PrusaSlicer/src/libslic3r/SLA/SupportPointGenerator.cpp

561 lines
27 KiB
C++

//#include "igl/random_points_on_mesh.h"
//#include "igl/AABB.h"
#include <tbb/parallel_for.h>
#include "SupportPointGenerator.hpp"
#include "Model.hpp"
#include "ExPolygon.hpp"
#include "SVG.hpp"
#include "Point.hpp"
#include "ClipperUtils.hpp"
#include "Tesselate.hpp"
#include "libslic3r.h"
#include <iostream>
#include <random>
namespace Slic3r {
namespace sla {
/*float SupportPointGenerator::approximate_geodesic_distance(const Vec3d& p1, const Vec3d& p2, Vec3d& n1, Vec3d& n2)
{
n1.normalize();
n2.normalize();
Vec3d v = (p2-p1);
v.normalize();
float c1 = n1.dot(v);
float c2 = n2.dot(v);
float result = pow(p1(0)-p2(0), 2) + pow(p1(1)-p2(1), 2) + pow(p1(2)-p2(2), 2);
// Check for division by zero:
if(fabs(c1 - c2) > 0.0001)
result *= (asin(c1) - asin(c2)) / (c1 - c2);
return result;
}
float SupportPointGenerator::get_required_density(float angle) const
{
// calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle
// to get the user-set density for 45 deg. So it ends up as density_0 * cos(K * angle).
float K = 4.f * float(acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI);
return std::max(0.f, float(m_config.density_at_horizontal * cos(K*angle)));
}
float SupportPointGenerator::distance_limit(float angle) const
{
return 1./(2.4*get_required_density(angle));
}*/
SupportPointGenerator::SupportPointGenerator(const sla::EigenMesh3D & emesh,
const std::vector<ExPolygons> &slices,
const std::vector<float> & heights,
const Config & config,
std::function<void(void)> throw_on_cancel,
std::function<void(int)> statusfn)
: m_config(config)
, m_emesh(emesh)
, m_throw_on_cancel(throw_on_cancel)
, m_statusfn(statusfn)
{
process(slices, heights);
project_onto_mesh(m_output);
}
void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& points) const
{
// The function makes sure that all the points are really exactly placed on the mesh.
// Use a reasonable granularity to account for the worker thread synchronization cost.
tbb::parallel_for(tbb::blocked_range<size_t>(0, points.size(), 64),
[this, &points](const tbb::blocked_range<size_t>& range) {
for (size_t point_id = range.begin(); point_id < range.end(); ++ point_id) {
if ((point_id % 16) == 0)
// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
m_throw_on_cancel();
Vec3f& p = points[point_id].pos;
// Project the point upward and downward and choose the closer intersection with the mesh.
//bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
//bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
bool up = hit_up.is_hit();
bool down = hit_down.is_hit();
if (!up && !down)
continue;
sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
//int fid = hit.face();
//Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
//p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
p = p + (hit.distance() * hit.direction()).cast<float>();
}
});
}
static std::vector<SupportPointGenerator::MyLayer> make_layers(
const std::vector<ExPolygons>& slices, const std::vector<float>& heights,
std::function<void(void)> throw_on_cancel)
{
assert(slices.size() == heights.size());
// Allocate empty layers.
std::vector<SupportPointGenerator::MyLayer> layers;
layers.reserve(slices.size());
for (size_t i = 0; i < slices.size(); ++ i)
layers.emplace_back(i, heights[i]);
// FIXME: calculate actual pixel area from printer config:
//const float pixel_area = pow(wxGetApp().preset_bundle->project_config.option<ConfigOptionFloat>("display_width") / wxGetApp().preset_bundle->project_config.option<ConfigOptionInt>("display_pixels_x"), 2.f); //
const float pixel_area = pow(0.047f, 2.f);
// Use a reasonable granularity to account for the worker thread synchronization cost.
tbb::parallel_for(tbb::blocked_range<size_t>(0, layers.size(), 32),
[&layers, &slices, &heights, pixel_area, throw_on_cancel](const tbb::blocked_range<size_t>& range) {
for (size_t layer_id = range.begin(); layer_id < range.end(); ++ layer_id) {
if ((layer_id % 8) == 0)
// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
throw_on_cancel();
SupportPointGenerator::MyLayer &layer = layers[layer_id];
const ExPolygons &islands = slices[layer_id];
//FIXME WTF?
