diff --git a/src/libslic3r/CMakeLists.txt b/src/libslic3r/CMakeLists.txt index 812d28e088..f7b4de6e25 100644 --- a/src/libslic3r/CMakeLists.txt +++ b/src/libslic3r/CMakeLists.txt @@ -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 diff --git a/src/libslic3r/Fill/Fill.cpp b/src/libslic3r/Fill/Fill.cpp index 88d87ddb26..0888e1bb55 100644 --- a/src/libslic3r/Fill/Fill.cpp +++ b/src/libslic3r/Fill/Fill.cpp @@ -970,9 +970,9 @@ std::vector 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.; diff --git a/src/libslic3r/Fill/Fill3DHoneycomb.cpp b/src/libslic3r/Fill/Fill3DHoneycomb.cpp index 5908f854de..ad5f8918fd 100644 --- a/src/libslic3r/Fill/Fill3DHoneycomb.cpp +++ b/src/libslic3r/Fill/Fill3DHoneycomb.cpp @@ -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(params.resolution)); } // Apply multiline offset if needed diff --git a/src/libslic3r/Fill/FillConcentric.cpp b/src/libslic3r/Fill/FillConcentric.cpp index a75d2ed7d3..1882f7a656 100644 --- a/src/libslic3r/Fill/FillConcentric.cpp +++ b/src/libslic3r/Fill/FillConcentric.cpp @@ -5,6 +5,7 @@ #include "Arachne/WallToolPaths.hpp" #include "FillConcentric.hpp" +#include "FillCornerSmoothing.hpp" #include 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 ®ion) { return region.contains(point); })) + return false; + } + return true; + }; + smooth_polygons_corners(loops, params.smooth_factor, scaled(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); diff --git a/src/libslic3r/Fill/FillCornerSmoothing.cpp b/src/libslic3r/Fill/FillCornerSmoothing.cpp new file mode 100644 index 0000000000..2af9f6bb9c --- /dev/null +++ b/src/libslic3r/Fill/FillCornerSmoothing.cpp @@ -0,0 +1,226 @@ +#include + +#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; + +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 &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 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 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& 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 &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(), emit); + for (const Point &point : points) + smoother.push(point.cast(), emit); + if (polygon) + // Wrap the first vertex around, so that the last one is a corner as well. + smoother.push(points.front().cast(), 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 diff --git a/src/libslic3r/Fill/FillCornerSmoothing.hpp b/src/libslic3r/Fill/FillCornerSmoothing.hpp new file mode 100644 index 0000000000..1852fc4c67 --- /dev/null +++ b/src/libslic3r/Fill/FillCornerSmoothing.hpp @@ -0,0 +1,108 @@ +#pragma once + +#include +#include +#include +#include + +#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; + +// 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 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 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& 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 m_corner_points; + // Cached flattening of the last corner, valid for corners of the same size and turn angle. + std::vector 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 diff --git a/src/libslic3r/Fill/FillCrossHatch.cpp b/src/libslic3r/Fill/FillCrossHatch.cpp index 571095eca4..98be5ef46b 100644 --- a/src/libslic3r/Fill/FillCrossHatch.cpp +++ b/src/libslic3r/Fill/FillCrossHatch.cpp @@ -3,6 +3,7 @@ #include "../Surface.hpp" #include #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(params.resolution)); + // Apply multiline offset if needed multiline_fill(polylines, params, spacing); diff --git a/src/libslic3r/Fill/FillHoneycomb.cpp b/src/libslic3r/Fill/FillHoneycomb.cpp index a595cdb664..82679541da 100644 --- a/src/libslic3r/Fill/FillHoneycomb.cpp +++ b/src/libslic3r/Fill/FillHoneycomb.cpp @@ -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(params.resolution)); all_polylines.push_back(p); } } diff --git a/src/libslic3r/Fill/FillLightning.cpp b/src/libslic3r/Fill/FillLightning.cpp index 7937b9d129..77031b42e0 100644 --- a/src/libslic3r/Fill/FillLightning.cpp +++ b/src/libslic3r/Fill/FillLightning.cpp @@ -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(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(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(params.resolution), max_reach); + // Apply multiline offset if needed multiline_fill(fill_lines, params, spacing); diff --git a/src/libslic3r/Fill/FillPlanePath.cpp b/src/libslic3r/Fill/FillPlanePath.cpp index 7c4f285ac6..577aef0600 100644 --- a/src/libslic3r/Fill/FillPlanePath.cpp +++ b/src/libslic3r/Fill/FillPlanePath.cpp @@ -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; - -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 &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 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 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 -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 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 +static void generate_path(InfillPolylineOutput &output, const FillParams ¶ms, 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> smoothing(out, smooth_factor, resolution); + generate(smoothing); + smoothing.finish(); + } + }; + + if (output.clips()) + run(static_cast(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 ¶ms, 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(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 @@ -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 ¶ms, 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 diff --git a/src/libslic3r/Fill/FillPlanePath.hpp b/src/libslic3r/Fill/FillPlanePath.hpp index b4b25b73ae..a1e9068ca9 100644 --- a/src/libslic3r/Fill/FillPlanePath.hpp +++ b/src/libslic3r/Fill/FillPlanePath.hpp @@ -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 ¶ms, InfillPolylineOutput &output) override; }; } // namespace Slic3r diff --git a/src/libslic3r/Fill/FillRectilinear.cpp b/src/libslic3r/Fill/FillRectilinear.cpp index 8b40b8753c..0c82354b38 100644 --- a/src/libslic3r/Fill/FillRectilinear.cpp +++ b/src/libslic3r/Fill/FillRectilinear.cpp @@ -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(params.resolution)); + // Apply multiline fill multiline_fill(polylines, params, spacing); diff --git a/src/libslic3r/PrintConfig.cpp b/src/libslic3r/PrintConfig.cpp index f9d895332a..8083da954e 100644 --- a/src/libslic3r/PrintConfig.cpp +++ b/src/libslic3r/PrintConfig.cpp @@ -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; diff --git a/src/libslic3r/PrintConfig.hpp b/src/libslic3r/PrintConfig.hpp index f51c1c6411..26a708b78d 100644 --- a/src/libslic3r/PrintConfig.hpp +++ b/src/libslic3r/PrintConfig.hpp @@ -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, diff --git a/src/slic3r/GUI/ConfigManipulation.cpp b/src/slic3r/GUI/ConfigManipulation.cpp index 3885a391b8..de94bb6b4b 100644 --- a/src/slic3r/GUI/ConfigManipulation.cpp +++ b/src/slic3r/GUI/ConfigManipulation.cpp @@ -752,7 +752,7 @@ void ConfigManipulation::toggle_print_fff_options(DynamicPrintConfig *config, in bool has_top_shell = has_top_shell_layers && config->option("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); diff --git a/tests/fff_print/test_fill.cpp b/tests/fff_print/test_fill.cpp index 5fbce5a342..07460d3990 100644 --- a/tests/fff_print/test_fill.cpp +++ b/tests/fff_print/test_fill.cpp @@ -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 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().normalized(); + const Vec2d outgoing = (polyline[i + 1] - polyline[i]).cast().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().norm(); + for (size_t i = 1; i + 1 < pts.size(); ++i) { + const Vec2d incoming = (pts[i] - pts[i - 1]).head<2>().cast(); + const Vec2d outgoing = (pts[i + 1] - pts[i]).head<2>().cast(); + 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(entity)) + account(*path); + else if (auto *multi = dynamic_cast(entity)) + for (const ExtrusionPath &p : multi->paths) + account(p); + else if (auto *loop = dynamic_cast(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 = [®ion](double smooth_factor) { + std::unique_ptr 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); +} diff --git a/tests/libslic3r/CMakeLists.txt b/tests/libslic3r/CMakeLists.txt index 1ad299473c..bc10bb4f73 100644 --- a/tests/libslic3r/CMakeLists.txt +++ b/tests/libslic3r/CMakeLists.txt @@ -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 diff --git a/tests/libslic3r/test_fill_corner_smoothing.cpp b/tests/libslic3r/test_fill_corner_smoothing.cpp new file mode 100644 index 0000000000..f2c25e816d --- /dev/null +++ b/tests/libslic3r/test_fill_corner_smoothing.cpp @@ -0,0 +1,173 @@ +#include + +#include +#include +#include + +#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().normalized(); + const Vec2d outgoing = (polyline[i + 1] - polyline[i]).cast().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(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::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(0.2)); + Polyline fine = asymmetric_corner(); + smooth_polyline_corners(fine, 1., scaled(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().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().normalized(); + const Vec2d outgoing = (rounded[1] - rounded[0]).cast().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()); +} diff --git a/tests/libslic3r/test_fill_plane_path.cpp b/tests/libslic3r/test_fill_plane_path.cpp index bbb75dce58..7fc7f4a6b0 100644 --- a/tests/libslic3r/test_fill_plane_path.cpp +++ b/tests/libslic3r/test_fill_plane_path.cpp @@ -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().normalized(); + const Vec2d outgoing = (points[i + 1] - points[i]).cast().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().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::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);