed_triangle_set mesh; // We create two spheres which will be connected with a robe that fits // both circles perfectly. // Set up the model detail level const double detail = 2 * PI / steps; // We don't generate whole circles. Instead, we generate only the // portions which are visible (not covered by the robe) To know the // exact portion of the bottom and top circles we need to use some // rules of tangent circles from which we can derive (using simple // triangles the following relations: // The height of the whole mesh const double h = r_back + r_pin + length; double phi = PI / 2. - std::acos((r_back - r_pin) / h); if (std::isnan(phi)) return mesh; // To generate a whole circle we would pass a portion of (0, Pi) // To generate only a half horizontal circle we can pass (0, Pi/2) // The calculated phi is an offset to the half circles needed to smooth // the transition from the circle to the robe geometry auto s1 = sphere(r_back, make_portion(0, PI / 2 + phi), detail); auto s2 = sphere(r_pin, make_portion(PI / 2 + phi, PI), detail); for (auto &p : s2.vertices) p.z() += h; its_merge(mesh, s1); its_merge(mesh, s2); for (size_t idx1 = s1.vertices.size() - steps, idx2 = s1.vertices.size(); idx1 < s1.vertices.size() - 1; idx1++, idx2++) { coord_t i1s1 = coord_t(idx1), i1s2 = coord_t(idx2); coord_t i2s1 = i1s1 + 1, i2s2 = i1s2 + 1; mesh.indices.emplace_back(i1s1, i2s1, i2s2); mesh.indices.emplace_back(i1s1, i2s2, i1s2); } auto i1s1 = coord_t(s1.vertices.size()) - coord_t(steps); auto i2s1 = coord_t(s1.vertices.size()) - 1; auto i1s2 = coord_t(s1.vertices.size()); auto i2s2 = coord_t(s1.vertices.size()) + coord_t(steps) - 1; mesh.indices.emplace_back(i2s2, i2s1, i1s1); mesh.indices.emplace_back(i1s2, i2s2, i1s1); return mesh; } indexed_triangle_set halfcone(double baseheight, double r_bottom, double r_top, const Vec3d &pos, size_t steps) { assert(steps > 0); if (baseheight <= 0 || steps <= 0 || (r_bottom <= 0. && r_top <= 0.)) return {}; indexed_triangle_set base; double a = 2 * PI / steps; auto last = int(steps - 1); Vec3d ep{pos.x(), pos.y(), pos.z() + baseheight}; for (size_t i = 0; i < steps; ++i) { double phi = i * a; auto x = float(pos.x() + r_top * std::cos(phi)); auto y = float(pos.y() + r_top * std::sin(phi)); base.vertices.emplace_back(x, y, float(ep.z())); } for (size_t i = 0; i < steps; ++i) { double phi = i * a; auto x = float(pos.x() + r_bottom * std::cos(phi)); auto y = float(pos.y() + r_bottom * std::sin(phi)); base.vertices.emplace_back(x, y, float(pos.z())); } base.vertices.emplace_back(pos.cast()); base.vertices.emplace_back(ep.cast()); auto &indices = base.indices; auto hcenter = int(base.vertices.size() - 1); auto lcenter = int(base.vertices.size() - 2); auto offs = int(steps); for (int i = 0; i < last; ++i) { indices.emplace_back(i, i + offs, offs + i + 1); indices.emplace_back(i, offs + i + 1, i + 1); indices.emplace_back(i, i + 1, hcenter); indices.emplace_back(lcenter, offs + i + 1, offs + i); } indices.emplace_back(0, last, offs); indices.emplace_back(last, offs + last, offs); indices.emplace_back(hcenter, last, 0); indices.emplace_back(offs, offs + last, lcenter); return base; } indexed_triangle_set get_mesh(const Head &h, size_t steps) { indexed_triangle_set mesh = pinhead(h.r_pin_mm, h.r_back_mm, h.width_mm, steps); for (auto& p : mesh.vertices) p.z() -= (h.fullwidth() - h.r_back_mm); using Quaternion = Eigen::Quaternion; // We rotate the head to the specified direction. The head's pointing // side is facing upwards so this means that it would hold a support // point with a normal pointing straight down. This is the reason of // the -1 z coordinate auto quatern = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, -1.f}, h.dir.cast()); Vec3f pos = h.pos.cast(); for (auto& p : mesh.vertices) p = quatern * p + pos; return mesh; } indexed_triangle_set get_mesh(const Bridge &br, size_t steps) { using Quaternion = Eigen::Quaternion; Vec3d v = (br.endp - br.startp); Vec3d dir = v.normalized(); double d = v.norm(); indexed_triangle_set mesh = cylinder(br.r, d, steps); auto quater = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, 1.f}, dir.cast()); Vec3f startp = br.startp.cast(); for(auto& p : mesh.vertices) p = quater * p + startp; return mesh; } indexed_triangle_set get_mesh(const DiffBridge &br, size_t steps) { double h = br.get_length(); indexed_triangle_set mesh = halfcone(h, br.r, br.end_r, Vec3d::Zero(), steps); using Quaternion = Eigen::Quaternion; // We rotate the head to the specified direction. The head's pointing // side is facing upwards so this means that it would hold a support // point with a normal pointing straight down. This is the reason of // the -1 z coordinate auto quatern = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, 1.f}, br.get_dir().cast()); Vec3f startp = br.startp.cast(); for(auto& p : mesh.vertices) p = quatern * p + startp; return mesh; } }} // namespace Slic3r::sla