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Diffstat (limited to 'xs/src/libslic3r/Geometry.cpp')
-rw-r--r-- | xs/src/libslic3r/Geometry.cpp | 334 |
1 files changed, 334 insertions, 0 deletions
diff --git a/xs/src/libslic3r/Geometry.cpp b/xs/src/libslic3r/Geometry.cpp new file mode 100644 index 000000000..8e083360b --- /dev/null +++ b/xs/src/libslic3r/Geometry.cpp @@ -0,0 +1,334 @@ +#include "Geometry.hpp" +#include "Line.hpp" +#include "PolylineCollection.hpp" +#include "clipper.hpp" +#include <algorithm> +#include <cmath> +#include <list> +#include <map> +#include <set> +#include <vector> + +#ifdef SLIC3R_DEBUG +#include "SVG.hpp" +#endif + +using namespace boost::polygon; // provides also high() and low() + +namespace Slic3r { namespace Geometry { + +static bool +sort_points (Point a, Point b) +{ + return (a.x < b.x) || (a.x == b.x && a.y < b.y); +} + +/* This implementation is based on Andrew's monotone chain 2D convex hull algorithm */ +void +convex_hull(Points &points, Polygon* hull) +{ + assert(points.size() >= 3); + // sort input points + std::sort(points.begin(), points.end(), sort_points); + + int n = points.size(), k = 0; + hull->points.resize(2*n); + + // Build lower hull + for (int i = 0; i < n; i++) { + while (k >= 2 && points[i].ccw(hull->points[k-2], hull->points[k-1]) <= 0) k--; + hull->points[k++] = points[i]; + } + + // Build upper hull + for (int i = n-2, t = k+1; i >= 0; i--) { + while (k >= t && points[i].ccw(hull->points[k-2], hull->points[k-1]) <= 0) k--; + hull->points[k++] = points[i]; + } + + hull->points.resize(k); + + assert( hull->points.front().coincides_with(hull->points.back()) ); + hull->points.pop_back(); +} + +/* accepts an arrayref of points and returns a list of indices + according to a nearest-neighbor walk */ +void +chained_path(Points &points, std::vector<Points::size_type> &retval, Point start_near) +{ + PointPtrs my_points; + std::map<Point*,Points::size_type> indices; + my_points.reserve(points.size()); + for (Points::iterator it = points.begin(); it != points.end(); ++it) { + my_points.push_back(&*it); + indices[&*it] = it - points.begin(); + } + + retval.reserve(points.size()); + while (!my_points.empty()) { + Points::size_type idx = start_near.nearest_point_index(my_points); + start_near = *my_points[idx]; + retval.push_back(indices[ my_points[idx] ]); + my_points.erase(my_points.begin() + idx); + } +} + +void +chained_path(Points &points, std::vector<Points::size_type> &retval) +{ + if (points.empty()) return; // can't call front() on empty vector + chained_path(points, retval, points.front()); +} + +/* retval and items must be different containers */ +template<class T> +void +chained_path_items(Points &points, T &items, T &retval) +{ + std::vector<Points::size_type> indices; + chained_path(points, indices); + for (std::vector<Points::size_type>::const_iterator it = indices.begin(); it != indices.end(); ++it) + retval.push_back(items[*it]); +} +template void chained_path_items(Points &points, ClipperLib::PolyNodes &items, ClipperLib::PolyNodes &retval); + +bool +directions_parallel(double angle1, double angle2, double max_diff) +{ + double diff = fabs(angle1 - angle2); + max_diff += EPSILON; + return diff < max_diff || fabs(diff - PI) < max_diff; +} + +Line +MedialAxis::edge_to_line(const VD::edge_type &edge) const +{ + Line line; + line.a.x = edge.vertex0()->x(); + line.a.y = edge.vertex0()->y(); + line.b.x = edge.vertex1()->x(); + line.b.y = edge.vertex1()->y(); + return line; +} + +void +MedialAxis::build(Polylines* polylines) +{ + /* + // build bounding box (we use it for clipping infinite segments) + // --> we have no infinite segments + this->bb = BoundingBox(this->lines); + */ + + construct_voronoi(this->lines.begin(), this->lines.end(), &this->vd); + + /* + // DEBUG: