CLI: --ground-* orientation from the Lay on Face planes, and --inspect-mesh (#15073)

* CLI: --ground-face-* / --lay-flat / --center-on-bed orientation primitives

Adds the CLI counterparts to the GUI's lay-flat / face-pick gizmos.
Scripted / CI / AI pipelines can now set orientation without rendering
a wxWidgets frame; today the only way is a GUI round-trip.

New CLI actions (all operate in the mesh-local frame so they compose
with prior --rotate-* / --orient flags):

  --ground-largest-face 1     Auto-detect the largest planar-face
   or  --lay-flat 1           cluster (area-weighted), rotate so its
                              normal points -Z. Covers "this part has
                              one obvious flat side" cases.

  --ground-face-normal NX,NY,NZ    Pick the face whose mesh-local
                                   normal best matches the given
                                   vector; ground it. e.g.
                                   `--ground-face-normal 1,0,0`
                                   stands a part on its +X side.

  --ground-face-point X,Y,Z        Find the triangle containing the
                                   given mesh-local point; ground its
                                   face. Disambiguates when several
                                   faces share a normal (largest
                                   containing triangle wins).

  --center-on-bed 1                Translate so the XY bounding-box
                                   centroid lands at the bed center
                                   (derived from printable_area).

New file `src/slic3r/Utils/MeshOrient.{hpp,cpp}`:
- collect_triangles_object / compute_face_clusters — quantize
  per-triangle normals (0.001, ~0.06°) and area-weighted-average
  within clusters. Same clustering logic used by lay-flat.
- apply_ground_rotation — same math as Selection::flattening_rotate
  in the GUI (Selection.cpp:1432): world-space quaternion from the
  transformed normal to -Z, applied as offset * new_rot * old_no_offset
  on every instance of every object, then a per-instance Z-lift so the
  grounded face lands at exactly 0 (avoids "No layers were detected"
  from FP-error z≈-1e-9).
- ground_face_point uses a top-N cluster search + point-in-triangle
  test in local space; largest-area triangle wins on ambiguity.

Rationale: without these, any CLI pipeline that needs a specific
face on the bed must either encode custom rotation math per part or
break out of the pipeline into the GUI. Both are bad for
reproducibility. The --ground-face-* triple + the largest-face
auto-mode cover essentially every orientation intent expressible
in a slicing wizard.

Scope:
- `src/slic3r/Utils/MeshOrient.{hpp,cpp}` — new, ~420 lines
- `src/slic3r/CMakeLists.txt` — 2-line registration
- `src/libslic3r/PrintConfig.cpp` — 5 new CLIMiscConfigDef entries
- `src/OrcaSlicer.cpp` — 58-line handler block + 1 include

No behaviour change when the flags are absent.

(cherry picked from commit c45a9795e1)

* CLI grounding: choose among the Lay on Face planes, per object

Addresses review:
- Move the geometry of GLGizmoFlatten::update_planes() into
  libslic3r/LayOnFace and use it from the gizmo and the CLI, so the
  --ground-* options pick convex-hull faces per object and instance,
  with part transformations (--rotate-x/y) applied.
- Drop --center-on-bed, the --lay-flat alias and MeshOrient; make
  --ground-largest-face a coBool.
- Parse --ground-face-normal and --ground-face-point strictly. A point
  that only some objects contain grounds those and leaves the others.
- Fold in --inspect-mesh from #14603, reporting the same planes.
- Tests in tests/libslic3r/test_lay_on_face.cpp: bounding boxes before
  and after, rotate then ground, two objects, and a ribbed part whose
  parallel inner faces outsum its base.

