Merge pull request #4204 from larsbrubaker/2.19.2

2.19.2
This commit is contained in:
Lars Brubaker 2019-01-22 12:47:28 -08:00 committed by GitHub
commit cdceb6852c
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 433 additions and 257 deletions

View file

@ -2371,7 +2371,8 @@ namespace MatterHackers.MatterControl
else // there are no errors continue printing
{
// last let's check if there is any support in the scene and if it looks like it is needed
if (GenerateSupportPanel.RequiresSupport(printer.Bed.Scene))
var supportGenerator = new SupportGenerator(printer.Bed.Scene);
if (supportGenerator.RequiresSupport())
{
var warning = "Some of the parts appear to require support. Consider canceling this print then adding support to get the best results possible.".Localize();
StyledMessageBox.ShowMessageBox(warning, "Warning: Support Required".Localize());

View file

@ -88,8 +88,6 @@ namespace MatterHackers.MatterControl.DesignTools
item.meshCopy.Mesh.Transform(meshCopyToThis * mirrorMatrix * meshCopyToThis.Inverted);
item.meshCopy.Mesh.ReverseFaces();
item.meshCopy.Mesh.CalculateNormals();
item.meshCopy.Mesh.MarkAsChanged();
}
this.Matrix = oldMatrix;

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@ -0,0 +1,336 @@
/*
Copyright (c) 2019, Lars Brubaker, John Lewin
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those
of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using MatterHackers.Agg;
using MatterHackers.DataConverters3D;
using MatterHackers.PolygonMesh;
using MatterHackers.RayTracer;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools
{
public static class FaceListExtensions
{
public static IPrimitive CreateTraceData(this FaceList faceList, List<Vector3> vertexList, int maxRecursion = int.MaxValue)
{
var allPolys = new List<IPrimitive>();
foreach (var face in faceList)
{
allPolys.Add(new TriangleShape(vertexList[face.v0], vertexList[face.v1], vertexList[face.v2], null));
}
return BoundingVolumeHierarchy.CreateNewHierachy(allPolys, maxRecursion);
}
public static IPrimitive CreateTraceData(this FaceList faceList, List<Vector3Float> vertexList, int maxRecursion = int.MaxValue)
{
var allPolys = new List<IPrimitive>();
foreach (var face in faceList)
{
allPolys.Add(new TriangleShape(vertexList[face.v0], vertexList[face.v1], vertexList[face.v2], null));
}
return BoundingVolumeHierarchy.CreateNewHierachy(allPolys, maxRecursion);
}
}
[HideFromTreeViewAttribute, Immutable]
public class GeneratedSupportObject3D : Object3D
{
public GeneratedSupportObject3D()
{
OutputType = PrintOutputTypes.Support;
}
}
public class SupportGenerator
{
private InteractiveScene scene;
public SupportGenerator(InteractiveScene scene)
{
this.scene = scene;
}
public double MaxOverHangAngle
{
get
{
if (UserSettings.Instance.get(UserSettingsKey.SupportMaxOverHangAngle) == null)
{
return 45;
}
var value = UserSettings.Instance.GetValue<double>(UserSettingsKey.SupportMaxOverHangAngle);
if (value < 0)
{
return 0;
}
if (value > 90)
{
value = 90;
}
return value;
}
set
{
UserSettings.Instance.set(UserSettingsKey.SupportMaxOverHangAngle, value.ToString());
}
}
public double PillarSize
{
get
{
var value = UserSettings.Instance.GetValue<double>(UserSettingsKey.SupportPillarSize);
if (value < 1.5)
{
return 1.5;
}
return value;
}
set
{
UserSettings.Instance.set(UserSettingsKey.SupportPillarSize, value.ToString());
}
}
/// <summary>
/// The amount to reduce the pillars so they are separated in the 3D view
/// </summary>
private double reduceAmount => .99;
public Task Create(IProgress<ProgressStatus> progress, CancellationToken cancelationToken)
{
// Get visible meshes for each of them
var visibleMeshes = scene.Children.SelectMany(i => i.VisibleMeshes());
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
visibleMeshes = selectedItem.VisibleMeshes();
}
var supportCandidates = visibleMeshes.Where(i => i.OutputType != PrintOutputTypes.Support);
// find all the faces that are candidates for support
var upVerts = new List<Vector3Float>();
var upFaces = new FaceList();
var downVerts = new List<Vector3Float>();
var downFaces = new FaceList();
foreach (var item in supportCandidates)
{
var matrix = item.WorldMatrix(scene);
for (int faceIndex = 0; faceIndex < item.Mesh.Faces.Count; faceIndex++)
{
var face0Normal = item.Mesh.Faces[faceIndex].normal.TransformNormal(matrix).GetNormal();
var angle = MathHelper.RadiansToDegrees(Math.Acos(face0Normal.Dot(-Vector3Float.UnitZ)));
if (angle <= MaxOverHangAngle)
{
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
var fc = downVerts.Count;
downVerts.Add(item.Mesh.Vertices[face.v0].Transform(matrix));
downVerts.Add(item.Mesh.Vertices[face.v1].Transform(matrix));
downVerts.Add(item.Mesh.Vertices[face.v2].Transform(matrix));
downFaces.Add(fc, fc + 1, fc + 2, downVerts);
}
if (angle > 0)
{
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
