mirror of
https://github.com/Dark98/SliceBeam.git
synced 2026-07-05 16:49:04 +00:00
WIP: Flatten to surface feature; Fix rotating multiple axis
This commit is contained in:
@@ -11,6 +11,7 @@
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#include "libslic3r/Geometry.hpp"
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#include "libslic3r/Arrange.hpp"
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#include "libslic3r/AABBMesh.hpp"
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#include "libslic3r/Geometry/ConvexHull.hpp"
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#include "Viewer.hpp"
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#include "GLModel.hpp"
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@@ -26,6 +27,11 @@ using namespace Slic3r::GUI;
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#define TAG "SB_Native"
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struct PlaneData {
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std::vector<Vec3d> vertices;
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Vec3d normal;
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float area;
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};
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struct ModelRef {
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Model model;
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std::string base_name;
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@@ -35,6 +41,7 @@ struct GLModelRef {
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TriangleMesh mesh;
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AABBMesh* emesh;
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std::vector<stl_normal> normals;
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Vec3d flatten_normal;
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};
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struct ShaderRef {
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GLShaderProgram program;
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@@ -471,7 +478,37 @@ extern "C" {
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Vec3d vec(x, y, z);
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ModelVolumePtrs ptrs = model->model.objects[i]->volumes;
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for (int i = 0, c = ptrs.size(); i < c; i++) {
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ptrs[i]->set_rotation(ptrs[i]->get_rotation() + vec);
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Vec3d current_rotation = ptrs[i]->get_rotation();
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Eigen::Quaterniond q_current =
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Eigen::AngleAxisd(current_rotation[2], Eigen::Vector3d::UnitZ()) *
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Eigen::AngleAxisd(current_rotation[1], Eigen::Vector3d::UnitY()) *
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Eigen::AngleAxisd(current_rotation[0], Eigen::Vector3d::UnitX());
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Eigen::Quaterniond q_delta =
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Eigen::AngleAxisd(vec[0], Eigen::Vector3d::UnitX()) *
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Eigen::AngleAxisd(vec[1], Eigen::Vector3d::UnitY()) *
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Eigen::AngleAxisd(vec[2], Eigen::Vector3d::UnitZ());
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Eigen::Quaterniond q_result = q_delta * q_current;
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Eigen::Vector3d new_rotation = q_result.toRotationMatrix().eulerAngles(2, 1, 0);
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ptrs[i]->set_rotation(Vec3d(new_rotation[2], new_rotation[1], new_rotation[0]));
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}
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model->model.objects[i]->invalidate_bounding_box();
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}
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JNIEXPORT void JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1flatten_1rotate(JNIEnv* env, jclass, jlong ptr, jint i, jlong surface_ptr) {
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ModelRef* model = (ModelRef *) (intptr_t) ptr;
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GLModelRef* surface = (GLModelRef*) (intptr_t) surface_ptr;
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const Vec3d& normal = surface->flatten_normal;
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ModelVolumePtrs ptrs = model->model.objects[i]->volumes;
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for (int i = 0, c = ptrs.size(); i < c; i++) {
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auto vol = ptrs[i];
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const Geometry::Transformation& old_transform = vol->get_transformation();
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const Vec3d tnormal = normal;
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const Transform3d rotation_matrix = Transform3d(Eigen::Quaterniond().setFromTwoVectors(tnormal, -Vec3d::UnitZ()));
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vol->set_transformation(old_transform.get_offset_matrix() * rotation_matrix * old_transform.get_matrix_no_offset());
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}
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model->model.objects[i]->invalidate_bounding_box();
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}
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@@ -537,6 +574,237 @@ extern "C" {
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return arr;
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}
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JNIEXPORT jlongArray JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1create_1flatten_1planes(JNIEnv* env, jclass, jlong ptr, jint i) {
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ModelRef* ref = (ModelRef*) (intptr_t) ptr;
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const ModelObject* mo = ref->model.objects[i];
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TriangleMesh ch;
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Transform3d real_transform = Geometry::translation_transform(mo->bounding_box_exact().center());
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for (const ModelVolume* vol : mo->volumes) {
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if (vol->type() != ModelVolumeType::MODEL_PART)
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continue;
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TriangleMesh vol_ch = vol->get_convex_hull();
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vol_ch.transform(vol->get_matrix_no_offset());
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vol_ch.transform(real_transform);
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ch.merge(vol_ch);
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}
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ch = ch.convex_hull_3d();
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std::vector<PlaneData> m_planes;
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const Transform3d inst_matrix = mo->instances.front()->get_matrix_no_offset();
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// Following constants are used for discarding too small polygons.
