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OrcaSlicer/src/libslic3r/Fill/FillAdaptive.cpp
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#include "../AABBTreeLines.hpp"
#include "../ClipperUtils.hpp"
#include "../ExPolygon.hpp"
#include "../Surface.hpp"
#include "../Geometry.hpp"
#include "../Layer.hpp"
#include "../Print.hpp"
#include "../ShortestPath.hpp"
#include "FillAdaptive.hpp"
// for indexed_triangle_set
#include <admesh/stl.h>
#include <cstdlib>
#include <cmath>
#include <algorithm>
#include <functional>
#include <numeric>
#include <tuple>
// Boost pool: Don't use mutexes to synchronize memory allocation.
#define BOOST_POOL_NO_MT
#include <boost/pool/object_pool.hpp>
#include <boost/geometry.hpp>
#include <boost/geometry/geometries/point.hpp>
#include <boost/geometry/geometries/segment.hpp>
#include <boost/geometry/index/rtree.hpp>
namespace Slic3r {
namespace FillAdaptive {
// Derived from https://github.com/juj/MathGeoLib/blob/master/src/Geometry/Triangle.cpp
// The AABB-Triangle test implementation is based on the pseudo-code in
// Christer Ericson's Real-Time Collision Detection, pp. 169-172. It is
// practically a standard SAT test.
//
// Original MathGeoLib benchmark:
// Best: 17.282 nsecs / 46.496 ticks, Avg: 17.804 nsecs, Worst: 18.434 nsecs
//
//FIXME Vojtech: The MathGeoLib contains a vectorized implementation.
template<typename Vector>
bool triangle_AABB_intersects(const Vector &a, const Vector &b, const Vector &c, const BoundingBoxBase<Vector> &aabb)
{
using Scalar = typename Vector::Scalar;
Vector tMin = a.cwiseMin(b.cwiseMin(c));
Vector tMax = a.cwiseMax(b.cwiseMax(c));
if (tMin.x() >= aabb.max.x() || tMax.x() <= aabb.min.x()
|| tMin.y() >= aabb.max.y() || tMax.y() <= aabb.min.y()
|| tMin.z() >= aabb.max.z() || tMax.z() <= aabb.min.z())
return false;
Vector center = (aabb.min + aabb.max) * 0.5f;
Vector h = aabb.max - center;
const Vector t[3] { b-a, c-a, c-b };
Vector ac = a - center;
Vector n = t[0].cross(t[1]);
Scalar s = n.dot(ac);
Scalar r = std::abs(h.dot(n.cwiseAbs()));
if (abs(s) >= r)
return false;
const Vector at[3] = { t[0].cwiseAbs(), t[1].cwiseAbs(), t[2].cwiseAbs() };
Vector bc = b - center;
Vector cc = c - center;
// SAT test all cross-axes.
// The following is a fully unrolled loop of this code, stored here for reference:
/*
Scalar d1, d2, a1, a2;
const Vector e[3] = { DIR_VEC(1, 0, 0), DIR_VEC(0, 1, 0), DIR_VEC(0, 0, 1) };
for(int i = 0; i < 3; ++i)
for(int j = 0; j < 3; ++j)
{
Vector axis = Cross(e[i], t[j]);
ProjectToAxis(axis, d1, d2);
aabb.ProjectToAxis(axis, a1, a2);
if (d2 <= a1 || d1 >= a2) return false;
}
*/
// eX <cross> t[0]
Scalar d1 = t[0].y() * ac.z() - t[0].z() * ac.y();
Scalar d2 = t[0].y() * cc.z() - t[0].z() * cc.y();
Scalar tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[0].z() + h.z() * at[0].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eX <cross> t[1]
d1 = t[1].y() * ac.z() - t[1].z() * ac.y();
d2 = t[1].y() * bc.z() - t[1].z() * bc.y();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[1].z() + h.z() * at[1].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eX <cross> t[2]
d1 = t[2].y() * ac.z() - t[2].z() * ac.y();
d2 = t[2].y() * bc.z() - t[2].z() * bc.y();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[2].z() + h.z() * at[2].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eY <cross> t[0]
d1 = t[0].z() * ac.x() - t[0].x() * ac.z();
d2 = t[0].z() * cc.x() - t[0].x() * cc.z();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.x() * at[0].z() + h.z() * at[0].x());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eY <cross> t[1]
d1 = t[1].z() * ac.x() - t[1].x() * ac.z();
d2 = t[1].z() * bc.x() - t[1].x() * bc.z();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.x() * at[1].z() + h.z() * at[1].x());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eY <cross> t[2]
d1 = t[2].z() * ac.x() - t[2].x() * ac.z();
d2 = t[2].z() * bc.x() - t[2].x() * bc.z();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.x() * at[2].z() + h.z() * at[2].x());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eZ <cross> t[0]
d1 = t[0].x() * ac.y() - t[0].y() * ac.x();
d2 = t[0].x() * cc.y() - t[0].y() * cc.x();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[0].x() + h.x() * at[0].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eZ <cross> t[1]
d1 = t[1].x() * ac.y() - t[1].y() * ac.x();
d2 = t[1].x() * bc.y() - t[1].y() * bc.x();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[1].x() + h.x() * at[1].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// eZ <cross> t[2]
d1 = t[2].x() * ac.y() - t[2].y() * ac.x();
d2 = t[2].x() * bc.y() - t[2].y() * bc.x();
tc = (d1 + d2) * 0.5f;
r = std::abs(h.y() * at[2].x() + h.x() * at[2].y());
if (r + std::abs(tc - d1) < std::abs(tc))
return false;
// No separating axis exists, the AABB and triangle intersect.
return true;
}
// static double dist2_to_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, const Vec3d &p)
// {
// double out = std::numeric_limits<double>::max();
// const Vec3d v1 = b - a;
// auto l1 = v1.squaredNorm();
// const Vec3d v2 = c - b;
// auto l2 = v2.squaredNorm();
// const Vec3d v3 = a - c;
// auto l3 = v3.squaredNorm();
// // Is the triangle valid?
// if (l1 > 0. && l2 > 0. && l3 > 0.)
// {
// // 1) Project point into the plane of the triangle.
// const Vec3d n = v1.cross(v2);
// double d = (p - a).dot(n);
// const Vec3d foot_pt = p - n * d / n.squaredNorm();
// // 2) Maximum projection of n.
// int proj_axis;
// n.array().cwiseAbs().maxCoeff(&proj_axis);
// // 3) Test whether the foot_pt is inside the triangle.
// {
// auto inside_triangle = [](const Vec2d& v1, const Vec2d& v2, const Vec2d& v3, const Vec2d& pt) {
// const double d1 = cross2(v1, pt);
// const double d2 = cross2(v2, pt);
// const double d3 = cross2(v3, pt);
// // Testing both CCW and CW orientations.
// return (d1 >= 0. && d2 >= 0. && d3 >= 0.) || (d1 <= 0. && d2 <= 0. && d3 <= 0.);
// };
// bool inside;
// switch (proj_axis) {
// case 0:
// inside = inside_triangle({v1.y(), v1.z()}, {v2.y(), v2.z()}, {v3.y(), v3.z()}, {foot_pt.y(), foot_pt.z()}); break;
// case 1:
// inside = inside_triangle({v1.z(), v1.x()}, {v2.z(), v2.x()}, {v3.z(), v3.x()}, {foot_pt.z(), foot_pt.x()}); break;
// default:
// assert(proj_axis == 2);
// inside = inside_triangle({v1.x(), v1.y()}, {v2.x(), v2.y()}, {v3.x(), v3.y()}, {foot_pt.x(), foot_pt.y()}); break;
// }
// if (inside)
// return (p - foot_pt).squaredNorm();
// }
// // 4) Find minimum distance to triangle vertices and edges.
// out = std::min((p - a).squaredNorm(), std::min((p - b).squaredNorm(), (p - c).squaredNorm()));
// auto t = (p - a).dot(v1);
// if (t > 0. && t < l1)
// out = std::min(out, (a + v1 * (t / l1) - p).squaredNorm());
// t = (p - b).dot(v2);
// if (t > 0. && t < l2)
// out = std::min(out, (b + v2 * (t / l2) - p).squaredNorm());
// t = (p - c).dot(v3);
// if (t > 0. && t < l3)
// out = std::min(out, (c + v3 * (t / l3) - p).squaredNorm());
// }
// return out;
// }
// Ordering of children cubes.
static const std::array<Vec3d, 8> child_centers {
Vec3d(-1, -1, -1), Vec3d( 1, -1, -1), Vec3d(-1, 1, -1), Vec3d( 1, 1, -1),
Vec3d(-1, -1, 1), Vec3d( 1, -1, 1), Vec3d(-1, 1, 1), Vec3d( 1, 1, 1)
};
// Traversal order of octree children cells for three infill directions,
// so that a single line will be discretized in a strictly monotonic order.
static constexpr std::array<std::array<int, 8>, 3> child_traversal_order {
std::array<int, 8>{ 2, 3, 0, 1, 6, 7, 4, 5 },
std::array<int, 8>{ 4, 0, 6, 2, 5, 1, 7, 3 },
std::array<int, 8>{ 1, 5, 0, 4, 3, 7, 2, 6 },
};
struct Cube
{
Vec3d center;
#ifndef NDEBUG
Vec3d center_octree;
#endif // NDEBUG
std::array<Cube*, 8> children {}; // initialized to nullptrs
Cube(const Vec3d &center) : center(center) {}
};
struct CubeProperties
{
double edge_length; // Lenght of edge of a cube
double height; // Height of rotated cube (standing on the corner)
double diagonal_length; // Length of diagonal of a cube a face
double line_z_distance; // Defines maximal distance from a center of a cube on Z axis on which lines will be created
double line_xy_distance;// Defines maximal distance from a center of a cube on X and Y axis on which lines will be created
};
struct Octree
{
// Octree will allocate its Cubes from the pool. The pool only supports deletion of the complete pool,
// perfect for building up our octree.
