Smooth more patterns (#15205)

This commit is contained in:
Ian Bassi
2026-08-18 12:19:27 -03:00
committed by GitHub
parent 6a52ea1818
commit 322dc9b6a6
19 changed files with 996 additions and 157 deletions

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@@ -149,6 +149,8 @@ set(lisbslic3r_sources
Fill/FillConcentric.hpp
Fill/FillConcentricInternal.cpp
Fill/FillConcentricInternal.hpp
Fill/FillCornerSmoothing.cpp
Fill/FillCornerSmoothing.hpp
Fill/Fill.cpp
Fill/FillCrossHatch.cpp
Fill/FillCrossHatch.hpp

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@@ -970,9 +970,9 @@ std::vector<SurfaceFill> group_fills(const Layer &layer, LockRegionParam &lock_p
region_config.sparse_infill_rotate_template.value);
params.fixed_angle = !region_config.sparse_infill_rotate_template.value.empty();
// Orca: special case; apply smoothing factor only for Hilbert Curve sparse infill.
// FillHilbertCurve::generate clamps and validates the value itself.
if (params.pattern == ipHilbertCurve)
// Orca: the smoothing factor only applies to the sparse infill patterns that
// implement it. The fills clamp and validate the value themselves.
if (is_smoothable_infill_pattern(params.pattern, params.multiline))
params.smooth_factor = 0.01 * region_config.sparse_infill_smooth_factor.value;
} else {
const bool top_layer_direction_set = surface.is_top() && region_config.top_layer_direction.value >= 0.;

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@@ -2,6 +2,7 @@
#include "../ShortestPath.hpp"
#include "../Surface.hpp"
#include "FillBase.hpp"
#include "FillCornerSmoothing.hpp"
#include "Fill3DHoneycomb.hpp"
namespace Slic3r {
@@ -271,6 +272,9 @@ void Fill3DHoneycomb::_fill_surface_single(
for (Polyline &pl : polylines){
pl.translate(bb.min);
pl.simplify(5 * spacing); // simplify to 5x line width
// Orca: round the corners of the octahedral wave. The layers where the wave degenerates to a
// straight line have no corner to round.
smooth_polyline_corners(pl, params.smooth_factor, scaled<double>(params.resolution));
}
// Apply multiline offset if needed

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@@ -5,6 +5,7 @@
#include "Arachne/WallToolPaths.hpp"
#include "FillConcentric.hpp"
#include "FillCornerSmoothing.hpp"
#include <libslic3r/ShortestPath.hpp>
namespace Slic3r {
@@ -32,12 +33,32 @@ void FillConcentric::_fill_surface_single(
Polygons loops = to_polygons(contracted);
ExPolygons last { std::move(contracted) };
ExPolygons last { contracted };
while (! last.empty()) {
last = offset2_ex(last, -(distance + min_spacing/2), +min_spacing/2);
append(loops, to_polygons(last));
}
// Orca: round the corners of the loops. Unlike the other patterns these are never clipped to the
// fill region - they are its offsets - so a corner may only be rounded where the curve replacing it
// stays inside. Rounding cuts toward the inside of the turn, which around a hole, at a concave
// feature or across a thin region is outside the fill and would put the extrusion over a wall.
// The reach is capped at half the distance between two loops as well: a loop is as long as the
// object, and a corner cut by half of its side would swallow the neighbouring loops.
auto corner_stays_inside = [&contracted](const Vec2d &from, const Vec2d &to) {
// The straight chord between the ends of the curve is the deepest the curve can cut.
for (const double t : { 0.25, 0.5, 0.75 }) {
const Vec2d sample = from + t * (to - from);
const Point point(coord_t(sample.x()), coord_t(sample.y()));
if (std::none_of(contracted.begin(), contracted.end(),
[&point](const ExPolygon &region) { return region.contains(point); }))
return false;
}
return true;
};
smooth_polygons_corners(loops, params.smooth_factor, scaled<double>(params.resolution), 0.5 * distance,
corner_stays_inside);
// generate paths from the outermost to the innermost, to avoid
// adhesion problems of the first central tiny loops
loops = union_pt_chained_outside_in(loops);

