PrusaSlicer/src/libslic3r/TriangleMeshSlicer.hpp
Vojtech Bubnik 0d70a2be69 Renamed create_face_neighbors_index() to its_face_edge_ids().
Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par().
New variant of its_face_edge_ids() to create edge IDs from face neighbors.
Fixed some incorrect use of _NDEBUG, it should be NDEBUG.
PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons.
Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons.
TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated.
New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation.
TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers.
When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps.
When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure.
GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3.
Improved MMU painting refresh speed by optimizing generation of the vertex buffers.
Refactored MMU segmentation - projection of painted surfaces from top / bottom.
	1) Parallelized.
	2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
2021-06-20 15:21:12 +02:00

105 lines
4.1 KiB
C++

#ifndef slic3r_TriangleMeshSlicer_hpp_
#define slic3r_TriangleMeshSlicer_hpp_
#include <functional>
#include <vector>
#include "Polygon.hpp"
#include "ExPolygon.hpp"
namespace Slic3r {
struct MeshSlicingParams
{
enum class SlicingMode : uint32_t {
// Regular slicing, maintain all contours and their orientation.
// slice_mesh_ex() applies ClipperLib::pftNonZero rule to the result of slice_mesh().
Regular,
// For slicing 3DLabPrints plane models (aka to be compatible with S3D default strategy).
// slice_mesh_ex() applies ClipperLib::pftEvenOdd rule. slice_mesh() slices EvenOdd as Regular.
EvenOdd,
// Maintain all contours, orient all contours CCW.
// slice_mesh_ex() applies ClipperLib::pftNonZero rule, thus holes will be closed.
Positive,
// Orient all contours CCW and keep only the contour with the largest area.
// This mode is useful for slicing complex objects in vase mode.
PositiveLargestContour,
};
SlicingMode mode { SlicingMode::Regular };
// For vase mode: below this layer a different slicing mode will be used to produce a single contour.
// 0 = ignore.
size_t slicing_mode_normal_below_layer { 0 };
// Mode to apply below slicing_mode_normal_below_layer. Ignored if slicing_mode_nromal_below_layer == 0.
SlicingMode mode_below { SlicingMode::Regular };
// Transforming faces during the slicing.
Transform3d trafo { Transform3d::Identity() };
};
struct MeshSlicingParamsEx : public MeshSlicingParams
{
// Morphological closing operation when creating output expolygons, unscaled.
float closing_radius { 0 };
// Positive offset applied when creating output expolygons, unscaled.
float extra_offset { 0 };
// Resolution for contour simplification, unscaled.
// 0 = don't simplify.
double resolution { 0 };
};
std::vector<Polygons> slice_mesh(
const indexed_triangle_set &mesh,
const std::vector<float> &zs,
const MeshSlicingParams &params,
std::function<void()> throw_on_cancel = []{});
std::vector<ExPolygons> slice_mesh_ex(
const indexed_triangle_set &mesh,
const std::vector<float> &zs,
const MeshSlicingParamsEx &params,
std::function<void()> throw_on_cancel = []{});
inline std::vector<ExPolygons> slice_mesh_ex(
const indexed_triangle_set &mesh,
const std::vector<float> &zs,
std::function<void()> throw_on_cancel = []{})
{
return slice_mesh_ex(mesh, zs, MeshSlicingParamsEx{}, throw_on_cancel);
}
inline std::vector<ExPolygons> slice_mesh_ex(
const indexed_triangle_set &mesh,
const std::vector<float> &zs,
float closing_radius,
std::function<void()> throw_on_cancel = []{})
{
MeshSlicingParamsEx params;
params.closing_radius = closing_radius;
return slice_mesh_ex(mesh, zs, params, throw_on_cancel);
}
// Slice a triangle set with a set of Z slabs (thick layers).
// The effect is similar to producing the usual top / bottom layers from a sliced mesh by
// subtracting layer[i] from layer[i - 1] for the top surfaces resp.
// subtracting layer[i] from layer[i + 1] for the bottom surfaces,
// with the exception that the triangle set this function processes may not cover the whole top resp. bottom surface.
// top resp. bottom surfaces are calculated only if out_top resp. out_bottom is not null.
void slice_mesh_slabs(
const indexed_triangle_set &mesh,
// Unscaled Zs
const std::vector<float> &zs,
const Transform3d &trafo,
std::vector<Polygons> *out_top,
std::vector<Polygons> *out_bottom,
std::function<void()> throw_on_cancel);
void cut_mesh(
const indexed_triangle_set &mesh,
float z,
indexed_triangle_set *upper,
indexed_triangle_set *lower,
bool triangulate_caps = true);
}
#endif // slic3r_TriangleMeshSlicer_hpp_