mirror of
https://github.com/QIDITECH/QIDISlicer.git
synced 2026-02-04 01:48:44 +03:00
QIDISlicer1.0.0
This commit is contained in:
271
src/libslic3r/SLA/SupportTreeMesher.cpp
Normal file
271
src/libslic3r/SLA/SupportTreeMesher.cpp
Normal file
@@ -0,0 +1,271 @@
|
||||
#include "SupportTreeMesher.hpp"
|
||||
|
||||
namespace Slic3r { namespace sla {
|
||||
|
||||
indexed_triangle_set sphere(double rho, Portion portion, double fa) {
|
||||
|
||||
indexed_triangle_set ret;
|
||||
|
||||
// prohibit close to zero radius
|
||||
if(rho <= 1e-6 && rho >= -1e-6) return ret;
|
||||
|
||||
auto& vertices = ret.vertices;
|
||||
auto& facets = ret.indices;
|
||||
|
||||
// Algorithm:
|
||||
// Add points one-by-one to the sphere grid and form facets using relative
|
||||
// coordinates. Sphere is composed effectively of a mesh of stacked circles.
|
||||
|
||||
// adjust via rounding to get an even multiple for any provided angle.
|
||||
double angle = (2 * PI / floor(2*PI / fa) );
|
||||
|
||||
// Ring to be scaled to generate the steps of the sphere
|
||||
std::vector<double> ring;
|
||||
|
||||
for (double i = 0; i < 2*PI; i+=angle) ring.emplace_back(i);
|
||||
|
||||
const auto sbegin = size_t(2*std::get<0>(portion)/angle);
|
||||
const auto send = size_t(2*std::get<1>(portion)/angle);
|
||||
|
||||
const size_t steps = ring.size();
|
||||
const double increment = 1.0 / double(steps);
|
||||
|
||||
// special case: first ring connects to 0,0,0
|
||||
// insert and form facets.
|
||||
if (sbegin == 0)
|
||||
vertices.emplace_back(
|
||||
Vec3f(0.f, 0.f, float(-rho + increment * sbegin * 2. * rho)));
|
||||
|
||||
auto id = coord_t(vertices.size());
|
||||
for (size_t i = 0; i < ring.size(); i++) {
|
||||
// Fixed scaling
|
||||
const double z = -rho + increment*rho*2.0 * (sbegin + 1.0);
|
||||
// radius of the circle for this step.
|
||||
const double r = std::sqrt(std::abs(rho*rho - z*z));
|
||||
Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r);
|
||||
vertices.emplace_back(Vec3d(b(0), b(1), z).cast<float>());
|
||||
|
||||
if (sbegin == 0)
|
||||
(i == 0) ? facets.emplace_back(coord_t(ring.size()), 0, 1) :
|
||||
facets.emplace_back(id - 1, 0, id);
|
||||
++id;
|
||||
}
|
||||
|
||||
// General case: insert and form facets for each step,
|
||||
// joining it to the ring below it.
|
||||
for (size_t s = sbegin + 2; s < send - 1; s++) {
|
||||
const double z = -rho + increment * double(s * 2. * rho);
|
||||
const double r = std::sqrt(std::abs(rho*rho - z*z));
|
||||
|
||||
for (size_t i = 0; i < ring.size(); i++) {
|
||||
Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r);
|
||||
vertices.emplace_back(Vec3d(b(0), b(1), z).cast<float>());
|
||||
auto id_ringsize = coord_t(id - int(ring.size()));
|
||||
if (i == 0) {
|
||||
// wrap around
|
||||
facets.emplace_back(id - 1, id, id + coord_t(ring.size() - 1) );
|
||||
facets.emplace_back(id - 1, id_ringsize, id);
|
||||
} else {
|
||||
facets.emplace_back(id_ringsize - 1, id_ringsize, id);
|
||||
facets.emplace_back(id - 1, id_ringsize - 1, id);
|
||||
}
|
||||
id++;
|
||||
}
|
||||
}
|
||||
|
||||
// special case: last ring connects to 0,0,rho*2.0
|
||||
// only form facets.