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@@ -0,0 +1,226 @@
#include <array>
#include "FillCornerSmoothing.hpp"
namespace Slic3r {
// Turns sharper than this are left untouched: both ends of the curve replacing such a corner nearly
// coincide, so the corner would be rounded into a degenerate loop instead of a hairpin.
static constexpr const double min_smoothed_turn_cosine = -0.9;
// The control points are expressed in the (incoming, outgoing) basis of the corner, which is not
// orthonormal for turns other than a right angle.
using QuinticBezier = std::array<Vec2d, 6>;
static bool is_bezier_flat(const QuinticBezier &curve, const Vec2d &incoming, const Vec2d &outgoing, const double deviation)
{
// A Bezier curve stays inside the convex hull of its control points. Therefore, keeping every
// control point within a deviation-wide strip around the endpoint chord conservatively bounds the
// flattening error. The cross product is the perpendicular distance scaled by the chord length;
// comparing squared values avoids a square root.
auto in_plane = [&incoming, &outgoing](const Vec2d &c) { return c.x() * incoming + c.y() * outgoing; };
const Vec2d chord = in_plane(curve.back() - curve.front());
const double chord_length_sq = chord.squaredNorm();
const double max_cross_sq = deviation * deviation * chord_length_sq;
for (size_t i = 1; i + 1 < curve.size(); ++i) {
const Vec2d offset = in_plane(curve[i] - curve.front());
const double cross = chord.x() * offset.y() - chord.y() * offset.x();
if (cross * cross > max_cross_sq)
return false;
}
return true;
}
static void subdivide_bezier(const QuinticBezier &curve, QuinticBezier &left, QuinticBezier &right)
{
// Split the curve at t = 0.5 using de Casteljau's algorithm. Each averaging level contributes one
// control point to the left half and one to the right half; the latter is filled backwards to keep
// both resulting control polygons in their original parameter direction.
QuinticBezier subdivision = curve;
left.front() = subdivision.front();
right.back() = subdivision.back();
for (size_t level = 1; level < curve.size(); ++level) {
for (size_t i = 0; i + level < curve.size(); ++i)
subdivision[i] = 0.5 * (subdivision[i] + subdivision[i + 1]);
left[level] = subdivision.front();
right[curve.size() - level - 1] = subdivision[curve.size() - level - 1];
}
}
static void flatten_bezier(
const QuinticBezier &curve, const Vec2d &incoming, const Vec2d &outgoing, const double deviation, std::vector<Vec2d> &output)
{
// Subdivide to at least depth 1 so a rounded corner cannot collapse to a single diagonal chord.
// A uniform subdivision depth keeps samples at equal parameter intervals t = k / 2^depth,
// avoiding abrupt segment-length jumps at adaptive-depth boundaries.
static constexpr size_t max_depth = 16;
std::vector<QuinticBezier> subcurves(2);
subdivide_bezier(curve, subcurves[0], subcurves[1]);
for (size_t depth = 1; depth < max_depth; ++depth) {
bool all_flat = true;
for (const QuinticBezier &c : subcurves)
if (!is_bezier_flat(c, incoming, outgoing, deviation)) {
all_flat = false;
break;
}
if (all_flat)
break;
std::vector<QuinticBezier> finer(subcurves.size() * 2);
for (size_t i = 0; i < subcurves.size(); ++i)
subdivide_bezier(subcurves[i], finer[i * 2], finer[i * 2 + 1]);
subcurves = std::move(finer);
}
// The curve start is deliberately omitted so it can be shared with the straight leg feeding into it.
output.clear();
output.reserve(subcurves.size());
for (const QuinticBezier &c : subcurves)
output.emplace_back(c.back());
}
const std::vector<Vec2d>& CornerSmoother::curve_coefficients(
const double corner_distance, const Vec2d &incoming, const Vec2d &outgoing)
{
const double cosine = incoming.dot(outgoing);
// Corners of the same size and turn angle are congruent, so they flatten identically. An infill
// path walks over the very same corner over and over again, the Hilbert curve over a single one.
if (m_has_cached_coefficients && corner_distance == m_cached_distance && cosine == m_cached_cosine)
return m_cached_coefficients;
// One canonical corner running from -corner_distance along the incoming leg to corner_distance
// along the outgoing one. At each end, the first three control points are collinear and equally
// spaced: the tangent follows the adjoining straight leg and the second derivative is zero. The
// endpoint curvature is therefore zero, giving G2 joins to both legs.
const double d = corner_distance;
const QuinticBezier corner_curve {{
{-d, 0.}, {-0.7 * d, 0.}, {-0.4 * d, 0.}, {0., 0.4 * d}, {0., 0.7 * d}, {0., d}
}};
// Retain a finite positive tolerance if the smoother was set up with an invalid one.
const double deviation = m_tolerance > 0. && std::isfinite(m_tolerance) ? m_tolerance : EPSILON;
flatten_bezier(corner_curve, incoming, outgoing, deviation, m_cached_coefficients);
m_cached_distance = corner_distance;
m_cached_cosine = cosine;
m_has_cached_coefficients = true;
return m_cached_coefficients;
}
void CornerSmoother::round_corner(const Vec2d &previous, const Vec2d &corner, const Vec2d &next)
{
m_corner_points.clear();
const Vec2d incoming_leg = corner - previous;
const Vec2d outgoing_leg = next - corner;
const double incoming_length = incoming_leg.norm();
const double outgoing_length = outgoing_leg.norm();
if (incoming_length < EPSILON || outgoing_length < EPSILON) {
m_corner_points.emplace_back(corner);
return;
}
const Vec2d incoming = incoming_leg / incoming_length;
const Vec2d outgoing = outgoing_leg / outgoing_length;
const double cross = incoming.x() * outgoing.y() - incoming.y() * outgoing.x();
// A collinear vertex is no corner at all, and a hairpin cannot be rounded, see above.
if (std::abs(cross) < EPSILON || incoming.dot(outgoing) < min_smoothed_turn_cosine) {
m_corner_points.emplace_back(corner);
return;
}
// Consuming at most half of the shorter leg keeps the curves of two adjacent corners apart.
double corner_distance = m_corner_distance_ratio * std::min(incoming_length, outgoing_length);
if (m_max_corner_distance > 0.)
corner_distance = std::min(corner_distance, m_max_corner_distance);
const Vec2d curve_start = corner - corner_distance * incoming;
const Vec2d curve_end = corner + corner_distance * outgoing;
if (m_corner_filter && !m_corner_filter(curve_start, curve_end)) {
m_corner_points.emplace_back(corner);
return;
}
const std::vector<Vec2d> &coefficients = curve_coefficients(corner_distance, incoming, outgoing);
m_corner_points.reserve(coefficients.size() + 1);
m_corner_points.emplace_back(curve_start);
for (const Vec2d &coefficient : coefficients)
m_corner_points.emplace_back(corner + coefficient.x() * incoming + coefficient.y() * outgoing);
}
// Rounds the corners of a scaled point sequence. A polygon closes implicitly, so all of its vertices
// are corners; a polyline is an open path that keeps both of its ends, even where they coincide - a
// path returning to where it started retraces its way back and is not a loop.
static Points smooth_corners(const Points &points, const bool polygon, CornerSmoother &smoother)
{
// A polygon has no free ends, so its first vertex is a corner like any other. Rounding it takes
// feeding the smoother the last vertex first, whose own output point is then dropped again.
size_t skip = polygon ? 1 : 0;
Points smoothed;
smoothed.reserve(2 * points.size());
auto emit = [&smoothed, &skip](const Vec2d &point) {
if (skip > 0) {
--skip;
return;
}
smoothed.emplace_back(coord_t(std::floor(point.x() + 0.5)), coord_t(std::floor(point.y() + 0.5)));
};
if (polygon)
smoother.push(points.back().cast<double>(), emit);
for (const Point &point : points)
smoother.push(point.cast<double>(), emit);
if (polygon)
// Wrap the first vertex around, so that the last one is a corner as well.
smoother.push(points.front().cast<double>(), emit);
smoother.flush(emit);
if (polygon)
// The flushed point is the wrapped first vertex, which a polygon does not store.
smoothed.pop_back();
return smoothed;
}
void smooth_polyline_corners(Polyline &polyline, const double smooth_factor, const double tolerance,
const double max_corner_distance, const CornerFilter &corner_filter)
{
CornerSmoother smoother(smooth_factor, tolerance, max_corner_distance, corner_filter);
if (!smoother.enabled() || polyline.size() < 3)
return;
polyline.points = smooth_corners(polyline.points, false, smoother);
// Rounding back to the integer grid may collapse neighbouring samples of a curve.
polyline.remove_duplicate_points();
}
void smooth_polylines_corners(Polylines &polylines, const double smooth_factor, const double tolerance,
const double max_corner_distance, const CornerFilter &corner_filter)
{
if (sanitize_smooth_factor(smooth_factor) == 0.)
return;
for (Polyline &polyline : polylines)
smooth_polyline_corners(polyline, smooth_factor, tolerance, max_corner_distance, corner_filter);
}
void smooth_polygons_corners(Polygons &polygons, const double smooth_factor, const double tolerance,
const double max_corner_distance, const CornerFilter &corner_filter)
{
CornerSmoother smoother(smooth_factor, tolerance, max_corner_distance, corner_filter);
if (!smoother.enabled())
return;
for (Polygon &polygon : polygons) {
if (polygon.size() < 3)
continue;
polygon.points = smooth_corners(polygon.points, true, smoother);
polygon.remove_duplicate_points();
// The curves of the first and of the last corner may have met on the segment they share. A
// polygon closes implicitly, so it must not repeat its first vertex at the end.
if (polygon.points.size() > 1 && polygon.points.front() == polygon.points.back())
polygon.points.pop_back();
}
}
} // namespace Slic3r

