WIP: Flatten to surface feature; Fix rotating multiple axis

This commit is contained in:
YTKAB0BP
2025-02-26 02:15:27 +03:00
parent 17b6b6c8ec
commit 1eb405b07f
15 changed files with 560 additions and 32 deletions
@@ -85,6 +85,7 @@ public class BedMenuItem extends SimpleRecyclerItem<BedMenuItem.BedMenuItemHolde
private Path path = new Path();
private float checkedProgress;
private boolean enabled;
public BedMenuItemHolderView(Context context) {
super(context);
@@ -117,7 +118,7 @@ public class BedMenuItem extends SimpleRecyclerItem<BedMenuItem.BedMenuItemHolde
int rad = ViewUtils.dp(16);
canvas.drawRoundRect(0, 0, getWidth(), getHeight(), rad, rad, bgPaint);
if (checkedProgress != 0f) {
if (enabled && checkedProgress != 0f) {
if (checkedProgress == 1f) {
canvas.drawRoundRect(0, 0, getWidth(), getHeight(), rad, rad, accentPaint);
} else {
@@ -144,6 +145,7 @@ public class BedMenuItem extends SimpleRecyclerItem<BedMenuItem.BedMenuItemHolde
}
public void bind(BedMenuItem item) {
enabled = item.isEnabled;
title.setMaxLines(item.isSingleLine ? 1 : 2);
title.setText(item.titleRes);
icon.setImageResource(item.iconRes);
@@ -28,6 +28,7 @@ import ru.ytkab0bp.slicebeam.R;
import ru.ytkab0bp.slicebeam.SliceBeam;
import ru.ytkab0bp.slicebeam.components.BeamAlertDialogBuilder;
import ru.ytkab0bp.slicebeam.components.UnfoldMenu;
import ru.ytkab0bp.slicebeam.events.FlattenModeResetEvent;
import ru.ytkab0bp.slicebeam.events.NeedSnackbarEvent;
import ru.ytkab0bp.slicebeam.events.ObjectsListChangedEvent;
import ru.ytkab0bp.slicebeam.events.SelectedObjectChangedEvent;
@@ -52,31 +53,68 @@ public class OrientationMenu extends ListBedMenu {
return Arrays.asList(
new BedMenuItem(R.string.MenuOrientationArrange, R.drawable.grid_layout_outline_28).onClick(v -> {
fragment.getGlView().arrange();
fragment.getGlView().queueEvent(() -> {
if (fragment.getGlView().getRenderer().invalidateFlattenMode()) {
fragment.getGlView().requestRender();
}
});
SliceBeam.EVENT_BUS.fireEvent(new NeedSnackbarEvent(R.string.MenuOrientationArrangeFinished));
}).setEnabled(fragment.getGlView().getRenderer().getModel() != null),
new SpaceItem(portrait ? ViewUtils.dp(8) : 0, portrait ? 0 : ViewUtils.dp(8)),
new BedMenuItem(R.string.MenuOrientationPosition, R.drawable.menu_orientation_position_28).setEnabled(hasSelection()).onClick(v -> fragment.showUnfoldMenu(new PositionMenu(), v)),
new BedMenuItem(R.string.MenuOrientationRotation, R.drawable.menu_orientation_rotation_28).setEnabled(hasSelection()).onClick(v -> fragment.showUnfoldMenu(new RotationMenu(), v))
new BedMenuItem(R.string.MenuOrientationFlatten, R.drawable.menu_orientation_position_28).setEnabled(hasSelection()).setCheckable((buttonView, isChecked) -> {
fragment.getGlView().getRenderer().setInFlattenMode(isChecked);
fragment.getGlView().requestRender();
}, false),
new BedMenuItem(R.string.MenuOrientationPosition, R.drawable.menu_orientation_position_28).setEnabled(hasSelection()).onClick(v -> {
if (fragment.getGlView().getRenderer().resetFlattenMode()) {
fragment.getGlView().requestRender();
((BedMenuItem) adapter.getItems().get(2)).isChecked = false;
adapter.notifyItemChanged(2);
}
fragment.showUnfoldMenu(new PositionMenu(), v);
}),