dump all Voronoi edges + { + for (VD::const_edge_iterator edge = this->vd.edges().begin(); edge != this->vd.edges().end(); ++edge) { + if (edge->is_infinite()) continue; + + Polyline polyline; + polyline.points.push_back(Point( edge->vertex0()->x(), edge->vertex0()->y() )); + polyline.points.push_back(Point( edge->vertex1()->x(), edge->vertex1()->y() )); + polylines->push_back(polyline); + } + return; + } + */ + + // collect valid edges (i.e. prune those not belonging to MAT) + // note: this keeps twins, so it contains twice the number of the valid edges + this->edges.clear(); + for (VD::const_edge_iterator edge = this->vd.edges().begin(); edge != this->vd.edges().end(); ++edge) { + // if we only process segments representing closed loops, none if the + // infinite edges (if any) would be part of our MAT anyway + if (edge->is_secondary() || edge->is_infinite()) continue; + this->edges.insert(&*edge); + } + + // count valid segments for each vertex + std::map< const VD::vertex_type*,std::set<const VD::edge_type*> > vertex_edges; + std::set<const VD::vertex_type*> entry_nodes; + for (VD::const_vertex_iterator vertex = this->vd.vertices().begin(); vertex != this->vd.vertices().end(); ++vertex) { + // get a reference to the list of valid edges originating from this vertex + std::set<const VD::edge_type*>& edges = vertex_edges[&*vertex]; + + // get one random edge originating from this vertex + const VD::edge_type* edge = vertex->incident_edge(); + do { + if (this->edges.count(edge) > 0) // only count valid edges + edges.insert(edge); + edge = edge->rot_next(); // next edge originating from this vertex + } while (edge != vertex->incident_edge()); + + // if there's only one edge starting at this vertex then it's a leaf + size_t edge_count = edges.size(); + if (edge_count == 1) { + entry_nodes.insert(&*vertex); + } + } + + // prune recursively + while (!entry_nodes.empty()) { + // get a random entry node + const VD::vertex_type* v = *entry_nodes.begin(); + + // get edge starting from v + assert(!vertex_edges[v].empty()); + const VD::edge_type* edge = *vertex_edges[v].begin(); + + if (!this->is_valid_edge(*edge)) { + // if edge is not valid, erase it from edge list + (void)this->edges.erase(edge); + (void)this->edges.erase(edge->twin()); + + // decrement edge counters for the affected nodes + const VD::vertex_type* v1 = edge->vertex1(); + (void)vertex_edges[v].erase(edge); + (void)vertex_edges[v1].erase(edge->twin()); + + // also, check whether the end vertex is a new leaf + if (vertex_edges[v1].size() == 1) { + entry_nodes.insert(v1); + } else if (vertex_edges[v1].empty()) { + entry_nodes.erase(v1); + } + } + + // remove node from the set to prevent it from being visited again + entry_nodes.erase(v); + } + + // iterate through the valid edges to build polylines + while (!this->edges.empty()) { + const VD::edge_type& edge = **this->edges.begin(); + + // start a polyline + Polyline polyline; + polyline.points.push_back(Point( edge.vertex0()->x(), edge.vertex0()->y() )); + polyline.points.push_back(Point( edge.vertex1()->x(), edge.vertex1()->y() )); + + // remove this edge and its twin from the available edges + (void)this->edges.erase(&edge); + (void)this->edges.erase(edge.twin()); + + // get next points + this->process_edge_neighbors(edge, &polyline.points); + + // get previous points + Points pp; + this->process_edge_neighbors(*edge.twin(), &pp); + polyline.points.insert(polyline.points.begin(), pp.rbegin(), pp.rend()); + + // append polyline to result if it's not too small + if (polyline.length() > this->max_width) + polylines->push_back(polyline); + } +} + +void +MedialAxis::process_edge_neighbors(const VD::edge_type& edge, Points* points) +{ + // Since rot_next() works on the edge starting point but we