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@@ -0,0 +1,108 @@
#pragma once
#include <algorithm>
#include <cmath>
#include <functional>
#include <vector>
#include "../libslic3r.h"
#include "../Point.hpp"
#include "../Polygon.hpp"
#include "../Polyline.hpp"
namespace Slic3r {
// Orca: NaN or infinite factors disable the smoothing, everything else is clamped to <0, 1>.
inline double sanitize_smooth_factor(double smooth_factor)
{
return std::isfinite(smooth_factor) ? std::clamp(smooth_factor, 0., 1.) : 0.;
}
// Decides whether a corner may be replaced by the curve that leaves the path at `from` and rejoins it
// at `to`, both in the coordinate system of the pushed points. Rounding cuts toward the inside of the
// turn, so a path that is not clipped to the fill region afterwards needs this to stay inside it.
using CornerFilter = std::function<bool(const Vec2d &from, const Vec2d &to)>;
// Orca: Replaces the sharp vertices of an infill path with curves that join the adjoining straight
// legs with a continuous curvature, so the toolhead does not have to stop in every corner.
// Points are pushed one by one, because the plane path fills produce their path on the fly, and
// every point of the smoothed path is handed over to the caller supplied emit callback.
// Fully smoothed adjacent corners meet at the midpoint of the segment they share, so the emitted
// points may collapse onto each other once rounded to the integer grid of the caller. Dropping such
// duplicates is left to the caller, which is the only one knowing that grid.
class CornerSmoother
{
public:
// tolerance is the maximum chordal deviation of the flattened curves, in the units of the pushed
// points. max_corner_distance caps how far a curve may reach along a leg, in the same units; it
// bounds how far a rounded corner moves away from the original path, which matters where the legs
// are much longer than the spacing of the pattern. Zero leaves the reach uncapped.
CornerSmoother(double smooth_factor, double tolerance, double max_corner_distance = 0.,
CornerFilter corner_filter = {})
: m_corner_distance_ratio(0.5 * sanitize_smooth_factor(smooth_factor)), m_tolerance(tolerance),
m_max_corner_distance(max_corner_distance), m_corner_filter(std::move(corner_filter))
{}
bool enabled() const { return m_corner_distance_ratio > 0.; }
template<typename Emit> void push(const Vec2d &point, Emit &emit)
{
if (m_pending == 0) {
emit(point);
m_previous = point;
} else if (m_pending > 1) {
round_corner(m_previous, m_corner, point);
for (const Vec2d &corner_point : m_corner_points)
emit(corner_point);
m_previous = m_corner;
}
m_corner = point;
m_pending = std::min(m_pending + 1, 2);
}
// Emits the last point of the path and prepares the smoother for a new one.
template<typename Emit> void flush(Emit &emit)
{
if (m_pending > 1)
emit(m_corner);
m_pending = 0;
}
private:
// Fills m_corner_points with the points replacing the corner vertex.
void round_corner(const Vec2d &previous, const Vec2d &corner, const Vec2d &next);
// Flattens the canonical corner curve of the given size and turn into coordinates of the
// (incoming, outgoing) basis of the corner. Cached, as an infill path repeats the same corner.
const std::vector<Vec2d>& curve_coefficients(double corner_distance, const Vec2d &incoming, const Vec2d &outgoing);
// Fraction of the shorter adjoining segment consumed on each side of a corner. Half of a segment
// is the maximum, otherwise the curves of two adjacent corners would overlap.
const double m_corner_distance_ratio;
const double m_tolerance;
const double m_max_corner_distance;
const CornerFilter m_corner_filter;
std::vector<Vec2d> m_corner_points;
// Cached flattening of the last corner, valid for corners of the same size and turn angle.
std::vector<Vec2d> m_cached_coefficients;
double m_cached_distance { 0. };
double m_cached_cosine { 0. };
bool m_has_cached_coefficients { false };
Vec2d m_previous { Vec2d::Zero() };
Vec2d m_corner { Vec2d::Zero() };
// Number of points held back: none, the first point of a path, or a corner candidate.
int m_pending { 0 };
};
// Rounds the corners of already scaled paths in place. Paths of less than three points are left alone.
// Both ends of a polyline are kept where they are, even when they coincide: such a path retraces its
// way back and joining its ends would turn it into a loop. See CornerSmoother for max_corner_distance.
void smooth_polyline_corners(Polyline &polyline, double smooth_factor, double tolerance,
double max_corner_distance = 0., const CornerFilter &corner_filter = {});
void smooth_polylines_corners(Polylines &polylines, double smooth_factor, double tolerance,
double max_corner_distance = 0., const CornerFilter &corner_filter = {});
// Polygons close implicitly, so every one of their vertices is a corner.
void smooth_polygons_corners(Polygons &polygons, double smooth_factor, double tolerance,
double max_corner_distance = 0., const CornerFilter &corner_filter = {});
} // namespace Slic3r

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@@ -3,6 +3,7 @@
#include "../Surface.hpp"
#include <cmath>
#include "FillBase.hpp"
#include "FillCornerSmoothing.hpp"
#include "FillCrossHatch.hpp"
namespace Slic3r {
@@ -205,6 +206,9 @@ void FillCrossHatch ::_fill_surface_single(
// shift the pattern to the actual space
for (Polyline &pl : polylines) { pl.translate(bb.min); }
// Orca: round the corners of the transition layers. The repeat layers are straight lines and stay as they are.
smooth_polylines_corners(polylines, params.smooth_factor, scaled<double>(params.resolution));
// Apply multiline offset if needed
multiline_fill(polylines, params, spacing);

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@@ -2,6 +2,7 @@
#include "../ShortestPath.hpp"
#include "../Surface.hpp"
#include "FillCornerSmoothing.hpp"
#include "FillHoneycomb.hpp"
namespace Slic3r {
@@ -70,6 +71,9 @@ void FillHoneycomb::_fill_surface_single(
}
p.rotate(-direction.first, m.hex_center);
p.simplify(5 * spacing); // simplify to 5x line width
// Orca: round the corners of the honeycomb cells. Done before the clipping, so that the
// curves are cut by the region boundary just like the sharp path would be.
smooth_polyline_corners(p, params.smooth_factor, scaled<double>(params.resolution));
all_polylines.push_back(p);
}
}

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@@ -2,6 +2,7 @@
#include "../Print.hpp"
#include "../ShortestPath.hpp"
#include "FillBase.hpp"
#include "FillCornerSmoothing.hpp"
#include "FillLightning.hpp"
#include "Lightning/Generator.hpp"
@@ -17,6 +18,19 @@ void Filler::_fill_surface_single(
const Layer &layer = generator->getTreesForLayer(this->layer_id);
Polylines fill_lines = layer.convertToLines(to_polygons(expolygon), scaled<coord_t>(0.5 * this->spacing - this->overlap));
// Orca: round the turns of the branches. Hairpins are left sharp, as they cannot be rounded, and
// the reach is capped: cutting a corner moves the branch, and a branch is as long as the object
// rather than as long as one cell of a pattern, so half of a leg would merge it with its neighbour
// instead of rounding the turn between them. Half the distance between two branches keeps them
// apart. With more than one line per infill wall the branches are printed as outlines drawn around
// them, and the outlines of branches that run into each other merge into a single one; moving a
// branch by more than a fraction of its printed width breaks such an outline up into separate
// loops, so that width bounds the reach as well.
const double branch_width = scaled<double>(this->spacing) * params.multiline;
const double branch_spacing = branch_width / std::max(double(params.density), EPSILON);
const double max_reach = 0.5 * (params.multiline > 1 ? branch_width : branch_spacing);
smooth_polylines_corners(fill_lines, params.smooth_factor, scaled<double>(params.resolution), max_reach);
// Apply multiline offset if needed
multiline_fill(fill_lines, params, spacing);

