#include #include //#include #include #include #include #include "libslic3r/SLAPrint.hpp" #include "libslic3r/PrintConfig.hpp" #include #include "Model.hpp" #include namespace Slic3r { namespace sla { inline bool is_on_floor(const SLAPrintObject &mo) { auto opt_elevation = mo.config().support_object_elevation.getFloat(); auto opt_padaround = mo.config().pad_around_object.getBool(); return opt_elevation < EPSILON || opt_padaround; } // Find transformed mesh ground level without copy and with parallel reduce. double find_ground_level(const TriangleMesh &mesh, const Transform3d & tr, size_t threads) { size_t vsize = mesh.its.vertices.size(); auto minfn = [](double a, double b) { return std::min(a, b); }; auto accessfn = [&mesh, &tr] (size_t vi) { return (tr * mesh.its.vertices[vi].template cast()).z(); }; double zmin = std::numeric_limits::max(); size_t granularity = vsize / threads; return ccr_par::reduce(size_t(0), vsize, zmin, minfn, accessfn, granularity); } // Get the vertices of a triangle directly in an array of 3 points std::array get_triangle_vertices(const TriangleMesh &mesh, size_t faceidx) { const auto &face = mesh.its.indices[faceidx]; return {Vec3d{mesh.its.vertices[face(0)].cast()}, Vec3d{mesh.its.vertices[face(1)].cast()}, Vec3d{mesh.its.vertices[face(2)].cast()}}; } std::array get_transformed_triangle(const TriangleMesh &mesh, const Transform3d & tr, size_t faceidx) { const auto &tri = get_triangle_vertices(mesh, faceidx); return {tr * tri[0], tr * tri[1], tr * tri[2]}; } // Get area and normal of a triangle struct Face { Vec3d normal; double area; }; inline Face facestats(const std::array &triangle) { Vec3d U = triangle[1] - triangle[0]; Vec3d V = triangle[2] - triangle[0]; Vec3d C = U.cross(V); Vec3d N = C.normalized(); double area = 0.5 * C.norm(); return {N, area}; } inline const Vec3d DOWN = {0., 0., -1.}; constexpr double POINTS_PER_UNIT_AREA = 1.; // The score function for a particular face inline double get_score(const Face &fc) { // Simply get the angle (acos of dot product) between the face normal and // the DOWN vector. double phi = 1. - std::acos(fc.normal.dot(DOWN)) / PI; // Only consider faces that have have slopes below 90 deg: phi = phi * (phi > 0.5); // Make the huge slopes more significant than the smaller slopes phi = phi * phi * phi; // Multiply with the area of the current face return fc.area * POINTS_PER_UNIT_AREA * phi; } template double sum_score(AccessFn &&accessfn, size_t facecount, size_t Nthreads) { double initv = 0.; auto mergefn = std::plus{}; size_t grainsize = facecount / Nthreads; size_t from = 0, to = facecount; return ccr_par::reduce(from, to, initv, mergefn, accessfn, grainsize); } // Try to guess the number of support points needed to support a mesh double get_model_supportedness(const TriangleMesh &mesh, const Transform3d &tr) { if (mesh.its.vertices.empty()) return std::nan(""); auto accessfn = [&mesh, &tr](size_t fi) { Face fc = facestats(get_transformed_triangle(mesh, tr, fi)); return get_score(fc); }; size_t facecount = mesh.its.indices.size(); size_t Nthreads = std::thread::hardware_concurrency(); return sum_score(accessfn, facecount, Nthreads) / facecount; } double get_model_supportedness_onfloor(const TriangleMesh &mesh, const Transform3d & tr) { if (mesh.its.vertices.empty()) return std::nan(""); size_t Nthreads = std::thread::hardware_concurrency(); double zmin = find_ground_level(mesh, tr, Nthreads); double zlvl = zmin + 0.1; // Set up a slight tolerance from z level auto accessfn = [&mesh, &tr, zlvl](size_t fi) { std::array tri = get_transformed_triangle(mesh, tr, fi); Face fc = facestats(tri); if (tri[0].z() <= zlvl && tri[1].z() <= zlvl && tri[2].z() <= zlvl) return -fc.area * POINTS_PER_UNIT_AREA; return get_score(fc); }; size_t facecount = mesh.its.indices.size(); return sum_score(accessfn, facecount, Nthreads) / facecount; } using