boost::object_pool<Cube> pool;
Cube* root_cube { nullptr };
Vec3d origin;
std::vector<CubeProperties> cubes_properties;
Octree(const Vec3d &origin, const std::vector<CubeProperties> &cubes_properties)
: root_cube(pool.construct(origin)), origin(origin), cubes_properties(cubes_properties) {}
void insert_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, Cube *current_cube, const BoundingBoxf3 &current_bbox, int depth);
};
void OctreeDeleter::operator()(Octree *p) {
delete p;
}
std::pair<double, double> adaptive_fill_line_spacing(const PrintObject &print_object)
{
// Output, spacing for icAdaptiveCubic and icSupportCubic
double adaptive_line_spacing = 0.;
double support_line_spacing = 0.;
enum class Tristate {
Yes,
No,
Maybe
};
struct RegionFillData {
Tristate has_adaptive_infill;
Tristate has_support_infill;
double density;
double extrusion_width;
};
std::vector<RegionFillData> region_fill_data;
region_fill_data.reserve(print_object.num_printing_regions());
bool build_octree = false;
const std::vector<double> &nozzle_diameters = print_object.print()->config().nozzle_diameter.values;
double max_nozzle_diameter = *std::max_element(nozzle_diameters.begin(), nozzle_diameters.end());
double default_infill_extrusion_width = Flow::auto_extrusion_width(FlowRole::frInfill, float(max_nozzle_diameter));
for (size_t region_id = 0; region_id < print_object.num_printing_regions(); ++ region_id) {
const PrintRegionConfig &config = print_object.printing_region(region_id).config();
bool nonempty = config.sparse_infill_density > 0;
bool has_adaptive_infill = nonempty && config.sparse_infill_pattern == ipAdaptiveCubic;
bool has_support_infill = nonempty && config.sparse_infill_pattern == ipSupportCubic;
double sparse_infill_line_width = config.sparse_infill_line_width.get_abs_value(max_nozzle_diameter);
region_fill_data.push_back(RegionFillData({
has_adaptive_infill ? Tristate::Maybe : Tristate::No,
has_support_infill ? Tristate::Maybe : Tristate::No,
config.sparse_infill_density,
sparse_infill_line_width != 0. ? sparse_infill_line_width : default_infill_extrusion_width
}));
build_octree |= has_adaptive_infill || has_support_infill;
}
if (build_octree) {
// Compute the average of above parameters over all layers
for (const Layer *layer : print_object.layers())
for (size_t region_id = 0; region_id < layer->regions().size(); ++ region_id) {
RegionFillData &rd = region_fill_data[region_id];
if (rd.has_adaptive_infill == Tristate::Maybe && ! layer->regions()[region_id]->fill_surfaces.empty())
rd.has_adaptive_infill = Tristate::Yes;
if (rd.has_support_infill == Tristate::Maybe && ! layer->regions()[region_id]->fill_surfaces.empty())
rd.has_support_infill = Tristate::Yes;
}
double adaptive_fill_density = 0.;
double adaptive_infill_extrusion_width = 0.;
int adaptive_cnt = 0;
double support_fill_density = 0.;
double support_infill_extrusion_width = 0.;
int support_cnt = 0;
for (const RegionFillData &rd : region_fill_data) {
if (rd.has_adaptive_infill == Tristate::Yes) {
adaptive_fill_density += rd.density;
adaptive_infill_extrusion_width += rd.extrusion_width;
++ adaptive_cnt;
} else if (rd.has_support_infill == Tristate::Yes) {
support_fill_density += rd.density;
support_infill_extrusion_width += rd.extrusion_width;
++ support_cnt;
}
}
auto to_line_spacing = [](int cnt, double density, double extrusion_width) {
if (cnt) {
density /= double(cnt);
extrusion_width /= double(cnt);
return extrusion_width / ((density / 100.0f) * 0.333333333f);
} else
return 0.;
};
const int n_multiline = print_object.printing_region(0).config().fill_multiline.value;
adaptive_line_spacing = to_line_spacing(adaptive_cnt, adaptive_fill_density, adaptive_infill_extrusion_width) * n_multiline;
support_line_spacing = to_line_spacing(support_cnt, support_fill_density, support_infill_extrusion_width) * n_multiline;
}
return std::make_pair(adaptive_line_spacing, support_line_spacing);
}
// Context used by generate_infill_lines() when recursively traversing an octree in a DDA fashion
// (Digital Differential Analyzer).
struct FillContext
{
// The angles have to agree with child_traversal_order.
static constexpr double direction_angles[3] {
0.,
(2.0 * M_PI) / 3.0,
-(2.0 * M_PI) / 3.0
};
FillContext(const Octree &octree, double z_position, int direction_idx) :
cubes_properties(octree.cubes_properties),
z_position(z_position),
traversal_order(child_traversal_order[direction_idx]),
cos_a(cos(direction_angles[direction_idx])),
sin_a(sin(direction_angles[direction_idx]))
{
static constexpr auto unused = std::numeric_limits<coord_t>::max();
temp_lines.assign((1 << octree.cubes_properties.size()) - 1, Line(Point(unused, unused), Point(unused, unused)));
}
// Rotate the point, uses the same convention as Point::rotate().
Vec2d rotate(const Vec2d& v) { return Vec2d(this->cos_a * v.x() - this->sin_a * v.y(), this->sin_a * v.x() + this->cos_a * v.y()); }
const std::vector<CubeProperties> &cubes_properties;
// Top of the current layer.
const double z_position;
// Order of traversal for this line direction.
const std::array<int, 8> traversal_order;
// Rotation of the generated line for this line direction.
const double cos_a;
const double sin_a;
// Linearized tree spanning a single Octree wall, used to connect lines spanning
// neighboring Octree cells. Unused lines have the Line::a::x set to infinity.
std::vector<Line> temp_lines;
// Final output
std::vector<Line> output_lines;
};
static constexpr double octree_rot[3] = { 5.0 * M_PI / 4.0, Geometry::deg2rad(215.264), M_PI / 6.0 };
Eigen::Quaterniond transform_to_world()
{
return Eigen::AngleAxisd(octree_rot[2], Vec3d::UnitZ()) * Eigen::AngleAxisd(octree_rot[1], Vec3d::UnitY()) * Eigen::AngleAxisd(octree_rot[0], Vec3d::UnitX());
}
Eigen::Quaterniond transform_to_octree()
{
return Eigen::AngleAxisd(- octree_rot[0], Vec3d::UnitX()) * Eigen::AngleAxisd(- octree_rot[1], Vec3d::UnitY()) * Eigen::AngleAxisd(- octree_rot[2], Vec3d::UnitZ());
}
#ifndef NDEBUG
// Verify that the traversal order of the octree children matches the line direction,
// therefore the infill line may get extended with O(1) time & space complexity.
static bool verify_traversal_order(
FillContext &context,
const Cube *cube,
int depth,
const Vec2d &line_from,
const Vec2d &line_to)
{
std::array<Vec3d, 8> c;
Eigen::Quaterniond to_world = transform_to_world();
for (int i = 0; i < 8; ++i) {
int j = context.traversal_order[i];
Vec3d cntr = to_world * (cube->center_octree + (child_centers[j] * (context.cubes_properties[depth].edge_length / 4.)));
assert(!cube->children[j] || cube->children[j]->center.isApprox(cntr));
c[i] = cntr;
}
std::array<Vec3d, 10> dirs = {
c[1] - c[0], c[2] - c[0], c[3] - c[1], c[3] - c[2], c[3] - c[0],
c[5] - c[4], c[6] - c[4], c[7] - c[5], c[7] - c[6], c[7] - c[4]
};
assert(std::abs(dirs[4].z()) < 0.005);
assert(std::abs(dirs[9].z()) < 0.005);
assert(dirs[0].isApprox(dirs[3]));
assert(dirs[1].isApprox(dirs[2]));
assert(dirs[5].isApprox(dirs[8]));
assert(dirs[6].isApprox(dirs[7]));
Vec3d line_dir = Vec3d(line_to.x() - line_from.x(), line_to.y() - line_from.y(), 0.).normalized();
for (auto& dir : dirs) {
double d = dir.normalized().dot(line_dir);
assert(d > 0.7);
}
return true;
}
#endif // NDEBUG
static void generate_infill_lines_recursive(
FillContext &context,
const Cube *cube,
// Address of this wall in the octree, used to address context.temp_lines.
int address,
int depth)
{
assert(cube != nullptr);
const std::vector<CubeProperties> &cubes_properties = context.cubes_properties;
const double z_diff = context.z_position - cube->center.z();
const double z_diff_abs = std::abs(z_diff);
if (z_diff_abs > cubes_properties[depth].height / 2.)
return;
if (z_diff_abs < cubes_properties[depth].line_z_distance) {
// Discretize a single wall splitting the cube into two.
const double zdist = cubes_properties[depth].line_z_distance;
Vec2d from(
0.5 * cubes_properties[depth].diagonal_length * (zdist - z_diff_abs) / zdist,
cubes_properties[depth].line_xy_distance - (zdist + z_diff) / sqrt(2.));
Vec2d to(-from.x(), from.y());
from = context.rotate(from);
to = context.rotate(to);
// Relative to cube center
const Vec2d offset(cube->center.x(), cube->center.y());
from += offset;
to += offset;
// Verify that the traversal order of the octree children matches the line direction,
// therefore the infill line may get extended with O(1) time & space complexity.
assert(verify_traversal_order(context, cube, depth, from, to));
// Either extend an existing line or start a new one.
Line &last_line = context.temp_lines[address];
Line new_line(Point::new_scale(from), Point::new_scale(to));
if (last_line.a.x() == std::numeric_limits<coord_t>::max()) {
last_line.a = new_line.a;
} else if ((new_line.a - last_line.b).cwiseAbs().maxCoeff() > 1000) { // SCALED_EPSILON is 100 and it is not enough
context.output_lines.emplace_back(last_line);
last_line.a = new_line.a;
}
last_line.b = new_line.b;
}
// left child index
address = address * 2 + 1;
-- depth;
size_t i = 0;
for (const int child_idx : context.traversal_order) {
const Cube *child = cube->children[child_idx];
if (child != nullptr)
generate_infill_lines_recursive(context, child, address, depth);
if (++ i == 4)
// right child index
++ address;
}
}
#ifndef NDEBUG
// #define ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
#endif
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
static void export_infill_lines_to_svg(const ExPolygon &expoly, const Polylines &polylines, const std::string &path, const Points &pts = Points())
{
BoundingBox bbox = get_extents(expoly);
bbox.offset(scale_(3.));
::Slic3r::SVG svg(path, bbox);
svg.draw(expoly);
svg.draw_outline(expoly, "green");
svg.draw(polylines, "red");
static constexpr double trim_length = scale_(0.4);
for (Polyline polyline : polylines)
if (! polyline.empty()) {
Vec2d a = polyline.points.front().cast<double>();
Vec2d d = polyline.points.back().cast<double>();
if (polyline.size() == 2) {
Vec2d v = d - a;
double l = v.norm();
if (l > 2. * trim_length) {
a += v * trim_length / l;
d -= v * trim_length / l;
polyline.points.front() = a.cast<coord_t>();
polyline.points.back() = d.cast<coord_t>();
} else
polyline.points.clear();
} else if (polyline.size() > 2) {
Vec2d b = polyline.points[1].cast<double>();
Vec2d c = polyline.points[polyline.points.size() - 2].cast<double>();
Vec2d v = b - a;
double l = v.norm();
if (l > trim_length) {
a += v * trim_length / l;
polyline.points.front() = a.cast<coord_t>();
} else
polyline.points.erase(polyline.points.begin());
v = d - c;
l = v.norm();
if (l > trim_length)
polyline.points.back() = (d - v * trim_length / l).cast<coord_t>();
else
polyline.points.pop_back();
}
svg.draw(polyline, "black");
}
svg.draw(pts, "magenta");
}
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
// Representing a T-joint (in general case) between two infill lines
// (between one end point of intersect_pl/intersect_line and
struct Intersection
{
// Closest line to intersect_point.
const Line *closest_line;
// The line for which is computed closest line from intersect_point to closest_line
const Line *intersect_line;
// Pointer to the polyline from which is computed closest_line
Polyline *intersect_pl;
// Point for which is computed closest line (closest_line)
Point intersect_point;
// Indicate if intersect_point is the first or the last point of intersect_pl
bool front;
// Signum of intersect_line_dir.cross(closest_line.dir()):
bool left;
// Indication if this intersection has been proceed
bool used = false;
bool fresh() const throw() { return ! used && ! intersect_pl->empty(); }
Intersection(const Line &closest_line, const Line &intersect_line, Polyline *intersect_pl, const Point &intersect_point, bool front) :
closest_line(&closest_line), intersect_line(&intersect_line), intersect_pl(intersect_pl), intersect_point(intersect_point), front(front)
{
// Calculate side of this intersection line of the closest line.