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@@ -2,6 +2,7 @@
#include "../ShortestPath.hpp"
#include "../Surface.hpp"
#include "FillCornerSmoothing.hpp"
#include "FillPlanePath.hpp"
namespace Slic3r {
@@ -288,145 +289,60 @@ static void generate_hilbert_curve(coord_t min_x, coord_t min_y, coord_t max_x,
}
}
using QuinticBezier = std::array<Vec2d, 6>;
static bool is_bezier_flat(const QuinticBezier &curve, const double deviation)
{
// A Bezier curve stays inside the convex hull of its control points. Therefore, keeping every
// control point within a deviation-wide strip around the endpoint chord conservatively bounds the
// flattening error. The cross product is the perpendicular distance scaled by the chord length;
// comparing squared values avoids a square root.
const Vec2d chord = curve.back() - curve.front();
const double chord_length_sq = chord.squaredNorm();
const double max_cross_sq = deviation * deviation * chord_length_sq;
for (size_t i = 1; i + 1 < curve.size(); ++i) {
const Vec2d offset = curve[i] - curve.front();
const double cross = chord.x() * offset.y() - chord.y() * offset.x();
if (cross * cross > max_cross_sq)
return false;
}
return true;
}
static void subdivide_bezier(const QuinticBezier &curve, QuinticBezier &left, QuinticBezier &right)
{
// Split the curve at t = 0.5 using de Casteljau's algorithm. Each averaging level contributes one
// control point to the left half and one to the right half; the latter is filled backwards to keep
// both resulting control polygons in their original parameter direction.
QuinticBezier subdivision = curve;
left.front() = subdivision.front();
right.back() = subdivision.back();
for (size_t level = 1; level < curve.size(); ++level) {
for (size_t i = 0; i + level < curve.size(); ++i)
subdivision[i] = 0.5 * (subdivision[i] + subdivision[i + 1]);
left[level] = subdivision.front();
right[curve.size() - level - 1] = subdivision[curve.size() - level - 1];
}
}
static void flatten_bezier(const QuinticBezier &curve, const double deviation, std::vector<Vec2d> &output)
{
// Subdivide to at least depth 1 so a rounded corner cannot collapse to a single diagonal chord.
// A uniform subdivision depth keeps samples at equal parameter intervals t = k / 2^depth,
// avoiding abrupt segment-length jumps at adaptive-depth boundaries.
static constexpr size_t max_depth = 16;
std::vector<QuinticBezier> subcurves(2);
subdivide_bezier(curve, subcurves[0], subcurves[1]);
for (size_t depth = 1; depth < max_depth; ++depth) {
bool all_flat = true;
for (const QuinticBezier &c : subcurves)
if (!is_bezier_flat(c, deviation)) {
all_flat = false;
break;
}
if (all_flat)
break;
std::vector<QuinticBezier> finer(subcurves.size() * 2);
for (size_t i = 0; i < subcurves.size(); ++i)
subdivide_bezier(subcurves[i], finer[i * 2], finer[i * 2 + 1]);
subcurves = std::move(finer);
}
// The curve start is deliberately omitted so consecutive curve pieces can share it without duplication.
output.reserve(output.size() + subcurves.size());
for (const QuinticBezier &c : subcurves)
output.emplace_back(c.back());
}
// Rounds the corners of the generated path on its way to the infill output.
template<typename Output>
static void generate_smooth_hilbert_curve(
coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double resolution,
const double corner_distance, Output &output)
class SmoothingPolylineOutput
{
// A Hilbert curve is defined on a square grid whose side is a power of two. As in the unsmoothed
// generator, expand the larger requested dimension to the next valid Hilbert grid size. The output
// clipper or the later region intersection removes the padded part of the traversal.
size_t sz = 2;
const size_t sz0 = std::max(max_x + 1 - min_x, max_y + 1 - min_y);
while (sz < sz0)
sz <<= 1;
public:
SmoothingPolylineOutput(Output &output, const double smooth_factor, const double tolerance)
: m_output(output), m_smoother(smooth_factor, tolerance) {}
const size_t point_count = sz * sz;
output.reserve(point_count);
void reserve(size_t n) { m_output.reserve(n); }
void add_point(const Vec2d &pt) { auto emit = emitter(); m_smoother.push(pt, emit); }
// The smoother holds back the last point of the path until it knows there is no corner left to round.
void finish() { auto emit = emitter(); m_smoother.flush(emit); }
// The caller normalizes resolution to the unit Hilbert grid; retain a finite positive tolerance
// if this helper is invoked with an invalid resolution.
const double deviation = resolution > 0. && std::isfinite(resolution) ? resolution : EPSILON;
// Construct one canonical 90-degree corner from (-corner_distance, 0) to (0, corner_distance).
// At each end, the first three control points are collinear and equally spaced: the tangent follows
// the adjoining straight leg and the second derivative is zero. The endpoint curvature is therefore
// zero, giving G2 joins to both legs. Every Hilbert turn is an oriented copy of this curve, so flatten
// it only once to the requested chordal-deviation tolerance.
const QuinticBezier corner_curve {{
{-corner_distance, 0.}, {-0.7 * corner_distance, 0.}, {-0.4 * corner_distance, 0.},
{0., 0.4 * corner_distance}, {0., 0.7 * corner_distance}, {0., corner_distance}
}};
std::vector<Vec2d> curve_coefficients;
flatten_bezier(corner_curve, deviation, curve_coefficients);
auto translated_point = [min_x, min_y](size_t idx) {
Point p = hilbert_n_to_xy(idx);
return Point(p.x() + min_x, p.y() + min_y);
};
auto to_vec2d = [](const Point &p) { return Vec2d(double(p.x()), double(p.y())); };
bool has_last_output = false;
Vec2d last_output;
// Fully smoothed adjacent corners may meet at the same segment midpoint. Suppress such duplicates
// to avoid emitting zero-length extrusion segments.
auto add_point = [&output, &has_last_output, &last_output](const Vec2d &point) {
if (!has_last_output || point.x() != last_output.x() || point.y() != last_output.y()) {
output.add_point(point);
last_output = point;
has_last_output = true;
}
};
Vec2d previous = to_vec2d(translated_point(0));
Vec2d corner = to_vec2d(translated_point(1));
add_point(previous);
// Replace each non-collinear Hilbert vertex by the canonical curve expressed in the local basis of
// its incoming and outgoing unit vectors. Collinear vertices remain part of the straight polyline.
for (size_t i = 1; i + 1 < point_count; ++i) {
const Vec2d next = to_vec2d(translated_point(i + 1));
const Vec2d incoming = (corner - previous).normalized();
const Vec2d outgoing = (next - corner).normalized();
const double cross = incoming.x() * outgoing.y() - incoming.y() * outgoing.x();
if (std::abs(cross) < EPSILON) {
add_point(corner);
} else {
add_point(corner - corner_distance * incoming);
for (const Vec2d &coefficient : curve_coefficients)
add_point(corner + coefficient.x() * incoming + coefficient.y() * outgoing);
}
previous = corner;
corner = next;
private:
// The curves of two adjacent corners meet at the midpoint of the segment they share, where they
// may round to the very same output point. Drop those, they would be zero length extrusions.
auto emitter()
{
return [this](const Vec2d &pt) {
const Point snapped = m_output.scaled(pt);
if (m_has_last_snapped && snapped == m_last_snapped)
return;
m_last_snapped = snapped;
m_has_last_snapped = true;
m_output.add_point(pt);
};
}
add_point(corner);
Output &m_output;
CornerSmoother m_smoother;
Point m_last_snapped { Point::Zero() };
bool m_has_last_snapped { false };
};
// Runs the path generator against the concrete output type, optionally through the corner smoother.
// The outputs do not share a virtual add_point(), so the type has to be resolved here.
template<typename GenerateFn>
static void generate_path(InfillPolylineOutput &output, const FillParams &params, const double resolution, GenerateFn generate)
{
const double smooth_factor = sanitize_smooth_factor(params.smooth_factor);
auto run = [smooth_factor, resolution, &generate](auto &out) {
if (smooth_factor == 0.) {
generate(out);
} else {
SmoothingPolylineOutput<std::remove_reference_t<decltype(out)>> smoothing(out, smooth_factor, resolution);
generate(smoothing);
smoothing.finish();
}
};
if (output.clips())
run(static_cast<InfillPolylineClipper&>(output));
else
run(output);
}
void FillHilbertCurve::generate(coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double /* resolution */, InfillPolylineOutput &output)
@@ -440,19 +356,8 @@ void FillHilbertCurve::generate(coord_t min_x, coord_t min_y, coord_t max_x, coo
void FillHilbertCurve::generate(coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double resolution,
const FillParams &params, InfillPolylineOutput &output)
{
const double smooth_factor = std::isfinite(params.smooth_factor) ?
std::clamp(params.smooth_factor, 0., 1.) : 0.;
if (smooth_factor == 0.) {
this->generate(min_x, min_y, max_x, max_y, resolution, output);
return;
}
const double corner_distance = 0.5 * smooth_factor;
if (output.clips())
generate_smooth_hilbert_curve(
min_x, min_y, max_x, max_y, resolution, corner_distance, static_cast<InfillPolylineClipper&>(output));
else
generate_smooth_hilbert_curve(min_x, min_y, max_x, max_y, resolution, corner_distance, output);
generate_path(output, params, resolution,
[min_x, min_y, max_x, max_y](auto &out) { generate_hilbert_curve(min_x, min_y, max_x, max_y, out); });
}
template<typename Output>
@@ -495,4 +400,11 @@ void FillOctagramSpiral::generate(coord_t min_x, coord_t min_y, coord_t max_x, c
generate_octagram_spiral(min_x, min_y, max_x, max_y, output);
}
void FillOctagramSpiral::generate(coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double resolution,
const FillParams &params, InfillPolylineOutput &output)
{
generate_path(output, params, resolution,
[min_x, min_y, max_x, max_y](auto &out) { generate_octagram_spiral(min_x, min_y, max_x, max_y, out); });
}
} // namespace Slic3r

