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@@ -40,3 +40,5 @@ thirdparty/clipper_library/obj | |
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# unity meta files | ||
*.meta | ||
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.vs/ |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using g3; | ||
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namespace gs | ||
{ | ||
public class SingleMaterialFFFPrintGenPro : SingleMaterialFFFPrintGenerator | ||
{ | ||
public SingleMaterialFFFPrintGenPro(PrintMeshAssembly meshes, | ||
PlanarSliceStack slices, | ||
SingleMaterialFFFSettings settings, | ||
AssemblerFactoryF overrideAssemblerF = null) | ||
: base(meshes, slices, settings, overrideAssemblerF) | ||
{ | ||
} | ||
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/// <summary> | ||
/// Fill a bridge region. Goal is to use shortest paths possible. | ||
/// So, instead of just using fixed angle, we fit bounding box and | ||
/// use the shorter axis. | ||
/// </summary> | ||
protected override void fill_bridge_region(GeneralPolygon2d poly, IFillPathScheduler2d scheduler, PrintLayerData layer_data) | ||
{ | ||
base.fill_bridge_region(poly, scheduler, layer_data); | ||
//fill_bridge_region_decompose(poly, scheduler, layer_data); | ||
} | ||
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protected virtual void fill_bridge_region_decompose(GeneralPolygon2d poly, IFillPathScheduler2d scheduler, PrintLayerData layer_data) | ||
{ | ||
poly.Simplify(0.1, 0.01, true); | ||
TriangulatedPolygonGenerator generator = new TriangulatedPolygonGenerator() { | ||
Polygon = poly, Subdivisions = 16 | ||
}; | ||
DMesh3 mesh = generator.Generate().MakeDMesh(); | ||
//Util.WriteDebugMesh(mesh, "/Users/rms/scratch/bridgemesh.obj"); | ||
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//List<Polygon2d> polys = decompose_mesh_recursive(mesh); | ||
List<Polygon2d> polys = decompose_cluster_up(mesh); | ||
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Util.WriteDebugMesh(mesh, "/Users/rms/scratch/bridgemesh_reduce.obj"); | ||
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double spacing = Settings.BridgeFillPathSpacingMM(); | ||
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foreach (Polygon2d polypart in polys) { | ||
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Box2d box = polypart.MinimalBoundingBox(0.00001); | ||
Vector2d axis = (box.Extent.x > box.Extent.y) ? box.AxisY : box.AxisX; | ||
double angle = Math.Atan2(axis.y, axis.x) * MathUtil.Rad2Deg; | ||
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GeneralPolygon2d gp = new GeneralPolygon2d(polypart); | ||
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ShellsFillPolygon shells_fill = new ShellsFillPolygon(gp); | ||
shells_fill.PathSpacing = Settings.SolidFillPathSpacingMM(); | ||
shells_fill.ToolWidth = Settings.Machine.NozzleDiamMM; | ||
shells_fill.Layers = 1; | ||
shells_fill.InsetFromInputPolygonX = 0.25; | ||
shells_fill.ShellType = ShellsFillPolygon.ShellTypes.BridgeShell; | ||
shells_fill.FilterSelfOverlaps = false; | ||
shells_fill.Compute(); | ||
scheduler.AppendCurveSets(shells_fill.GetFillCurves()); | ||
var fillPolys = shells_fill.InnerPolygons; | ||
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double offset = Settings.Machine.NozzleDiamMM * Settings.SolidFillBorderOverlapX; | ||
fillPolys = ClipperUtil.MiterOffset(fillPolys, offset); | ||
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foreach (var fp in fillPolys) { | ||
BridgeLinesFillPolygon fill_gen = new BridgeLinesFillPolygon(fp) { | ||
InsetFromInputPolygon = false, | ||
PathSpacing = spacing, | ||