const float height = (layer_id>2 ? heights[layer_id-3] : heights[0]-(heights[1]-heights[0]));
layer.islands.reserve(islands.size());
for (const ExPolygon &island : islands) {
float area = float(island.area() * SCALING_FACTOR * SCALING_FACTOR);
if (area >= pixel_area)
//FIXME this is not a correct centroid of a polygon with holes.
layer.islands.emplace_back(layer, island, get_extents(island.contour), Slic3r::unscale(island.contour.centroid()).cast<float>(), area, height);
}
}
});
// Calculate overlap of successive layers. Link overlapping islands.
tbb::parallel_for(tbb::blocked_range<size_t>(1, layers.size(), 8),
[&layers, &heights, throw_on_cancel](const tbb::blocked_range<size_t>& range) {
for (size_t layer_id = range.begin(); layer_id < range.end(); ++layer_id) {
if ((layer_id % 2) == 0)
// Don't call the following function too often as it flushes CPU write caches due to synchronization primitves.
throw_on_cancel();
SupportPointGenerator::MyLayer &layer_above = layers[layer_id];
SupportPointGenerator::MyLayer &layer_below = layers[layer_id - 1];
//FIXME WTF?
const float layer_height = (layer_id!=0 ? heights[layer_id]-heights[layer_id-1] : heights[0]);
const float safe_angle = 5.f * (float(M_PI)/180.f); // smaller number - less supports
const float between_layers_offset = float(scale_(layer_height / std::tan(safe_angle)));
const float slope_angle = 75.f * (float(M_PI)/180.f); // smaller number - less supports
const float slope_offset = float(scale_(layer_height / std::tan(slope_angle)));
//FIXME This has a quadratic time complexity, it will be excessively slow for many tiny islands.
for (SupportPointGenerator::Structure &top : layer_above.islands) {
for (SupportPointGenerator::Structure &bottom : layer_below.islands) {
float overlap_area = top.overlap_area(bottom);
if (overlap_area > 0) {
top.islands_below.emplace_back(&bottom, overlap_area);
bottom.islands_above.emplace_back(&top, overlap_area);
}
}
if (! top.islands_below.empty()) {
Polygons top_polygons = to_polygons(*top.polygon);
Polygons bottom_polygons = top.polygons_below();
top.overhangs = diff_ex(top_polygons, bottom_polygons);
if (! top.overhangs.empty()) {
top.overhangs_area = 0.f;
std::vector<std::pair<ExPolygon*, float>> expolys_with_areas;
for (ExPolygon &ex : top.overhangs) {
float area = float(ex.area());
expolys_with_areas.emplace_back(&ex, area);
top.overhangs_area += area;
}
std::sort(expolys_with_areas.begin(), expolys_with_areas.end(),
[](const std::pair<ExPolygon*, float> &p1, const std::pair<ExPolygon*, float> &p2)
{ return p1.second > p2.second; });
ExPolygons overhangs_sorted;
for (auto &p : expolys_with_areas)
overhangs_sorted.emplace_back(std::move(*p.first));
top.overhangs = std::move(overhangs_sorted);
top.overhangs_area *= float(SCALING_FACTOR * SCALING_FACTOR);
top.overhangs_slopes = diff_ex(top_polygons, offset(bottom_polygons, slope_offset));
top.dangling_areas = diff_ex(top_polygons, offset(bottom_polygons, between_layers_offset));
}
}
}
}
});
return layers;
}
void SupportPointGenerator::process(const std::vector<ExPolygons>& slices, const std::vector<float>& heights)
{
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
std::vector<std::pair<ExPolygon, coord_t>> islands;
#endif /* SLA_SUPPORTPOINTGEN_DEBUG */
std::vector<SupportPointGenerator::MyLayer> layers = make_layers(slices, heights, m_throw_on_cancel);
PointGrid3D point_grid;
point_grid.cell_size = Vec3f(10.f, 10.f, 10.f);
double increment = 100.0 / layers.size();
double status = 0;
for (unsigned int layer_id = 0; layer_id < layers.size(); ++ layer_id) {
SupportPointGenerator::MyLayer *layer_top = &layers[layer_id];