View File

@@ -21,10 +21,10 @@ public:
void add_point(const Vec2d& pt) { m_out.emplace_back(this->scaled(pt)); }
Points&& result() { return std::move(m_out); }
virtual bool clips() const { return false; }
protected:
// The output grid the generated points are snapped to.
const Point scaled(const Vec2d& fpt) const { return { coord_t(floor(fpt.x() * m_scale_out + 0.5)), coord_t(floor(fpt.y() * m_scale_out + 0.5)) }; }
protected:
// Output polyline.
Points m_out;
@@ -93,6 +93,8 @@ public:
protected:
bool centered() const override { return true; }
void generate(coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double resolution, InfillPolylineOutput &output) override;
void generate(coord_t min_x, coord_t min_y, coord_t max_x, coord_t max_y, const double resolution,
const FillParams &params, InfillPolylineOutput &output) override;
};
} // namespace Slic3r

View File

@@ -18,6 +18,7 @@
#include "../ShortestPath.hpp"
#include "../VariableWidth.hpp"
#include "FillCornerSmoothing.hpp"
#include "FillRectilinear.hpp"
// #define SLIC3R_DEBUG
@@ -3364,6 +3365,10 @@ bool FillRectilinear::fill_surface_trapezoidal(
for (Polyline &pl : polylines)
pl.translate(rotate_vector.second);
// Orca: round the corners of the trapezoids. The straight base lines of the triangular family
// have no corner to round.
smooth_polylines_corners(polylines, params.smooth_factor, scaled<double>(params.resolution));
// Apply multiline fill
multiline_fill(polylines, params, spacing);

View File

@@ -3469,9 +3469,8 @@ void PrintConfigDef::init_fff_params()
def = this->add("sparse_infill_smooth_factor", coPercent);
def->label = L("Sparse infill smooth factor");
def->category = L("Strength");
def->tooltip = L("Controls how strongly sparse infill corners are rounded. 0% keeps the original right-angle path, "
"while 100% produces the largest possible curves between adjacent infill lines. "
"Currently applies only to the Hilbert Curve.");
def->tooltip = L("Controls how strongly sparse infill corners are rounded. 0% keeps the original sharp path, "
"while 100% produces the largest possible curves between adjacent infill lines.");
def->sidetext = "%";
def->min = 0;
def->max = 100;

View File

@@ -146,6 +146,29 @@ inline bool is_separable_infill_pattern(InfillPattern pattern)
}
}
// Orca: Infill patterns that round their corners by the "sparse_infill_smooth_factor" option.
// Grid, Triangles and Tri-hexagon only do so in their trapezoidal form, which is generated with more
// than one line per infill wall; a single line makes them plain crossing lines with nothing to round.
inline bool is_smoothable_infill_pattern(InfillPattern pattern, int multiline = 1)
{
switch (pattern) {
case ipHilbertCurve:
case ipOctagramSpiral:
case ipLightning:
case ipHoneycomb:
case ip3DHoneycomb:
case ipConcentric:
case ipCrossHatch:
return true;
case ipGrid:
case ipTriangles:
case ipStars:
return multiline > 1;
default:
return false;
}
}
enum class IroningType {
NoIroning,
TopSurfaces,

View File

@@ -752,7 +752,7 @@ void ConfigManipulation::toggle_print_fff_options(DynamicPrintConfig *config, in
bool has_top_shell = has_top_shell_layers && config->option<ConfigOptionPercent>("top_surface_density")->value > 0;
bool has_bottom_shell = config->opt_int("bottom_shell_layers") > 0;
bool has_solid_infill = has_top_shell_layers || has_bottom_shell;
toggle_line("sparse_infill_smooth_factor", pattern == ipHilbertCurve);
toggle_line("sparse_infill_smooth_factor", is_smoothable_infill_pattern(pattern, config->opt_int("fill_multiline")));
toggle_field("top_surface_pattern", has_top_shell);
toggle_field("bottom_surface_pattern", has_bottom_shell);
toggle_field("top_surface_density", has_top_shell_layers);