new BedMenuItem(R.string.MenuOrientationRotation, R.drawable.menu_orientation_rotation_28).setEnabled(hasSelection()).onClick(v -> {
if (fragment.getGlView().getRenderer().resetFlattenMode()) {
fragment.getGlView().requestRender();
((BedMenuItem) adapter.getItems().get(2)).isChecked = false;
adapter.notifyItemChanged(2);
}
fragment.showUnfoldMenu(new RotationMenu(), v);
})
);
}
@EventHandler(runOnMainThread = true)
public void onFlattenModeReset(FlattenModeResetEvent e) {
((BedMenuItem) adapter.getItems().get(2)).isChecked = false;
adapter.notifyItemChanged(2);
}
@EventHandler(runOnMainThread = true)
public void onObjectsChanged(ObjectsListChangedEvent e) {
((BedMenuItem) adapter.getItems().get(0)).setEnabled(fragment.getGlView().getRenderer().getModel() != null);
adapter.notifyItemChanged(0);
((BedMenuItem) adapter.getItems().get(2)).setEnabled(hasSelection());
adapter.notifyItemChanged(2);
((BedMenuItem) adapter.getItems().get(3)).setEnabled(hasSelection());
adapter.notifyItemChanged(3);
for (int i = 2; i <= 4; i++) {
BedMenuItem item = (BedMenuItem) adapter.getItems().get(i);
item.setEnabled(hasSelection());
if (item.isCheckable) {
item.isChecked = false;
}
adapter.notifyItemChanged(i);
}
}
@EventHandler(runOnMainThread = true)
public void onSelectionChanged(SelectedObjectChangedEvent e) {
((BedMenuItem) adapter.getItems().get(2)).setEnabled(hasSelection());
adapter.notifyItemChanged(2);
((BedMenuItem) adapter.getItems().get(3)).setEnabled(hasSelection());
adapter.notifyItemChanged(3);
for (int i = 2; i <= 4; i++) {
BedMenuItem item = (BedMenuItem) adapter.getItems().get(i);
item.setEnabled(hasSelection());
if (item.isCheckable) {
item.isChecked = false;
}
adapter.notifyItemChanged(i);
}
}
public final class PositionMenu extends UnfoldMenu {
@@ -0,0 +1,7 @@
package ru.ytkab0bp.slicebeam.events;
import ru.ytkab0bp.eventbus.Event;
@Event
public class FlattenModeResetEvent {
}
@@ -37,6 +37,7 @@ import ru.ytkab0bp.slicebeam.components.bed_menu.OrientationMenu;
import ru.ytkab0bp.slicebeam.components.bed_menu.SliceMenu;
import ru.ytkab0bp.slicebeam.components.bed_menu.TransformMenu;
import ru.ytkab0bp.slicebeam.config.ConfigObject;
import ru.ytkab0bp.slicebeam.events.FlattenModeResetEvent;
import ru.ytkab0bp.slicebeam.events.NeedSnackbarEvent;
import ru.ytkab0bp.slicebeam.events.SlicingProgressEvent;
import ru.ytkab0bp.slicebeam.navigation.Fragment;
@@ -398,6 +399,10 @@ public class BedFragment extends Fragment {
}
private void selectMenu(Context ctx, boolean portrait, int slot) {
if (glView.getRenderer().resetFlattenMode()) {
glView.requestRender();
SliceBeam.EVENT_BUS.fireEvent(new FlattenModeResetEvent());
}
isAnimatingMenu = true;
BedMenu prevMenu = menuMap.get(currentMenuSlot);
@@ -3,6 +3,7 @@ package ru.ytkab0bp.slicebeam.render;
import static android.opengl.GLES30.*;
import static ru.ytkab0bp.slicebeam.utils.DebugUtils.assertTrue;
import android.graphics.Color;
import android.opengl.GLSurfaceView;
import android.util.Log;
@@ -72,6 +73,10 @@ public class GLRenderer implements GLSurfaceView.Renderer {
private Vec3d rotate = new Vec3d();
private ArrayList<GLModel.HitResult> raycastHits = new ArrayList<>();
private Vec3d bbMin = new Vec3d(), bbMax = new Vec3d();
private boolean isInFlattenMode;
private ArrayList<GLModel> flattenPlanes = new ArrayList<>();