|
||||
if(send >= size_t(2*PI / angle)) {
|
||||
vertices.emplace_back(0.f, 0.f, float(-rho + increment*send*2.0*rho));
|
||||
for (size_t i = 0; i < ring.size(); i++) {
|
||||
auto id_ringsize = coord_t(id - int(ring.size()));
|
||||
if (i == 0) {
|
||||
// third vertex is on the other side of the ring.
|
||||
facets.emplace_back(id - 1, id_ringsize, id);
|
||||
} else {
|
||||
auto ci = coord_t(id_ringsize + coord_t(i));
|
||||
facets.emplace_back(ci - 1, ci, id);
|
||||
}
|
||||
}
|
||||
}
|
||||
id++;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
indexed_triangle_set pinhead(double r_pin,
|
||||
double r_back,
|
||||
double length,
|
||||
size_t steps)
|
||||
{
|
||||
assert(steps > 0);
|
||||
assert(length >= 0.);
|
||||
assert(r_back > 0.);
|
||||
assert(r_pin > 0.);
|
||||
|
||||
indexed_triangle_set mesh;
|
||||
|
||||
// We create two spheres which will be connected with a robe that fits
|
||||
// both circles perfectly.
|
||||
|
||||
// Set up the model detail level
|
||||
const double detail = 2 * PI / steps;
|
||||
|
||||
// We don't generate whole circles. Instead, we generate only the
|
||||
// portions which are visible (not covered by the robe) To know the
|
||||
// exact portion of the bottom and top circles we need to use some
|
||||
// rules of tangent circles from which we can derive (using simple
|
||||
// triangles the following relations:
|
||||
|
||||
// The height of the whole mesh
|
||||
const double h = r_back + r_pin + length;
|
||||
double phi = PI / 2. - std::acos((r_back - r_pin) / h);
|
||||
|
||||
if (std::isnan(phi))
|
||||
return mesh;
|
||||
|
||||
// To generate a whole circle we would pass a portion of (0, Pi)
|
||||
// To generate only a half horizontal circle we can pass (0, Pi/2)
|
||||
// The calculated phi is an offset to the half circles needed to smooth
|
||||
// the transition from the circle to the robe geometry
|
||||
|
||||
auto s1 = sphere(r_back, make_portion(0, PI / 2 + phi), detail);
|
||||
auto s2 = sphere(r_pin, make_portion(PI / 2 + phi, PI), detail);
|
||||
|
||||
for (auto &p : s2.vertices) p.z() += h;
|
||||
|
||||
its_merge(mesh, s1);
|
||||
its_merge(mesh, s2);
|
||||
|
||||
for (size_t idx1 = s1.vertices.size() - steps, idx2 = s1.vertices.size();
|
||||
idx1 < s1.vertices.size() - 1; idx1++, idx2++) {
|
||||
coord_t i1s1 = coord_t(idx1), i1s2 = coord_t(idx2);
|
||||
coord_t i2s1 = i1s1 + 1, i2s2 = i1s2 + 1;
|
||||
|
||||
mesh.indices.emplace_back(i1s1, i2s1, i2s2);
|
||||
mesh.indices.emplace_back(i1s1, i2s2, i1s2);
|
||||
}
|
||||
|
||||
auto i1s1 = coord_t(s1.vertices.size()) - coord_t(steps);
|
||||
auto i2s1 = coord_t(s1.vertices.size()) - 1;
|
||||
auto i1s2 = coord_t(s1.vertices.size());
|
||||
auto i2s2 = coord_t(s1.vertices.size()) + coord_t(steps) - 1;
|
||||
|
||||
mesh.indices.emplace_back(i2s2, i2s1, i1s1);
|
||||
mesh.indices.emplace_back(i1s2, i2s2, i1s1);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
indexed_triangle_set halfcone(double baseheight,
|
||||
double r_bottom,
|
||||
double r_top,
|
||||
const Vec3d &pos,
|
||||
size_t steps)
|
||||
{
|
||||
assert(steps > 0);
|
||||
|
||||
if (baseheight <= 0 || steps <= 0 || (r_bottom <= 0. && r_top <= 0.))
