diff options
author | bubnikv <bubnikv@gmail.com> | 2020-03-23 20:51:10 +0300 |
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committer | bubnikv <bubnikv@gmail.com> | 2020-03-23 21:20:54 +0300 |
commit | 580d739d6f377fcf76456051e1816aae2fb35bad (patch) | |
tree | 9c266d187679ba812cd0bc132ffc27fc36ab3c5c /src/libslic3r/SLA/SupportPointGenerator.cpp | |
parent | 22d9fcb27f0fba76e4fffe86fde4034ea0b8e32f (diff) | |
parent | d5bcddeed333e6be567de517bc22c69fc5559b7e (diff) |
Merging version_2.2.0 final into stable
Merge commit 'd5bcddeed333e6be567de517bc22c69fc5559b7e' into stable
Diffstat (limited to 'src/libslic3r/SLA/SupportPointGenerator.cpp')
-rw-r--r-- | src/libslic3r/SLA/SupportPointGenerator.cpp | 570 |
1 files changed, 570 insertions, 0 deletions
diff --git a/src/libslic3r/SLA/SupportPointGenerator.cpp b/src/libslic3r/SLA/SupportPointGenerator.cpp new file mode 100644 index 000000000..78c2ced35 --- /dev/null +++ b/src/libslic3r/SLA/SupportPointGenerator.cpp @@ -0,0 +1,570 @@ +//#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) + : SupportPointGenerator(emesh, config, throw_on_cancel, statusfn) +{ + std::random_device rd; + m_rng.seed(rd()); + execute(slices, heights); +} + +SupportPointGenerator::SupportPointGenerator( + const EigenMesh3D &emesh, + const SupportPointGenerator::Config &config, + std::function<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) +{ +} + +void SupportPointGenerator::execute(const std::vector<ExPolygons> &slices, + const std::vector<float> & heights) +{ + 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. + 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; + 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::vector<Vec2f> raw_samples = sample_expolygon_with_boundary(islands, samples_per_mm2, 5.f / poisson_radius, m_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(), m_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 |