public Camera getCamera() {
return camera;
}
@@ -165,6 +170,36 @@ public class GLRenderer implements GLSurfaceView.Renderer {
}
}
public boolean invalidateFlattenMode() {
if (isInFlattenMode) {
setInFlattenMode(true);
return true;
}
return false;
}
public boolean resetFlattenMode() {
if (isInFlattenMode) {
setInFlattenMode(false);
return true;
}
return false;
}
public void setInFlattenMode(boolean inFlattenMode) {
isInFlattenMode = inFlattenMode;
for (int i = 0, c = flattenPlanes.size(); i < c; i++) {
flattenPlanes.get(i).release();
}
flattenPlanes.clear();
if (isInFlattenMode) {
List<GLModel> planes = model.createFlattenPlanes(selectedObject);
flattenPlanes.addAll(planes);
}
}
@Override
public void onDrawFrame(GL10 gl) {
if (backgroundModel == null) return; // Not initialized yet
@@ -266,12 +301,12 @@ public class GLRenderer implements GLSurfaceView.Renderer {
if (selected) {
shader.stopUsing();
GLShaderProgram dash = GLShadersManager.get(GLShadersManager.SHADER_FLAT);
GLShaderProgram flat = GLShadersManager.get(GLShadersManager.SHADER_FLAT);
glLineWidth(ViewUtils.dp(1.5f));
dash.startUsing();
dash.setUniformMatrix4fv("view_model_matrix", outModelMatrix);
dash.setUniformMatrix4fv("projection_matrix", projectionMatrix);
flat.startUsing();
flat.setUniformMatrix4fv("view_model_matrix", outModelMatrix);
flat.setUniformMatrix4fv("projection_matrix", projectionMatrix);
if (selectionModel == null) {
selectionModel = new GLModel();
@@ -280,7 +315,30 @@ public class GLRenderer implements GLSurfaceView.Renderer {
selectionModel.setColor(hoverColor);
selectionModel.render();
dash.stopUsing();
flat.stopUsing();
shader.startUsing();
}
if (isInFlattenMode) {
shader.stopUsing();
GLShaderProgram flat = GLShadersManager.get(GLShadersManager.SHADER_FLAT);
flat.startUsing();
glEnable(GL_BLEND);
flat.setUniformMatrix4fv("view_model_matrix", outModelMatrix);
flat.setUniformMatrix4fv("projection_matrix", projectionMatrix);
for (GLModel plane : flattenPlanes) {
boolean hoveringPlane = plane.isHovering;
int clr = ColorUtils.blendARGB(hoverColor, color, hoveringPlane ? 1 : 0);
plane.setColor(ColorUtils.setAlphaComponent(clr, (int) (Color.alpha(clr) * 0.75f)));
plane.render();
}
glDisable(GL_BLEND);
flat.stopUsing();
shader.startUsing();
}
@@ -337,9 +395,55 @@ public class GLRenderer implements GLSurfaceView.Renderer {
}
}
if (isInFlattenMode && (j == selectedObject || j == -1)) {
int minPlane = -1;
double minDistancePlane = Double.MAX_VALUE;
for (int i = 0, c = flattenPlanes.size(); i < c; i++) {
GLModel glModel = flattenPlanes.get(i);
glModel.getRaycaster().raycast(this, raycastHits, x, y);
double minDistanceRay = Double.MAX_VALUE;
if (!raycastHits.isEmpty()) {
for (GLModel.HitResult res : raycastHits) {
double distance = res.position.distance(camera.position);
if (distance < minDistanceRay) {
minDistanceRay = distance;
}
}
}
if (minDistanceRay < minDistancePlane) {
minDistancePlane = minDistanceRay;
minPlane = i;
}
}
if (minPlane != -1) {
GLModel glModel = flattenPlanes.get(minPlane);
model.flattenRotate(selectedObject, glModel);
model.getBoundingBoxExact(j, bbMin, bbMax);
model.translate(j, 0, 0, -bbMin.z);
invalidateGlModel(selectedObject);
for (int k = 0, l = flattenPlanes.size(); k < l; k++) {