want + // to find neighbors on the ending point, we just swap edge with + // its twin. + const VD::edge_type& twin = *edge.twin(); + + // count neighbors for this edge + std::vector<const VD::edge_type*> neighbors; + for (const VD::edge_type* neighbor = twin.rot_next(); neighbor != &twin; neighbor = neighbor->rot_next()) { + if (this->edges.count(neighbor) > 0) neighbors.push_back(neighbor); + } + + // if we have a single neighbor then we can continue recursively + if (neighbors.size() == 1) { + const VD::edge_type& neighbor = *neighbors.front(); + points->push_back(Point( neighbor.vertex1()->x(), neighbor.vertex1()->y() )); + (void)this->edges.erase(&neighbor); + (void)this->edges.erase(neighbor.twin()); + this->process_edge_neighbors(neighbor, points); + } +} + +bool +MedialAxis::is_valid_edge(const VD::edge_type& edge) const +{ + /* If the cells sharing this edge have a common vertex, we're not interested + in this edge. Why? Because it means that the edge lies on the bisector of + two contiguous input lines and it was included in the Voronoi graph because + it's the locus of centers of circles tangent to both vertices. Due to the + "thin" nature of our input, these edges will be very short and not part of + our wanted output. */ + + const VD::cell_type &cell1 = *edge.cell(); + const VD::cell_type &cell2 = *edge.twin()->cell(); + if (cell1.contains_segment() && cell2.contains_segment()) { + Line segment1 = this->retrieve_segment(cell1); + Line segment2 = this->retrieve_segment(cell2); + if (segment1.a == segment2.b || segment1.b == segment2.a) return false; + + // calculate relative angle between the two boundary segments + double angle = fabs(segment2.orientation() - segment1.orientation()); + + // fabs(angle) ranges from 0 (collinear, same direction) to PI (collinear, opposite direction) + // we're interested only in segments close to the second case (facing segments) + // so we allow some tolerance (say, 30°) + if (angle < PI*2/3 ) { + return false; + } + + // each vertex is equidistant to both cell segments + // but such distance might differ between the two vertices; + // in this case it means the shape is getting narrow (like a corner) + // and we might need to skip the edge since it's not really part of + // our skeleton + Point v0( edge.vertex0()->x(), edge.vertex0()->y() ); + Point v1( edge.vertex1()->x(), edge.vertex1()->y() ); + double dist0 = v0.distance_to(segment1); + double dist1 = v1.distance_to(segment1); + + /* + double diff = fabs(dist1 - dist0); + double dist_between_segments1 = segment1.a.distance_to(segment2); + double dist_between_segments2 = segment1.b.distance_to(segment2); + printf("w = %f/%f, dist0 = %f, dist1 = %f, diff = %f, seg1len = %f, seg2len = %f, edgelen = %f, s2s = %f / %f\n", + unscale(this->max_width), unscale(this->min_width), + unscale(dist0), unscale(dist1), unscale(diff), + unscale(segment1.length()), unscale(segment2.length()), + unscale(this->edge_to_line(edge).length()), + unscale(dist_between_segments1), unscale(dist_between_segments2) + ); + */ + + // if this segment is the centerline for a very thin area, we might want to skip it + // in case the area is too thin + if (dist0 < this->min_width/2 || dist1 < this->min_width/2) { + //printf(" => too thin, skipping\n"); + return false; + } + + /* + // if distance between this edge and the thin area boundary is greater + // than half the max width, then it's not a true medial axis segment + if (dist1 > this->width*2) { + printf(" => too fat, skipping\n"); + //return false; + } + */ + + return true; + } + + return false; +} + +Line +MedialAxis::retrieve_segment(const VD::cell_type& cell) const +{ + VD::cell_type::source_index_type index = cell.source_index() - this->points.size(); + return this->lines[index]; +} + +} } |