Vec2d v1((this->closest_line->b - this->closest_line->a).cast<double>());
Vec2d v2(this->intersect_line_dir());
#ifndef NDEBUG
{
Vec2d v1n = v1.normalized();
Vec2d v2n = v2.normalized();
double c = cross2(v1n, v2n);
assert(std::abs(c) > sin(M_PI / 12.));
}
#endif // NDEBUG
this->left = cross2(v1, v2) > 0.;
}
std::optional<Line> other_hook() const {
std::optional<Line> out;
const Points &pts = intersect_pl->points;
if (pts.size() >= 3)
out = this->front ? Line(pts[1], pts[2]) : Line(pts[pts.size() - 2], pts[pts.size() - 3]);
return out;
}
bool other_hook_intersects(const Line &l, Point &pt) {
std::optional<Line> h = other_hook();
return h && h->intersection(l, &pt);
}
bool other_hook_intersects(const Line &l) { Point pt; return this->other_hook_intersects(l, pt); }
// Direction to intersect_point.
Vec2d intersect_line_dir() const throw() {
return (this->intersect_point == intersect_line->a ? intersect_line->b - intersect_line->a : intersect_line->a - intersect_line->b).cast<double>();
}
};
static inline Intersection* get_nearest_intersection(std::vector<std::pair<Intersection*, double>>& intersect_line, const size_t first_idx)
{
assert(intersect_line.size() >= 2);
bool take_next = false;
if (first_idx == 0)
take_next = true;
else if (first_idx + 1 == intersect_line.size())
take_next = false;
else {
// Has both prev and next.
const std::pair<Intersection*, double> &ithis = intersect_line[first_idx];
const std::pair<Intersection*, double> &iprev = intersect_line[first_idx - 1];
const std::pair<Intersection*, double> &inext = intersect_line[first_idx + 1];
take_next = iprev.first->fresh() && inext.first->fresh() ?
inext.second - ithis.second < ithis.second - iprev.second :
inext.first->fresh();
}
return intersect_line[take_next ? first_idx + 1 : first_idx - 1].first;
}
// Create a line representing the anchor aka hook extrusion based on line_to_offset
// translated in the direction of the intersection line (intersection.intersect_line).
static Line create_offset_line(Line offset_line, const Intersection &intersection, const double scaled_offset)
{
offset_line.translate((perp(intersection.closest_line->vector().cast<double>().normalized()) * (intersection.left ? scaled_offset : - scaled_offset)).cast<coord_t>());
// Extend the line by a small value to guarantee a collision with adjacent lines
offset_line.extend(coord_t(scaled_offset * 1.16)); // / cos(PI/6)
return offset_line;
}
namespace bg = boost::geometry;
namespace bgm = boost::geometry::model;
namespace bgi = boost::geometry::index;
// float is needed because for coord_t bgi::intersects throws "bad numeric conversion: positive overflow"
using rtree_point_t = bgm::point<float, 2, boost::geometry::cs::cartesian>;
using rtree_segment_t = bgm::segment<rtree_point_t>;
using rtree_t = bgi::rtree<std::pair<rtree_segment_t, size_t>, bgi::rstar<16, 4>>;
static inline rtree_point_t mk_rtree_point(const Point &pt) {
return rtree_point_t(float(pt.x()), float(pt.y()));
}
static inline rtree_segment_t mk_rtree_seg(const Point &a, const Point &b) {
return { mk_rtree_point(a), mk_rtree_point(b) };
}
static inline rtree_segment_t mk_rtree_seg(const Line &l) {
return mk_rtree_seg(l.a, l.b);
}
// Create a hook based on hook_line and append it to the begin or end of the polyline in the intersection
static void add_hook(
const Intersection &intersection, const double scaled_offset,
const coordf_t hook_length, double scaled_trim_distance,
const rtree_t &rtree, const Lines &lines_src)
{
if (hook_length < SCALED_EPSILON)
// Ignore open hooks.
return;
#ifndef NDEBUG
{
const Vec2d v = (intersection.closest_line->b - intersection.closest_line->a).cast<double>();
const Vec2d va = (intersection.intersect_point - intersection.closest_line->a).cast<double>();
const double l2 = v.squaredNorm(); // avoid a sqrt
assert(l2 > 0.);
const double t = va.dot(v) / l2;
assert(t > 0. && t < 1.);
const double d = (t * v - va).norm();
assert(d < 1000.);
}
#endif // NDEBUG
// Trim the hook start by the infill line it will connect to.
Point hook_start;
[[maybe_unused]] bool intersection_found = intersection.intersect_line->intersection(
create_offset_line(*intersection.closest_line, intersection, scaled_offset),
&hook_start);
assert(intersection_found);
std::optional<Line> other_hook = intersection.other_hook();
Vec2d hook_vector_norm = intersection.closest_line->vector().cast<double>().normalized();
// hook_vector is extended by the thickness of the infill line, so that a collision is found against
// the infill centerline to be later trimmed by the thickened line.
Vector hook_vector = ((hook_length + 1.16 * scaled_trim_distance) * hook_vector_norm).cast<coord_t>();
Line hook_forward(hook_start, hook_start + hook_vector);
auto filter_itself = [&intersection, &lines_src](const auto &item) { return item.second != (long unsigned int)(intersection.intersect_line - lines_src.data()); };
std::vector<std::pair<rtree_segment_t, size_t>> hook_intersections;
rtree.query(bgi::intersects(mk_rtree_seg(hook_forward)) && bgi::satisfies(filter_itself), std::back_inserter(hook_intersections));
Point self_intersection_point;
bool self_intersection = other_hook && other_hook->intersection(hook_forward, &self_intersection_point);
// Find closest intersection of a line segment starting with pt pointing in dir
// with any of the hook_intersections, returns Euclidian distance.
// dir is normalized.
auto max_hook_length = [hook_length, scaled_trim_distance, &lines_src](
const Vec2d &pt, const Vec2d &dir,
const std::vector<std::pair<rtree_segment_t, size_t>> &hook_intersections,
bool self_intersection, const std::optional<Line> &self_intersection_line, const Point &self_intersection_point) {
// No hook is longer than hook_length, there shouldn't be any intersection closer than that.
auto max_length = hook_length;
auto update_max_length = [&max_length](double d) {
if (d < max_length)
max_length = d;
};
// Shift the trimming point away from the colliding thick line.
auto shift_from_thick_line = [&dir, scaled_trim_distance](const Vec2d& dir2) {
return scaled_trim_distance * std::abs(cross2(dir, dir2.normalized()));
};
for (const auto &hook_intersection : hook_intersections) {
const rtree_segment_t &segment = hook_intersection.first;
// Segment start and end points, segment vector.
Vec2d pt2(bg::get<0, 0>(segment), bg::get<0, 1>(segment));
Vec2d dir2 = Vec2d(bg::get<1, 0>(segment), bg::get<1, 1>(segment)) - pt2;
// Find intersection of (pt, dir) with (pt2, dir2), where dir is normalized.
double denom = cross2(dir, dir2);
assert(std::abs(denom) > EPSILON);
double t = cross2(pt2 - pt, dir2) / denom;
if (hook_intersection.second < lines_src.size())
// Trimming by another infill line. Reduce overlap.
t -= shift_from_thick_line(dir2);
update_max_length(t);
}
if (self_intersection) {
double t = (self_intersection_point.cast<double>() - pt).dot(dir) - shift_from_thick_line((*self_intersection_line).vector().cast<double>());
max_length = std::min(max_length, t);
}
return std::max(0., max_length);
};
Vec2d hook_startf = hook_start.cast<double>();
double hook_forward_max_length = max_hook_length(hook_startf, hook_vector_norm, hook_intersections, self_intersection, other_hook, self_intersection_point);
double hook_backward_max_length = 0.;
if (hook_forward_max_length < hook_length - SCALED_EPSILON) {
// Try the other side.
hook_intersections.clear();
Line hook_backward(hook_start, hook_start - hook_vector);
rtree.query(bgi::intersects(mk_rtree_seg(hook_backward)) && bgi::satisfies(filter_itself), std::back_inserter(hook_intersections));
self_intersection = other_hook && other_hook->intersection(hook_backward, &self_intersection_point);
hook_backward_max_length = max_hook_length(hook_startf, - hook_vector_norm, hook_intersections, self_intersection, other_hook, self_intersection_point);
}
// Take the longer hook.
Vec2d hook_dir = (hook_forward_max_length > hook_backward_max_length ? hook_forward_max_length : - hook_backward_max_length) * hook_vector_norm;
Point hook_end = hook_start + hook_dir.cast<coord_t>();
Points &pl = intersection.intersect_pl->points;
if (intersection.front) {
pl.front() = hook_start;
pl.emplace(pl.begin(), hook_end);
} else {
pl.back() = hook_start;
pl.emplace_back(hook_end);
}
}
#ifndef NDEBUG
bool validate_intersection_t_joint(const Intersection &intersection)
{
const Vec2d v = (intersection.closest_line->b - intersection.closest_line->a).cast<double>();
const Vec2d va = (intersection.intersect_point - intersection.closest_line->a).cast<double>();
const double l2 = v.squaredNorm(); // avoid a sqrt
assert(l2 > 0.);
const double t = va.dot(v);
assert(t > SCALED_EPSILON && t < l2 - SCALED_EPSILON);
const double d = ((t / l2) * v - va).norm();
assert(d < 1000.);
return true;
}
bool validate_intersections(const std::vector<Intersection> &intersections)
{
for (const Intersection& intersection : intersections)
assert(validate_intersection_t_joint(intersection));
return true;
}
#endif // NDEBUG
static Polylines connect_lines_using_hooks(Polylines &&lines, const ExPolygon &boundary, const double spacing, const coordf_t hook_length, const coordf_t hook_length_max)
{
rtree_t rtree;
size_t poly_idx = 0;
// 19% overlap, slightly lower than the allowed overlap in Fill::connect_infill()
const float scaled_offset = float(scale_(spacing) * 0.81);
// 25% overlap
const float scaled_trim_distance = float(scale_(spacing) * 0.5 * 0.75);
// Keeping the vector of closest points outside the loop, so the vector does not need to be reallocated.
std::vector<std::pair<rtree_segment_t, size_t>> closest;
// Pairs of lines touching at one end point. The pair is sorted to make the end point connection test symmetric.
std::vector<std::pair<const Polyline*, const Polyline*>> lines_touching_at_endpoints;
{
// Insert infill lines into rtree, merge close collinear segments split by the infill boundary,
// collect lines_touching_at_endpoints.
double r2_close = Slic3r::sqr(1200.);
for (Polyline &poly : lines) {
assert(poly.points.size() == 2);
if (&poly != lines.data()) {
// Join collinear segments separated by a tiny gap. These gaps were likely created by clipping the infill lines with a concave dent in an infill boundary.
auto collinear_segment = [&rtree, &closest, &lines, &lines_touching_at_endpoints, r2_close](const Point& pt, const Point& pt_other, const Polyline* polyline) -> std::pair<Polyline*, bool> {
closest.clear();
rtree.query(bgi::nearest(mk_rtree_point(pt), 1), std::back_inserter(closest));
const Polyline *other = &lines[closest.front().second];
double dist2_front = (other->points.front() - pt).cast<double>().squaredNorm();
double dist2_back = (other->points.back() - pt).cast<double>().squaredNorm();
double dist2_min = std::min(dist2_front, dist2_back);
if (dist2_min < r2_close) {
// Don't connect the segments in an opposite direction.
double dist2_min_other = std::min((other->points.front() - pt_other).cast<double>().squaredNorm(), (other->points.back() - pt_other).cast<double>().squaredNorm());
if (dist2_min_other > dist2_min) {
// End points of the two lines are very close, they should have been merged together if they are collinear.