flattenPlanes.get(k).release();
}
flattenPlanes.clear();
selectedObject = -1;
SliceBeam.EVENT_BUS.fireEvent(new SelectedObjectChangedEvent());
return true;
}
return false;
}
boolean render = j != selectedObject || j != -1;
selectedObject = j == selectedObject ? -1 : j;
if (render) {
if (isInFlattenMode) {
setInFlattenMode(false);
}
if (selectedObject == -1) {
selX = selY = selZ = 0;
selRotX = selRotY = selRotZ = 0;
@@ -386,6 +490,44 @@ public class GLRenderer implements GLSurfaceView.Renderer {
}
}
if (isInFlattenMode) {
int minPlane = -1;
double minDistancePlane = Double.MAX_VALUE;
for (int i = 0, c = flattenPlanes.size(); i < c; i++) {
GLModel glModel = flattenPlanes.get(i);
glModel.getRaycaster().raycast(this, raycastHits, x, y);
double minDistanceRay = Double.MAX_VALUE;
if (!raycastHits.isEmpty()) {
for (GLModel.HitResult res : raycastHits) {
double distance = res.position.distance(camera.position);
if (distance < minDistanceRay) {
minDistanceRay = distance;
}
}
}
if (minDistanceRay < minDistancePlane) {
minDistancePlane = minDistanceRay;
minPlane = i;
}
}
if (minPlane != -1) {
for (int i = 0; i < flattenPlanes.size(); i++) {
flattenPlanes.get(i).isHovering = i == minPlane;
}
render = true;
} else {
for (int i = 0; i < flattenPlanes.size(); i++) {
if (flattenPlanes.get(i).isHovering) {
flattenPlanes.get(i).isHovering = false;
render = true;
}
}
}
}
return render;
}
@@ -499,5 +641,11 @@ public class GLRenderer implements GLSurfaceView.Renderer {
glModels.get(i).release();
}
glModels.clear();
isInFlattenMode = false;
for (int i = 0; i < flattenPlanes.size(); i++) {
flattenPlanes.get(i).release();
}
flattenPlanes.clear();
}
}
@@ -156,11 +156,19 @@ public class Bed3D {
}
public void release() {
Native.bed_release(pointer);
axes.release();
if (pointer != 0) {
Native.bed_release(pointer);
axes.release();
pointer = 0;
// triangles.release();
// gridlines.release();
// contourlines.release();
}
}
@Override
protected void finalize() throws Throwable {
release();
}
}
@@ -3,7 +3,7 @@ package ru.ytkab0bp.slicebeam.slic3r;
import java.io.File;
public class GCodeProcessorResult {
final long pointer;
long pointer;
public GCodeProcessorResult(File f) {
pointer = Native.gcoderesult_load_file(f.getAbsolutePath(), f.getName());
@@ -26,6 +26,14 @@ public class GCodeProcessorResult {
}
public void release() {
Native.gcoderesult_release(pointer);
if (pointer != 0) {
Native.gcoderesult_release(pointer);
pointer = 0;
}
}
@Override
protected void finalize() throws Throwable {
release();
}
}
@@ -65,7 +65,7 @@ public class GCodeViewer {
}
};
private final long pointer;
private long pointer;
public GCodeViewer() {
pointer = Native.vgcode_create();
@@ -156,6 +156,14 @@ public class GCodeViewer {
}
public void release() {
Native.vgcode_release(pointer);
if (pointer != 0) {
Native.vgcode_release(pointer);
pointer = 0;
}
}
@Override
protected void finalize() throws Throwable {
release();
}
}
@@ -5,7 +5,6 @@ import static ru.ytkab0bp.slicebeam.utils.DebugUtils.assertTrue;
import android.graphics.Color;
import java.util.ArrayList;
import java.util.List;
import ru.ytkab0bp.slicebeam.render.Camera;
import ru.ytkab0bp.slicebeam.render.GLRenderer;
@@ -13,7 +12,7 @@ import ru.ytkab0bp.slicebeam.utils.Prefs;
