mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-08-01 00:42:07 +08:00
431 lines
16 KiB
C++
431 lines
16 KiB
C++
#include <oneapi/tbb/blocked_range.h>
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#include <oneapi/tbb/parallel_for.h>
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#include <cstdint>
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#include <iterator>
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#include <tuple>
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#include <limits>
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/Layer.hpp"
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#include "libslic3r/GCode/SeamGeometry.hpp"
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#include "libslic3r/GCode/SeamPerimeters.hpp"
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#include "libslic3r/ExPolygon.hpp"
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#include "libslic3r/GCode/SeamPainting.hpp"
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#include "libslic3r/MultiPoint.hpp"
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#include "tcbspan/span.hpp"
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namespace Slic3r::Seams::Perimeters::Impl {
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std::vector<Vec2d> oversample_painted(
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const std::vector<Vec2d> &points,
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const std::function<bool(Vec3f, double)> &is_painted,
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const double slice_z,
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const double max_distance
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) {
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std::vector<Vec2d> result;
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for (std::size_t index{0}; index < points.size(); ++index) {
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const Vec2d &point{points[index]};
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result.push_back(point);
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const std::size_t next_index{index == points.size() - 1 ? 0 : index + 1};
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const Vec2d &next_point{points[next_index]};
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const float next_point_distance{static_cast<float>((point - next_point).norm())};
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const Vec2d middle_point{(point + next_point) / 2.0};
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Vec3f point3d{to_3d(middle_point, slice_z).cast<float>()};
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if (is_painted(point3d, next_point_distance / 2.0)) {
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for (const Vec2d &edge_point :
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Geometry::oversample_edge(point, next_point, max_distance)) {
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result.push_back(edge_point);
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}
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}
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}
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return result;
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}
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std::pair<std::vector<Vec2d>, std::vector<PointType>> remove_redundant_points(
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const std::vector<Vec2d> &points,
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const std::vector<PointType> &point_types,
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const double tolerance
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) {
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std::vector<Vec2d> points_result;
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std::vector<PointType> point_types_result;
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auto range_start{points.begin()};
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for (auto iterator{points.begin()}; iterator != points.end(); ++iterator) {
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const std::int64_t index{std::distance(points.begin(), iterator)};
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if (next(iterator) == points.end() || point_types[index] != point_types[index + 1]) {
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std::vector<Vec2d> simplification_result;
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douglas_peucker<double>(
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range_start, next(iterator), std::back_inserter(simplification_result), tolerance,
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[](const Vec2d &point) { return point; }
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);
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points_result.insert(
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points_result.end(), simplification_result.begin(), simplification_result.end()
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);
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const std::vector<PointType>
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point_types_to_add(simplification_result.size(), point_types[index]);
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point_types_result.insert(
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point_types_result.end(), point_types_to_add.begin(), point_types_to_add.end()
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);
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range_start = next(iterator);
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}
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}
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return {points_result, point_types_result};
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}
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std::vector<PointType> get_point_types(
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const std::vector<Vec2d> &positions,
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const ModelInfo::Painting &painting,
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const double slice_z,
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const double painting_radius
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) {
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std::vector<PointType> result;
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result.reserve(positions.size());
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using std::transform, std::back_inserter;
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transform(
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positions.begin(), positions.end(), back_inserter(result),
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[&](const Vec2d &point) {
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const Vec3f point3d{to_3d(point.cast<float>(), static_cast<float>(slice_z))};
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if (painting.is_blocked(point3d, painting_radius)) {
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return PointType::blocker;
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}
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if (painting.is_enforced(point3d, painting_radius)) {
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return PointType::enforcer;
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}
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return PointType::common;
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}
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);
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return result;
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}
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std::vector<PointClassification> classify_points(
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const std::vector<double> &embeddings,
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const std::optional<std::vector<double>> &overhangs,
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const double overhang_threshold,
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const double embedding_threshold
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) {
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std::vector<PointClassification> result;
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result.reserve(embeddings.size());
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using std::transform, std::back_inserter;
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transform(
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embeddings.begin(), embeddings.end(), back_inserter(result),
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[&, i = 0](const double embedding) mutable {
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const unsigned index = i++;
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if (overhangs && overhangs->operator[](index) > overhang_threshold) {
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return PointClassification::overhang;
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}
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if (embedding > embedding_threshold) {