Vec2d v1 = (pt_other - pt).cast<double>();
Vec2d v2 = (other->points.back() - other->points.front()).cast<double>();
Vec2d v1n = v1.normalized();
Vec2d v2n = v2.normalized();
// The vectors must not be collinear.
double d = v1n.dot(v2n);
if (std::abs(d) > 0.99f) {
// Lines are collinear, merge them.
rtree.remove(closest.front());
return std::make_pair(const_cast<Polyline*>(other), dist2_min == dist2_front);
} else {
if (polyline > other)
std::swap(polyline, other);
lines_touching_at_endpoints.emplace_back(polyline, other);
}
}
}
return std::make_pair(static_cast<Polyline*>(nullptr), false);
};
auto collinear_front = collinear_segment(poly.points.front(), poly.points.back(), &poly);
auto collinear_back = collinear_segment(poly.points.back(), poly.points.front(), &poly);
assert(! collinear_front.first || ! collinear_back.first || collinear_front.first != collinear_back.first);
if (collinear_front.first) {
Polyline &other = *collinear_front.first;
assert(&other != &poly);
poly.points.front() = collinear_front.second ? other.points.back() : other.points.front();
other.points.clear();
}
if (collinear_back.first) {
Polyline &other = *collinear_back.first;
assert(&other != &poly);
poly.points.back() = collinear_back.second ? other.points.back() : other.points.front();
other.points.clear();
}
}
rtree.insert(std::make_pair(mk_rtree_seg(poly.points.front(), poly.points.back()), poly_idx++));
}
}
// Convert input polylines to lines_src after the colinear segments were merged.
Lines lines_src;
lines_src.reserve(lines.size());
std::transform(lines.begin(), lines.end(), std::back_inserter(lines_src), [](const Polyline &pl) {
return pl.empty() ? Line(Point(0, 0), Point(0, 0)) : Line(pl.points.front(), pl.points.back()); });
sort_remove_duplicates(lines_touching_at_endpoints);
std::vector<Intersection> intersections;
{
// Minimum lenght of an infill line to anchor. Very short lines cannot be trimmed from both sides,
// it does not help to anchor extremely short infill lines, it consumes too much plastic while not adding
// to the object rigidity.
assert(scaled_offset > scaled_trim_distance);
const double line_len_threshold_drop_both_sides = scaled_offset * (2. / cos(PI / 6.) + 0.5) + SCALED_EPSILON;
const double line_len_threshold_anchor_both_sides = line_len_threshold_drop_both_sides + scaled_offset;
const double line_len_threshold_drop_single_side = scaled_offset * (1. / cos(PI / 6.) + 1.5) + SCALED_EPSILON;
const double line_len_threshold_anchor_single_side = line_len_threshold_drop_single_side + scaled_offset;
for (size_t line_idx = 0; line_idx < lines.size(); ++ line_idx) {
Polyline &line = lines[line_idx];
if (line.points.empty())
continue;
Point &front_point = line.points.front();
Point &back_point = line.points.back();
// Find the nearest line from the start point of the line.
std::optional<size_t> tjoint_front, tjoint_back;
{
auto has_tjoint = [&closest, line_idx, &rtree, &lines, &lines_src](const Point &pt) {
auto filter_t_joint = [line_idx, &lines_src, pt](const auto &item) {
if (item.second != line_idx) {
// Verify that the point projects onto the line.
const Line &line = lines_src[item.second];
const Vec2d v = (line.b - line.a).cast<double>();
const Vec2d va = (pt - line.a).cast<double>();
const double l2 = v.squaredNorm(); // avoid a sqrt
if (l2 > 0.) {
const double t = va.dot(v);
return t > SCALED_EPSILON && t < l2 - SCALED_EPSILON;
}
}
return false;
};
closest.clear();
rtree.query(bgi::nearest(mk_rtree_point(pt), 1) && bgi::satisfies(filter_t_joint), std::back_inserter(closest));
std::optional<size_t> out;
if (! closest.empty()) {
const Polyline &pl = lines[closest.front().second];
if (pl.points.empty()) {
// The closest infill line was already dropped as it was too short.
// Such an infill line should not make a T-joint anyways.
#if 0 // #ifndef NDEBUG
const auto &seg = closest.front().first;
struct Linef { Vec2d a; Vec2d b; };
Linef l { { bg::get<0, 0>(seg), bg::get<0, 1>(seg) }, { bg::get<1, 0>(seg), bg::get<1, 1>(seg) } };
assert(line_alg::distance_to_squared(l, Vec2d(pt.cast<double>())) > 1000 * 1000);
#endif // NDEBUG
} else if (pl.size() >= 2 &&
//FIXME Hoping that pl is really a line, trimmed by a polygon using ClipperUtils. Sometimes Clipper leaves some additional collinear points on the polyline, let's hope it is all right.
Line{ pl.front(), pl.back() }.distance_to_squared(pt) <= 1000 * 1000)
out = closest.front().second;
}
return out;
};
// Refuse to create a T-joint if the infill lines touch at their ends.
auto filter_end_point_connections = [&lines_touching_at_endpoints, &lines, &line](std::optional<size_t> in) {
std::optional<size_t> out;
if (in) {
const Polyline *lo = &line;
const Polyline *hi = &lines[*in];
if (lo > hi)
std::swap(lo, hi);
if (! std::binary_search(lines_touching_at_endpoints.begin(), lines_touching_at_endpoints.end(), std::make_pair(lo, hi)))
// Not an end-point connection, it is a valid T-joint.
out = in;
}
return out;
};
tjoint_front = filter_end_point_connections(has_tjoint(front_point));
tjoint_back = filter_end_point_connections(has_tjoint(back_point));
}
int num_tjoints = int(tjoint_front.has_value()) + int(tjoint_back.has_value());
if (num_tjoints > 0) {
double line_len = line.length();
bool drop = false;
bool anchor = false;
if (num_tjoints == 1) {
// Connected to perimeters on a single side only, connected to another infill line on the other side.
drop = line_len < line_len_threshold_drop_single_side;
anchor = line_len > line_len_threshold_anchor_single_side;
} else {
// Not connected to perimeters at all, connected to two infill lines.
assert(num_tjoints == 2);
drop = line_len < line_len_threshold_drop_both_sides;
anchor = line_len > line_len_threshold_anchor_both_sides;
}
if (drop) {
// Drop a very short line if connected to another infill line.
// Lines shorter than spacing are skipped because it is needed to shrink a line by the value of spacing.
// A shorter line than spacing could produce a degenerate polyline.
line.points.clear();
} else if (anchor) {
if (tjoint_front) {
// T-joint of line's front point with the 'closest' line.
intersections.emplace_back(lines_src[*tjoint_front], lines_src[line_idx], &line, front_point, true);
assert(validate_intersection_t_joint(intersections.back()));
}
if (tjoint_back) {
// T-joint of line's back point with the 'closest' line.
intersections.emplace_back(lines_src[*tjoint_back], lines_src[line_idx], &line, back_point, false);
assert(validate_intersection_t_joint(intersections.back()));
}
} else {
if (tjoint_front)
// T joint at the front at a 60 degree angle, the line is very short.
// Trim the front side.
front_point += ((scaled_trim_distance * 1.155) * (back_point - front_point).cast<double>().normalized()).cast<coord_t>();
if (tjoint_back)
// T joint at the front at a 60 degree angle, the line is very short.
// Trim the front side.
back_point += ((scaled_trim_distance * 1.155) * (front_point - back_point).cast<double>().normalized()).cast<coord_t>();
}
}
}
// Remove those intersections, that point to a dropped line.
for (auto it = intersections.begin(); it != intersections.end(); ) {
assert(! lines[it->intersect_line - lines_src.data()].points.empty());
if (lines[it->closest_line - lines_src.data()].points.empty()) {
*it = intersections.back();
intersections.pop_back();
} else
++ it;
}
}
assert(validate_intersections(intersections));
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
static int iRun = 0;
int iStep = 0;
{
Points pts;
for (const Intersection &i : intersections)
pts.emplace_back(i.intersect_point);
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-Tjoints-%d.svg", iRun++), pts);
}
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
// Sort lexicographically by closest_line_idx and left/right orientation.
std::sort(intersections.begin(), intersections.end(),
[](const Intersection &i1, const Intersection &i2) {
return (i1.closest_line == i2.closest_line) ?
int(i1.left) < int(i2.left) :
i1.closest_line < i2.closest_line;
});
std::vector<size_t> merged_with(lines.size());
std::iota(merged_with.begin(), merged_with.end(), 0);
// Appends the boundary polygon with all holes to rtree for detection to check whether hooks are not crossing the boundary
{
Point prev = boundary.contour.points.back();
for (const Point &point : boundary.contour.points) {
rtree.insert(std::make_pair(mk_rtree_seg(prev, point), poly_idx++));
prev = point;
}
for (const Polygon &polygon : boundary.holes) {
Point prev = polygon.points.back();
for (const Point &point : polygon.points) {
rtree.insert(std::make_pair(mk_rtree_seg(prev, point), poly_idx++));
prev = point;
}
}
}
auto update_merged_polyline_idx = [&merged_with](size_t pl_idx) {
// Update the polyline index to index which is merged
for (size_t last = pl_idx;;) {
size_t lower = merged_with[last];
if (lower == last) {
merged_with[pl_idx] = lower;
return lower;
}
last = lower;
}
assert(false);
return size_t(0);
};
auto update_merged_polyline = [&lines, update_merged_polyline_idx](Intersection& intersection) {
// Update the polyline index to index which is merged
size_t intersect_pl_idx = update_merged_polyline_idx(intersection.intersect_pl - lines.data());
intersection.intersect_pl = &lines[intersect_pl_idx];
// After polylines are merged, it is necessary to update "forward" based on if intersect_point is the first or the last point of intersect_pl.
if (intersection.fresh()) {
assert(intersection.intersect_pl->points.front() == intersection.intersect_point ||
intersection.intersect_pl->points.back() == intersection.intersect_point);
intersection.front = intersection.intersect_pl->points.front() == intersection.intersect_point;
}
};
// Merge polylines touching at their ends. This should be a very rare case, but it happens surprisingly often.
for (auto it = lines_touching_at_endpoints.rbegin(); it != lines_touching_at_endpoints.rend(); ++ it) {
Polyline *pl1 = const_cast<Polyline*>(it->first);
Polyline *pl2 = const_cast<Polyline*>(it->second);
assert(pl1 < pl2);
// pl1 was visited for the 1st time.
// pl2 may have alread been merged with another polyline, even with this one.
pl2 = &lines[update_merged_polyline_idx(pl2 - lines.data())];
assert(pl1 <= pl2);
// Avoid closing a loop, ignore dropped infill lines.
if (pl1 != pl2 && ! pl1->points.empty() && ! pl2->points.empty()) {
// Merge the polylines.
assert(pl1 < pl2);
assert(pl1->points.size() >= 2);
assert(pl2->points.size() >= 2);
double d11 = (pl1->points.front() - pl2->points.front()).cast<double>().squaredNorm();
double d12 = (pl1->points.front() - pl2->points.back()) .cast<double>().squaredNorm();
double d21 = (pl1->points.back() - pl2->points.front()).cast<double>().squaredNorm();
double d22 = (pl1->points.back() - pl2->points.back()) .cast<double>().squaredNorm();
double d1min = std::min(d11, d12);
double d2min = std::min(d21, d22);
if (d1min < d2min) {
pl1->reverse();
if (d12 == d1min)
pl2->reverse();
} else if (d22 == d2min)
pl2->reverse();
pl1->points.back() = (pl1->points.back() + pl2->points.front()) / 2;
pl1->append(pl2->points.begin() + 1, pl2->points.end());
pl2->points.clear();
merged_with[pl2 - lines.data()] = pl1 - lines.data();
}
}
// Keep intersect_line outside the loop, so it does not get reallocated.
std::vector<std::pair<Intersection*, double>> intersect_line;
for (size_t min_idx = 0; min_idx < intersections.size();) {
intersect_line.clear();
// All the nearest points (T-joints) ending at the same line are projected onto this line. Because of it, it can easily find the nearest point.
