PrusaSlicer/src/libslic3r/GCode/SeamPerimeters.cpp
2024-09-17 11:21:29 +02:00

431 lines
16 KiB
C++

#include <oneapi/tbb/blocked_range.h>
#include <oneapi/tbb/parallel_for.h>
#include <cstdint>
#include <iterator>
#include <tuple>
#include <limits>
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/Layer.hpp"
#include "libslic3r/GCode/SeamGeometry.hpp"
#include "libslic3r/GCode/SeamPerimeters.hpp"
#include "libslic3r/ExPolygon.hpp"
#include "libslic3r/GCode/SeamPainting.hpp"
#include "libslic3r/MultiPoint.hpp"
#include "tcbspan/span.hpp"
namespace Slic3r::Seams::Perimeters::Impl {
std::vector<Vec2d> oversample_painted(
const std::vector<Vec2d> &points,
const std::function<bool(Vec3f, double)> &is_painted,
const double slice_z,
const double max_distance
) {
std::vector<Vec2d> result;
for (std::size_t index{0}; index < points.size(); ++index) {
const Vec2d &point{points[index]};
result.push_back(point);
const std::size_t next_index{index == points.size() - 1 ? 0 : index + 1};
const Vec2d &next_point{points[next_index]};
const float next_point_distance{static_cast<float>((point - next_point).norm())};
const Vec2d middle_point{(point + next_point) / 2.0};
Vec3f point3d{to_3d(middle_point, slice_z).cast<float>()};
if (is_painted(point3d, next_point_distance / 2.0)) {
for (const Vec2d &edge_point :
Geometry::oversample_edge(point, next_point, max_distance)) {
result.push_back(edge_point);
}
}
}
return result;
}
std::pair<std::vector<Vec2d>, std::vector<PointType>> remove_redundant_points(
const std::vector<Vec2d> &points,
const std::vector<PointType> &point_types,
const double tolerance
) {
std::vector<Vec2d> points_result;
std::vector<PointType> point_types_result;
auto range_start{points.begin()};
for (auto iterator{points.begin()}; iterator != points.end(); ++iterator) {
const std::int64_t index{std::distance(points.begin(), iterator)};
if (next(iterator) == points.end() || point_types[index] != point_types[index + 1]) {
std::vector<Vec2d> simplification_result;
douglas_peucker<double>(
range_start, next(iterator), std::back_inserter(simplification_result), tolerance,
[](const Vec2d &point) { return point; }
);
points_result.insert(
points_result.end(), simplification_result.begin(), simplification_result.end()
);
const std::vector<PointType>
point_types_to_add(simplification_result.size(), point_types[index]);
point_types_result.insert(
point_types_result.end(), point_types_to_add.begin(), point_types_to_add.end()
);
range_start = next(iterator);
}
}
return {points_result, point_types_result};
}
std::vector<PointType> get_point_types(
const std::vector<Vec2d> &positions,
const ModelInfo::Painting &painting,
const double slice_z,
const double painting_radius
) {
std::vector<PointType> result;
result.reserve(positions.size());
using std::transform, std::back_inserter;
transform(
positions.begin(), positions.end(), back_inserter(result),
[&](const Vec2d &point) {
const Vec3f point3d{to_3d(point.cast<float>(), static_cast<float>(slice_z))};
if (painting.is_blocked(point3d, painting_radius)) {
return PointType::blocker;
}
if (painting.is_enforced(point3d, painting_radius)) {
return PointType::enforcer;
}
return PointType::common;
}
);
return result;
}
std::vector<PointClassification> classify_points(
const std::vector<double> &embeddings,
const std::optional<std::vector<double>> &overhangs,
const double overhang_threshold,
const double embedding_threshold
) {
std::vector<PointClassification> result;
result.reserve(embeddings.size());
using std::transform, std::back_inserter;
transform(
embeddings.begin(), embeddings.end(), back_inserter(result),
[&, i = 0](const double embedding) mutable {
const unsigned index = i++;
if (overhangs && overhangs->operator[](index) > overhang_threshold) {
return PointClassification::overhang;
}
if (embedding > embedding_threshold) {
return PointClassification::embedded;
}
return PointClassification::common;
}
);
return result;
}
std::vector<AngleType> get_angle_types(
const std::vector<double> &angles, const double convex_threshold, const double concave_threshold
) {
std::vector<AngleType> result;
using std::transform, std::back_inserter;
transform(angles.begin(), angles.end(), back_inserter(result), [&](const double angle) {
if (angle > convex_threshold) {
return AngleType::convex;
}
if (angle < -concave_threshold) {
return AngleType::concave;
}
return AngleType::smooth;
});
return result;
}
std::vector<AngleType> merge_angle_types(
const std::vector<AngleType> &angle_types,
const std::vector<AngleType> &smooth_angle_types,
const std::vector<Vec2d> &points,
const double min_arm_length
) {
std::vector<AngleType> result;
result.reserve(angle_types.size());
for (std::size_t index{0}; index < angle_types.size(); ++index) {
const AngleType &angle_type{angle_types[index]};
const AngleType &smooth_angle_type{smooth_angle_types[index]};
AngleType resulting_type{angle_type};
if (smooth_angle_type != angle_type && smooth_angle_type != AngleType::smooth) {
resulting_type = smooth_angle_type;
// Check if there is a sharp angle in the vicinity. If so, do not use the smooth angle.
