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155 lines
6.1 KiB
C++
155 lines
6.1 KiB
C++
#include "igl/random_points_on_mesh.h"
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#include "igl/AABB.h"
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#include "SLAAutoSupports.hpp"
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#include "Model.hpp"
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#include <iostream>
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namespace Slic3r {
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SLAAutoSupports::SLAAutoSupports(ModelObject& mo, const SLAAutoSupports::Config& c)
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: m_model_object(mo), mesh(), m_config(c)
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{}
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float SLAAutoSupports::approximate_geodesic_distance(const Vec3f& p1, const Vec3f& p2, Vec3f& n1, Vec3f& n2)
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{
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n1.normalize();
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n2.normalize();
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Vec3f v = (p2-p1);
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v.normalize();
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float c1 = n1.dot(v);
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float c2 = n2.dot(v);
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float result = pow(p1(0)-p2(0), 2) + pow(p1(1)-p2(1), 2) + pow(p1(2)-p2(2), 2);
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// Check for division by zero:
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if(fabs(c1 - c2) > 0.0001)
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result *= (asin(c1) - asin(c2)) / (c1 - c2);
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return result;
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}
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void SLAAutoSupports::generate()
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{
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// Loads the ModelObject raw_mesh and transforms it by first instance's transformation matrix (disregarding translation).
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// Instances only differ in z-rotation, so it does not matter which of them will be used for the calculation.
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// The supports point will be calculated on this mesh (so scaling ang vertical direction is correctly accounted for).
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// Results will be inverse-transformed to raw_mesh coordinates.
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TriangleMesh mesh = m_model_object.raw_mesh();
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Transform3d transformation_matrix = m_model_object.instances[0]->get_matrix(true/*dont_translate*/);
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mesh.transform(transformation_matrix);
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// Check that the object is thick enough to produce any support points
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BoundingBoxf3 bb = mesh.bounding_box();
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if (bb.size()(2) < m_config.minimal_z)
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return;
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// All points that we curretly have must be transformed too, so distance to them is correcly calculated.
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for (Vec3f& point : m_model_object.sla_support_points)
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point = transformation_matrix.cast<float>() * point;
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const stl_file& stl = mesh.stl;
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Eigen::MatrixXf V;
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Eigen::MatrixXi F;
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V.resize(3 * stl.stats.number_of_facets, 3);
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F.resize(stl.stats.number_of_facets, 3);
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for (unsigned int i=0; i<stl.stats.number_of_facets; ++i) {
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const stl_facet* facet = stl.facet_start+i;
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V(3*i+0, 0) = facet->vertex[0](0); V(3*i+0, 1) = facet->vertex[0](1); V(3*i+0, 2) = facet->vertex[0](2);
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V(3*i+1, 0) = facet->vertex[1](0); V(3*i+1, 1) = facet->vertex[1](1); V(3*i+1, 2) = facet->vertex[1](2);
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V(3*i+2, 0) = facet->vertex[2](0); V(3*i+2, 1) = facet->vertex[2](1); V(3*i+2, 2) = facet->vertex[2](2);
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F(i, 0) = 3*i+0;
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F(i, 1) = 3*i+1;
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F(i, 2) = 3*i+2;
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}
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// In order to calculate distance to already placed points, we must keep know which facet the point lies on.
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std::vector<Vec3f> facets_normals;
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// The AABB hierarchy will be used to find normals of already placed points.
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// The points added automatically will just push_back the new normal on the fly.
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igl::AABB<Eigen::MatrixXf,3> aabb;
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aabb.init(V, F);
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for (unsigned int i=0; i<m_model_object.sla_support_points.size(); ++i) {
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int facet_idx = 0;
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Eigen::Matrix<float, 1, 3> dump;
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Eigen::MatrixXf query_point = m_model_object.sla_support_points[i];
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aabb.squared_distance(V, F, query_point, facet_idx, dump);
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Vec3f a1 = V.row(F(facet_idx,1)) - V.row(F(facet_idx,0));
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Vec3f a2 = V.row(F(facet_idx,2)) - V.row(F(facet_idx,0));
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Vec3f normal = a1.cross(a2);
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normal.normalize();
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facets_normals.push_back(normal);
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}
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// New potential support point is randomly generated on the mesh and distance to all already placed points is calculated.
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// In case it is never smaller than certain limit (depends on the new point's facet normal), the point is accepted.
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// The process stops after certain number of points is refused in a row.
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Vec3f point;
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Vec3f normal;
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int added_points = 0;
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int refused_points = 0;
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const int refused_limit = 30;
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// Angle at which the density reaches zero:
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const float threshold_angle = std::min(M_PI_2, M_PI_4 * acos(0.f/m_config.density_at_horizontal) / acos(m_config.density_at_45/m_config.density_at_horizontal));
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srand(time(NULL)); // rand() is used by igl::random_point_on_mesh
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while (refused_points < refused_limit) {
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// Place a random point on the mesh and calculate corresponding facet's normal:
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Eigen::VectorXi FI;
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Eigen::MatrixXf B;
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igl::random_points_on_mesh(1, V, F, B, FI);
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point = B(0,0)*V.row(F(FI(0),0)) +
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B(0,1)*V.row(F(FI(0),1)) +
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B(0,2)*V.row(F(FI(0),2));
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if (point(2) - bb.min(2) < m_config.minimal_z)
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continue;
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Vec3f a1 = V.row(F(FI(0),1)) - V.row(F(FI(0),0));
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Vec3f a2 = V.row(F(FI(0),2)) - V.row(F(FI(0),0));
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normal = a1.cross(a2);
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normal.normalize();
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// calculate angle between the normal and vertical:
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float angle = angle_from_normal(normal);
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if (angle > threshold_angle)
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continue;
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const float distance_limit = 1./(2.4*get_required_density(angle));
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bool add_it = true;
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for (unsigned int i=0; i<m_model_object.sla_support_points.size(); ++i) {
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if (approximate_geodesic_distance(m_model_object.sla_support_points[i], point, facets_normals[i], normal) < distance_limit) {
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add_it = false;
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++refused_points;
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break;
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}
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}
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if (add_it) {
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m_model_object.sla_support_points.push_back(point);
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facets_normals.push_back(normal);
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++added_points;
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refused_points = 0;
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}
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}
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// Now transform all support points to mesh coordinates:
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for (Vec3f& point : m_model_object.sla_support_points)
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point = transformation_matrix.inverse().cast<float>() * point;
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}
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float SLAAutoSupports::get_required_density(float angle) const
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{
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// calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle
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// to get the user-set density for 45 deg. So it ends up as density_0 * cos(K * angle).
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float K = 4.f * float(acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI);
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return std::max(0.f, float(m_config.density_at_horizontal * cos(K*angle)));
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}
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} // namespace Slic3r
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