SupportPointGenerator::MyLayer *layer_bottom = (layer_id > 0) ? &layers[layer_id - 1] : nullptr;
std::vector<float> support_force_bottom;
if (layer_bottom != nullptr) {
support_force_bottom.assign(layer_bottom->islands.size(), 0.f);
for (size_t i = 0; i < layer_bottom->islands.size(); ++ i)
support_force_bottom[i] = layer_bottom->islands[i].supports_force_total();
}
for (Structure &top : layer_top->islands)
for (Structure::Link &bottom_link : top.islands_below) {
Structure &bottom = *bottom_link.island;
//float centroids_dist = (bottom.centroid - top.centroid).norm();
// Penalization resulting from centroid offset:
// bottom.supports_force *= std::min(1.f, 1.f - std::min(1.f, (1600.f * layer_height) * centroids_dist * centroids_dist / bottom.area));
float &support_force = support_force_bottom[&bottom - layer_bottom->islands.data()];
//FIXME this condition does not reflect a bifurcation into a one large island and one tiny island well, it incorrectly resets the support force to zero.
// One should rather work with the overlap area vs overhang area.
// support_force *= std::min(1.f, 1.f - std::min(1.f, 0.1f * centroids_dist * centroids_dist / bottom.area));
// Penalization resulting from increasing polygon area:
support_force *= std::min(1.f, 20.f * bottom.area / top.area);
}
// Let's assign proper support force to each of them:
if (layer_id > 0) {
for (Structure &below : layer_bottom->islands) {
float below_support_force = support_force_bottom[&below - layer_bottom->islands.data()];
float above_overlap_area = 0.f;
for (Structure::Link &above_link : below.islands_above)
above_overlap_area += above_link.overlap_area;
for (Structure::Link &above_link : below.islands_above)
above_link.island->supports_force_inherited += below_support_force * above_link.overlap_area / above_overlap_area;
}
}
// Now iterate over all polygons and append new points if needed.
for (Structure &s : layer_top->islands) {
// Penalization resulting from large diff from the last layer:
// s.supports_force_inherited /= std::max(1.f, (layer_height / 0.3f) * e_area / s.area);
s.supports_force_inherited /= std::max(1.f, 0.17f * (s.overhangs_area) / s.area);
//float force_deficit = s.support_force_deficit(m_config.tear_pressure());
if (s.islands_below.empty()) { // completely new island - needs support no doubt
uniformly_cover({ *s.polygon }, s, point_grid, true);
} else if (! s.dangling_areas.empty()) {
// Let's see if there's anything that overlaps enough to need supports:
// What we now have in polygons needs support, regardless of what the forces are, so we can add them.
//FIXME is it an island point or not? Vojtech thinks it is.
uniformly_cover(s.dangling_areas, s, point_grid);
} else if (! s.overhangs_slopes.empty()) {
//FIXME add the support force deficit as a parameter, only cover until the defficiency is covered.
uniformly_cover(s.overhangs_slopes, s, point_grid);
}
}
m_throw_on_cancel();
status += increment;
m_statusfn(int(std::round(status)));
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
/*std::string layer_num_str = std::string((i<10 ? "0" : "")) + std::string((i<100 ? "0" : "")) + std::to_string(i);
output_expolygons(expolys_top, "top" + layer_num_str + ".svg");
output_expolygons(diff, "diff" + layer_num_str + ".svg");
if (!islands.empty())
output_expolygons(islands, "islands" + layer_num_str + ".svg");*/
#endif /* SLA_SUPPORTPOINTGEN_DEBUG */
}
}
std::vector<Vec2f> sample_expolygon(const ExPolygon &expoly, float samples_per_mm2, std::mt19937 &rng)
{
// Triangulate the polygon with holes into triplets of 3D points.
std::vector<Vec2f> triangles = Slic3r::triangulate_expolygon_2f(expoly);
std::vector<Vec2f> out;
if (! triangles.empty())
{
// Calculate area of each triangle.