View File

@@ -698,3 +698,290 @@ TEST_CASE("Solid infill direction offsets every layer when no template is set",
CHECK(delta == 30);
}
}
TEST_CASE("Honeycomb infill rounds its cell corners with the smooth factor", "[Fill]")
{
// A cell whose sides are several times the line width, so that the corners have room to be rounded.
const double spacing = 0.45;
const double density = 0.1;
auto fill = [spacing, density](double smooth_factor) {
std::unique_ptr<Slic3r::Fill> filler(Slic3r::Fill::new_from_type("honeycomb"));
filler->spacing = spacing;
FillParams params;
params.density = float(density);
params.dont_adjust = true;
// Keep the fragments apart, so that only the turns of the pattern itself are measured.
params.anchor_length_max = 0.f;
params.smooth_factor = smooth_factor;
Slic3r::ExPolygon square{ Slic3r::Points{
Point::new_scale(0., 0.), Point::new_scale(50., 0.), Point::new_scale(50., 50.), Point::new_scale(0., 50.) } };
Slic3r::Surface surface(stInternal, square);
return filler->fill_surface(&surface, params);
};
// Cosine of the sharpest turn of any of the paths, 1 meaning none of them turns at all.
auto sharpest_turn_cosine = [](const Slic3r::Polylines &polylines) {
double sharpest = 1.;
for (const Polyline &polyline : polylines)
for (size_t i = 1; i + 1 < polyline.size(); ++i) {
const Vec2d incoming = (polyline[i] - polyline[i - 1]).cast<double>().normalized();
const Vec2d outgoing = (polyline[i + 1] - polyline[i]).cast<double>().normalized();
sharpest = std::min(sharpest, incoming.dot(outgoing));
}
return sharpest;
};
auto point_count = [](const Slic3r::Polylines &polylines) {
return std::accumulate(polylines.begin(), polylines.end(), size_t(0),
[](size_t count, const Polyline &polyline) { return count + polyline.size(); });
};
const Slic3r::Polylines sharp = fill(0.);
const Slic3r::Polylines smooth = fill(1.);
REQUIRE(!sharp.empty());
REQUIRE(smooth.size() == sharp.size());
REQUIRE(point_count(smooth) > point_count(sharp));
// The cell corners turn by 60 degrees; smoothing replaces them by gentle curves.
REQUIRE(sharpest_turn_cosine(sharp) < 0.6);
REQUIRE(sharpest_turn_cosine(smooth) > 0.9);
}
// Point count, number of turns sharper than 25 degrees and length of the sparse infill of a print.
// A rounded corner is a run of much gentler turns, so smoothing shows up as fewer sharp ones.
struct SparseInfillShape {
size_t point_count { 0 };
size_t sharp_turns { 0 };
size_t path_count { 0 };
double length { 0. };
};
static SparseInfillShape sparse_infill_shape(const Print &print)
{
SparseInfillShape shape;
auto account = [&shape](const ExtrusionPath &path) {
if (!sparse_role(path.role()))
return;
const Points3 &pts = path.polyline.points;
++shape.path_count;
shape.point_count += pts.size();
for (size_t i = 1; i < pts.size(); ++i)
shape.length += (pts[i] - pts[i - 1]).head<2>().cast<double>().norm();
for (size_t i = 1; i + 1 < pts.size(); ++i) {
const Vec2d incoming = (pts[i] - pts[i - 1]).head<2>().cast<double>();
const Vec2d outgoing = (pts[i + 1] - pts[i]).head<2>().cast<double>();
if (incoming.squaredNorm() > 0. && outgoing.squaredNorm() > 0. &&
incoming.normalized().dot(outgoing.normalized()) < 0.9)
++shape.sharp_turns;
}
};
for (const Layer *layer : print.objects().front()->layers())
for (const LayerRegion *region : layer->regions())
for (const ExtrusionEntity *entity : region->fills.flatten().entities) {
if (auto *path = dynamic_cast<const ExtrusionPath *>(entity))
account(*path);
else if (auto *multi = dynamic_cast<const ExtrusionMultiPath *>(entity))
for (const ExtrusionPath &p : multi->paths)
account(p);
else if (auto *loop = dynamic_cast<const ExtrusionLoop *>(entity))
for (const ExtrusionPath &p : loop->paths)
account(p);
}
return shape;
}
TEST_CASE("Lightning infill rounds the turns of its branches with the smooth factor", "[Fill]")
{
auto shape_for = [](const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "lightning"},
{"sparse_infill_density", "15%"},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for("0%");
const SparseInfillShape smooth = shape_for("100%");
REQUIRE(sharp.point_count > 0);
// The branch turns are replaced by curves, which cut the corners off and take more points to
// describe. The turns where two branches are joined into one path stay sharp.
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
REQUIRE(smooth.length < sharp.length);
}
TEST_CASE("Concentric infill rounds its loops with the smooth factor", "[Fill]")
{
auto shape_for = [](const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "concentric"},
{"sparse_infill_density", "20%"},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for("0%");
const SparseInfillShape smooth = shape_for("100%");
REQUIRE(sharp.point_count > 0);
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
REQUIRE(smooth.length < sharp.length);
}
TEST_CASE("Cross hatch infill rounds its transition layers with the smooth factor", "[Fill]")
{
auto shape_for = [](const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "crosshatch"},
{"sparse_infill_density", "20%"},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for("0%");
const SparseInfillShape smooth = shape_for("100%");
REQUIRE(sharp.point_count > 0);
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
REQUIRE(smooth.length < sharp.length);
}
TEST_CASE("Trapezoidal grid infill rounds its corners only with more than one line", "[Fill]")
{
auto shape_for = [](int multiline, const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "grid"},
{"sparse_infill_density", "20%"},
{"fill_multiline", multiline},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for(2, "0%");
const SparseInfillShape smooth = shape_for(2, "100%");
REQUIRE(sharp.point_count > 0);
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
REQUIRE(smooth.length < sharp.length);
// A single line per infill wall is the plain crossing line grid, which has no corner of its own.
const SparseInfillShape single_sharp = shape_for(1, "0%");
const SparseInfillShape single_smooth = shape_for(1, "100%");
REQUIRE(single_sharp.point_count > 0);
REQUIRE(single_smooth.point_count == single_sharp.point_count);
REQUIRE(single_smooth.length == single_sharp.length);
}
TEST_CASE("3D honeycomb infill rounds its octahedral waves with the smooth factor", "[Fill]")
{
auto shape_for = [](const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "3dhoneycomb"},
{"sparse_infill_density", "20%"},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for("0%");
const SparseInfillShape smooth = shape_for("100%");
REQUIRE(sharp.point_count > 0);
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
REQUIRE(smooth.length < sharp.length);
}
TEST_CASE("Smoothed concentric infill stays inside the fill region", "[Fill][Regression]")
{
// The concentric loops are offsets of the fill region and are never clipped to it, so a corner
// rounded across its boundary ends up in a hole or over a wall. Rounding cuts toward the inside of
// the turn, which leaves the region at every corner of a hole, and in a region thinner than the
// curve even at a corner turning inwards.
const bool thin_region = GENERATE(false, true);
ExPolygon region;
if (thin_region) {
// An L of two 1.2mm wide arms: cutting the corner they meet at crosses both of them.
region = ExPolygon{ Slic3r::Points{
Point::new_scale(0., 0.), Point::new_scale(20., 0.), Point::new_scale(20., 1.2),
Point::new_scale(1.2, 1.2), Point::new_scale(1.2, 20.), Point::new_scale(0., 20.) } };
} else {
region = ExPolygon{ Slic3r::Points{ Point::new_scale(0., 0.), Point::new_scale(50., 0.),
Point::new_scale(50., 50.), Point::new_scale(0., 50.) },
Slic3r::Points{ Point::new_scale(30., 20.), Point::new_scale(30., 30.),
Point::new_scale(20., 30.), Point::new_scale(20., 20.) } };
}
CAPTURE(thin_region);
auto fill = [&region](double smooth_factor) {
std::unique_ptr<Slic3r::Fill> filler(Slic3r::Fill::new_from_type("concentric"));
filler->spacing = 0.45;
FillParams params;
params.density = 0.1f;
params.dont_adjust = true;
params.smooth_factor = smooth_factor;
Slic3r::Surface surface(stInternal, region);
return filler->fill_surface(&surface, params);
};
auto point_count = [](const Slic3r::Polylines &polylines) {
return std::accumulate(polylines.begin(), polylines.end(), size_t(0),
[](size_t count, const Polyline &polyline) { return count + polyline.size(); });
};
const Slic3r::Polylines sharp = fill(0.);
const Slic3r::Polylines smooth = fill(1.);
REQUIRE(!sharp.empty());
// Nothing leaves the fill region, which the unrounded loops already touch from the inside.
const ExPolygons bounds = offset_ex(region, float(SCALED_EPSILON));
REQUIRE(diff_pl(sharp, bounds).empty());
REQUIRE(diff_pl(smooth, bounds).empty());
// The corners that the region has room for are still rounded.
if (!thin_region)
REQUIRE(point_count(smooth) > point_count(sharp));
}
TEST_CASE("Smoothing multiline lightning infill keeps its outlines connected", "[Fill][Regression]")
{
// With more than one line per infill wall, the branches are printed as outlines drawn around them,
// and the outlines of branches that run close to each other merge into one. Rounding the branches
// before those outlines are built moves them apart, which breaks the merged outlines up into
// separate loops - many more of them, each needing its own travel move.
auto shape_for = [](const std::string &smooth_factor) {
Print print;
Slic3r::Test::init_and_process_print({Slic3r::Test::cube(20)}, print,
{{"sparse_infill_pattern", "lightning"},
{"sparse_infill_density", "50%"},
{"fill_multiline", 2},
{"sparse_infill_smooth_factor", smooth_factor},
{"layer_height", 0.2}});
return sparse_infill_shape(print);
};
const SparseInfillShape sharp = shape_for("0%");
const SparseInfillShape smooth = shape_for("100%");
REQUIRE(sharp.path_count > 0);
REQUIRE(smooth.path_count <= sharp.path_count);
// The outlines are still rounded.
REQUIRE(smooth.point_count > sharp.point_count);
REQUIRE(smooth.sharp_turns < sharp.sharp_turns);
}