{
const Vec2d line_dir = intersections[min_idx].closest_line->vector().cast<double>();
size_t max_idx = min_idx;
for (; max_idx < intersections.size() &&
intersections[min_idx].closest_line == intersections[max_idx].closest_line &&
intersections[min_idx].left == intersections[max_idx].left;
++ max_idx)
intersect_line.emplace_back(&intersections[max_idx], line_dir.dot(intersections[max_idx].intersect_point.cast<double>()));
min_idx = max_idx;
assert(intersect_line.size() > 0);
// Sort the intersections along line_dir.
std::sort(intersect_line.begin(), intersect_line.end(), [](const auto &i1, const auto &i2) { return i1.second < i2.second; });
}
if (intersect_line.size() == 1) {
// Simple case: The current intersection is the only one touching its adjacent line.
Intersection &first_i = *intersect_line.front().first;
update_merged_polyline(first_i);
if (first_i.fresh()) {
// Try to connect left or right. If not enough space for hook_length, take the longer side.
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-add_hook0-pre-%d-%d.svg", iRun, iStep), { first_i.intersect_point });
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
add_hook(first_i, scaled_offset, hook_length, scaled_trim_distance, rtree, lines_src);
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-add_hook0-pre-%d-%d.svg", iRun, iStep), { first_i.intersect_point });
++ iStep;
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
first_i.used = true;
}
continue;
}
for (size_t first_idx = 0; first_idx < intersect_line.size(); ++ first_idx) {
Intersection &first_i = *intersect_line[first_idx].first;
update_merged_polyline(first_i);
if (! first_i.fresh())
// The intersection has been processed, or the polyline has been merged to another polyline.
continue;
// Get the previous or next intersection on the same line, pick the closer one.
if (first_idx > 0)
update_merged_polyline(*intersect_line[first_idx - 1].first);
if (first_idx + 1 < intersect_line.size())
update_merged_polyline(*intersect_line[first_idx + 1].first);
Intersection &nearest_i = *get_nearest_intersection(intersect_line, first_idx);
assert(first_i.closest_line == nearest_i.closest_line);
assert(first_i.intersect_line != nearest_i.intersect_line);
assert(first_i.intersect_line != first_i.closest_line);
assert(nearest_i.intersect_line != first_i.closest_line);
// A line between two intersections points
Line offset_line = create_offset_line(Line(first_i.intersect_point, nearest_i.intersect_point), first_i, scaled_offset);
// Check if both intersections lie on the offset_line and simultaneously get their points of intersecting.
// These points are used as start and end of the hook
Point first_i_point, nearest_i_point;
bool could_connect = false;
if (nearest_i.fresh()) {
could_connect = first_i.intersect_line->intersection(offset_line, &first_i_point) &&
nearest_i.intersect_line->intersection(offset_line, &nearest_i_point);
assert(could_connect);
}
Points &first_points = first_i.intersect_pl->points;
Points &second_points = nearest_i.intersect_pl->points;
could_connect &= (nearest_i_point - first_i_point).cast<double>().squaredNorm() <= Slic3r::sqr(hook_length_max);
if (could_connect) {
// Both intersections are so close that their polylines can be connected.
// Verify that no other infill line intersects this anchor line.
closest.clear();
rtree.query(
bgi::intersects(mk_rtree_seg(first_i_point, nearest_i_point)) &&
bgi::satisfies([&first_i, &nearest_i, &lines_src](const auto &item)
{ return item.second != (long unsigned int)(first_i.intersect_line - lines_src.data())
&& item.second != (long unsigned int)(nearest_i.intersect_line - lines_src.data()); }),
std::back_inserter(closest));
could_connect = closest.empty();
#if 0
// Avoid self intersections. Maybe it is better to trim the self intersection after the connection?
if (could_connect && first_i.intersect_pl != nearest_i.intersect_pl) {
Line l(first_i_point, nearest_i_point);
could_connect = ! first_i.other_hook_intersects(l) && ! nearest_i.other_hook_intersects(l);
}
#endif
}
bool connected = false;
if (could_connect) {
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-connecting-pre-%d-%d.svg", iRun, iStep), { first_i.intersect_point, nearest_i.intersect_point });
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
// No other infill line intersects this anchor line. Extrude it as a whole.
if (first_i.intersect_pl == nearest_i.intersect_pl) {
// Both intersections are on the same polyline, that means a loop is being closed.
assert(first_i.front != nearest_i.front);
if (! first_i.front)
std::swap(first_i_point, nearest_i_point);
first_points.front() = first_i_point;
first_points.back() = nearest_i_point;
//FIXME trim the end of a closed loop a bit?
first_points.emplace(first_points.begin(), nearest_i_point);
} else {
// Both intersections are on different polylines
Line l(first_i_point, nearest_i_point);
l.translate((perp(first_i.closest_line->vector().cast<double>().normalized()) * (first_i.left ? scaled_trim_distance : - scaled_trim_distance)).cast<coord_t>());
Point pt_start, pt_end;
bool trim_start = first_i .intersect_pl->points.size() == 3 && first_i .other_hook_intersects(l, pt_start);
bool trim_end = nearest_i.intersect_pl->points.size() == 3 && nearest_i.other_hook_intersects(l, pt_end);
first_points.reserve(first_points.size() + second_points.size());
if (first_i.front)
std::reverse(first_points.begin(), first_points.end());
if (trim_start)
first_points.front() = pt_start;
first_points.back() = first_i_point;
first_points.emplace_back(nearest_i_point);
if (nearest_i.front)
first_points.insert(first_points.end(), second_points.begin() + 1, second_points.end());
else
first_points.insert(first_points.end(), second_points.rbegin() + 1, second_points.rend());
if (trim_end)
first_points.back() = pt_end;
// Keep the polyline at the lower index slot.
if (first_i.intersect_pl < nearest_i.intersect_pl) {
second_points.clear();
merged_with[nearest_i.intersect_pl - lines.data()] = first_i.intersect_pl - lines.data();
} else {
second_points = std::move(first_points);
first_points.clear();
merged_with[first_i.intersect_pl - lines.data()] = nearest_i.intersect_pl - lines.data();
}
}
nearest_i.used = true;
connected = true;
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-connecting-post-%d-%d.svg", iRun, iStep), { first_i.intersect_point, nearest_i.intersect_point });
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
}
if (! connected) {
// Try to connect left or right. If not enough space for hook_length, take the longer side.
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-add_hook-pre-%d-%d.svg", iRun, iStep), { first_i.intersect_point });
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
add_hook(first_i, scaled_offset, hook_length, scaled_trim_distance, rtree, lines_src);
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
export_infill_lines_to_svg(boundary, lines, debug_out_path("FillAdaptive-add_hook-post-%d-%d.svg", iRun, iStep), { first_i.intersect_point });
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
}
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
++ iStep;
#endif // ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
first_i.used = true;
}
}
Polylines polylines_out;
polylines_out.reserve(polylines_out.size() + std::count_if(lines.begin(), lines.end(), [](const Polyline &pl) { return !pl.empty(); }));
for (Polyline &pl : lines)
if (!pl.empty()) polylines_out.emplace_back(std::move(pl));
return polylines_out;
}
#ifndef NDEBUG
bool has_no_collinear_lines(const Polylines &polylines)
{
// Create line end point lookup.
struct LineEnd {
LineEnd(const Polyline *line, bool start) : line(line), start(start) {}
const Polyline *line;
// Is it the start or end point?
bool start;
const Point& point() const { return start ? line->points.front() : line->points.back(); }
const Point& other_point() const { return start ? line->points.back() : line->points.front(); }
LineEnd other_end() const { return LineEnd(line, !start); }
Vec2d vec() const { return Vec2d((this->other_point() - this->point()).cast<double>()); }
bool operator==(const LineEnd &rhs) const { return this->line == rhs.line && this->start == rhs.start; }
};
struct LineEndAccessor {
const Point* operator()(const LineEnd &pt) const { return &pt.point(); }
};
typedef ClosestPointInRadiusLookup<LineEnd, LineEndAccessor> ClosestPointLookupType;
ClosestPointLookupType closest_end_point_lookup(coord_t(1001. * sqrt(2.)));
for (const Polyline& pl : polylines) {
// assert(pl.points.size() == 2);
auto line_start = LineEnd(&pl, true);
auto line_end = LineEnd(&pl, false);
auto assert_not_collinear = [&closest_end_point_lookup](const LineEnd &line_start) {
std::vector<std::pair<const LineEnd*, double>> hits = closest_end_point_lookup.find_all(line_start.point());
for (const std::pair<const LineEnd*, double> &hit : hits)
if ((line_start.point() - hit.first->point()).cwiseAbs().maxCoeff() <= 1000) {
// End points of the two lines are very close, they should have been merged together if they are collinear.
Vec2d v1 = line_start.vec();
Vec2d v2 = hit.first->vec();
Vec2d v1n = v1.normalized();
Vec2d v2n = v2.normalized();
// The vectors must not be collinear.
assert(std::abs(v1n.dot(v2n)) < cos(M_PI / 12.));
}
};
assert_not_collinear(line_start);
assert_not_collinear(line_end);
closest_end_point_lookup.insert(line_start);
closest_end_point_lookup.insert(line_end);
}
return true;
}
#endif
// Non-crossing centerlines for multiline adaptive cubic, see docs/HLSD/multiline-infill.md.
namespace noncrossing {
// y = x() * x + y() in the frame where the sweep family is horizontal.
using Lin = Vec2d;
static const Vec2d family_dir[3] { Vec2d(1., 0.), Vec2d(0.5, 0.5 * sqrt(3.)), Vec2d(0.5, -0.5 * sqrt(3.)) };
struct SweepLine
{
Vec2d a, b; // a.x() < b.x()
int family;
Lin lin;
std::vector<std::pair<double, int>> junctions; // (x, junction)
};
struct Junction
{
Vec2d p;
std::vector<int> lines;
std::vector<std::pair<int, int>> pairs; // (left, right) line of each path through, bottom-up
std::vector<std::pair<int, int>> bends; // (path, bend) of each pair, -1 where it runs straight
};
struct LevelPath
{
std::vector<Vec2d> verts; // start, bends, end
std::vector<int> lines; // line of each piece
std::vector<int> junctions; // junction of each bend
std::vector<int> turn; // 1 turning up, -1 turning down
std::vector<std::vector<Lin>> cuts;
std::vector<std::pair<Lin, int>> pushes; // (line, bend) keeping a wall away from a neighbour's cut
int start_term { -1 }; // junction where the path stops on another line, or -1
int end_term { -1 };
};
// Moves f onto line c (side 1: from below) wherever c lies beyond it, over the stretches overlapping [w0, w1].