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return PointClassification::embedded;
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}
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return PointClassification::common;
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}
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);
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return result;
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}
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std::vector<AngleType> get_angle_types(
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const std::vector<double> &angles, const double convex_threshold, const double concave_threshold
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) {
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std::vector<AngleType> result;
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using std::transform, std::back_inserter;
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transform(angles.begin(), angles.end(), back_inserter(result), [&](const double angle) {
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if (angle > convex_threshold) {
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return AngleType::convex;
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}
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if (angle < -concave_threshold) {
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return AngleType::concave;
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}
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return AngleType::smooth;
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});
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return result;
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}
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std::vector<AngleType> merge_angle_types(
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const std::vector<AngleType> &angle_types,
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const std::vector<AngleType> &smooth_angle_types,
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const std::vector<Vec2d> &points,
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const double min_arm_length
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) {
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std::vector<AngleType> result;
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result.reserve(angle_types.size());
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for (std::size_t index{0}; index < angle_types.size(); ++index) {
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const AngleType &angle_type{angle_types[index]};
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const AngleType &smooth_angle_type{smooth_angle_types[index]};
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AngleType resulting_type{angle_type};
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if (smooth_angle_type != angle_type && smooth_angle_type != AngleType::smooth) {
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resulting_type = smooth_angle_type;
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// Check if there is a sharp angle in the vicinity. If so, do not use the smooth angle.
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Geometry::visit_near_forward(index, angle_types.size(), [&](const std::size_t forward_index) {
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const double distance{(points[forward_index] - points[index]).norm()};
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if (distance > min_arm_length) {
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return true;
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}
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if (angle_types[forward_index] == smooth_angle_type) {
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resulting_type = angle_type;
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}
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return false;
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});
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Geometry::visit_near_backward(index, angle_types.size(), [&](const std::size_t backward_index) {
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const double distance{(points[backward_index] - points[index]).norm()};
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if (distance > min_arm_length) {
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return true;
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}
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if (angle_types[backward_index] == smooth_angle_type) {
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resulting_type = angle_type;
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}
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return false;
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});
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}
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result.push_back(resulting_type);
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}
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return result;
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}
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} // namespace Slic3r::Seams::Perimeters::Impl
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namespace Slic3r::Seams::Perimeters {
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LayerInfos get_layer_infos(
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tcb::span<const Slic3r::Layer* const> object_layers, const double elephant_foot_compensation
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) {
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LayerInfos result(object_layers.size());
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using Range = tbb::blocked_range<size_t>;
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const Range range{0, object_layers.size()};
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tbb::parallel_for(range, [&](Range range) {
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for (std::size_t layer_index{range.begin()}; layer_index < range.end(); ++layer_index) {
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result[layer_index] = LayerInfo::create(
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*object_layers[layer_index], layer_index, elephant_foot_compensation
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);
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}
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});
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return result;
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}
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LayerInfo LayerInfo::create(
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const Slic3r::Layer &object_layer,
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const std::size_t index,
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const double elephant_foot_compensation
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) {
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AABBTreeLines::LinesDistancer<Linef> perimeter_distancer{
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to_unscaled_linesf({object_layer.lslices})};
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using PreviousLayerDistancer = std::optional<AABBTreeLines::LinesDistancer<Linef>>;
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PreviousLayerDistancer previous_layer_perimeter_distancer;
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if (object_layer.lower_layer != nullptr) {
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previous_layer_perimeter_distancer = PreviousLayerDistancer{
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to_unscaled_linesf(object_layer.lower_layer->lslices)};
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}
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return {
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std::move(perimeter_distancer),
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std::move(previous_layer_perimeter_distancer),
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index,
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object_layer.height,
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object_layer.slice_z,
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index == 0 ? elephant_foot_compensation : 0.0};
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}
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double Perimeter::IndexToCoord::operator()(const size_t index, size_t dim) const {
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return positions[index][dim];
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}
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Perimeter::PointTrees get_kd_trees(
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const PointType point_type,
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const std::vector<PointType> &all_point_types,
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const std::vector<PointClassification> &point_classifications,
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const Perimeter::IndexToCoord &index_to_coord