|
||||
return {};
|
||||
|
||||
indexed_triangle_set base;
|
||||
|
||||
double a = 2 * PI / steps;
|
||||
auto last = int(steps - 1);
|
||||
Vec3d ep{pos.x(), pos.y(), pos.z() + baseheight};
|
||||
for (size_t i = 0; i < steps; ++i) {
|
||||
double phi = i * a;
|
||||
auto x = float(pos.x() + r_top * std::cos(phi));
|
||||
auto y = float(pos.y() + r_top * std::sin(phi));
|
||||
base.vertices.emplace_back(x, y, float(ep.z()));
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < steps; ++i) {
|
||||
double phi = i * a;
|
||||
auto x = float(pos.x() + r_bottom * std::cos(phi));
|
||||
auto y = float(pos.y() + r_bottom * std::sin(phi));
|
||||
base.vertices.emplace_back(x, y, float(pos.z()));
|
||||
}
|
||||
|
||||
base.vertices.emplace_back(pos.cast<float>());
|
||||
base.vertices.emplace_back(ep.cast<float>());
|
||||
|
||||
auto &indices = base.indices;
|
||||
auto hcenter = int(base.vertices.size() - 1);
|
||||
auto lcenter = int(base.vertices.size() - 2);
|
||||
auto offs = int(steps);
|
||||
for (int i = 0; i < last; ++i) {
|
||||
indices.emplace_back(i, i + offs, offs + i + 1);
|
||||
indices.emplace_back(i, offs + i + 1, i + 1);
|
||||
indices.emplace_back(i, i + 1, hcenter);
|
||||
indices.emplace_back(lcenter, offs + i + 1, offs + i);
|
||||
}
|
||||
|
||||
indices.emplace_back(0, last, offs);
|
||||
indices.emplace_back(last, offs + last, offs);
|
||||
indices.emplace_back(hcenter, last, 0);
|
||||
indices.emplace_back(offs, offs + last, lcenter);
|
||||
|
||||
return base;
|
||||
}
|
||||
|
||||
indexed_triangle_set get_mesh(const Head &h, size_t steps)
|
||||
{
|
||||
indexed_triangle_set mesh = pinhead(h.r_pin_mm, h.r_back_mm, h.width_mm, steps);
|
||||
|
||||
for (auto& p : mesh.vertices) p.z() -= (h.fullwidth() - h.r_back_mm);
|
||||
|
||||
using Quaternion = Eigen::Quaternion<float>;
|
||||
|
||||
// We rotate the head to the specified direction. The head's pointing
|
||||
// side is facing upwards so this means that it would hold a support
|
||||
// point with a normal pointing straight down. This is the reason of
|
||||
// the -1 z coordinate
|
||||
auto quatern = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, -1.f},
|
||||
h.dir.cast<float>());
|
||||
|
||||
Vec3f pos = h.pos.cast<float>();
|
||||
for (auto& p : mesh.vertices) p = quatern * p + pos;
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
indexed_triangle_set get_mesh(const Bridge &br, size_t steps)
|
||||
{
|
||||
using Quaternion = Eigen::Quaternion<float>;
|
||||
Vec3d v = (br.endp - br.startp);
|
||||
Vec3d dir = v.normalized();
|
||||
double d = v.norm();
|
||||
|
||||
indexed_triangle_set mesh = cylinder(br.r, d, steps);
|
||||
|
||||
auto quater = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, 1.f},
|
||||
dir.cast<float>());
|
||||
|
||||
Vec3f startp = br.startp.cast<float>();
|
||||
for(auto& p : mesh.vertices) p = quater * p + startp;
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
indexed_triangle_set get_mesh(const DiffBridge &br, size_t steps)
|
||||
{
|
||||
double h = br.get_length();
|
||||
indexed_triangle_set mesh = halfcone(h, br.r, br.end_r, Vec3d::Zero(), steps);
|
||||
|
||||
using Quaternion = Eigen::Quaternion<float>;
|
||||
|
||||
// We rotate the head to the specified direction. The head's pointing
|
||||
// side is facing upwards so this means that it would hold a support
|
||||
// point with a normal pointing straight down. This is the reason of
|
||||
// the -1 z coordinate
|
||||
auto quatern = Quaternion::FromTwoVectors(Vec3f{0.f, 0.f, 1.f},
|
||||
br.get_dir().cast<float>());
|
||||
|
||||
Vec3f startp = br.startp.cast<float>();
|
||||
for(auto& p : mesh.vertices) p = quatern * p + startp;
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
}} // namespace Slic3r::sla
|
||||
Reference in New Issue
Block a user