import ru.ytkab0bp.slicebeam.utils.Vec3d;
public class GLModel {
private long pointer;
long pointer;
private MeshRaycaster raycaster;
public float hoverProgress;
@@ -74,7 +73,10 @@ public class GLModel {
}
public void release() {
Native.glmodel_release(pointer);
if (pointer != 0) {
Native.glmodel_release(pointer);
pointer = 0;
}
}
public MeshRaycaster getRaycaster() {
@@ -86,7 +88,7 @@ public class GLModel {
}
public final class MeshRaycaster {
public List<HitResult> raycast(GLRenderer renderer, ArrayList<HitResult> list, float x, float y) {
public void raycast(GLRenderer renderer, ArrayList<HitResult> list, float x, float y) {
assertTrue(renderer != null);
list.clear();
@@ -104,7 +106,6 @@ public class GLModel {
new Vec3d(v[i + 3], v[i + 4], v[i + 5])
));
}
return list;
}
}
@@ -17,7 +17,7 @@ import ru.ytkab0bp.slicebeam.SliceBeam;
import ru.ytkab0bp.slicebeam.utils.IOUtils;
public class GLShaderProgram {
final long pointer;
long pointer;
private static ThreadLocal<FloatBuffer> matrixBuffer = new ThreadLocal<FloatBuffer>() {
@Nullable
@Override
@@ -140,6 +140,14 @@ public class GLShaderProgram {
}
public void release() {
Native.shader_release(pointer);
if (pointer != 0) {
Native.shader_release(pointer);
pointer = 0;
}
}
@Override
protected void finalize() throws Throwable {
release();
}
}
@@ -1,13 +1,15 @@
package ru.ytkab0bp.slicebeam.slic3r;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
import ru.ytkab0bp.slicebeam.utils.Vec3d;
public class Model {
public final String key = UUID.randomUUID().toString();
final long pointer;
long pointer;
private double[] boundingExact;
private double[] boundingApprox;
@@ -92,6 +94,10 @@ public class Model {
Native.model_rotate(pointer, i, x, y, z);
}
public void flattenRotate(int i, GLModel surface) {
Native.model_flatten_rotate(pointer, i, surface.pointer);
}
public int getObjectsCount() {
return Native.model_get_objects_count(pointer);
}
@@ -128,12 +134,29 @@ public class Model {
vec.set(tr[0], tr[1], tr[2]);
}
public List<GLModel> createFlattenPlanes(int i) {
long[] ptr = Native.model_create_flatten_planes(pointer, i);
List<GLModel> list = new ArrayList<>(ptr.length);
for (long l : ptr) {
list.add(new GLModel(l));
}
return list;
}
public GCodeProcessorResult slice(String configPath, String gcodePath, SliceListener listener) throws Slic3rRuntimeError {
return new GCodeProcessorResult(Native.model_slice(pointer, configPath, gcodePath, listener));
}
public void release() {
Native.model_release(pointer);
if (pointer != 0) {
Native.model_release(pointer);
pointer = 0;
}
}
@Override
protected void finalize() throws Throwable {
release();
}
public static Model merge(Model... models) {
@@ -68,6 +68,8 @@ class Native {
static native void model_translate_global(long ptr, double x, double y, double z);
static native void model_scale(long ptr, int i, double x, double y, double z);
static native void model_rotate(long ptr, int i, double x, double y, double z);
static native void model_flatten_rotate(long ptr, int i, long surfacePtr);
static native long[] model_create_flatten_planes(long ptr, int i);
static native long model_slice(long ptr, String configPath, String path, SliceListener listener) throws Slic3rRuntimeError;