static void clip_profile(std::vector<Vec2d> &f, const Lin &c, int side, double w0, double w1, double lim0, double lim1, bool cut_at_window, bool drop_past_limits)
{
const double r0 = std::max(lim0, f.front().x()), r1 = std::min(lim1, f.back().x());
if (r1 <= r0)
return;
const size_t ia = std::upper_bound(f.begin(), f.end(), r0, [](double x, const Vec2d &p) { return x < p.x(); }) - f.begin();
const size_t ib = std::lower_bound(f.begin() + ia, f.end(), r1, [](const Vec2d &p, double x) { return p.x() < x; }) - f.begin();
auto interpolate = [](const Vec2d &a, const Vec2d &b, double x) { return b.x() > a.x() ? a.y() + (x - a.x()) / (b.x() - a.x()) * (b.y() - a.y()) : b.y(); };
std::vector<Vec2d> local{ Vec2d(r0, interpolate(f[ia - 1], f[ia], r0)) };
local.insert(local.end(), f.begin() + ia, f.begin() + ib);
local.emplace_back(r1, interpolate(f[ib - 1], f[ib], r1));
const double tol = 1.;
auto beyond = [&c, side, tol](const Vec2d &p) { return side * (c.x() * p.x() + c.y() - p.y()) - tol; };
std::vector<std::pair<double, double>> stretches;
auto add = [&stretches](double x0, double x1) {
if (!stretches.empty() && stretches.back().second >= x0)
stretches.back().second = x1;
else
stretches.emplace_back(x0, x1);
};
for (size_t i = 1; i < local.size(); ++i) {
const Vec2d &p = local[i - 1], &q = local[i];
if (q.x() <= p.x())
continue;
const double bp = beyond(p), bq = beyond(q);
if (bp > 0. && bq > 0.)
add(p.x(), q.x());
else if (bp > 0. || bq > 0.) {
const double x = p.x() + bp / (bp - bq) * (q.x() - p.x());
if (bp > 0.)
add(p.x(), x);
else
add(x, q.x());
}
}
std::vector<std::pair<double, double>> keep;
for (auto [x0, x1] : stretches) {
if (x1 < w0 || x0 > w1)
continue;
if (drop_past_limits && ((x0 <= r0 && r0 == lim0) || (x1 >= r1 && r1 == lim1)))
continue;
keep.emplace_back(cut_at_window ? std::max(x0, w0) : x0, cut_at_window ? std::min(x1, w1) : x1);
}
if (keep.empty())
return;
auto y_local = [&](double x) {
size_t i = 1;
while (i + 1 < local.size() && local[i].x() < x)
++i;
return interpolate(local[i - 1], local[i], x);
};
std::vector<Vec2d> out(f.begin(), f.begin() + ia);
auto push = [&out, tol](double x, double y) {
if (out.empty() || x > out.back().x() || std::abs(y - out.back().y()) > 2. * tol)
out.emplace_back(x, y);
};
size_t k = 0;
for (const Vec2d &p : local) {
for (; k < keep.size() && keep[k].second < p.x(); ++k) {
const auto [x0, x1] = keep[k];
push(x0, y_local(x0));
push(x0, c.x() * x0 + c.y());
push(x1, c.x() * x1 + c.y());
push(x1, y_local(x1));
}
if (k < keep.size() && keep[k].first <= p.x() && p.x() <= keep[k].second)
continue;
push(p.x(), p.y());
}
for (; k < keep.size(); ++k) {
const auto [x0, x1] = keep[k];
push(x0, y_local(x0));
push(x0, c.x() * x0 + c.y());
push(x1, c.x() * x1 + c.y());
push(x1, y_local(x1));
}
for (size_t i = ib; i < f.size(); ++i)
push(f[i].x(), f[i].y());
f = std::move(out);
}
static std::vector<Vec2d> path_points(const LevelPath &path, const std::vector<SweepLine> &lines, double reach)
{
std::vector<Vec2d> f = path.verts;
const int nb = int(path.junctions.size());
auto x_of = [&path](int b) { return path.verts[b + 1].x(); };
auto sharp = [&](int b) { return lines[path.lines[b]].family != 0 && lines[path.lines[b + 1]].family != 0; };
// The run of bends turning the same way as bend b, up to the neighbouring bends turning the other way.
auto window = [&](int b) {
int l = b - 1, r = b + 1;
while (l >= 0 && path.turn[l] == path.turn[b])
--l;
while (r < nb && path.turn[r] == path.turn[b])
++r;
return std::make_pair(l >= 0 ? x_of(l) : f.front().x(), r < nb ? x_of(r) : f.back().x());
};
// Sharp bends between the slanted lines go last, so they win at the tip of a small triangle.
for (int b = 0; b < nb; ++b)
if (!sharp(b)) {
const auto [w0, w1] = window(b);
for (const Lin &c : path.cuts[b])
clip_profile(f, c, path.turn[b], w0, w1, x_of(b) - reach, x_of(b) + reach, true, false);
}
for (int b = 0; b < nb; ++b)
if (sharp(b))
for (const Lin &c : path.cuts[b])
clip_profile(f, c, path.turn[b], x_of(b), x_of(b), x_of(b) - reach, x_of(b) + reach, false, true);
for (const auto &[c, b] : path.pushes) {
const auto [w0, w1] = window(b);
clip_profile(f, c, path.turn[b], w0, w1, x_of(b) - reach, x_of(b) + reach, true, true);
}
std::vector<Vec2d> pts;
for (const Vec2d &p : f) {
while (pts.size() >= 2 && std::abs(cross2(Vec2d(pts.back() - pts[pts.size() - 2]), Vec2d(p - pts.back()))) <=
1e-9 * (pts.back() - pts[pts.size() - 2]).norm() * (p - pts.back()).norm())
pts.pop_back();
pts.push_back(p);
}
return pts;
}
static double polyline_length(const std::vector<Vec2d> &pts)
{
double len = 0.;
for (size_t i = 1; i < pts.size(); ++i)
len += (pts[i] - pts[i - 1]).norm();
return len;
}
// Point at the given distance along pts, and the index of the segment it lies on.
static std::pair<Vec2d, size_t> point_along(const std::vector<Vec2d> &pts, double t)
{
for (size_t i = 1; i < pts.size(); ++i) {
const double len = (pts[i] - pts[i - 1]).norm();
if (t <= len)
return { pts[i - 1] + (len > 0. ? t / len : 0.) * (pts[i] - pts[i - 1]), i };
t -= len;
}
return { pts.back(), pts.size() - 1 };
}
} // namespace noncrossing
Polylines multiline_paths(const Lines &lines_in, double d1, double end_overlap, int sweep, const BoundingBox &cover)
{
using namespace noncrossing;
const double eps = scale_(0.002);
const Eigen::Rotation2Dd to_sweep(-sweep * M_PI / 3.);
const BoundingBoxf box(cover.min.cast<double>(), cover.max.cast<double>());
// Lines in the sweep frame, collinear pieces merged.
struct Piece { double c, s0, s1; };
std::array<std::vector<Piece>, 3> pieces;
for (const Line &line : lines_in) {
Vec2d a = line.a.cast<double>(), b = line.b.cast<double>();
if (!Geometry::liang_barsky_line_clipping(a, b, box) || (b - a).norm() < 10. * eps)
continue;
a = to_sweep * a;
b = to_sweep * b;
const double angle = std::atan2(b.y() - a.y(), b.x() - a.x()) / (M_PI / 3.);
if (std::abs(angle - std::round(angle)) > 0.01)
// Not one of the three families.
return {};
const int f = (int(std::round(angle)) % 3 + 3) % 3;
const Vec2d &d = family_dir[f];
const Vec2d n(-d.y(), d.x());
pieces[f].push_back({ n.dot(a), std::min(d.dot(a), d.dot(b)), std::max(d.dot(a), d.dot(b)) });
}
std::vector<SweepLine> lines;
for (int f = 0; f < 3; ++f) {
std::vector<Piece> &ps = pieces[f];
const Vec2d &d = family_dir[f];
const Vec2d n(-d.y(), d.x());
const double slope = d.y() / d.x();
std::sort(ps.begin(), ps.end(), [](const Piece &l, const Piece &r) { return l.c < r.c; });
for (size_t i = 0; i < ps.size();) {
size_t j = i + 1;
while (j < ps.size() && ps[j].c - ps[i].c < eps)
++j;
std::sort(ps.begin() + i, ps.begin() + j, [](const Piece &l, const Piece &r) { return l.s0 < r.s0; });
double c = 0.;
for (size_t k = i; k < j; ++k)
c += ps[k].c / double(j - i);
double s0 = ps[i].s0, s1 = ps[i].s1;
for (size_t k = i + 1; k <= j; ++k) {
if (k < j && ps[k].s0 <= s1 + eps) {
s1 = std::max(s1, ps[k].s1);
continue;
}
const Vec2d a = s0 * d + c * n;
lines.push_back({ a, s1 * d + c * n, f, Lin(slope, a.y() - slope * a.x()), {} });
if (k < j) {
s0 = ps[k].s0;
s1 = ps[k].s1;
}
}
i = j;
}
}
auto along = [](const SweepLine &l, const Vec2d &p) { return family_dir[l.family].dot(p - l.a); };
auto length = [](const SweepLine &l) { return (l.b - l.a).norm(); };
// Crossings, including the ends of lines stopping on another line.
std::vector<Junction> junctions;
auto detect_junctions = [&]() {
struct Hit { Vec2d p; int i, j; };
std::vector<Hit> hits;
std::vector<int> order(lines.size());
std::iota(order.begin(), order.end(), 0);
std::sort(order.begin(), order.end(), [&lines](int l, int r) { return lines[l].a.x() < lines[r].a.x(); });
for (size_t oi = 0; oi < order.size(); ++oi) {
const SweepLine &li = lines[order[oi]];
for (size_t oj = oi + 1; oj < order.size() && lines[order[oj]].a.x() <= li.b.x() + eps; ++oj) {
const SweepLine &lj = lines[order[oj]];
if (li.family == lj.family)
continue;
const double x = (lj.lin.y() - li.lin.y()) / (li.lin.x() - lj.lin.x());
const Vec2d p(x, li.lin.x() * x + li.lin.y());
const double ti = along(li, p), tj = along(lj, p);
if (ti > -eps && ti < length(li) + eps && tj > -eps && tj < length(lj) + eps)
hits.push_back({ p, order[oi], order[oj] });
}
}
std::sort(hits.begin(), hits.end(), [](const Hit &l, const Hit &r) { return l.p.x() < r.p.x(); });
junctions.clear();
for (const Hit &hit : hits) {
int found = -1;
for (int k = int(junctions.size()) - 1; k >= 0 && junctions[k].p.x() > hit.p.x() - eps; --k)
if (std::abs(junctions[k].p.y() - hit.p.y()) < eps) {
found = k;
break;
}
if (found < 0) {
found = int(junctions.size());
junctions.push_back({ hit.p, {}, {}, {} });
}
std::vector<int> &jl = junctions[found].lines;
for (int li : { hit.i, hit.j })
if (std::find(jl.begin(), jl.end(), li) == jl.end())
jl.push_back(li);
}
for (SweepLine &l : lines)
l.junctions.clear();
for (int ji = 0; ji < int(junctions.size()); ++ji)
for (int li : junctions[ji].lines)
lines[li].junctions.emplace_back(junctions[ji].p.x(), ji);
for (SweepLine &l : lines)
std::sort(l.junctions.begin(), l.junctions.end());
};
detect_junctions();
auto has_arm = [&](int ji, int li, bool right) {
const double t = along(lines[li], junctions[ji].p);
return right ? t < length(lines[li]) - eps : t > eps;
};
// A line ending on another just past a crossing stops at the crossing, where its stub would leave a hole.
