2018-12-28 16:00:21 -08:00
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/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.CustomWidgets;
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using MatterHackers.MatterControl.DesignTools;
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using MatterHackers.MatterControl.SlicerConfiguration;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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using System;
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using System.Linq;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public class GeneratedSupportObject3D : Object3D
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{
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public GeneratedSupportObject3D()
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{
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OutputType = PrintOutputTypes.Support;
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}
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}
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public class GenerateSupportPannel : FlowLayoutWidget
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{
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private InteractiveScene scene;
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private ThemeConfig theme;
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public GenerateSupportPannel(ThemeConfig theme, InteractiveScene scene)
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: base(FlowDirection.TopToBottom)
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{
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this.theme = theme;
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this.scene = scene;
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VAnchor = VAnchor.Fit;
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HAnchor = HAnchor.Absolute;
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Width = 400;
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// put in support pillar size
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// support pillar resolution
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var pillarSizeField = new DoubleField(theme);
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pillarSizeField.Initialize(0);
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pillarSizeField.DoubleValue = PillarSize;
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pillarSizeField.ValueChanged += (s, e) =>
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{
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PillarSize = pillarSizeField.DoubleValue;
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};
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var pillarRow = PublicPropertyEditor.CreateSettingsRow("Pillar Size".Localize(), "The width and depth of the support pillars".Localize());
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pillarRow.AddChild(pillarSizeField.Content);
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this.AddChild(pillarRow);
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// put in the angle setting
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var overHangField = new DoubleField(theme);
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overHangField.Initialize(0);
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overHangField.DoubleValue = MaxOverHangAngle;
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overHangField.ValueChanged += (s, e) =>
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{
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MaxOverHangAngle = overHangField.DoubleValue;
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};
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var overHangRow = PublicPropertyEditor.CreateSettingsRow("Overhang Angle".Localize(), "The angle to generate support for".Localize());
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overHangRow.AddChild(overHangField.Content);
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this.AddChild(overHangRow);
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// add 'Generate Supports' button
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var generateButton = new TextButton("Generate".Localize(), theme)
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{
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VAnchor = VAnchor.Fit,
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HAnchor = HAnchor.Right,
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Margin = 5,
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ToolTipText = "Find and create supports where needed".Localize()
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};
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this.AddChild(generateButton);
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generateButton.Click += (s, e) => Rebuild();
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// add 'Remove Auto Supports' button
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var removeButton = new TextButton("Remove".Localize(), theme)
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{
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VAnchor = VAnchor.Fit,
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HAnchor = HAnchor.Right,
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Margin = 5,
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ToolTipText = "Remvoe all auto generated supports".Localize()
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};
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this.AddChild(removeButton);
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removeButton.Click += (s, e) => RemoveExisting();
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}
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public double MaxOverHangAngle { get; private set; } = 45;
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public double PillarSize { get; private set; } = 4;
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void RemoveExisting()
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{
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var existingSupports = scene.Children.Where(i => i.GetType() == typeof(GeneratedSupportObject3D));
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scene.Children.Modify((list) =>
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{
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foreach (var item in existingSupports)
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{
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list.Remove(item);
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}
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});
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}
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private void Rebuild()
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{
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// Get visible meshes for each of them
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var visibleMeshes = scene.Children.SelectMany(i => i.VisibleMeshes());
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var selectedItem = scene.SelectedItem;
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if(selectedItem != null)
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{
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visibleMeshes = selectedItem.VisibleMeshes();
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}
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var supportCandidates = visibleMeshes.Where(i => i.OutputType != PrintOutputTypes.Support);
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// find all the faces that are candidates for support
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var verts = new Vector3List();
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var faces = new FaceList();
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foreach (var item in supportCandidates)
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{
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var matrix = item.WorldMatrix(scene);
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foreach (var face in item.Mesh.Faces)
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{
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var face0Normal = Vector3.TransformVector(face.Normal, matrix).GetNormal();
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var angle = MathHelper.RadiansToDegrees(Math.Acos(Vector3.Dot(-Vector3.UnitZ, face0Normal)));
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if (angle < MaxOverHangAngle)
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{
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foreach (var triangle in face.AsTriangles())
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{
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faces.Add(new int[] { verts.Count, verts.Count + 1, verts.Count + 2 });
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verts.Add(Vector3.Transform(triangle.p0, matrix));
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verts.Add(Vector3.Transform(triangle.p0, matrix));
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verts.Add(Vector3.Transform(triangle.p0, matrix));
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}
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}
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}
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}
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if (faces.Count > 0)
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{
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// get the bounds of all verts
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var bounds = verts.Bounds();
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// create the gird of possible support
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// foreach face set the support heights in the overlapped support grid
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// foreach grid column that has data
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// trace down from the top to the first bottom hit (or bed)
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// add a support column
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var first = faces.First();
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var position = verts[first[0]];
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AddSupportColumn(position.X, position.Y, position.Z, 0);
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}
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// this is the theory for regions rather than pillars
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// separate the faces into face patch groups (these are the new support tops)
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// project all the vertecies of each patch group down until they hit an up face in the scene (or 0)
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// make a new patch group at the z of the hit (thes will bthe bottoms)
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// find the outline of the patch groups (these will be the walls of the top and bottom patches
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// make a new mesh object with the top, bottom and walls, add it to the scene and mark it as support
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}
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private void AddSupportColumn(double gridX, double gridY, double topZ, double bottomZ)
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{
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scene.Children.Add(new GeneratedSupportObject3D()
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{
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Mesh = PlatonicSolids.CreateCube(PillarSize / 2, PillarSize / 2, topZ - bottomZ),
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Matrix = Matrix4X4.CreateTranslation(gridX, gridY, bottomZ + (topZ - bottomZ) / 2)
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});
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}
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}
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}
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