static native void model_release(long ptr);
+269 -1
View File
@@ -11,6 +11,7 @@
#include "libslic3r/Geometry.hpp"
#include "libslic3r/Arrange.hpp"
#include "libslic3r/AABBMesh.hpp"
#include "libslic3r/Geometry/ConvexHull.hpp"
#include "Viewer.hpp"
#include "GLModel.hpp"
@@ -26,6 +27,11 @@ using namespace Slic3r::GUI;
#define TAG "SB_Native"
struct PlaneData {
std::vector<Vec3d> vertices;
Vec3d normal;
float area;
};
struct ModelRef {
Model model;
std::string base_name;
@@ -35,6 +41,7 @@ struct GLModelRef {
TriangleMesh mesh;
AABBMesh* emesh;
std::vector<stl_normal> normals;
Vec3d flatten_normal;
};
struct ShaderRef {
GLShaderProgram program;
@@ -471,7 +478,37 @@ extern "C" {
Vec3d vec(x, y, z);
ModelVolumePtrs ptrs = model->model.objects[i]->volumes;
for (int i = 0, c = ptrs.size(); i < c; i++) {
ptrs[i]->set_rotation(ptrs[i]->get_rotation() + vec);
Vec3d current_rotation = ptrs[i]->get_rotation();
Eigen::Quaterniond q_current =
Eigen::AngleAxisd(current_rotation[2], Eigen::Vector3d::UnitZ()) *
Eigen::AngleAxisd(current_rotation[1], Eigen::Vector3d::UnitY()) *
Eigen::AngleAxisd(current_rotation[0], Eigen::Vector3d::UnitX());
Eigen::Quaterniond q_delta =
Eigen::AngleAxisd(vec[0], Eigen::Vector3d::UnitX()) *
Eigen::AngleAxisd(vec[1], Eigen::Vector3d::UnitY()) *
Eigen::AngleAxisd(vec[2], Eigen::Vector3d::UnitZ());
Eigen::Quaterniond q_result = q_delta * q_current;
Eigen::Vector3d new_rotation = q_result.toRotationMatrix().eulerAngles(2, 1, 0);
ptrs[i]->set_rotation(Vec3d(new_rotation[2], new_rotation[1], new_rotation[0]));
}
model->model.objects[i]->invalidate_bounding_box();
}
JNIEXPORT void JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1flatten_1rotate(JNIEnv* env, jclass, jlong ptr, jint i, jlong surface_ptr) {
ModelRef* model = (ModelRef *) (intptr_t) ptr;
GLModelRef* surface = (GLModelRef*) (intptr_t) surface_ptr;
const Vec3d& normal = surface->flatten_normal;
ModelVolumePtrs ptrs = model->model.objects[i]->volumes;
for (int i = 0, c = ptrs.size(); i < c; i++) {
auto vol = ptrs[i];
const Geometry::Transformation& old_transform = vol->get_transformation();
const Vec3d tnormal = normal;
const Transform3d rotation_matrix = Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, -Vec3d::UnitZ()));
vol->set_transformation(old_transform.get_offset_matrix() * rotation_matrix * old_transform.get_matrix_no_offset());
}
model->model.objects[i]->invalidate_bounding_box();
}
@@ -537,6 +574,237 @@ extern "C" {
return arr;
}
JNIEXPORT jlongArray JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1create_1flatten_1planes(JNIEnv* env, jclass, jlong ptr, jint i) {
ModelRef* ref = (ModelRef*) (intptr_t) ptr;
const ModelObject* mo = ref->model.objects[i];
TriangleMesh ch;
Transform3d real_transform = Geometry::translation_transform(mo->bounding_box_exact().center());
for (const ModelVolume* vol : mo->volumes) {
if (vol->type() != ModelVolumeType::MODEL_PART)
continue;
TriangleMesh vol_ch = vol->get_convex_hull();
vol_ch.transform(vol->get_matrix_no_offset());
vol_ch.transform(real_transform);
ch.merge(vol_ch);
}
ch = ch.convex_hull_3d();
std::vector<PlaneData> m_planes;
const Transform3d inst_matrix = mo->instances.front()->get_matrix_no_offset();
// Following constants are used for discarding too small polygons.