* CLI --inspect-mesh, --ground-face-*: reject missing input and empty values

- Without an input file or --load-assemble-list, --inspect-mesh printed
  nothing and exited 0. Reject it up front with CLI_INVALID_PARAMS.
- An explicit empty --ground-face-normal or --ground-face-point was
  silently ignored. Only options given on the command line reach the
  transforms loop, so an empty value now fails the strict parse like any
  other malformed value.
This commit is contained in:
packerlschupfer
2026-09-16 12:56:46 +08:00
committed by GitHub
parent 9321f24959
commit 93c8b3f2b0
11 changed files with 717 additions and 133 deletions
+16 -133
View File
@@ -4,7 +4,7 @@
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/Gizmos/GLGizmosCommon.hpp"
#include "libslic3r/Geometry/ConvexHull.hpp"
#include "libslic3r/LayOnFace.hpp"
#include "libslic3r/Model.hpp"
#include <numeric>
@@ -45,10 +45,10 @@ void GLGizmoFlatten::data_changed(bool is_serializing)
const ModelObject *model_object = nullptr;
int instance_id = -1;
if (selection.is_single_full_instance() ||
selection.is_from_single_object() ) {
selection.is_from_single_object() ) {
model_object = selection.get_model()->objects[selection.get_object_idx()];
instance_id = selection.get_instance_idx();
}
}
set_flattening_data(model_object, instance_id);
}
@@ -86,7 +86,7 @@ void GLGizmoFlatten::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("flat");
if (shader == nullptr)
return;
shader->start_using();
glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
@@ -152,134 +152,18 @@ void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object, int in
void GLGizmoFlatten::update_planes()
{
const ModelObject* mo = m_c->selection_info()->model_object();
TriangleMesh ch;
for (const ModelVolume* vol : mo->volumes) {
if (vol->type() != ModelVolumeType::MODEL_PART)
continue;
TriangleMesh vol_ch = vol->get_convex_hull();
vol_ch.transform(vol->get_matrix());
ch.merge(vol_ch);
}
ch = ch.convex_hull_3d();
const Transform3d &inst_matrix = mo->instances.front()->get_matrix_no_offset();
// The candidate faces are shared with the CLI --ground-* options, the rest only prepares them for rendering.
std::vector<LayOnFacePlane> planes = lay_on_face_planes(*mo, inst_matrix);
m_planes.clear();
on_unregister_raycasters_for_picking();
const Transform3d &inst_matrix = mo->instances.front()->get_matrix_no_offset();
// Following constants are used for discarding too small polygons.
const float minimal_area = 5.f; // in square mm (world coordinates)
const float minimal_side = 1.f; // mm
const float minimal_angle = 1.f; // degree, initial value was 10, but cause bugs
// We only keep the 254 largest planes (because of the picking pass limitations):
planes.resize(std::min((int)planes.size(), 254));
// Now we'll go through all the facets and append Points of facets sharing the same normal.
// This part is still performed in mesh coordinate system.
const int num_of_facets = ch.facets_count();
const std::vector<Vec3f> face_normals = its_face_normals(ch.its);
const std::vector<Vec3i32> face_neighbors = its_face_neighbors(ch.its);
std::vector<int> facet_queue(num_of_facets, 0);
std::vector<bool> facet_visited(num_of_facets, false);
int facet_queue_cnt = 0;
const stl_normal* normal_ptr = nullptr;
int facet_idx = 0;
while (1) {
// Find next unvisited triangle:
for (; facet_idx < num_of_facets; ++ facet_idx)
if (!facet_visited[facet_idx]) {
facet_queue[facet_queue_cnt ++] = facet_idx;
facet_visited[facet_idx] = true;
normal_ptr = &face_normals[facet_idx];
m_planes.emplace_back();
break;
}
if (facet_idx == num_of_facets)
break; // Everything was visited already
while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = face_normals[facet_idx];
if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
const Vec3i32 face = ch.its.indices[facet_idx];
for (int j=0; j<3; ++j)
m_planes.back().vertices.emplace_back(ch.its.vertices[face[j]].cast<double>());
facet_visited[facet_idx] = true;
for (int j = 0; j < 3; ++ j)
if (int neighbor_idx = face_neighbors[facet_idx][j]; neighbor_idx >= 0 && ! facet_visited[neighbor_idx])
facet_queue[facet_queue_cnt ++] = neighbor_idx;
}
}
m_planes.back().normal = normal_ptr->cast<double>();
Pointf3s& verts = m_planes.back().vertices;
// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
// make real sense.
verts = transform(verts, inst_matrix);
// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
if (verts.size() == 3 &&
((verts[0] - verts[1]).norm() < minimal_side
|| (verts[0] - verts[2]).norm() < minimal_side
|| (verts[1] - verts[2]).norm() < minimal_side))
m_planes.pop_back();
}
// Let's prepare transformation of the normal vector from mesh to instance coordinates.
const Matrix3d normal_matrix = inst_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
// Now we'll go through all the polygons, transform the points into xy plane to process them:
for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
Pointf3s& polygon = m_planes[polygon_id].vertices;
const Vec3d& normal = m_planes[polygon_id].normal;
// transform the normal according to the instance matrix:
const Vec3d normal_transformed = normal_matrix * normal;
// We are going to rotate about z and y to flatten the plane
Eigen::Quaterniond q;
Transform3d m = Transform3d::Identity();
m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
polygon = transform(polygon, m);
// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
// it works in fixed point representation, we will rescale the polygon to avoid overflows.
// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
Vec3d bb_size = BoundingBoxf3(polygon).size();
float sf = std::min(1./bb_size(0), 1./bb_size(1));
Transform3d tr = Geometry::scale_transform({ sf, sf, 1.f });
polygon = transform(polygon, tr);
polygon = Slic3r::Geometry::convex_hull(polygon);
polygon = transform(polygon, tr.inverse());
// Calculate area of the polygons and discard ones that are too small
float& area = m_planes[polygon_id].area;
area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
area = 0.5f * std::abs(area);
bool discard = false;
if (area < minimal_area)
discard = true;
else {
// We also check the inner angles and discard polygons with angles smaller than the following threshold
const double angle_threshold = ::cos(minimal_angle * (double)PI / 180.0);
for (unsigned int i = 0; i < polygon.size(); ++i) {
const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
const Vec3d& curr = polygon[i];
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
discard = true;
break;
}
}
}
if (discard) {
m_planes[polygon_id--] = std::move(m_planes.back());
m_planes.pop_back();
continue;
}
for (LayOnFacePlane& plane : planes) {
// The outline is convex and lies in the plane frame, where the plane is horizontal.
Pointf3s& polygon = plane.outline;
// We will shrink the polygon a little bit so it does not touch the object edges:
Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
@@ -332,13 +216,12 @@ void GLGizmoFlatten::update_planes()
b(2) += 0.1f;
// Transform back to 3D (and also back to mesh coordinates)
polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
m_planes.emplace_back();
m_planes.back().normal = plane.normal;
m_planes.back().area = plane.area;
m_planes.back().vertices = transform(polygon, inst_matrix.inverse() * plane.to_plane_frame.inverse());
}
// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
m_planes.resize(std::min((int)m_planes.size(), 254));
// Planes are finished - let's save what we calculated it from:
m_volumes_matrices.clear();
m_volumes_types.clear();