std::vector<float> areas;
areas.reserve(triangles.size() / 3);
for (size_t i = 0; i < triangles.size(); ) {
const Vec2f &a = triangles[i ++];
const Vec2f v1 = triangles[i ++] - a;
const Vec2f v2 = triangles[i ++] - a;
areas.emplace_back(0.5f * std::abs(cross2(v1, v2)));
if (i != 3)
// Prefix sum of the areas.
areas.back() += areas[areas.size() - 2];
}
size_t num_samples = size_t(ceil(areas.back() * samples_per_mm2));
std::uniform_real_distribution<> random_triangle(0., double(areas.back()));
std::uniform_real_distribution<> random_float(0., 1.);
for (size_t i = 0; i < num_samples; ++ i) {
double r = random_triangle(rng);
size_t idx_triangle = std::min<size_t>(std::upper_bound(areas.begin(), areas.end(), (float)r) - areas.begin(), areas.size() - 1) * 3;
// Select a random point on the triangle.
double u = float(sqrt(random_float(rng)));
double v = float(random_float(rng));
const Vec2f &a = triangles[idx_triangle ++];
const Vec2f &b = triangles[idx_triangle++];
const Vec2f &c = triangles[idx_triangle];
const Vec2f x = a * (1.f - u) + b * (u * (1.f - v)) + c * (v * u);
out.emplace_back(x);
}
}
return out;
}
std::vector<Vec2f> sample_expolygon_with_boundary(const ExPolygon &expoly, float samples_per_mm2, float samples_per_mm_boundary, std::mt19937 &rng)
{
std::vector<Vec2f> out = sample_expolygon(expoly, samples_per_mm2, rng);
double point_stepping_scaled = scale_(1.f) / samples_per_mm_boundary;
for (size_t i_contour = 0; i_contour <= expoly.holes.size(); ++ i_contour) {
const Polygon &contour = (i_contour == 0) ? expoly.contour : expoly.holes[i_contour - 1];
const Points pts = contour.equally_spaced_points(point_stepping_scaled);
for (size_t i = 0; i < pts.size(); ++ i)
out.emplace_back(unscale<float>(pts[i].x()), unscale<float>(pts[i].y()));
}
return out;
}
std::vector<Vec2f> sample_expolygon_with_boundary(const ExPolygons &expolys, float samples_per_mm2, float samples_per_mm_boundary, std::mt19937 &rng)
{
std::vector<Vec2f> out;
for (const ExPolygon &expoly : expolys)
append(out, sample_expolygon_with_boundary(expoly, samples_per_mm2, samples_per_mm_boundary, rng));
return out;
}
template<typename REFUSE_FUNCTION>
static inline std::vector<Vec2f> poisson_disk_from_samples(const std::vector<Vec2f> &raw_samples, float radius, REFUSE_FUNCTION refuse_function)
{
Vec2f corner_min(std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
for (const Vec2f &pt : raw_samples) {
corner_min.x() = std::min(corner_min.x(), pt.x());
corner_min.y() = std::min(corner_min.y(), pt.y());
}
// Assign the raw samples to grid cells, sort the grid cells lexicographically.
struct RawSample {
Vec2f coord;
Vec2i cell_id;
};
std::vector<RawSample> raw_samples_sorted;
RawSample sample;
for (const Vec2f &pt : raw_samples) {
sample.coord = pt;
sample.cell_id = ((pt - corner_min) / radius).cast<int>();
raw_samples_sorted.emplace_back(sample);
}
std::sort(raw_samples_sorted.begin(), raw_samples_sorted.end(), [](const RawSample &lhs, const RawSample &rhs)
{ return lhs.cell_id.x() < rhs.cell_id.x() || (lhs.cell_id.x() == rhs.cell_id.x() && lhs.cell_id.y() < rhs.cell_id.y()); });
struct PoissonDiskGridEntry {
// Resulting output sample points for this cell:
enum {
max_positions = 4
};
Vec2f poisson_samples[max_positions];
int num_poisson_samples = 0;
// Index into raw_samples:
int first_sample_idx;
int sample_cnt;
};
struct CellIDHash {
std::size_t operator()(const Vec2i &cell_id) const {
return std::hash<int>()(cell_id.x()) ^ std::hash<int>()(cell_id.y() * 593);
}
};
// Map from cell IDs to hash_data. Each hash_data points to the range in raw_samples corresponding to that cell.