ToolWidth = Settings.Machine.NozzleDiamMM, | ||
AngleDeg = angle, | ||
}; | ||
fill_gen.Compute(); | ||
scheduler.AppendCurveSets(fill_gen.GetFillCurves()); | ||
} | ||
} | ||
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// fit bbox to try to find fill angle that has shortest spans | ||
//Box2d box = poly.Outer.MinimalBoundingBox(0.00001); | ||
//Vector2d axis = (box.Extent.x > box.Extent.y) ? box.AxisY : box.AxisX; | ||
//double angle = Math.Atan2(axis.y, axis.x) * MathUtil.Rad2Deg; | ||
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// [RMS] should we do something like this? | ||
//if (Settings.SolidFillBorderOverlapX > 0) { | ||
// double offset = Settings.Machine.NozzleDiamMM * Settings.SolidFillBorderOverlapX; | ||
// fillPolys = ClipperUtil.MiterOffset(fillPolys, offset); | ||
//} | ||
} | ||
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List<Polygon2d> decompose_cluster_up(DMesh3 mesh) | ||
{ | ||
optimize_mesh(mesh); | ||
mesh.CompactInPlace(); | ||
mesh.DiscardTriangleGroups(); mesh.EnableTriangleGroups(0); | ||
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double minLength = Settings.MaxBridgeWidthMM * 0.75; | ||
double minArea = minLength * minLength; | ||
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Dictionary<int, double> areas = new Dictionary<int, double>(); | ||
Dictionary<int, HashSet<int>> trisets = new Dictionary<int, HashSet<int>>(); | ||
HashSet<int> active_groups = new HashSet<int>(); | ||
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Action<int, int> add_tri_to_group = (tid, gid) => { | ||
mesh.SetTriangleGroup(tid, gid); | ||
areas[gid] = areas[gid] + mesh.GetTriArea(tid); | ||
trisets[gid].Add(tid); | ||
}; | ||
Action<int, int> add_group_to_group = (gid, togid) => { | ||
var set = trisets[togid]; | ||
foreach (int tid in trisets[gid]) { | ||
mesh.SetTriangleGroup(tid, togid); | ||
set.Add(tid); | ||
} | ||
areas[togid] += areas[gid]; | ||
active_groups.Remove(gid); | ||
}; | ||
Func<IEnumerable<int>, int> find_min_area_group = (tri_itr) => { | ||
int min_gid = -1; double min_area = double.MaxValue; | ||
foreach (int tid in tri_itr) { | ||
int gid = mesh.GetTriangleGroup(tid); | ||
double a = areas[gid]; | ||
if (a < min_area) { | ||
min_area = a; | ||
min_gid = gid; | ||
} | ||
} | ||
return min_gid; | ||
}; | ||
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foreach (int eid in MeshIterators.InteriorEdges(mesh)) { | ||
Index2i et = mesh.GetEdgeT(eid); | ||
if (mesh.GetTriangleGroup(et.a) != 0 || mesh.GetTriangleGroup(et.b) != 0) | ||
continue; | ||
int gid = mesh.AllocateTriangleGroup(); | ||
areas[gid] = 0; | ||
trisets[gid] = new HashSet<int>(); | ||
active_groups.Add(gid); | ||
add_tri_to_group(et.a, gid); | ||
add_tri_to_group(et.b, gid); | ||
} | ||
foreach (int tid in mesh.TriangleIndices()) { | ||
if (mesh.GetTriangleGroup(tid) != 0) | ||
continue; | ||
int gid = find_min_area_group(mesh.TriTrianglesItr(tid)); | ||
add_tri_to_group(tid, gid); | ||
} | ||
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IndexPriorityQueue pq = new IndexPriorityQueue(mesh.MaxGroupID); | ||
foreach (var pair in areas) { | ||
pq.Insert(pair.Key, (float)pair.Value); | ||
} | ||
while (pq.Count > 0) { | ||
int gid = pq.First; | ||
pq.Remove(gid); | ||
if (areas[gid] > minArea) // ?? | ||
break; | ||
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List<int> nbr_groups = find_neighbour_groups(mesh, gid, trisets[gid]); | ||
int min_gid = -1; double min_area = double.MaxValue; | ||
foreach (int ngid in nbr_groups) { | ||
double a = areas[ngid]; | ||
if (a < min_area) { | ||
min_area = a; | ||
min_gid = ngid; | ||