auto crosses = [&](int ji, int li) { return has_arm(ji, li, false) && has_arm(ji, li, true); };
for (int pass = 0; pass < 3; ++pass) {
std::vector<bool> touched(lines.size(), false);
bool changed = false;
for (int ji = 0; ji < int(junctions.size()); ++ji) {
const Junction &J = junctions[ji];
if (J.lines.size() != 2 || touched[J.lines[0]] || touched[J.lines[1]] || !crosses(ji, J.lines[0]) || !crosses(ji, J.lines[1]))
continue;
// Shortest arm of each line from J to the junction where it ends on another line.
struct DeadArm { double length; bool at_b; int end; };
std::array<DeadArm, 2> dead;
dead.fill({ std::numeric_limits<double>::max(), false, -1 });
for (int k = 0; k < 2; ++k) {
const SweepLine &l = lines[J.lines[k]];
const size_t at = std::find_if(l.junctions.begin(), l.junctions.end(), [ji](const std::pair<double, int> &j) { return j.second == ji; }) - l.junctions.begin();
const double t = along(l, J.p);
if (at + 1 < l.junctions.size() && length(l) - along(l, junctions[l.junctions[at + 1].second].p) < eps)
dead[k] = { length(l) - t, true, l.junctions[at + 1].second };
if (at > 0 && along(l, junctions[l.junctions[at - 1].second].p) < eps && t < dead[k].length)
dead[k] = { t, false, l.junctions[at - 1].second };
}
const int k = dead[0].length <= dead[1].length ? 0 : 1;
if (dead[k].length >= 2. * d1)
continue;
SweepLine &l = lines[J.lines[k]];
(dead[k].at_b ? l.b : l.a) = J.p;
// Only the shortened line and those it ended on have stale junctions until the next pass.
for (int li : junctions[dead[k].end].lines)
touched[li] = true;
changed = true;
}
if (!changed)
break;
detect_junctions();
}
// At every crossing the lines bounce off each other, so that every path keeps running left to right.
for (int ji = 0; ji < int(junctions.size()); ++ji) {
Junction &J = junctions[ji];
std::vector<int> left, right;
for (int li : J.lines)
if (has_arm(ji, li, false) && has_arm(ji, li, true))
left.push_back(li);
right = left;
std::sort(left.begin(), left.end(), [&lines](int l, int r) { return lines[l].lin.x() > lines[r].lin.x(); });
std::sort(right.begin(), right.end(), [&lines](int l, int r) { return lines[l].lin.x() < lines[r].lin.x(); });
for (size_t k = 0; k < left.size(); ++k)
J.pairs.emplace_back(left[k], right[k]);
J.bends.assign(J.pairs.size(), { -1, -1 });
}
std::vector<LevelPath> paths;
for (int li = 0; li < int(lines.size()); ++li) {
const SweepLine &l = lines[li];
const int start = !l.junctions.empty() && !has_arm(l.junctions.front().second, li, false) ? l.junctions.front().second : -1;
LevelPath path;
path.start_term = start;
path.verts.push_back(start >= 0 ? junctions[start].p : l.a);
path.lines.push_back(li);
int cur = li;
double x = path.verts.front().x();
for (;;) {
const auto &js = lines[cur].junctions;
const auto it = std::find_if(js.begin(), js.end(), [x, eps](const std::pair<double, int> &j) { return j.first > x + 0.25 * eps; });
if (it == js.end()) {
path.verts.push_back(lines[cur].b);
break;
}
Junction &J = junctions[it->second];
const size_t k = std::find_if(J.pairs.begin(), J.pairs.end(), [cur](const std::pair<int, int> &p) { return p.first == cur; }) - J.pairs.begin();
if (k == J.pairs.size()) {
path.verts.push_back(J.p);
path.end_term = it->second;
break;
}
if (const int next = J.pairs[k].second; next != cur) {
J.bends[k] = { int(paths.size()), int(path.junctions.size()) };
path.verts.push_back(J.p);
path.lines.push_back(next);
path.junctions.push_back(it->second);
path.turn.push_back(lines[next].lin.x() > lines[cur].lin.x() ? 1 : -1);
cur = next;
}
x = it->first;
}
path.cuts.resize(path.junctions.size());
paths.push_back(std::move(path));
}
// Cut the two bends of a crossing d1 apart, no further than the neighbouring bends turning the other way.
for (const Junction &J : junctions) {
if (J.pairs.size() < 2 || J.bends.front().first < 0 || J.bends.back().first < 0)
continue;
const Vec2d n = (family_dir[lines[J.pairs.back().second].family] - family_dir[lines[J.pairs.back().first].family]).normalized();
auto cut = [&J, &n](double offset) {
const Vec2d q = J.p + offset * n;
const double s = -n.x() / n.y();
return Lin(s, q.y() - s * q.x());
};
LevelPath &lo = paths[J.bends.front().first], &hi = paths[J.bends.back().first];
const int lb = J.bends.front().second, hb = J.bends.back().second;
if (J.pairs.size() == 3) {
lo.cuts[lb].push_back(cut(-d1));
hi.cuts[hb].push_back(cut(d1));
continue;
}
// Only the tip of a small triangle, between the two slanted families, stops at its neighbouring bends.
const bool sharp = lines[J.pairs.front().first].family != 0 && lines[J.pairs.front().second].family != 0;
auto room = [&](const LevelPath &P, int b, int away, double sign) {
double c = std::numeric_limits<double>::max();
for (int nb : { b - 1, b + 1 })
if (sharp && nb >= 0 && nb < int(P.junctions.size()) && P.turn[nb] == away)
c = std::min(c, sign * n.dot(junctions[P.junctions[nb]].p - J.p));
if (b == 0 && P.start_term >= 0)
c = std::min(c, sign * n.dot(P.verts.front() - J.p));
if (b + 1 == int(P.junctions.size()) && P.end_term >= 0)
c = std::min(c, sign * n.dot(P.verts.back() - J.p));
return std::max(c, 0.);
};
const double c_lo = room(lo, lb, 1, -1.), c_hi = room(hi, hb, -1, 1.);
double d_lo = 0.5 * d1;
if (d1 - c_hi <= c_lo)
d_lo = std::clamp(d_lo, d1 - c_hi, c_lo);
else if (c_lo + c_hi > 0.)
d_lo = d1 * c_lo / (c_lo + c_hi);
const double d_hi = d1 - d_lo;
lo.cuts[lb].push_back(cut(-d_lo));
hi.cuts[hb].push_back(cut(d_hi));
auto propagate = [&](const LevelPath &P, int b, int away, int step, double offset) {
for (int nb : { b - 1, b + 1 })
if (nb >= 0 && nb < int(P.junctions.size()) && P.turn[nb] == away) {
const Junction &W = junctions[P.junctions[nb]];
const int k = int(std::find_if(W.pairs.begin(), W.pairs.end(), [&](const std::pair<int, int> &p) { return p.first == P.lines[nb]; }) - W.pairs.begin()) + step;
if (k >= 0 && k < int(W.bends.size()) && W.bends[k].first >= 0)
paths[W.bends[k].first].pushes.emplace_back(cut(offset), W.bends[k].second);
}
};
if (sharp) {
propagate(lo, lb, 1, -1, -d_lo - d1);
propagate(hi, hb, -1, 1, d_hi + d1);
}
}
std::vector<std::vector<Vec2d>> geometry;
Linesf segments;
std::vector<std::pair<int, double>> segment_start; // path, distance along it
std::vector<std::pair<double, double>> kept; // stretch of each path left by the trimming
for (const LevelPath &path : paths) {
geometry.push_back(path.junctions.empty() ? std::vector<Vec2d>{ path.verts.front(), path.verts.back() } : path_points(path, lines, 4. * d1));
double along_path = 0.;
for (size_t i = 1; i < geometry.back().size(); ++i) {
segments.emplace_back(geometry.back()[i - 1], geometry.back()[i]);
segment_start.emplace_back(int(geometry.size()) - 1, along_path);
along_path += (geometry.back()[i] - geometry.back()[i - 1]).norm();
}
kept.emplace_back(0., along_path);
}
// A path ending on another line stops end_overlap inside the walls of the others, as trimmed so far.
const double end_clearance = d1 - end_overlap;
AABBTreeLines::LinesDistancer<Linef> tree(segments);
auto clearance = [&](int pi, const Vec2d &q) {
double dist = std::numeric_limits<double>::max();
for (size_t s : tree.all_lines_in_radius(q, d1)) {
const auto [pj, start] = segment_start[s];
const Vec2d a = segments[s].a, d = segments[s].b - a;
const double len = d.norm(), t0 = std::max(0., kept[pj].first - start), t1 = std::min(len, kept[pj].second - start);
if (pj != pi && len > 0. && t0 <= t1)
dist = std::min(dist, line_alg::distance_to(Linef(a + t0 / len * d, a + t1 / len * d), q));
}
return dist;
};
// Returns the length trimmed off.
auto trim_front = [&](int pi, std::vector<Vec2d> &pts) {
const double total = polyline_length(pts), step = d1 / 32.;
double t = 0.;
while (t <= total && clearance(pi, point_along(pts, t).first) < end_clearance)
t += step;
if (t > total) {
pts.clear();
return total;
}
if (t == 0.)
return 0.;
for (double lo = std::max(0., t - step); t - lo > step / 256.;)
if (const double mid = 0.5 * (lo + t); clearance(pi, point_along(pts, mid).first) < end_clearance)
lo = mid;
else
t = mid;
const auto [q, seg] = point_along(pts, t);
pts.erase(pts.begin(), pts.begin() + (seg - 1));
pts.front() = q;
return t;
};
// A path stopping on the line of another path is trimmed first, so that it gives way to that path.
std::vector<std::vector<std::tuple<double, double, int>>> carried(lines.size()); // x range and path of each piece
for (int pi = 0; pi < int(paths.size()); ++pi)
for (size_t i = 0; i < paths[pi].lines.size(); ++i)
carried[paths[pi].lines[i]].emplace_back(paths[pi].verts[i].x(), paths[pi].verts[i + 1].x(), pi);
std::vector<std::vector<int>> stopping_on(paths.size());
for (int pi = 0; pi < int(paths.size()); ++pi)
for (const auto &[ji, own] : { std::make_pair(paths[pi].start_term, paths[pi].lines.front()), std::make_pair(paths[pi].end_term, paths[pi].lines.back()) })
if (ji >= 0)
for (int li : junctions[ji].lines)
if (li != own)
for (const auto &[x0, x1, pj] : carried[li])
if (pj != pi && x0 - eps <= junctions[ji].p.x() && junctions[ji].p.x() <= x1 + eps)
stopping_on[pj].push_back(pi);
std::vector<int> order;
std::vector<bool> visited(paths.size(), false);
std::function<void(int)> visit = [&](int pi) {
if (visited[pi])
return;
visited[pi] = true;
for (int child : stopping_on[pi])
visit(child);
order.push_back(pi);
};
for (int pi = 0; pi < int(paths.size()); ++pi)
visit(pi);
std::vector<std::vector<Vec2d>> trimmed(paths.size());
auto trim = [&](int pi) {
std::vector<Vec2d> &pts = trimmed[pi];
if (paths[pi].start_term >= 0)
kept[pi].first += trim_front(pi, pts);
if (paths[pi].end_term >= 0 && !pts.empty()) {
std::reverse(pts.begin(), pts.end());
kept[pi].second -= trim_front(pi, pts);
std::reverse(pts.begin(), pts.end());
}
if (pts.size() < 2 || polyline_length(pts) < d1) {
pts.clear();
kept[pi] = { 0., -1. };
}
};
// Ends grow back where the ends they gave way to were trimmed later; the last pass only shortens them.
