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authorEnrico Turri <enricoturri@seznam.cz>2019-07-01 09:33:40 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-07-01 09:33:40 +0300
commitd7c418ef84eabacdb83171277098a6c769ea00d4 (patch)
tree96ed4752bf221551af4201fcbbe18677ef5e0ad3 /src/slic3r/GUI/3DScene.cpp
parent61080bcff6221479c366ac53e0cc949d1b19cf22 (diff)
Modified function thick_lines_to_indexed_vertex_array() to remove visual artifacts on paths in gcode preview
Diffstat (limited to 'src/slic3r/GUI/3DScene.cpp')
-rw-r--r--src/slic3r/GUI/3DScene.cpp167
1 files changed, 48 insertions, 119 deletions
diff --git a/src/slic3r/GUI/3DScene.cpp b/src/slic3r/GUI/3DScene.cpp
index f9a79f2d8..5853ab712 100644
--- a/src/slic3r/GUI/3DScene.cpp
+++ b/src/slic3r/GUI/3DScene.cpp
@@ -1020,8 +1020,8 @@ static void thick_lines_to_indexed_vertex_array(
// right, left, top, bottom
int idx_prev[4] = { -1, -1, -1, -1 };
double bottom_z_prev = 0.;
- Vec2d b1_prev(Vec2d::Zero());
- Vec2d v_prev(Vec2d::Zero());
+ Vec2d b1_prev(Vec2d::Zero());
+ Vec2d v_prev(Vec2d::Zero());
int idx_initial[4] = { -1, -1, -1, -1 };
double width_initial = 0.;
double bottom_z_initial = 0.0;
@@ -1031,8 +1031,6 @@ static void thick_lines_to_indexed_vertex_array(
for (size_t ii = 0; ii < lines_end; ++ ii) {
size_t i = (ii == lines.size()) ? 0 : ii;
const Line &line = lines[i];
- double len = unscale<double>(line.length());
- double inv_len = 1.0 / len;
double bottom_z = top_z - heights[i];
double middle_z = 0.5 * (top_z + bottom_z);
double width = widths[i];
@@ -1041,8 +1039,7 @@ static void thick_lines_to_indexed_vertex_array(
bool is_last = (ii == lines_end - 1);
bool is_closing = closed && is_last;
- Vec2d v = unscale(line.vector());
- v *= inv_len;
+ Vec2d v = unscale(line.vector()).normalized();
Vec2d a = unscale(line.a);
Vec2d b = unscale(line.b);
@@ -1061,9 +1058,7 @@ static void thick_lines_to_indexed_vertex_array(
}
// calculate new XY normals
- Vector n = line.normal();
- Vec3d xy_right_normal = unscale(n(0), n(1), 0);
- xy_right_normal *= inv_len;
+ Vec2d xy_right_normal = unscale(line.normal()).normalized();
int idx_a[4];
int idx_b[4];
@@ -1091,9 +1086,9 @@ static void thick_lines_to_indexed_vertex_array(
idx_a[BOTTOM] = idx_last ++;
volume.push_geometry(a(0), a(1), bottom_z, 0., 0., -1.);
idx_a[LEFT ] = idx_last ++;
- volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
+ volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
idx_a[RIGHT] = idx_last ++;
- volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
+ volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
}
else {
idx_a[BOTTOM] = idx_prev[BOTTOM];
@@ -1108,18 +1103,29 @@ static void thick_lines_to_indexed_vertex_array(
// Continuing a previous segment.
// Share left / right vertices if possible.
double v_dot = v_prev.dot(v);
- bool sharp = v_dot < 0.707; // sin(45 degrees)
+ bool sharp = v_dot < 0.9999; // v_dot < 0.9999; // cos(1 degree)
if (sharp) {
if (!bottom_z_different)
{
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
idx_a[RIGHT] = idx_last++;
- volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
+ volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
idx_a[LEFT] = idx_last++;
- volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
+ volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
+ if (cross2(v_prev, v) > 0.) {
+ // Right turn. Fill in the right turn wedge.
+ volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
+ volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
+ }
+ else {
+ // Left turn. Fill in the left turn wedge.
+ volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
+ volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
+ }
}
}
- if (v_dot > 0.9) {
+ else
+ {
if (!bottom_z_different)
{
// The two successive segments are nearly collinear.
@@ -1127,45 +1133,6 @@ static void thick_lines_to_indexed_vertex_array(
idx_a[RIGHT] = idx_prev[RIGHT];
}
}
- else if (!sharp) {
- if (!bottom_z_different)
- {
- // Create a sharp corner with an overshot and average the left / right normals.
- // At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc.
- Vec2d intersection(Vec2d::Zero());
- Geometry::ray_ray_intersection(b1_prev, v_prev, a1, v, intersection);
- a1 = intersection;
- a2 = 2. * a - intersection;
- assert((a - a1).norm() < width);
- assert((a - a2).norm() < width);
- float *n_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT ] * 6;
- float *p_left_prev = n_left_prev + 3;
- float *n_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6;
- float *p_right_prev = n_right_prev + 3;
- p_left_prev [0] = float(a2(0));
- p_left_prev [1] = float(a2(1));
- p_right_prev[0] = float(a1(0));
- p_right_prev[1] = float(a1(1));
- xy_right_normal(0) += n_right_prev[0];
- xy_right_normal(1) += n_right_prev[1];
- xy_right_normal *= 1. / xy_right_normal.norm();
- n_left_prev [0] = float(-xy_right_normal(0));
- n_left_prev [1] = float(-xy_right_normal(1));
- n_right_prev[0] = float( xy_right_normal(0));
- n_right_prev[1] = float( xy_right_normal(1));
- idx_a[LEFT ] = idx_prev[LEFT ];
- idx_a[RIGHT] = idx_prev[RIGHT];
- }
- }
- else if (cross2(v_prev, v) > 0.) {
- // Right turn. Fill in the right turn wedge.