// (We could just store the samples in hash_data. This implementation is an artifact of the reference paper, which
// is optimizing for GPU acceleration that we haven't implemented currently.)
typedef std::unordered_map<Vec2i, PoissonDiskGridEntry, CellIDHash> Cells;
Cells cells;
{
typename Cells::iterator last_cell_id_it;
Vec2i last_cell_id(-1, -1);
for (size_t i = 0; i < raw_samples_sorted.size(); ++ i) {
const RawSample &sample = raw_samples_sorted[i];
if (sample.cell_id == last_cell_id) {
// This sample is in the same cell as the previous, so just increase the count. Cells are
// always contiguous, since we've sorted raw_samples_sorted by cell ID.
++ last_cell_id_it->second.sample_cnt;
} else {
// This is a new cell.
PoissonDiskGridEntry data;
data.first_sample_idx = int(i);
data.sample_cnt = 1;
auto result = cells.insert({sample.cell_id, data});
last_cell_id = sample.cell_id;
last_cell_id_it = result.first;
}
}
}
const int max_trials = 5;
const float radius_squared = radius * radius;
for (int trial = 0; trial < max_trials; ++ trial) {
// Create sample points for each entry in cells.
for (auto &it : cells) {
const Vec2i &cell_id = it.first;
PoissonDiskGridEntry &cell_data = it.second;
// This cell's raw sample points start at first_sample_idx. On trial 0, try the first one. On trial 1, try first_sample_idx + 1.
int next_sample_idx = cell_data.first_sample_idx + trial;
if (trial >= cell_data.sample_cnt)
// There are no more points to try for this cell.
continue;
const RawSample &candidate = raw_samples_sorted[next_sample_idx];
// See if this point conflicts with any other points in this cell, or with any points in
// neighboring cells. Note that it's possible to have more than one point in the same cell.
bool conflict = refuse_function(candidate.coord);
for (int i = -1; i < 2 && ! conflict; ++ i) {
for (int j = -1; j < 2; ++ j) {
const auto &it_neighbor = cells.find(cell_id + Vec2i(i, j));
if (it_neighbor != cells.end()) {
const PoissonDiskGridEntry &neighbor = it_neighbor->second;
for (int i_sample = 0; i_sample < neighbor.num_poisson_samples; ++ i_sample)
if ((neighbor.poisson_samples[i_sample] - candidate.coord).squaredNorm() < radius_squared) {
conflict = true;
break;
}
}
}
}
if (! conflict) {
// Store the new sample.
assert(cell_data.num_poisson_samples < cell_data.max_positions);
if (cell_data.num_poisson_samples < cell_data.max_positions)
cell_data.poisson_samples[cell_data.num_poisson_samples ++] = candidate.coord;
}
}
}
// Copy the results to the output.
std::vector<Vec2f> out;
for (const auto& it : cells)
for (int i = 0; i < it.second.num_poisson_samples; ++ i)
out.emplace_back(it.second.poisson_samples[i]);
return out;
}
void SupportPointGenerator::uniformly_cover(const ExPolygons& islands, Structure& structure, PointGrid3D &grid3d, bool is_new_island, bool just_one)
{
//int num_of_points = std::max(1, (int)((island.area()*pow(SCALING_FACTOR, 2) * m_config.tear_pressure)/m_config.support_force));
const float support_force_deficit = structure.support_force_deficit(m_config.tear_pressure());
if (support_force_deficit < 0)
return;
// Number of newly added points.
const size_t poisson_samples_target = size_t(ceil(support_force_deficit / m_config.support_force()));
const float density_horizontal = m_config.tear_pressure() / m_config.support_force();
//FIXME why?
float poisson_radius = std::max(m_config.minimal_distance, 1.f / (5.f * density_horizontal));
// const float poisson_radius = 1.f / (15.f * density_horizontal);
const float samples_per_mm2 = 30.f / (float(M_PI) * poisson_radius * poisson_radius);
// Minimum distance between samples, in 3D space.
