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Avoid bridge/infill mess when the bridge area is a bit thin.
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@ -489,6 +489,8 @@ namespace Slic3r {
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// and to add a configurable number of solid layers above the BOTTOM / BOTTOMBRIDGE surfaces
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// to close these surfaces reliably.
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//FIXME Vojtech: Is this a good place to add supporting infills below sloping perimeters?
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//note: only if not "ensure vertical shell"
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//TODO merill: as "ensure_vertical_shell_thickness" is innefective, this should be simplified / streamlined / deleted?
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this->discover_horizontal_shells();
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m_print->throw_if_canceled();
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@ -2121,6 +2123,7 @@ namespace Slic3r {
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// iterate through lower layers spanned by bridge_flow
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double bottom_z = layer->print_z - bridge_flow.height;
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//TODO take into account sparse ratio! double protrude_by = bridge_flow.height - layer->height;
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for (int i = int(layer_it - m_layers.begin()) - 1; i >= 0; --i) {
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const Layer* lower_layer = m_layers[i];
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@ -2135,22 +2138,44 @@ namespace Slic3r {
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// intersect such lower internal surfaces with the candidate solid surfaces
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to_bridge_pp = intersection(to_bridge_pp, lower_internal);
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}
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if (to_bridge_pp.empty()) continue;
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//put to_bridge_pp into to_bridge
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// there's no point in bridging too thin/short regions
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//FIXME Vojtech: The offset2 function is not a geometric offset,
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// therefore it may create 1) gaps, and 2) sharp corners, which are outside the original contour.
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// The gaps will be filled by a separate region, which makes the infill less stable and it takes longer.
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{
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to_bridge.clear();
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//choose betweent two offset the one that split the less the surface.
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float min_width = float(bridge_flow.scaled_width()) * 3.f;
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to_bridge_pp = offset2(to_bridge_pp, -min_width, +min_width);
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for (Polygon& poly_to_check_for_thin : to_bridge_pp) {
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ExPolygons collapsed = offset2_ex({ poly_to_check_for_thin }, -min_width, +min_width * 1.25f);
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ExPolygons bridge = intersection_ex(collapsed, { ExPolygon{ poly_to_check_for_thin } });
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ExPolygons not_bridge = diff_ex({ ExPolygon{ poly_to_check_for_thin } }, collapsed);
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int try1_count = bridge.size() + not_bridge.size();
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if (try1_count > 1) {
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if (layer->id() == 15)
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std::cout << "lol\n";
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min_width = float(bridge_flow.scaled_width()) * 1.5f;
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collapsed = offset2_ex({ poly_to_check_for_thin }, -min_width, +min_width * 1.5f);
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ExPolygons bridge2 = intersection_ex(collapsed, { ExPolygon{ poly_to_check_for_thin } });
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not_bridge = diff_ex({ ExPolygon{ poly_to_check_for_thin } }, collapsed);
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int try2_count = bridge2.size() + not_bridge.size();
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if(try2_count < try1_count)
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to_bridge.insert(to_bridge.begin(), bridge2.begin(), bridge2.end());
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else
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to_bridge.insert(to_bridge.begin(), bridge.begin(), bridge.end());
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} else if (!bridge.empty())
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to_bridge.push_back(bridge.front());
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}
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}
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if (to_bridge.empty()) continue;
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if (to_bridge_pp.empty()) continue;
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// convert into ExPolygons
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to_bridge = union_ex(to_bridge_pp);
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// union
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to_bridge = union_ex(to_bridge);
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}
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#ifdef SLIC3R_DEBUG
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printf("Bridging %zu internal areas at layer %zu\n", to_bridge.size(), layer->id());
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#endif
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@ -3508,11 +3533,13 @@ static void fix_mesh_connectivity(TriangleMesh &mesh)
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// Scatter top / bottom regions to other layers. Scattering process is inherently serial, it is difficult to parallelize without locking.
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for (int n = ((type & stPosTop) == stPosTop) ? int(i) - 1 : int(i) + 1;
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((type & stPosTop) == stPosTop) ?
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(n >= 0 && (int(i) - n < num_solid_layers ||
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print_z - m_layers[n]->print_z < region_config.top_solid_min_thickness.value - EPSILON)) :
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(n < int(m_layers.size()) && (n - int(i) < num_solid_layers ||
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m_layers[n]->bottom_z() - bottom_z < region_config.bottom_solid_min_thickness.value - EPSILON));
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((type & stPosTop) == stPosTop) ? --n : ++n)
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{
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// Slic3r::debugf " looking for neighbors on layer %d...\n", $n;
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@ -3566,7 +3593,6 @@ static void fix_mesh_connectivity(TriangleMesh &mesh)
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offset2_ex(new_internal_solid, -margin, +margin, jtMiter, 5),
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true);
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// Trim the regularized region by the original region.
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if (!too_narrow.empty())
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if (!too_narrow.empty()) {
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solid = new_internal_solid = diff_ex(new_internal_solid, too_narrow);
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}
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