var fc = upFaces.Count;
upVerts.Add(item.Mesh.Vertices[face.v0].Transform(matrix));
upVerts.Add(item.Mesh.Vertices[face.v1].Transform(matrix));
upVerts.Add(item.Mesh.Vertices[face.v2].Transform(matrix));
upFaces.Add(fc, fc + 1, fc + 2, upVerts);
}
}
}
if (downFaces.Count > 0)
{
var downTraceData = downFaces.CreateTraceData(downVerts);
var upTraceData = upFaces.CreateTraceData(upVerts);
// get the bounds of all verts
var bounds = downVerts.Bounds();
// create the gird of possible support
var gridBounds = new RectangleDouble(Math.Floor((double)(bounds.MinXYZ.X / PillarSize)),
Math.Floor((double)(bounds.MinXYZ.Y / PillarSize)),
Math.Ceiling(bounds.MaxXYZ.X / PillarSize),
Math.Ceiling(bounds.MaxXYZ.Y / PillarSize));
var supportGrid = new List<List<double>>((int)(gridBounds.Width * gridBounds.Height));
IObject3D holder = new Object3D();
// at the center of every grid item add in a list of all the top faces to look down from
for (int y = 0; y < gridBounds.Height; y++)
{
var yPos = (gridBounds.Bottom + y) * PillarSize;
for (int x = 0; x < gridBounds.Width; x++)
{
var xPos = (gridBounds.Left + x) * PillarSize;
IntersectInfo upHit = null;
var upRay = new Ray(new Vector3(xPos, yPos, 0), Vector3.UnitZ, intersectionType: IntersectionType.Both);
do
{
upHit = downTraceData.GetClosestIntersection(upRay);
if (upHit != null)
{
// we found a ceiling above this spot, look down from that to find the first floor
var downRay = new Ray(new Vector3(upHit.HitPosition.X, upHit.HitPosition.Y, upHit.HitPosition.Z - .001), -Vector3.UnitZ, intersectionType: IntersectionType.Both);
var downHit = upTraceData.GetClosestIntersection(downRay);
if (downHit != null)
{
AddSupportColumn(holder, downHit.HitPosition.X, downHit.HitPosition.Y, downHit.HitPosition.Z, upHit.HitPosition.Z);
}
else
{
// did not find a hit, go to the bed
AddSupportColumn(holder, upHit.HitPosition.X, upHit.HitPosition.Y, upRay.origin.Z, upHit.HitPosition.Z);
}
// make a new ray just past the last hit to keep looking for up hits
upRay = new Ray(new Vector3(xPos, yPos, upHit.HitPosition.Z + .001), Vector3.UnitZ, intersectionType: IntersectionType.Both);
}
} while (upHit != null);
}
}
// foreach face set the support heights in the overlapped support grid
// foreach grid column that has data
// trace down from the top to the first bottom hit (or bed)
// add a support column
var first = downFaces.First();
var position = downVerts[first.v0];
//AddSupportColumn(position.X, position.Y, position.Z, 0);
scene.Children.Modify(list =>
{
list.AddRange(holder.Children);
});
}
// this is the theory for regions rather than pillars
// separate the faces into face patch groups (these are the new support tops)
// project all the vertices of each patch group down until they hit an up face in the scene (or 0)
// make a new patch group at the z of the hit (these will be the bottoms)
// find the outline of the patch groups (these will be the walls of the top and bottom patches
// make a new mesh object with the top, bottom and walls, add it to the scene and mark it as support
return Task.CompletedTask;
}
public void RemoveExisting()
{
var existingSupports = scene.Children.Where(i => i.GetType() == typeof(GeneratedSupportObject3D));
scene.Children.Modify((list) =>
{
foreach (var item in existingSupports)
{
list.Remove(item);
}
});
}
public bool RequiresSupport()
{
bool supportInScene = scene.VisibleMeshes().Any(i => i.WorldOutputType() == PrintOutputTypes.Support);
if (!supportInScene)
{
// there is no support in the scene check if there are faces that require support
var supportCandidates = scene.VisibleMeshes().Where(i => i.OutputType != PrintOutputTypes.Support);
// find all the faces that are candidates for support
foreach (var item in supportCandidates)
{
var matrix = item.WorldMatrix(scene);
for (int faceIndex = 0; faceIndex < item.Mesh.Faces.Count; faceIndex++)
{
bool aboveBed = false;
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
foreach (var vertex in verts)
{
if (item.Mesh.Vertices[vertex].Transform(matrix).Z > .01)
{
aboveBed = true;
break;
}
}
if (aboveBed)
{
var face0Normal = item.Mesh.Faces[faceIndex].normal.TransformNormal(matrix).GetNormal();
var angle = MathHelper.RadiansToDegrees(Math.Acos(face0Normal.Dot(-Vector3Float.UnitZ)));
if (angle < MaxOverHangAngle)
{
// TODO: consider how much area all supported polygons represent
return true;
}
}
}
}
}
return false;
}
private void AddSupportColumn(IObject3D holder, double gridX, double gridY, double bottomZ, double topZ)
{
if (topZ - bottomZ < .01)
{
// less than 10 micros high, don't ad it
return;
}
holder.Children.Add(new GeneratedSupportObject3D()
{
Mesh = PlatonicSolids.CreateCube(PillarSize - reduceAmount, PillarSize - reduceAmount, topZ - bottomZ),
Matrix = Matrix4X4.CreateTranslation(gridX, gridY, bottomZ + (topZ - bottomZ) / 2)
});
}
}
}