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) {
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std::vector<std::size_t> overhang_indexes;
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std::vector<std::size_t> embedded_indexes;
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std::vector<std::size_t> common_indexes;
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for (std::size_t i{0}; i < all_point_types.size(); ++i) {
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if (all_point_types[i] == point_type) {
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switch (point_classifications[i]) {
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case PointClassification::overhang: overhang_indexes.push_back(i); break;
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case PointClassification::embedded: embedded_indexes.push_back(i); break;
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case PointClassification::common: common_indexes.push_back(i); break;
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}
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}
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}
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Perimeter::PointTrees trees;
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if (!overhang_indexes.empty()) {
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trees.overhanging_points = Perimeter::PointTree{index_to_coord};
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trees.overhanging_points->build(overhang_indexes);
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}
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if (!embedded_indexes.empty()) {
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trees.embedded_points = Perimeter::PointTree{index_to_coord};
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trees.embedded_points->build(embedded_indexes);
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}
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if (!common_indexes.empty()) {
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trees.common_points = Perimeter::PointTree{index_to_coord};
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trees.common_points->build(common_indexes);
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}
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return trees;
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}
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Perimeter::Perimeter(
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const double slice_z,
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const std::size_t layer_index,
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const bool is_hole,
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std::vector<Vec2d> &&positions,
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std::vector<double> &&angles,
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std::vector<PointType> &&point_types,
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std::vector<PointClassification> &&point_classifications,
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std::vector<AngleType> &&angle_types
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)
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: slice_z(slice_z)
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, layer_index(layer_index)
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, is_hole(is_hole)
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, positions(std::move(positions))
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, angles(std::move(angles))
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, index_to_coord(IndexToCoord{tcb::span{this->positions}})
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, point_types(std::move(point_types))
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, point_classifications(std::move(point_classifications))
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, angle_types(std::move(angle_types))
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, enforced_points(get_kd_trees(
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PointType::enforcer, this->point_types, this->point_classifications, this->index_to_coord
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))
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, common_points(get_kd_trees(
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PointType::common, this->point_types, this->point_classifications, this->index_to_coord
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))
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, blocked_points(get_kd_trees(
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PointType::blocker, this->point_types, this->point_classifications, this->index_to_coord
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)) {}
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Perimeter Perimeter::create_degenerate(
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std::vector<Vec2d> &&points, const double slice_z, const std::size_t layer_index
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) {
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std::vector<PointType> point_types(points.size(), PointType::common);
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std::vector<PointClassification>
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point_classifications(points.size(), PointClassification::common);
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std::vector<double> angles(points.size());
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std::vector<AngleType> angle_types(points.size(), AngleType::smooth);
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Perimeter perimeter{
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slice_z,
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layer_index,
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false,
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std::move(points),
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std::move(angles),
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std::move(point_types),
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std::move(point_classifications),
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std::move(angle_types)};
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perimeter.is_degenerate = true;
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return perimeter;
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}
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Perimeter Perimeter::create(
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const Polygon &polygon,
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const ModelInfo::Painting &painting,
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const LayerInfo &layer_info,
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const PerimeterParams ¶ms,
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const double offset_inside
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) {
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if (polygon.size() < 3) {
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return Perimeter::create_degenerate(
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Geometry::unscaled(polygon.points), layer_info.slice_z, layer_info.index
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);
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}
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std::vector<Vec2d> points;
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if (layer_info.elephant_foot_compensation > 0) {
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const Polygons expanded{expand(polygon, scaled(layer_info.elephant_foot_compensation))};
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if (expanded.empty()) {
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points = Geometry::unscaled(polygon.points);
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} else {
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points = Geometry::unscaled(expanded.front().points);
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}
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} else {
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points = Geometry::unscaled(polygon.points);
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}
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auto is_painted{[&](const Vec3f &point, const double radius) {
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return painting.is_enforced(point, radius) || painting.is_blocked(point, radius);
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}};
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std::vector<Vec2d> perimeter_points{
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Impl::oversample_painted(points, is_painted, layer_info.slice_z, params.oversampling_max_distance)};
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std::vector<PointType> point_types{
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Impl::get_point_types(perimeter_points, painting, layer_info.slice_z, offset_inside > 0 ? offset_inside * 2 : params.painting_radius)};
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// Geometry converted from extrusions has non zero offset_inside.