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const float minimal_area = 5.f; // in square mm (world coordinates)
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const float minimal_side = 1.f; // mm
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const int num_of_facets = ch.facets_count();
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const std::vector<Vec3f> face_normals = its_face_normals(ch.its);
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const std::vector<Vec3i> face_neighbors = its_face_neighbors(ch.its);
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std::vector<int> facet_queue(num_of_facets, 0);
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std::vector<bool> facet_visited(num_of_facets, false);
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int facet_queue_cnt = 0;
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const stl_normal* normal_ptr = nullptr;
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int facet_idx = 0;
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while (true) {
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// Find next unvisited triangle:
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for (; facet_idx < num_of_facets; ++ facet_idx)
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if (!facet_visited[facet_idx]) {
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facet_queue[facet_queue_cnt ++] = facet_idx;
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facet_visited[facet_idx] = true;
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normal_ptr = &face_normals[facet_idx];
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m_planes.emplace_back();
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break;
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}
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if (facet_idx == num_of_facets)
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break; // Everything was visited already
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while (facet_queue_cnt > 0) {
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int facet_idx = facet_queue[-- facet_queue_cnt];
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const stl_normal& this_normal = face_normals[facet_idx];
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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) {
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const Vec3i face = ch.its.indices[facet_idx];
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for (int j=0; j<3; ++j)
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m_planes.back().vertices.emplace_back(ch.its.vertices[face[j]].cast<double>());
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j)
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if (int neighbor_idx = face_neighbors[facet_idx][j]; neighbor_idx >= 0 && ! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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m_planes.back().normal = normal_ptr->cast<double>();
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Pointf3s& verts = m_planes.back().vertices;
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// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
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// make real sense.
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verts = transform(verts, inst_matrix);
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
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if (verts.size() == 3 &&
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((verts[0] - verts[1]).norm() < minimal_side
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|| (verts[0] - verts[2]).norm() < minimal_side
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|| (verts[1] - verts[2]).norm() < minimal_side))
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m_planes.pop_back();
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}
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// Let's prepare transformation of the normal vector from mesh to instance coordinates.
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const Matrix3d normal_matrix = inst_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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const Vec3d& normal = m_planes[polygon_id].normal;
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// transform the normal according to the instance matrix:
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const Vec3d normal_transformed = normal_matrix * normal;
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// We are going to rotate about z and y to flatten the plane
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Eigen::Quaterniond q;
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Transform3d m = Transform3d::Identity();
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m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
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polygon = transform(polygon, m);
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// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
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// it works in fixed point representation, we will rescale the polygon to avoid overflows.
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// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
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Vec3d bb_size = BoundingBoxf3(polygon).size();
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float sf = std::min(1./bb_size(0), 1./bb_size(1));
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Transform3d tr = Geometry::scale_transform({ sf, sf, 1.f });
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polygon = transform(polygon, tr);
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polygon = Slic3r::Geometry::convex_hull(polygon);
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polygon = transform(polygon, tr.inverse());
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// Calculate area of the polygons and discard ones that are too small
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float& area = m_planes[polygon_id].area;
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area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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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);
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area = 0.5f * std::abs(area);
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bool discard = false;
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if (area < minimal_area)
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discard = true;
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else {
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// We also check the inner angles and discard polygons with angles smaller than the following threshold
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const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
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for (unsigned int i = 0; i < polygon.size(); ++i) {
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const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
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const Vec3d& curr = polygon[i];
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const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
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if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
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discard = true;
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break;
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}
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}
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}
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if (discard) {
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m_planes[polygon_id--] = std::move(m_planes.back());
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m_planes.pop_back();
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continue;
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}
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// We will shrink the polygon a little bit so it does not touch the object edges:
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Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
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centroid /= (double)polygon.size();
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for (auto& vertex : polygon)
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vertex = 0.9f*vertex + 0.1f*centroid;
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// Polygon is now simple and convex, we'll round the corners to make them look nicer.