Geometry::visit_near_forward(index, angle_types.size(), [&](const std::size_t forward_index) {
const double distance{(points[forward_index] - points[index]).norm()};
if (distance > min_arm_length) {
return true;
}
if (angle_types[forward_index] == smooth_angle_type) {
resulting_type = angle_type;
}
return false;
});
Geometry::visit_near_backward(index, angle_types.size(), [&](const std::size_t backward_index) {
const double distance{(points[backward_index] - points[index]).norm()};
if (distance > min_arm_length) {
return true;
}
if (angle_types[backward_index] == smooth_angle_type) {
resulting_type = angle_type;
}
return false;
});
}
result.push_back(resulting_type);
}
return result;
}
} // namespace Slic3r::Seams::Perimeters::Impl
namespace Slic3r::Seams::Perimeters {
LayerInfos get_layer_infos(
tcb::span<const Slic3r::Layer* const> object_layers, const double elephant_foot_compensation
) {
LayerInfos result(object_layers.size());
using Range = tbb::blocked_range<size_t>;
const Range range{0, object_layers.size()};
tbb::parallel_for(range, [&](Range range) {
for (std::size_t layer_index{range.begin()}; layer_index < range.end(); ++layer_index) {
result[layer_index] = LayerInfo::create(
*object_layers[layer_index], layer_index, elephant_foot_compensation
);
}
});
return result;
}
LayerInfo LayerInfo::create(
const Slic3r::Layer &object_layer,
const std::size_t index,
const double elephant_foot_compensation
) {
AABBTreeLines::LinesDistancer<Linef> perimeter_distancer{
to_unscaled_linesf({object_layer.lslices})};
using PreviousLayerDistancer = std::optional<AABBTreeLines::LinesDistancer<Linef>>;
PreviousLayerDistancer previous_layer_perimeter_distancer;
if (object_layer.lower_layer != nullptr) {
previous_layer_perimeter_distancer = PreviousLayerDistancer{
to_unscaled_linesf(object_layer.lower_layer->lslices)};
}
return {
std::move(perimeter_distancer),
std::move(previous_layer_perimeter_distancer),
index,
object_layer.height,
object_layer.slice_z,
index == 0 ? elephant_foot_compensation : 0.0};
}
double Perimeter::IndexToCoord::operator()(const size_t index, size_t dim) const {
return positions[index][dim];
}
Perimeter::PointTrees get_kd_trees(
const PointType point_type,
const std::vector<PointType> &all_point_types,
const std::vector<PointClassification> &point_classifications,
const Perimeter::IndexToCoord &index_to_coord
) {
std::vector<std::size_t> overhang_indexes;
std::vector<std::size_t> embedded_indexes;
std::vector<std::size_t> common_indexes;
for (std::size_t i{0}; i < all_point_types.size(); ++i) {
if (all_point_types[i] == point_type) {
switch (point_classifications[i]) {
case PointClassification::overhang: overhang_indexes.push_back(i); break;
case PointClassification::embedded: embedded_indexes.push_back(i); break;
case PointClassification::common: common_indexes.push_back(i); break;
}
}
}
Perimeter::PointTrees trees;
if (!overhang_indexes.empty()) {
trees.overhanging_points = Perimeter::PointTree{index_to_coord};
trees.overhanging_points->build(overhang_indexes);
}
if (!embedded_indexes.empty()) {
trees.embedded_points = Perimeter::PointTree{index_to_coord};
trees.embedded_points->build(embedded_indexes);
}
if (!common_indexes.empty()) {
trees.common_points = Perimeter::PointTree{index_to_coord};
trees.common_points->build(common_indexes);
}
return trees;
}
Perimeter::Perimeter(
const double slice_z,
const std::size_t layer_index,
const bool is_hole,
std::vector<Vec2d> &&positions,
std::vector<double> &&angles,
std::vector<PointType> &&point_types,
std::vector<PointClassification> &&point_classifications,
std::vector<AngleType> &&angle_types
)
: slice_z(slice_z)
, layer_index(layer_index)
, is_hole(is_hole)
, positions(std::move(positions))
, angles(std::move(angles))
, index_to_coord(IndexToCoord{tcb::span{this->positions}})
, point_types(std::move(point_types))
, point_classifications(std::move(point_classifications))
, angle_types(std::move(angle_types))
, enforced_points(get_kd_trees(
PointType::enforcer, this->point_types, this->point_classifications, this->index_to_coord
))
, common_points(get_kd_trees(
PointType::common, this->point_types, this->point_classifications, this->index_to_coord
))
, blocked_points(get_kd_trees(
PointType::blocker, this->point_types, this->point_classifications, this->index_to_coord
)) {}
Perimeter Perimeter::create_degenerate(
std::vector<Vec2d> &&points, const double slice_z, const std::size_t layer_index