for (int pass = 0; pass < 3; ++pass)
for (int pi : order) {
if (pass < 2) {
trimmed[pi] = geometry[pi];
kept[pi] = { 0., polyline_length(geometry[pi]) };
} else if (trimmed[pi].empty())
continue;
trim(pi);
}
Polylines out;
const Eigen::Rotation2Dd to_world = to_sweep.inverse();
for (const std::vector<Vec2d> &pts : trimmed) {
if (pts.empty())
continue;
Polyline pl;
for (const Vec2d &p : pts) {
const Vec2d w = to_world * p;
pl.points.emplace_back(coord_t(std::round(w.x())), coord_t(std::round(w.y())));
}
out.emplace_back(std::move(pl));
}
return out;
}
void Filler::_fill_surface_single(
const FillParams &params,
unsigned int thickness_layers,
const std::pair<float, Point> &direction,
ExPolygon expolygon,
Polylines &polylines_out)
{
assert (this->adapt_fill_octree);
Polylines all_polylines;
{
// 3 contexts for three directions of infill lines
std::array<FillContext, 3> contexts {
FillContext { *adapt_fill_octree, this->z, 0 },
FillContext { *adapt_fill_octree, this->z, 1 },
FillContext { *adapt_fill_octree, this->z, 2 }
};
// Generate the infill lines along the octree cells, merge touching lines of the same direction.
size_t num_lines = 0;
for (auto &context : contexts) {
generate_infill_lines_recursive(context, adapt_fill_octree->root_cube, 0, int(adapt_fill_octree->cubes_properties.size()) - 1);
num_lines += context.output_lines.size() + context.temp_lines.size();
}
#if 0
// Collect the lines, trim them by the expolygon.
all_polylines.reserve(num_lines);
auto boundary = to_polygons(expolygon);
for (auto &context : contexts) {
Polylines lines;
lines.reserve(context.output_lines.size() + context.temp_lines.size());
std::transform(context.output_lines.begin(), context.output_lines.end(), std::back_inserter(lines), [](const Line& l) { return Polyline{ l.a, l.b }; });
for (const Line &l : context.temp_lines)
if (l.a.x() != std::numeric_limits<coord_t>::max())
lines.push_back({ l.a, l.b });
// Crop all polylines
append(all_polylines, intersection_pl(std::move(lines), boundary));
}
// assert(has_no_collinear_lines(all_polylines));
#else
// Collect the lines.
std::vector<Line> lines;
lines.reserve(num_lines);
for (auto &context : contexts) {
append(lines, context.output_lines);
for (const Line &line : context.temp_lines)
if (line.a.x() != std::numeric_limits<coord_t>::max())
lines.emplace_back(line);
}
// Convert lines to polylines.
all_polylines.reserve(lines.size());
std::transform(lines.begin(), lines.end(), std::back_inserter(all_polylines), [](const Line& l) { return Polyline{ l.a, l.b }; });
if (params.multiline > 1) {
const double d1 = scale_(this->spacing) * params.multiline;
BoundingBox cover = get_extents(expolygon);
cover.offset(coord_t(4. * d1));
// Rotate the family the paths run along with the layer, like the other multiline patterns.
const int sweep = int((this->layer_id / std::max(thickness_layers, 1u)) % 3);
// Line ends overlap the walls they stop on by half a line, so that they bond.
if (Polylines paths = multiline_paths(lines, d1, 0.5 * scale_(this->spacing), sweep, cover); !paths.empty())
all_polylines = std::move(paths);
}
// Apply multiline offset if needed
multiline_fill(all_polylines, params, spacing);
// Crop all polylines
all_polylines = intersection_pl(std::move(all_polylines), expolygon);
#endif
}
if (params.multiline == 1) {
// After intersection_pl some polylines with only one line are split into more lines
for (Polyline& polyline : all_polylines) {
// FIXME assert that all the points are collinear and in between the start and end point.
if (polyline.points.size() > 2)
polyline.points.erase(polyline.points.begin() + 1, polyline.points.end() - 1);
}
// assert(has_no_collinear_lines(all_polylines));
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
{
static int iRun = 0;
export_infill_lines_to_svg(expolygon, all_polylines, debug_out_path("FillAdaptive-initial-%d.svg", iRun++));
}
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
const auto hook_length = coordf_t(scale_(params.anchor_length));
const auto hook_length_max = coordf_t(scale_(params.anchor_length_max));
Polylines all_polylines_with_hooks = all_polylines.size() > 1 ? connect_lines_using_hooks(std::move(all_polylines), expolygon, this->spacing, hook_length, hook_length_max) : std::move(all_polylines);
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
{
static int iRun = 0;
export_infill_lines_to_svg(expolygon, all_polylines_with_hooks, debug_out_path("FillAdaptive-hooks-%d.svg", iRun++));
}
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
chain_or_connect_infill(std::move(all_polylines_with_hooks), expolygon, polylines_out, this->spacing, params);
} else {
// if multiline is > 1 infill is ready to connect
chain_or_connect_infill(std::move(all_polylines), expolygon, polylines_out, this->spacing, params);
}
#ifdef ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT
{
static int iRun = 0;
export_infill_lines_to_svg(expolygon, polylines_out, debug_out_path("FillAdaptive-final-%d.svg", iRun ++));
}
#endif /* ADAPTIVE_CUBIC_INFILL_DEBUG_OUTPUT */
}
//static double bbox_max_radius(const BoundingBoxf3 &bbox, const Vec3d &center)
//{
// const auto p = (bbox.min - center);
// const auto s = bbox.size();
// double r2max = 0.;
// for (int i = 0; i < 8; ++ i)
// r2max = std::max(r2max, (p + Vec3d(s.x() * double(i & 1), s.y() * double(i & 2), s.z() * double(i & 4))).squaredNorm());
// return sqrt(r2max);
//}
static std::vector<CubeProperties> make_cubes_properties(double max_cube_edge_length, double line_spacing)
{
max_cube_edge_length += EPSILON;
std::vector<CubeProperties> cubes_properties;
for (double edge_length = line_spacing * 2.;; edge_length *= 2.)
{
CubeProperties props{};
props.edge_length = edge_length;
props.height = edge_length * sqrt(3);
props.diagonal_length = edge_length * sqrt(2);
props.line_z_distance = edge_length / sqrt(3);
props.line_xy_distance = edge_length / sqrt(6);
cubes_properties.emplace_back(props);
if (edge_length > max_cube_edge_length)
break;
}
// Orca: Ensure at least 2 levels so build_octree() will insert triangles.
// Fixes scenario where adaptive fill is disconnected from walls on low densities
if (cubes_properties.size() == 1) {
CubeProperties p = cubes_properties.back();
p.edge_length *= 2.0;
p.height = p.edge_length * sqrt(3);
p.diagonal_length = p.edge_length * sqrt(2);
p.line_z_distance = p.edge_length / sqrt(3);
p.line_xy_distance = p.edge_length / sqrt(6);
cubes_properties.push_back(p);
}
return cubes_properties;
}
static inline bool is_overhang_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, const Vec3d &up)
{
// Calculate triangle normal.
Vec3d n = (b - a).cross(c - b);
return n.dot(up) > 0.707 * n.norm();
}
static void transform_center(Cube *current_cube, const Eigen::Matrix3d &rot)
{
#ifndef NDEBUG
current_cube->center_octree = current_cube->center;
#endif // NDEBUG
current_cube->center = rot * current_cube->center;
for (auto *child : current_cube->children)
if (child)
transform_center(child, rot);
}
OctreePtr build_octree(
// Mesh is rotated to the coordinate system of the octree.
const indexed_triangle_set &triangle_mesh,
// Overhang triangles extracted from fill surfaces with stInternalBridge type,
// rotated to the coordinate system of the octree.
const std::vector<Vec3d> &overhang_triangles,
coordf_t line_spacing,
bool support_overhangs_only)
{
assert(line_spacing > 0);
assert(! std::isnan(line_spacing));
BoundingBox3Base<Vec3f> bbox(triangle_mesh.vertices);
Vec3d cube_center = bbox.center().cast<double>();
std::vector<CubeProperties> cubes_properties = make_cubes_properties(double(bbox.size().maxCoeff()), line_spacing);
auto octree = OctreePtr(new Octree(cube_center, cubes_properties));
if (cubes_properties.size() > 1) {
Octree *octree_ptr = octree.get();
double edge_length_half = 0.5 * cubes_properties.back().edge_length;
Vec3d diag_half(edge_length_half, edge_length_half, edge_length_half);
int max_depth = int(cubes_properties.size()) - 1;
auto process_triangle = [octree_ptr, max_depth, diag_half](const Vec3d &a, const Vec3d &b, const Vec3d &c) {
octree_ptr->insert_triangle(
a, b, c,
octree_ptr->root_cube,
BoundingBoxf3(octree_ptr->root_cube->center - diag_half, octree_ptr->root_cube->center + diag_half),
max_depth);
};
auto up_vector = support_overhangs_only ? Vec3d(transform_to_octree() * Vec3d(0., 0., 1.)) : Vec3d();
for (auto &tri : triangle_mesh.indices) {
Vec3d a = triangle_mesh.vertices[tri[0]].cast<double>();
Vec3d b = triangle_mesh.vertices[tri[1]].cast<double>();
Vec3d c = triangle_mesh.vertices[tri[2]].cast<double>();
if (! support_overhangs_only || is_overhang_triangle(a, b, c, up_vector))
process_triangle(a, b, c);
}
for (size_t i = 0; i < overhang_triangles.size(); i += 3)
process_triangle(overhang_triangles[i], overhang_triangles[i + 1], overhang_triangles[i + 2]);
{
// Transform the octree to world coordinates to reduce computation when extracting infill lines.
auto rot = transform_to_world().toRotationMatrix();
transform_center(octree->root_cube, rot);
octree->origin = rot * octree->origin;
}
}
return octree;
}
void Octree::insert_triangle(const Vec3d &a, const Vec3d &b, const Vec3d &c, Cube *current_cube, const BoundingBoxf3 &current_bbox, int depth)
{
assert(current_cube);
assert(depth > 0);
--depth;
// Squared radius of a sphere around the child cube.
// const double r2_cube = Slic3r::sqr(0.5 * this->cubes_properties[depth].height + EPSILON);
for (size_t i = 0; i < 8; ++ i) {
const Vec3d &child_center_dir = child_centers[i];
// Calculate a slightly expanded bounding box of a child cube to cope with triangles touching a cube wall and other numeric errors.
// We will rather densify the octree a bit more than necessary instead of missing a triangle.
BoundingBoxf3 bbox;
for (int k = 0; k < 3; ++ k) {
if (child_center_dir[k] == -1.) {
bbox.min[k] = current_bbox.min[k];
bbox.max[k] = current_cube->center[k] + EPSILON;
} else {
bbox.min[k] = current_cube->center[k] - EPSILON;
bbox.max[k] = current_bbox.max[k];
}
}
Vec3d child_center = current_cube->center + (child_center_dir * (this->cubes_properties[depth].edge_length / 2.));
//if (dist2_to_triangle(a, b, c, child_center) < r2_cube) {
// dist2_to_triangle and r2_cube are commented out too.
if (triangle_AABB_intersects(a, b, c, bbox)) {
if (! current_cube->children[i])
current_cube->children[i] = this->pool.construct(child_center);
if (depth > 0)
this->insert_triangle(a, b, c, current_cube->children[i], bbox, depth);
}
}
}
} // namespace FillAdaptive
} // namespace Slic3r