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
+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;