const float minimal_area = 5.f; // in square mm (world coordinates)
const float minimal_side = 1.f; // mm
const int num_of_facets = ch.facets_count();
const std::vector<Vec3f> face_normals = its_face_normals(ch.its);
const std::vector<Vec3i> face_neighbors = its_face_neighbors(ch.its);
std::vector<int> facet_queue(num_of_facets, 0);
std::vector<bool> facet_visited(num_of_facets, false);
int facet_queue_cnt = 0;
const stl_normal* normal_ptr = nullptr;
int facet_idx = 0;
while (true) {
// Find next unvisited triangle:
for (; facet_idx < num_of_facets; ++ facet_idx)
if (!facet_visited[facet_idx]) {
facet_queue[facet_queue_cnt ++] = facet_idx;
facet_visited[facet_idx] = true;
normal_ptr = &face_normals[facet_idx];
m_planes.emplace_back();
break;
}
if (facet_idx == num_of_facets)
break; // Everything was visited already
while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = face_normals[facet_idx];
if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
const Vec3i face = ch.its.indices[facet_idx];
for (int j=0; j<3; ++j)
m_planes.back().vertices.emplace_back(ch.its.vertices[face[j]].cast<double>());
facet_visited[facet_idx] = true;
for (int j = 0; j < 3; ++ j)
if (int neighbor_idx = face_neighbors[facet_idx][j]; neighbor_idx >= 0 && ! facet_visited[neighbor_idx])
facet_queue[facet_queue_cnt ++] = neighbor_idx;
}
}
m_planes.back().normal = normal_ptr->cast<double>();
Pointf3s& verts = m_planes.back().vertices;
// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
// make real sense.
verts = transform(verts, inst_matrix);
// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
if (verts.size() == 3 &&
((verts[0] - verts[1]).norm() < minimal_side
|| (verts[0] - verts[2]).norm() < minimal_side
|| (verts[1] - verts[2]).norm() < minimal_side))
m_planes.pop_back();
}
// Let's prepare transformation of the normal vector from mesh to instance coordinates.
const Matrix3d normal_matrix = inst_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
// Now we'll go through all the polygons, transform the points into xy plane to process them:
for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
Pointf3s& polygon = m_planes[polygon_id].vertices;
const Vec3d& normal = m_planes[polygon_id].normal;
// transform the normal according to the instance matrix:
const Vec3d normal_transformed = normal_matrix * normal;
// We are going to rotate about z and y to flatten the plane
Eigen::Quaterniond q;
Transform3d m = Transform3d::Identity();
m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
polygon = transform(polygon, m);
// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
// it works in fixed point representation, we will rescale the polygon to avoid overflows.
// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
Vec3d bb_size = BoundingBoxf3(polygon).size();
float sf = std::min(1./bb_size(0), 1./bb_size(1));
Transform3d tr = Geometry::scale_transform({ sf, sf, 1.f });
polygon = transform(polygon, tr);
polygon = Slic3r::Geometry::convex_hull(polygon);
polygon = transform(polygon, tr.inverse());
// Calculate area of the polygons and discard ones that are too small
float& area = m_planes[polygon_id].area;
area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
area = 0.5f * std::abs(area);
bool discard = false;
if (area < minimal_area)
discard = true;
else {
// We also check the inner angles and discard polygons with angles smaller than the following threshold
const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
for (unsigned int i = 0; i < polygon.size(); ++i) {
const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
const Vec3d& curr = polygon[i];
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
discard = true;
break;
}
}
}
if (discard) {
m_planes[polygon_id--] = std::move(m_planes.back());
m_planes.pop_back();
continue;
}
// We will shrink the polygon a little bit so it does not touch the object edges:
Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
centroid /= (double)polygon.size();
for (auto& vertex : polygon)
vertex = 0.9f*vertex + 0.1f*centroid;
// Polygon is now simple and convex, we'll round the corners to make them look nicer.
// The algorithm takes a vertex, calculates middles of respective sides and moves the vertex
// towards their average (controlled by 'aggressivity'). This is repeated k times.