// float min_spacing = poisson_radius / 3.f;
float min_spacing = poisson_radius;
//FIXME share the random generator. The random generator may be not so cheap to initialize, also we don't want the random generator to be restarted for each polygon.
std::random_device rd;
std::mt19937 rng(rd());
std::vector<Vec2f> raw_samples = sample_expolygon_with_boundary(islands, samples_per_mm2, 5.f / poisson_radius, rng);
std::vector<Vec2f> poisson_samples;
for (size_t iter = 0; iter < 4; ++ iter) {
poisson_samples = poisson_disk_from_samples(raw_samples, poisson_radius,
[&structure, &grid3d, min_spacing](const Vec2f &pos) {
return grid3d.collides_with(pos, &structure, min_spacing);
});
if (poisson_samples.size() >= poisson_samples_target || m_config.minimal_distance > poisson_radius-EPSILON)
break;
float coeff = 0.5f;
if (poisson_samples.size() * 2 > poisson_samples_target)
coeff = float(poisson_samples.size()) / float(poisson_samples_target);
poisson_radius = std::max(m_config.minimal_distance, poisson_radius * coeff);
min_spacing = std::max(m_config.minimal_distance, min_spacing * coeff);
}
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
{
static int irun = 0;
Slic3r::SVG svg(debug_out_path("SLA_supports-uniformly_cover-%d.svg", irun ++), get_extents(islands));
for (const ExPolygon &island : islands)
svg.draw(island);
for (const Vec2f &pt : raw_samples)
svg.draw(Point(scale_(pt.x()), scale_(pt.y())), "red");
for (const Vec2f &pt : poisson_samples)
svg.draw(Point(scale_(pt.x()), scale_(pt.y())), "blue");
}
#endif /* NDEBUG */
// assert(! poisson_samples.empty());
if (poisson_samples_target < poisson_samples.size()) {
std::shuffle(poisson_samples.begin(), poisson_samples.end(), rng);
poisson_samples.erase(poisson_samples.begin() + poisson_samples_target, poisson_samples.end());
}
for (const Vec2f &pt : poisson_samples) {
m_output.emplace_back(float(pt(0)), float(pt(1)), structure.height, m_config.head_diameter/2.f, is_new_island);
structure.supports_force_this_layer += m_config.support_force();
grid3d.insert(pt, &structure);
}
}
void remove_bottom_points(std::vector<SupportPoint> &pts, double gnd_lvl, double tolerance)
{
// get iterator to the reorganized vector end
auto endit =
std::remove_if(pts.begin(), pts.end(),
[tolerance, gnd_lvl](const sla::SupportPoint &sp) {
double diff = std::abs(gnd_lvl -
double(sp.pos(Z)));
return diff <= tolerance;
});
// erase all elements after the new end
pts.erase(endit, pts.end());
}
#ifdef SLA_SUPPORTPOINTGEN_DEBUG
void SupportPointGenerator::output_structures(const std::vector<Structure>& structures)
{
for (unsigned int i=0 ; i<structures.size(); ++i) {
std::stringstream ss;
ss << structures[i].unique_id.count() << "_" << std::setw(10) << std::setfill('0') << 1000 + (int)structures[i].height/1000 << ".png";
output_expolygons(std::vector<ExPolygon>{*structures[i].polygon}, ss.str());
}
}
void SupportPointGenerator::output_expolygons(const ExPolygons& expolys, const std::string &filename)
{
BoundingBox bb(Point(-30000000, -30000000), Point(30000000, 30000000));
Slic3r::SVG svg_cummulative(filename, bb);
for (size_t i = 0; i < expolys.size(); ++ i) {
/*Slic3r::SVG svg("single"+std::to_string(i)+".svg", bb);
svg.draw(expolys[i]);
svg.draw_outline(expolys[i].contour, "black", scale_(0.05));
svg.draw_outline(expolys[i].holes, "blue", scale_(0.05));
svg.Close();*/
svg_cummulative.draw(expolys[i]);
svg_cummulative.draw_outline(expolys[i].contour, "black", scale_(0.05));
svg_cummulative.draw_outline(expolys[i].holes, "blue", scale_(0.05));
}
}
#endif
} // namespace sla
} // namespace Slic3r