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Lay on Face: flip a face pointing straight up about X, not an arbitrary axis
Laying a face that already points up down needs a half turn, and every horizontal axis does the job. setFromTwoVectors() resolved the choice through an SVD whose null space is the whole XY plane, so the axis followed rounding noise: the object landed at an arbitrary angle in the plate plane, and a part that fit the plate no longer did. Turn such a face over about X, which keeps the footprint, and share the rotation between the gizmo and the --ground-* options instead of duplicating it.
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@@ -213,13 +213,29 @@ int find_plane_at_point(const std::vector<LayOnFacePlane> &planes, const Transfo
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return -1;
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}
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Transform3d lay_on_face_rotation(const Vec3d &normal, const Transform3d &instance_matrix_no_offset)
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{
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// Normal in instance coordinates: a normal transforms by the inverse transpose.
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const Vec3d tnormal = (instance_matrix_no_offset.matrix().block(0, 0, 3, 3).inverse().transpose() * normal).normalized();
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const Vec3d down = -Vec3d::UnitZ();
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// A face already pointing straight up needs a half turn, and every horizontal axis does
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// that equally well. setFromTwoVectors() resolves the choice through an SVD whose null
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// space is the whole XY plane, so the axis follows rounding noise and the object lands at
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// an arbitrary angle in the plate plane. Turn it over about X instead, which keeps the
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// footprint the object already had.
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if (tnormal.dot(down) < -1. + 1e-9)
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return Transform3d(Eigen::AngleAxisd(PI, Vec3d::UnitX()));
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return Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, down));
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}
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void lay_on_face(ModelObject &object, size_t instance_idx, const Vec3d &normal)
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{
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ModelInstance &instance = *object.instances[instance_idx];
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const Geometry::Transformation &trafo = instance.get_transformation();
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// Same rotation as Selection::flattening_rotate(): turn the transformed normal to point down.
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const Vec3d tnormal = trafo.get_matrix().matrix().block(0, 0, 3, 3).inverse().transpose() * normal;
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const Transform3d rotation = Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, -Vec3d::UnitZ()));
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// Same rotation as Selection::flattening_rotate(), which the gizmo uses.
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const Transform3d rotation = lay_on_face_rotation(normal, trafo.get_matrix_no_offset());
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instance.set_transformation(Geometry::Transformation(trafo.get_offset_matrix() * rotation * trafo.get_matrix_no_offset()));
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// Drop this instance only: ensure_on_bed() skips instances without auto_drop and measures the first instance.
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object.translate_instance(instance_idx, -object.instance_bounding_box(instance_idx).min.z() * Vec3d::UnitZ());
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@@ -46,4 +46,10 @@ int find_plane_at_point(const std::vector<LayOnFacePlane> &planes, const Transfo
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// the gizmo applies, then drops the instance so its lowest point is at z = 0.
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void lay_on_face(ModelObject &object, size_t instance_idx, const Vec3d &normal);
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// The rotation that turns `normal` (object coordinates) to point down, given the instance's
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// rotation, scale and mirror. A face that already points straight up is turned over about X:
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// the axis setFromTwoVectors() picks there is arbitrary, and it lands the object at a random
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// angle in the plate plane.
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Transform3d lay_on_face_rotation(const Vec3d &normal, const Transform3d &instance_matrix_no_offset);
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} // namespace Slic3r
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@@ -17,6 +17,7 @@
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#include "libslic3r/Color.hpp"
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#include "libslic3r/Point.hpp"
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#include "libslic3r/Geometry.hpp"
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#include "libslic3r/LayOnFace.hpp"
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#include "slic3r/GUI/GLModel.hpp"
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#include <string>
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#include <vector>
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@@ -1472,11 +1473,9 @@ void Selection::flattening_rotate(const Vec3d& normal)
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for (unsigned int i : m_list) {
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GLVolume& v = *(*m_volumes)[i];
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// Normal transformed from the object coordinate space to the world coordinate space.
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// Additional rotation to align the face normal with the down vector in the world coordinate space.
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const Geometry::Transformation& old_inst_trafo = v.get_instance_transformation();
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const Vec3d tnormal = old_inst_trafo.get_matrix().matrix().block(0, 0, 3, 3).inverse().transpose() * normal;
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// Additional rotation to align tnormal with the down vector in the world coordinate space.
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const Transform3d rotation_matrix = Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, -Vec3d::UnitZ()));
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const Transform3d rotation_matrix = lay_on_face_rotation(normal, old_inst_trafo.get_matrix_no_offset());
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v.set_instance_transformation(old_inst_trafo.get_offset_matrix() * rotation_matrix * old_inst_trafo.get_matrix_no_offset());
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}
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@@ -187,6 +187,23 @@ TEST_CASE("A part rests on its largest hull face even when parallel inner faces
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check_on_bed(plate);
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}
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TEST_CASE("A box laid on its top face is turned over about X", "[LayOnFace]")
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{
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// A face pointing straight up leaves the half turn's axis open to every horizontal
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// direction. It must be the fixed X flip both times, keep the footprint and not follow
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// rounding noise to an arbitrary angle.
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Model model;
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ModelObject &box = add_box_object(model, { 40, 20, 10 });
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lay_on_face(box, 0, { 0, 0, 1 });
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check_size(box, { 40, 20, 10 });
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check_on_bed(box);
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const Matrix3d rotation = box.instances.front()->get_matrix_no_offset().linear();
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CHECK_THAT(rotation(0, 0), WithinAbs(1., 1e-9));
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CHECK_THAT(rotation(1, 1), WithinAbs(-1., 1e-9));
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CHECK_THAT(rotation(2, 2), WithinAbs(-1., 1e-9));
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}
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TEST_CASE("Faces are selected in object coordinates whatever the instance rotation", "[LayOnFace]")
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{
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Model model;
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