View File

@@ -18,6 +18,7 @@ add_executable(${_TEST_NAME}_tests
test_preset_setting_id.cpp
test_preset_diff.cpp
test_elephant_foot_compensation.cpp
test_fill_corner_smoothing.cpp
test_fill_plane_path.cpp
test_geometry.cpp
test_multimaterial_segmentation.cpp

View File

@@ -0,0 +1,173 @@
#include <catch2/catch_all.hpp>
#include <algorithm>
#include <cmath>
#include <limits>
#include "libslic3r/Fill/FillCornerSmoothing.hpp"
#include "libslic3r/Polyline.hpp"
#include "libslic3r/libslic3r.h"
using namespace Slic3r;
namespace {
// A right angle turn, with the outgoing leg ten times longer than the incoming one.
Polyline asymmetric_corner()
{
return Polyline{ Point::new_scale(0., 0.), Point::new_scale(10., 0.), Point::new_scale(10., 100.) };
}
double max_turn_cosine(const Polyline &polyline)
{
double sharpest = 1.;
for (size_t i = 1; i + 1 < polyline.size(); ++i) {
const Vec2d incoming = (polyline[i] - polyline[i - 1]).cast<double>().normalized();
const Vec2d outgoing = (polyline[i + 1] - polyline[i]).cast<double>().normalized();
sharpest = std::min(sharpest, incoming.dot(outgoing));
}
return sharpest;
}
bool contains(const Polyline &polyline, const Point &point)
{
return std::find(polyline.points.begin(), polyline.points.end(), point) != polyline.points.end();
}
const double tolerance = scaled<double>(0.0125);
} // namespace
TEST_CASE("Corner smoothing replaces a sharp vertex by a curve", "[FillCornerSmoothing]")
{
const Polyline sharp = asymmetric_corner();
Polyline smooth = sharp;
smooth_polyline_corners(smooth, 1., tolerance);
REQUIRE(smooth.size() > sharp.size());
REQUIRE(smooth.front() == sharp.front());
REQUIRE(smooth.back() == sharp.back());
// The right angle is gone, every remaining turn is a gentle one.
REQUIRE(max_turn_cosine(sharp) < 0.1);
REQUIRE(max_turn_cosine(smooth) > 0.9);
REQUIRE(smooth.length() < sharp.length());
}
TEST_CASE("Corner smoothing keeps the path untouched at a zero factor", "[FillCornerSmoothing]")
{
const Polyline sharp = asymmetric_corner();
Polyline none = sharp;
smooth_polyline_corners(none, 0., tolerance);
REQUIRE(none.points == sharp.points);
Polyline invalid = sharp;
smooth_polyline_corners(invalid, std::numeric_limits<double>::quiet_NaN(), tolerance);
REQUIRE(invalid.points == sharp.points);
}
TEST_CASE("Corner smoothing consumes at most half of the shorter leg", "[FillCornerSmoothing]")
{
// The curve must not reach beyond the middle of either adjoining segment, otherwise the curves of
// two adjacent corners would overlap. The shorter leg is 10mm long, so the corner at (10, 0) is
// left 5mm before it and rejoined 5mm past it, even though the other leg is 100mm long.
Polyline smooth = asymmetric_corner();
smooth_polyline_corners(smooth, 1., tolerance);
REQUIRE(contains(smooth, Point::new_scale(5., 0.)));
REQUIRE(contains(smooth, Point::new_scale(10., 5.)));
// A Bezier curve stays within the convex hull of its control points, so the rounded path stays
// inside the box spanned by the two legs.
for (const Point &point : smooth.points) {
REQUIRE(point.x() >= 0);
REQUIRE(point.y() >= 0);
REQUIRE(point.x() <= Point::new_scale(10., 0.).x());
REQUIRE(point.y() <= Point::new_scale(0., 100.).y());
}
}
TEST_CASE("Corner smoothing scales the curve with the factor", "[FillCornerSmoothing]")
{
Polyline half = asymmetric_corner();
smooth_polyline_corners(half, 0.5, tolerance);
Polyline full = asymmetric_corner();
smooth_polyline_corners(full, 1., tolerance);
// Half of the factor leaves the 10mm leg half as far from the corner.
REQUIRE(contains(half, Point::new_scale(7.5, 0.)));
REQUIRE(contains(full, Point::new_scale(5., 0.)));
// A larger factor rounds a wider portion of the legs, cutting more of the corner off.
REQUIRE(full.length() < half.length());
}
TEST_CASE("Corner smoothing leaves hairpins sharp", "[FillCornerSmoothing]")
{
// Both ends of a curve replacing a nearly reversing turn coincide, which would round the hairpin
// into a degenerate loop instead of a tip.
Polyline hairpin{ Point::new_scale(0., 0.), Point::new_scale(10., 0.), Point::new_scale(0., 0.5) };
const Polyline sharp = hairpin;
smooth_polyline_corners(hairpin, 1., tolerance);
REQUIRE(hairpin == sharp);
}
TEST_CASE("Corner smoothing follows the flattening tolerance", "[FillCornerSmoothing]")
{
Polyline coarse = asymmetric_corner();
smooth_polyline_corners(coarse, 1., scaled<double>(0.2));
Polyline fine = asymmetric_corner();
smooth_polyline_corners(fine, 1., scaled<double>(0.001));
REQUIRE(fine.size() > coarse.size());
REQUIRE(fine.front() == coarse.front());
REQUIRE(fine.back() == coarse.back());
}
TEST_CASE("Corner smoothing emits no zero length segments", "[FillCornerSmoothing]")
{