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// The algorithm takes a vertex, calculates middles of respective sides and moves the vertex
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// towards their average (controlled by 'aggressivity'). This is repeated k times.
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// In next iterations, the neighbours are not always taken at the middle (to increase the
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// rounding effect at the corners, where we need it most).
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const unsigned int k = 10; // number of iterations
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const float aggressivity = 0.2f; // agressivity
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const unsigned int N = polygon.size();
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std::vector<std::pair<unsigned int, unsigned int>> neighbours;
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if (k != 0) {
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Pointf3s points_out(2*k*N); // vector long enough to store the future vertices
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for (unsigned int j=0; j<N; ++j) {
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points_out[j*2*k] = polygon[j];
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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));
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}
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for (unsigned int i=0; i<k; ++i) {
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// Calculate middle of each edge so that neighbours points to something useful:
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for (unsigned int j=0; j<N; ++j)
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if (i==0)
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points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]);
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else {
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float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle
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points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1];
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points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1];
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}
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// Now we have a triangle and valid neighbours, we can do an iteration:
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for (unsigned int j=0; j<N; ++j)
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points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] +
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aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]);
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for (auto& n : neighbours) {
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++n.first;
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--n.second;
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}
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}
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polygon = points_out; // replace the coarse polygon with the smooth one that we just created
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}
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// Raise a bit above the object surface to avoid flickering:
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for (auto& b : polygon)
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b(2) += 0.1f;
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// Transform back to 3D (and also back to mesh coordinates)
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polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
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}
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// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
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std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
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m_planes.resize(std::min((int)m_planes.size(), 254));
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jlongArray arr = env->NewLongArray(m_planes.size());
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// And finally create respective VBOs. The polygon is convex with
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// the vertices in order, so triangulation is trivial.
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for (int i = 0, s = m_planes.size(); i < s; i++) {
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auto& plane = m_planes[i];
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indexed_triangle_set its;
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its.vertices.reserve(plane.vertices.size());
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its.indices.reserve(plane.vertices.size() / 3);
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for (size_t i = 0; i < plane.vertices.size(); ++i) {
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its.vertices.emplace_back((Vec3f)plane.vertices[i].cast<float>());
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}
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for (size_t i = 1; i < plane.vertices.size() - 1; ++i) {
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its.indices.emplace_back(0, i, i + 1); // triangle fan
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}
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if (Geometry::Transformation(inst_matrix).is_left_handed()) {
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// we need to swap face normals in case the object is mirrored
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// for the raycaster to work properly
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for (stl_triangle_vertex_indices& face : its.indices) {
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if (its_face_normal(its, face).cast<double>().dot(plane.normal) < 0.0)
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std::swap(face[1], face[2]);
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}
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}
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GLModelRef* ref = new GLModelRef();
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ref->mesh = TriangleMesh(its);
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ref->model.init_from(its);
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ref->flatten_normal = plane.normal;
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ref->emesh = new AABBMesh(its, true);
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ref->normals = its_face_normals(its);
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jlong ptr = reinterpret_cast<jlong>(ref);
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env->SetLongArrayRegion(arr, i, 1, &ptr);
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// vertices are no more needed, clear memory
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plane.vertices = std::vector<Vec3d>();
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}
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m_planes.clear();
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return arr;
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}
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JNIEXPORT jlong JNICALL Java_ru_ytkab0bp_slicebeam_slic3r_Native_model_1slice(JNIEnv* env, jclass, jlong ptr, jstring configPath, jstring path, jobject listener) {
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try {
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ModelRef* model = (ModelRef*) (intptr_t) ptr;
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