- volume.push_triangle(idx_prev[RIGHT], idx_a [RIGHT], idx_prev[TOP] );
- volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a [RIGHT] );
- } else {
- // Left turn. Fill in the left turn wedge.
- volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a [LEFT] );
- volume.push_triangle(idx_prev[LEFT], idx_a [LEFT], idx_prev[BOTTOM]);
- }
if (is_closing) {
if (!sharp) {
if (!bottom_z_different)
@@ -1204,9 +1171,9 @@ static void thick_lines_to_indexed_vertex_array(
}
// Generate new vertices for the end of this line segment.
idx_b[LEFT ] = idx_last ++;
- volume.push_geometry(b2(0), b2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
+ volume.push_geometry(b2(0), b2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
idx_b[RIGHT ] = idx_last ++;
- volume.push_geometry(b1(0), b1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
+ volume.push_geometry(b1(0), b1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
memcpy(idx_prev, idx_b, 4 * sizeof(int));
bottom_z_prev = bottom_z;
@@ -1265,9 +1232,9 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
int idx_initial[4] = { -1, -1, -1, -1 };
int idx_prev[4] = { -1, -1, -1, -1 };
double z_prev = 0.0;
- Vec3d n_right_prev = Vec3d::Zero();
- Vec3d n_top_prev = Vec3d::Zero();
- Vec3d unit_v_prev = Vec3d::Zero();
+ Vec3d n_right_prev = Vec3d::Zero();
+ Vec3d n_top_prev = Vec3d::Zero();
+ Vec3d unit_v_prev = Vec3d::Zero();
double width_initial = 0.0;
// new vertices around the line endpoints
@@ -1289,18 +1256,19 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
Vec3d n_top = Vec3d::Zero();
Vec3d n_right = Vec3d::Zero();
- Vec3d unit_positive_z(0.0, 0.0, 1.0);
-
+
if ((line.a(0) == line.b(0)) && (line.a(1) == line.b(1)))
{
// vertical segment
- n_right = (line.a(2) < line.b(2)) ? Vec3d(-1.0, 0.0, 0.0) : Vec3d(1.0, 0.0, 0.0);
- n_top = Vec3d(0.0, 1.0, 0.0);
+ n_top = Vec3d::UnitY();
+ n_right = Vec3d::UnitX();
+ if (line.a(2) < line.b(2))
+ n_right = -n_right;
}
else
{
- // generic segment
- n_right = unit_v.cross(unit_positive_z).normalized();
+ // horizontal segment
+ n_right = unit_v.cross(Vec3d::UnitZ()).normalized();
n_top = n_right.cross(unit_v).normalized();
}
@@ -1361,7 +1329,7 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
// Continuing a previous segment.
// Share left / right vertices if possible.
double v_dot = unit_v_prev.dot(unit_v);
- bool is_sharp = v_dot < 0.707; // sin(45 degrees)
+ bool is_sharp = v_dot < 0.9999; // v_dot < 0.9999; // cos(1 degree)
bool is_right_turn = n_top_prev.dot(unit_v_prev.cross(unit_v)) > 0.0;
if (is_sharp)
@@ -1371,65 +1339,26 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
volume.push_geometry(a[RIGHT], n_right);
idx_a[LEFT] = idx_last++;
volume.push_geometry(a[LEFT], n_left);
- }
- if (v_dot > 0.9)
- {
- // The two successive segments are nearly collinear.
- idx_a[LEFT] = idx_prev[LEFT];
- idx_a[RIGHT] = idx_prev[RIGHT];
+ if (is_right_turn)
+ {
+ // Right turn. Fill in the right turn wedge.
+ volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
+ volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
+ }
+ else
+ {
+ // Left turn. Fill in the left turn wedge.
+ volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
+ volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
+ }
}
- else if (!is_sharp)
+ else
{
- // Create a sharp corner with an overshot and average the left / right normals.
- // At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc.
-
- // averages normals
- Vec3d average_n_right = 0.5 * (n_right + n_right_prev).normalized();
- Vec3d average_n_left = -average_n_right;
- Vec3d average_rl_displacement = 0.5 * width * average_n_right;
-
- // updates vertices around a
- a[RIGHT] = l_a + average_rl_displacement;
- a[LEFT] = l_a - average_rl_displacement;
-
- // updates previous line normals
- float* normal_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT] * 6;
- normal_left_prev[0] = float(average_n_left(0));
- normal_left_prev[1] = float(average_n_left(1));
- normal_left_prev[2] = float(average_n_left(2));
-
- float* normal_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6;
- normal_right_prev[0] = float(average_n_right(0));
- normal_right_prev[1] = float(average_n_right(1));
- normal_right_prev[2] = float(average_n_right(2));
-
- // updates previous line's vertices around b
- float* b_left_prev = normal_left_prev + 3;
- b_left_prev[0] = float(a[LEFT](0));
- b_left_prev[1] = float(a[LEFT](1));
- b_left_prev[2] = float(a[LEFT](2));
-
- float* b_right_prev = normal_right_prev + 3;
- b_right_prev[0] = float(a[RIGHT](0));
- b_right_prev[1] = float(a[RIGHT](1));
- b_right_prev[2] = float(a[RIGHT](2));
-
+ // The two successive segments are nearly collinear.
idx_a[LEFT] = idx_prev[LEFT];
idx_a[RIGHT] = idx_prev[RIGHT];
}
- else if (is_right_turn)
- {
- // Right turn. Fill in the right turn wedge.
- volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
- volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
- }
- else
- {
- // Left turn. Fill in the left turn wedge.
- volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
- volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
- }
if (ii == lines.size())
{