} | ||
} | ||
if (min_gid != -1) { | ||
add_group_to_group(gid, min_gid); | ||
pq.Remove(min_gid); | ||
pq.Insert(min_gid, (float)areas[min_gid]); | ||
} | ||
} | ||
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List<Polygon2d> result = new List<Polygon2d>(); | ||
int[][] sets = FaceGroupUtil.FindTriangleSetsByGroup(mesh); | ||
foreach (var set in sets) | ||
result.Add(make_poly(mesh, set)); | ||
return result; | ||
} | ||
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List<int> find_neighbour_groups(DMesh3 mesh, int gid, HashSet<int> group_tris) | ||
{ | ||
List<int> result = new List<int>(); | ||
foreach (int tid in group_tris) { | ||
foreach (int ntid in mesh.TriTrianglesItr(tid)) { | ||
int ngid = mesh.GetTriangleGroup(ntid); | ||
if (ngid != gid && result.Contains(ngid) == false) | ||
result.Add(ngid); | ||
} | ||
} | ||
return result; | ||
} | ||
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Polygon2d make_poly(DMesh3 mesh, IEnumerable<int> triangles) | ||
{ | ||
DSubmesh3 submesh = new DSubmesh3(mesh, triangles); | ||
MeshBoundaryLoops loops = new MeshBoundaryLoops(submesh.SubMesh); | ||
Util.gDevAssert(loops.Loops.Count == 1); | ||
return make_poly(submesh.SubMesh, loops.Loops[0]); | ||
} | ||
Polygon2d make_poly(DMesh3 mesh, EdgeLoop loop) | ||
{ | ||
Polygon2d poly = new Polygon2d(); | ||
for (int k = 0; k < loop.VertexCount; ++k) { | ||
Vector3d v = mesh.GetVertex(loop.Vertices[k]); | ||
poly.AppendVertex(v.xy); | ||
} | ||
return poly; | ||
} | ||
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void optimize_mesh(DMesh3 mesh) | ||
{ | ||
Reducer reducer = new Reducer(mesh); | ||
MeshConstraints constraints = new MeshConstraints(); | ||
MeshConstraintUtil.FixAllBoundaryEdges(constraints, mesh); | ||
reducer.SetExternalConstraints(constraints); | ||
reducer.ReduceToTriangleCount(1); | ||
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Vector3d a, b, c, d; | ||
a = b = c = d = Vector3d.Zero; | ||
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bool done = false; | ||
while (!done) { | ||
done = true; | ||
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for (int eid = 0; eid < mesh.MaxEdgeID; ++eid) { | ||
if (mesh.IsEdge(eid) == false) | ||
continue; | ||
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Index4i evt = mesh.GetEdge(eid); | ||
if (evt.d == DMesh3.InvalidID) | ||
continue; | ||
a = mesh.GetVertex(evt.a); b = mesh.GetVertex(evt.b); | ||
Index2i ov = mesh.GetEdgeOpposingV(eid); | ||
c = mesh.GetVertex(ov.a); d = mesh.GetVertex(ov.b); | ||
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if (c.DistanceSquared(d) > a.DistanceSquared(b)) | ||
continue; | ||
if (MeshUtil.CheckIfEdgeFlipCreatesFlip(mesh, eid)) | ||
continue; | ||
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DMesh3.EdgeFlipInfo flipInfo; | ||
if (mesh.FlipEdge(eid, out flipInfo) == MeshResult.Ok) | ||
done = false; | ||
} | ||
} | ||
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} | ||
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int find_shortest_internal_edge(DMesh3 mesh) | ||
{ | ||
double shortSqr = double.MaxValue; | ||
int short_eid = -1; | ||
Vector3d va, vb; va = vb = Vector3d.Zero; | ||
foreach (int eid in mesh.VertexIndices()) { | ||
if (mesh.IsBoundaryEdge(eid)) | ||
continue; | ||
mesh.GetEdgeV(eid, ref va, ref vb); | ||
double lenSqr = va.DistanceSquared(ref vb); | ||
if (lenSqr < shortSqr) { | ||
shortSqr = lenSqr; | ||
short_eid = eid; | ||
} | ||
} | ||
return short_eid; | ||
} | ||
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} | ||
} |
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