) {
std::vector<PointType> point_types(points.size(), PointType::common);
std::vector<PointClassification>
point_classifications(points.size(), PointClassification::common);
std::vector<double> angles(points.size());
std::vector<AngleType> angle_types(points.size(), AngleType::smooth);
Perimeter perimeter{
slice_z,
layer_index,
false,
std::move(points),
std::move(angles),
std::move(point_types),
std::move(point_classifications),
std::move(angle_types)};
perimeter.is_degenerate = true;
return perimeter;
}
Perimeter Perimeter::create(
const Polygon &polygon,
const ModelInfo::Painting &painting,
const LayerInfo &layer_info,
const PerimeterParams &params,
const double offset_inside
) {
if (polygon.size() < 3) {
return Perimeter::create_degenerate(
Geometry::unscaled(polygon.points), layer_info.slice_z, layer_info.index
);
}
std::vector<Vec2d> points;
if (layer_info.elephant_foot_compensation > 0) {
const Polygons expanded{expand(polygon, scaled(layer_info.elephant_foot_compensation))};
if (expanded.empty()) {
points = Geometry::unscaled(polygon.points);
} else {
points = Geometry::unscaled(expanded.front().points);
}
} else {
points = Geometry::unscaled(polygon.points);
}
auto is_painted{[&](const Vec3f &point, const double radius) {
return painting.is_enforced(point, radius) || painting.is_blocked(point, radius);
}};
std::vector<Vec2d> perimeter_points{
Impl::oversample_painted(points, is_painted, layer_info.slice_z, params.oversampling_max_distance)};
std::vector<PointType> point_types{
Impl::get_point_types(perimeter_points, painting, layer_info.slice_z, offset_inside > 0 ? offset_inside * 2 : params.painting_radius)};
// Geometry converted from extrusions has non zero offset_inside.
// Do not remomve redundant points for extrusions, becouse the redundant
// points can be on overhangs.
if (offset_inside < std::numeric_limits<double>::epsilon()) {
// The following is optimization with significant impact. If in doubt, run
// the "Seam benchmarks" test case in fff_print_tests.
std::tie(perimeter_points, point_types) =
Impl::remove_redundant_points(perimeter_points, point_types, params.simplification_epsilon);
}
const std::vector<double> embeddings{
Geometry::get_embedding_distances(perimeter_points, layer_info.distancer)};
std::optional<std::vector<double>> overhangs;
if (layer_info.previous_distancer) {
overhangs = Geometry::get_overhangs(
perimeter_points, *layer_info.previous_distancer, layer_info.height
);
}
std::vector<PointClassification> point_classifications{
Impl::classify_points(embeddings, overhangs, params.overhang_threshold, params.embedding_threshold)};
std::vector<double> smooth_angles{Geometry::get_vertex_angles(perimeter_points, params.smooth_angle_arm_length)};
std::vector<double> angles{Geometry::get_vertex_angles(perimeter_points, params.sharp_angle_arm_length)};
std::vector<AngleType> angle_types{
Impl::get_angle_types(angles, params.convex_threshold, params.concave_threshold)};
std::vector<AngleType> smooth_angle_types{
Impl::get_angle_types(smooth_angles, params.convex_threshold, params.concave_threshold)};
angle_types = Impl::merge_angle_types(angle_types, smooth_angle_types, perimeter_points, params.smooth_angle_arm_length);
const bool is_hole{polygon.is_clockwise()};
return Perimeter{
layer_info.slice_z,
layer_info.index,
is_hole,
std::move(perimeter_points),
std::move(angles),
std::move(point_types),
std::move(point_classifications),
std::move(angle_types)};
}
LayerPerimeters create_perimeters(
const std::vector<Geometry::BoundedPolygons> &polygons,
const std::vector<LayerInfo> &layer_infos,
const ModelInfo::Painting &painting,
const PerimeterParams &params
) {
LayerPerimeters result;
result.reserve(polygons.size());
std::transform(
polygons.begin(), polygons.end(), std::back_inserter(result),
[](const Geometry::BoundedPolygons &layer) { return BoundedPerimeters(layer.size()); }
);
Geometry::iterate_nested(
polygons,
[&](const std::size_t layer_index, const std::size_t polygon_index) {
const Geometry::BoundedPolygons &layer{polygons[layer_index]};
const Geometry::BoundedPolygon &bounded_polygon{layer[polygon_index]};
const LayerInfo &layer_info{layer_infos[layer_index]};
result[layer_index][polygon_index] = BoundedPerimeter{
Perimeter::create(bounded_polygon.polygon, painting, layer_info, params, bounded_polygon.offset_inside),
bounded_polygon.bounding_box};
}
);
return result;
}
} // namespace Slic3r::Seams::Perimeter