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// Do not remomve redundant points for extrusions, becouse the redundant
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// points can be on overhangs.
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if (offset_inside < std::numeric_limits<double>::epsilon()) {
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// The following is optimization with significant impact. If in doubt, run
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// the "Seam benchmarks" test case in fff_print_tests.
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std::tie(perimeter_points, point_types) =
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Impl::remove_redundant_points(perimeter_points, point_types, params.simplification_epsilon);
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}
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const std::vector<double> embeddings{
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Geometry::get_embedding_distances(perimeter_points, layer_info.distancer)};
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std::optional<std::vector<double>> overhangs;
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if (layer_info.previous_distancer) {
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overhangs = Geometry::get_overhangs(
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perimeter_points, *layer_info.previous_distancer, layer_info.height
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);
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}
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std::vector<PointClassification> point_classifications{
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Impl::classify_points(embeddings, overhangs, params.overhang_threshold, params.embedding_threshold)};
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std::vector<double> smooth_angles{Geometry::get_vertex_angles(perimeter_points, params.smooth_angle_arm_length)};
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std::vector<double> angles{Geometry::get_vertex_angles(perimeter_points, params.sharp_angle_arm_length)};
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std::vector<AngleType> angle_types{
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Impl::get_angle_types(angles, params.convex_threshold, params.concave_threshold)};
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std::vector<AngleType> smooth_angle_types{
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Impl::get_angle_types(smooth_angles, params.convex_threshold, params.concave_threshold)};
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angle_types = Impl::merge_angle_types(angle_types, smooth_angle_types, perimeter_points, params.smooth_angle_arm_length);
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const bool is_hole{polygon.is_clockwise()};
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return Perimeter{
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layer_info.slice_z,
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layer_info.index,
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is_hole,
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std::move(perimeter_points),
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std::move(angles),
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std::move(point_types),
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std::move(point_classifications),
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std::move(angle_types)};
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}
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LayerPerimeters create_perimeters(
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const std::vector<Geometry::BoundedPolygons> &polygons,
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const std::vector<LayerInfo> &layer_infos,
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const ModelInfo::Painting &painting,
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const PerimeterParams ¶ms
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) {
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LayerPerimeters result;
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result.reserve(polygons.size());
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std::transform(
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polygons.begin(), polygons.end(), std::back_inserter(result),
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[](const Geometry::BoundedPolygons &layer) { return BoundedPerimeters(layer.size()); }
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);
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Geometry::iterate_nested(
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polygons,
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[&](const std::size_t layer_index, const std::size_t polygon_index) {
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const Geometry::BoundedPolygons &layer{polygons[layer_index]};
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const Geometry::BoundedPolygon &bounded_polygon{layer[polygon_index]};
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const LayerInfo &layer_info{layer_infos[layer_index]};
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result[layer_index][polygon_index] = BoundedPerimeter{
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Perimeter::create(bounded_polygon.polygon, painting, layer_info, params, bounded_polygon.offset_inside),
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bounded_polygon.bounding_box};
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}
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);
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return result;
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}
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} // namespace Slic3r::Seams::Perimeter
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