// In next iterations, the neighbours are not always taken at the middle (to increase the
// rounding effect at the corners, where we need it most).
const unsigned int k = 10; // number of iterations
const float aggressivity = 0.2f; // agressivity
const unsigned int N = polygon.size();
std::vector<std::pair<unsigned int, unsigned int>> neighbours;
if (k != 0) {
Pointf3s points_out(2*k*N); // vector long enough to store the future vertices
for (unsigned int j=0; j<N; ++j) {
points_out[j*2*k] = polygon[j];
neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k));
}
for (unsigned int i=0; i<k; ++i) {
// Calculate middle of each edge so that neighbours points to something useful:
for (unsigned int j=0; j<N; ++j)
if (i==0)
points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]);
else {
float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle
points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1];
points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1];
}
// Now we have a triangle and valid neighbours, we can do an iteration:
for (unsigned int j=0; j<N; ++j)
points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] +
aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]);
for (auto& n : neighbours) {
++n.first;
--n.second;
}
}
polygon = points_out; // replace the coarse polygon with the smooth one that we just created
}
// Raise a bit above the object surface to avoid flickering:
for (auto& b : polygon)
b(2) += 0.1f;
// Transform back to 3D (and also back to mesh coordinates)
polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
}
// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
m_planes.resize(std::min((int)m_planes.size(), 254));
jlongArray arr = env->NewLongArray(m_planes.size());
// And finally create respective VBOs. The polygon is convex with
// the vertices in order, so triangulation is trivial.
for (int i = 0, s = m_planes.size(); i < s; i++) {
auto& plane = m_planes[i];
indexed_triangle_set its;
its.vertices.reserve(plane.vertices.size());
its.indices.reserve(plane.vertices.size() / 3);
for (size_t i = 0; i < plane.vertices.size(); ++i) {
its.vertices.emplace_back((Vec3f)plane.vertices[i].cast<float>());
}
for (size_t i = 1; i < plane.vertices.size() - 1; ++i) {
its.indices.emplace_back(0, i, i + 1); // triangle fan
}
if (Geometry::Transformation(inst_matrix).is_left_handed()) {
// we need to swap face normals in case the object is mirrored
// for the raycaster to work properly
for (stl_triangle_vertex_indices& face : its.indices) {
if (its_face_normal(its, face).cast<double>().dot(plane.normal) < 0.0)
std::swap(face[1], face[2]);
}
}
GLModelRef* ref = new GLModelRef();
ref->mesh = TriangleMesh(its);
ref->model.init_from(its);
ref->flatten_normal = plane.normal;
ref->emesh = new AABBMesh(its, true);
ref->normals = its_face_normals(its);
jlong ptr = reinterpret_cast<jlong>(ref);
env->SetLongArrayRegion(arr, i, 1, &ptr);
// vertices are no more needed, clear memory
plane.vertices = std::vector<Vec3d>();
}
m_planes.clear();
return arr;
}
JNIEXPORT jlong JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1slice(JNIEnv* env, jclass, jlong ptr, jstring configPath, jstring path, jobject listener) {
try {
ModelRef* model = (ModelRef*) (intptr_t) ptr;
+1
View File
@@ -50,6 +50,7 @@
<string name="MenuOrientation">Ориентация</string>
<string name="MenuOrientationArrange">Расст. модели</string>
<string name="MenuOrientationArrangeFinished">Модели расставлены.</string>
<string name="MenuOrientationFlatten">Поверхн.</string>
<string name="MenuOrientationPosition">Позиция</string>
<string name="MenuOrientationPositionX">X</string>
<string name="MenuOrientationPositionY">Y</string>
+1
View File
@@ -52,6 +52,7 @@
<string name="MenuOrientation">Orientation</string>
<string name="MenuOrientationArrange">Arrange models</string>
<string name="MenuOrientationArrangeFinished">Models arranged.</string>
<string name="MenuOrientationFlatten">Surface</string>
<string name="MenuOrientationPosition">Position</string>
<string name="MenuOrientationPositionX">X</string>
<string name="MenuOrientationPositionY">Y</string>