XYRotation = std::array; // prepare the rotation transformation Transform3d to_transform3d(const XYRotation &rot) { Transform3d rt = Transform3d::Identity(); rt.rotate(Eigen::AngleAxisd(rot[1], Vec3d::UnitY())); rt.rotate(Eigen::AngleAxisd(rot[0], Vec3d::UnitX())); return rt; } XYRotation from_transform3d(const Transform3d &tr) { Vec3d rot3d = Geometry::Transformation {tr}.get_rotation(); return {rot3d.x(), rot3d.y()}; } // Find the best score from a set of function inputs. Evaluate for every point. template std::array find_min_score(Fn &&fn, Cmp &&cmp, It from, It to) { std::array ret; double score = std::numeric_limits::max(); for (auto it = from; it != to; ++it) { double sc = fn(*it); if (cmp(sc, score)) { score = sc; ret = *it; } } return ret; } // collect the rotations for each face of the convex hull std::vector get_chull_rotations(const TriangleMesh &mesh) { TriangleMesh chull = mesh.convex_hull_3d(); chull.require_shared_vertices(); double chull2d_area = chull.convex_hull().area(); double area_threshold = chull2d_area / (scaled(1e3) * scaled(1.)); size_t facecount = chull.its.indices.size(); auto inputs = reserve_vector(facecount); for (size_t fi = 0; fi < facecount; ++fi) { Face fc = facestats(get_triangle_vertices(chull, fi)); if (fc.area > area_threshold) { auto q = Eigen::Quaterniond{}.FromTwoVectors(fc.normal, DOWN); inputs.emplace_back(from_transform3d(Transform3d::Identity() * q)); } } return inputs; } XYRotation find_best_rotation(const SLAPrintObject & po, float accuracy, std::function statuscb, std::function stopcond) { static const unsigned MAX_TRIES = 10000; // return value std::array rot; // We will use only one instance of this converted mesh to examine different // rotations TriangleMesh mesh = po.model_object()->raw_mesh(); mesh.require_shared_vertices(); // To keep track of the number of iterations unsigned status = 0; // The maximum number of iterations auto max_tries = unsigned(accuracy * MAX_TRIES); // call status callback with zero, because we are at the start statuscb(status); auto statusfn = [&statuscb, &status, max_tries] { // report status statuscb(unsigned(++status * 100.0/max_tries) ); }; // Different search methods have to be used depending on the model elevation if (is_on_floor(po)) { // If the model can be placed on the bed directly, we only need to // check the 3D convex hull face rotations. auto inputs = get_chull_rotations(mesh); auto cmpfn = [](double a, double b) { return a < b; }; auto objfn = [&mesh, &statusfn](const XYRotation &rot) { statusfn(); // We actually need the reverserotation to make the object lie on // this face Transform3d tr = to_transform3d(rot); return get_model_supportedness_onfloor(mesh, tr); }; rot = find_min_score<2>(objfn, cmpfn, inputs.begin(), inputs.end()); } else { // Preparing the optimizer. size_t grid_size = std::sqrt(max_tries); opt::Optimizer solver(opt::StopCriteria{} .max_iterations(max_tries) .stop_condition(stopcond), grid_size); // We are searching rotations around only two axes x, y. Thus the // problem becomes a 2 dimensional optimization task. // We can specify the bounds for a dimension in the following way: auto bounds = opt::bounds({ {-PI, PI}, {-PI, PI} }); auto result = solver.to_min().optimize( [&mesh, &statusfn] (const XYRotation &rot) { statusfn(); return get_model_supportedness(mesh, to_transform3d(rot)); }, opt::initvals({0., 0.}), bounds); // Save the result and fck off rot = result.optimum; std::cout << "best score: " << result.score << std::endl; } return rot; } double get_model_supportedness(const SLAPrintObject &po, const Transform3d &tr) { TriangleMesh mesh = po.model_object()->raw_mesh(); mesh.require_shared_vertices(); return is_on_floor(po) ? get_model_supportedness_onfloor(mesh, tr) : get_model_supportedness(mesh, tr); } }} // namespace Slic3r::sla