// Fully smoothed adjacent corners meet at the midpoint of the segment they share.
Polyline zigzag;
for (int i = 0; i < 8; ++i)
zigzag.points.emplace_back(Point::new_scale(i, i % 2 ? 1. : 0.));
smooth_polyline_corners(zigzag, 1., tolerance);
for (size_t i = 1; i < zigzag.size(); ++i)
REQUIRE((zigzag[i] - zigzag[i - 1]).cast<double>().squaredNorm() > 0.);
}
TEST_CASE("Corner smoothing rounds every vertex of a polygon", "[FillCornerSmoothing]")
{
// A polygon closes implicitly, so none of its corners may stay sharp, not even the first one.
const Polygon square{ Point::new_scale(0., 0.), Point::new_scale(10., 0.), Point::new_scale(10., 10.),
Point::new_scale(0., 10.) };
Polygons smooth{ square };
smooth_polygons_corners(smooth, 1., tolerance);
const Polyline rounded = smooth.front().split_at_first_point();
REQUIRE(smooth.front().size() > square.size());
REQUIRE(max_turn_cosine(rounded) > 0.9);
// The turn from the closing segment back into the first one must be gentle as well.
const Vec2d incoming = (rounded[rounded.size() - 1] - rounded[rounded.size() - 2]).cast<double>().normalized();
const Vec2d outgoing = (rounded[1] - rounded[0]).cast<double>().normalized();
REQUIRE(incoming.dot(outgoing) > 0.9);
// None of the corners is cut by more than half of a 10mm side.
for (const Point &point : smooth.front().points) {
REQUIRE(point.x() >= 0);
REQUIRE(point.y() >= 0);
REQUIRE(point.x() <= Point::new_scale(10., 0.).x());
REQUIRE(point.y() <= Point::new_scale(0., 10.).y());
}
}
TEST_CASE("Corner smoothing keeps the ends of a path that returns to its start", "[FillCornerSmoothing][Regression]")
{
// A branch of a lightning tree walks out and retraces its way back, ending where it started. Its
// ends are two free ends that happen to coincide, and joining them would close it into a loop.
Polyline retrace{ Point::new_scale(0., 0.), Point::new_scale(10., 0.), Point::new_scale(10., 10.),
Point::new_scale(5., 10.), Point::new_scale(0., 0.) };
const Polyline sharp = retrace;
smooth_polyline_corners(retrace, 1., tolerance);
REQUIRE(retrace.size() > sharp.size());
REQUIRE(retrace.front() == sharp.front());
REQUIRE(retrace.back() == sharp.back());
}

View File

@@ -27,6 +27,31 @@ public:
}
};
class TestableOctagramSpiral : public FillOctagramSpiral
{
public:
Points generate_points(double resolution, double smooth_factor = 0., coord_t max_coordinate = 7)
{
InfillPolylineOutput output(output_scale);
FillParams params;
params.smooth_factor = smooth_factor;
FillOctagramSpiral::generate(-max_coordinate, -max_coordinate, max_coordinate, max_coordinate, resolution, params, output);
return std::move(output.result());
}
};
// Cosine of the sharpest turn of a path, 1 meaning it has no turn at all.
double sharpest_turn_cosine(const Points &points)
{
double sharpest = 1.;
for (size_t i = 1; i + 1 < points.size(); ++i) {
const Vec2d incoming = (points[i] - points[i - 1]).cast<double>().normalized();
const Vec2d outgoing = (points[i + 1] - points[i]).cast<double>().normalized();
sharpest = std::min(sharpest, incoming.dot(outgoing));
}
return sharpest;
}
double path_length(const Points &points)
{
double length = 0.;
@@ -146,6 +171,35 @@ TEST_CASE("Hilbert smoothing joins straight segments with continuous curvature",
REQUIRE(fine_entry_curvature < 0.25 * coarse_entry_curvature);
}
TEST_CASE("Octagram spiral smoothing rounds the turns of the spiral", "[FillPlanePath]")
{
const Points sharp = TestableOctagramSpiral().generate_points(0.005);
const Points smooth = TestableOctagramSpiral().generate_points(0.005, 1.);
REQUIRE(smooth.size() > sharp.size());
REQUIRE(smooth.front() == sharp.front());
REQUIRE(smooth.back() == sharp.back());
// The spiral alternates between 90 and 135 degree turns; both are rounded into gentle ones.
REQUIRE(sharpest_turn_cosine(sharp) < -0.7);
REQUIRE(sharpest_turn_cosine(smooth) > 0.9);
for (size_t i = 1; i < smooth.size(); ++i)
REQUIRE((smooth[i] - smooth[i - 1]).cast<double>().squaredNorm() > 0.);
}
TEST_CASE("Octagram spiral smooth factor controls corner curvature", "[FillPlanePath]")
{
const Points sharp = TestableOctagramSpiral().generate_points(0.005);
const Points half_smooth = TestableOctagramSpiral().generate_points(0.005, 0.5);
const Points full_smooth = TestableOctagramSpiral().generate_points(0.005, 1.);
const Points invalid_factor = TestableOctagramSpiral().generate_points(
0.005, std::numeric_limits<double>::quiet_NaN());
REQUIRE(path_length(full_smooth) < path_length(half_smooth));
REQUIRE(path_length(half_smooth) < path_length(sharp));
REQUIRE(invalid_factor == sharp);
}
TEST_CASE("Hilbert curve smooth factor controls corner curvature", "[FillPlanePath]")
{
const Points sharp = TestableHilbertCurve().generate_points(0.005);