public void Build(ToolpathSet toolpaths, Interval1d zrange, double cellSize = 2.0) { segments = new DVector <Segment2d>(); grid = new SegmentHashGrid2d <int>(cellSize, -1); Action <LinearToolpath3 <PrintVertex> > processPathF = (polyPath) => { if (polyPath.Type != ToolpathTypes.Deposition || polyPath.IsPlanar == false) { return; } if ((polyPath.TypeModifiers & FillTypeFlags.OutermostShell) == 0) { return; } Vector3d v0 = polyPath.Start.Position; Vector3d v1 = polyPath.End.Position; if (zrange.Contains(v0.z) == false || zrange.Contains(v1.z) == false) { return; } append_path(polyPath, cellSize); }; process_linear_paths(toolpaths, processPathF); }
public TemporalPathHash() { Segments = new DVector <Segment2d>(); Times = new DVector <int>(); Hash = new SegmentHashGrid2d <int>(HashBucketSize, -1); }
private void validate_path_caches() { if (path_cache_valid) { return; } double maxLen = 2.5f; double maxLenSqr = maxLen * maxLen; Segment2d invalid = new Segment2d(Vector2d.MaxValue, Vector2d.MaxValue); below_grid = new SegmentHashGrid2d <Segment2d>(3 * maxLen, invalid); current_grid = new SegmentHashGrid2d <Segment2d>(3 * maxLen, invalid); Action <LinearToolpath3 <PrintVertex> > pathFuncF = (polyPath) => { if (polyPath.Type != ToolpathTypes.Deposition) { return; } Vector3d v0 = polyPath.Start.Position; byte layer_alpha = LayerFilterF(v0); if (layer_alpha == 0) { return; } bool is_below = (layer_alpha < 255); var grid = (is_below) ? below_grid : current_grid; int N = polyPath.VertexCount; for (int k = 0; k < N - 1; ++k) { Vector2d a = polyPath[k].Position.xy; Vector2d b = polyPath[k + 1].Position.xy; double d2 = a.DistanceSquared(b); if (d2 < maxLenSqr) { Segment2d s = new Segment2d(a, b); grid.InsertSegment(s, s.Center, s.Extent); continue; } int subdivs = (int)(d2 / maxLenSqr); Vector2d prev = a; for (int i = 1; i <= subdivs; ++i) { double t = (double)i / (double)subdivs; Vector2d next = Vector2d.Lerp(a, b, t); Segment2d s = new Segment2d(prev, next); grid.InsertSegment(s, s.Center, s.Extent); prev = next; } } }; ProcessLinearPaths(Paths, pathFuncF); path_cache_valid = true; }
private void FilterSelfOverlaps(double overlapRadius, bool bResample = true) { // [RMS] this tolerance business is not workign properly right now. The problem is // that decimator loses corners! // To simplify the computation we are going to resample the curve so that no adjacent // are within a given distance. Then we can use distance-to-segments, with the two adjacent // segments filtered out, to measure self-distance double dist_thresh = overlapRadius; double sharp_thresh_deg = 45; //Profiler.Start("InitialResample"); // resample graph. the degenerate-edge thing is necessary to // filter out tiny segments that are functionally sharp corners, // but geometrically are made of multiple angles < threshold // (maybe there is a better way to do this?) DGraph2Resampler r = new DGraph2Resampler(Graph); r.CollapseDegenerateEdges(overlapRadius / 10); if (bResample) { r.SplitToMaxEdgeLength(overlapRadius / 2); r.CollapseToMinEdgeLength(overlapRadius / 3); } r.CollapseDegenerateEdges(overlapRadius / 10); //Profiler.StopAndAccumulate("InitialResample"); //Profiler.Start("SharpCorners"); // find sharp corners List <int> sharp_corners = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle < sharp_thresh_deg) { sharp_corners.Add(vid); } } // disconnect at sharp corners foreach (int vid in sharp_corners) { if (Graph.IsVertex(vid) == false) { continue; } int e0 = Graph.GetVtxEdges(vid)[0]; Index2i ev = Graph.GetEdgeV(e0); int otherv = (ev.a == vid) ? ev.b : ev.a; Vector2d newpos = Graph.GetVertex(vid); //0.5 * (Graph.GetVertex(vid) + Graph.GetVertex(otherv)); Graph.RemoveEdge(e0, false); int newvid = Graph.AppendVertex(newpos); Graph.AppendEdge(newvid, otherv); } //Profiler.StopAndAccumulate("SharpCorners"); //Profiler.Start("HashTable"); // build edge hash table (cell size is just a ballpark guess here...) edge_hash = new SegmentHashGrid2d <int>(3 * overlapRadius, -1); foreach (int eid in Graph.EdgeIndices()) { Segment2d seg = Graph.GetEdgeSegment(eid); edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } if (CollisionGraph.EdgeCount > 0) { collision_edge_hash = new SegmentHashGrid2d <int>(3 * CollisionRadius, -1); foreach (int eid in CollisionGraph.EdgeIndices()) { Segment2d seg = CollisionGraph.GetEdgeSegment(eid); collision_edge_hash.InsertSegment(eid, seg.Center, seg.Extent); } } //Profiler.StopAndAccumulate("HashTable"); //Profiler.Start("Erode1"); // Step 1: erode from boundary vertices List <int> boundaries = new List <int>(); foreach (int vid in Graph.VertexIndices()) { if (Graph.GetVtxEdgeCount(vid) == 1) { boundaries.Add(vid); } } foreach (int vid in boundaries) { if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); double collision_dist = MinCollisionConstraintDistance(vid, CollisionRadius); if (dist < dist_thresh || collision_dist < CollisionRadius) { int eid = Graph.GetVtxEdges(vid)[0]; decimate_forward(vid, eid, dist_thresh); } } //Profiler.StopAndAccumulate("Erode1"); //Profiler.Start("OpenAngleSort"); // // Step 2: find any other possible self-overlaps and erode them. // // sort all vertices by opening angle. For any overlap, we can erode // on either side. Prefer to erode on side with higher curvature. List <Vector2d> remaining_v = new List <Vector2d>(Graph.MaxVertexID); foreach (int vid in Graph.VertexIndices()) { if (is_fixed_v(vid)) { continue; } double open_angle = Graph.OpeningAngle(vid); if (open_angle == double.MaxValue) { continue; } remaining_v.Add(new Vector2d(vid, open_angle)); } remaining_v.Sort((a, b) => { return((a.y < b.y) ? -1 : (a.y > b.y ? 1 : 0)); }); //Profiler.StopAndAccumulate("OpenAngleSort"); //Profiler.Start("Erode2"); // look for overlap vertices. When we find one, erode on both sides. foreach (Vector2d vinfo in remaining_v) { int vid = (int)vinfo.x; if (Graph.IsVertex(vid) == false) { continue; } double dist = MinSelfSegDistance(vid, 2 * dist_thresh); if (dist < dist_thresh) { List <int> nbrs = new List <int>(Graph.GetVtxEdges(vid)); foreach (int eid in nbrs) { if (Graph.IsEdge(eid)) // may have been decimated! { decimate_forward(vid, eid, dist_thresh); } } } } //Profiler.StopAndAccumulate("Erode2"); //Profiler.Start("FlatCollapse"); // get rid of extra vertices r.CollapseFlatVertices(FinalFlatCollapseAngleThreshDeg); //Profiler.StopAndAccumulate("FlatCollapse"); }