View file

@ -40,6 +40,7 @@ using MatterHackers.Agg.Platform;
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools;
using MatterHackers.MatterControl.PartPreviewWindow;
using MatterHackers.MatterControl.PrinterCommunication.Io;
using MatterHackers.MatterControl.PrintQueue;
@ -246,7 +247,8 @@ namespace MatterHackers.MatterControl.Library.Export
ApplyStreamPipelineAndExport(gcodePath, outputPath);
// last let's check if there is any support in the scene and if it looks like it is needed
if (GenerateSupportPanel.RequiresSupport(printer.Bed.Scene))
var supportGenerator = new SupportGenerator(printer.Bed.Scene);
if (supportGenerator.RequiresSupport())
{
UiThread.RunOnIdle(() =>
{

View file

@ -27,9 +27,7 @@ of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using MatterHackers.Agg;
using MatterHackers.Agg.UI;
@ -44,30 +42,17 @@ using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.PartPreviewWindow
{
[HideFromTreeViewAttribute, Immutable]
public class GeneratedSupportObject3D : Object3D
{
public GeneratedSupportObject3D()
{
OutputType = PrintOutputTypes.Support;
}
}
public class GenerateSupportPanel : FlowLayoutWidget
{
/// <summary>
/// The amount to reduce the pillars so they are separated in the 3D view
/// </summary>
private double reduceAmount => PillarSize / 8;
private InteractiveScene scene;
private SupportGenerator supportGenerator;
private ThemeConfig theme;
public GenerateSupportPanel(ThemeConfig theme, InteractiveScene scene)
: base(FlowDirection.TopToBottom)
{
supportGenerator = new SupportGenerator(scene);
this.theme = theme;
this.scene = scene;
this.VAnchor = VAnchor.Fit;
this.HAnchor = HAnchor.Absolute;
@ -80,10 +65,15 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
// support pillar resolution
var pillarSizeField = new DoubleField(theme);
pillarSizeField.Initialize(0);
pillarSizeField.DoubleValue = PillarSize;
pillarSizeField.DoubleValue = supportGenerator.PillarSize;
pillarSizeField.ValueChanged += (s, e) =>
{
PillarSize = pillarSizeField.DoubleValue;
supportGenerator.PillarSize = pillarSizeField.DoubleValue;
// in case it was corrected set it back again
if (pillarSizeField.DoubleValue != supportGenerator.PillarSize)
{
pillarSizeField.DoubleValue = supportGenerator.PillarSize;
}
};
var pillarRow = PublicPropertyEditor.CreateSettingsRow("Pillar Size".Localize(), "The width and depth of the support pillars".Localize());
@ -93,10 +83,15 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
// put in the angle setting
var overHangField = new DoubleField(theme);
overHangField.Initialize(0);
overHangField.DoubleValue = MaxOverHangAngle;
overHangField.DoubleValue = supportGenerator.MaxOverHangAngle;
overHangField.ValueChanged += (s, e) =>
{
MaxOverHangAngle = overHangField.DoubleValue;
supportGenerator.MaxOverHangAngle = overHangField.DoubleValue;
// in case it was corrected set it back again
if (overHangField.DoubleValue != supportGenerator.MaxOverHangAngle)
{
overHangField.DoubleValue = supportGenerator.MaxOverHangAngle;
}
};
var overHangRow = PublicPropertyEditor.CreateSettingsRow("Overhang Angle".Localize(), "The angle to generate support for".Localize());
@ -116,7 +111,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
// add 'Remove Auto Supports' button
var removeButton = theme.CreateDialogButton("Remove".Localize());
removeButton.ToolTipText = "Remove all auto generated supports".Localize();
removeButton.Click += (s, e) => RemoveExisting();
removeButton.Click += (s, e) => supportGenerator.RemoveExisting();
buttonRow.AddChild(removeButton);
// add 'Generate Supports' button
@ -127,239 +122,28 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
theme.ApplyPrimaryActionStyle(generateButton);
}
public static double MaxOverHangAngle { get; private set; } = 45;
public double PillarSize { get; private set; } = 4;
private void AddSupportColumn(IObject3D holder, double gridX, double gridY, double bottomZ, double topZ)
public override void OnKeyDown(KeyEventArgs keyEvent)
{
if(topZ - bottomZ < .01)
if (!keyEvent.Handled)
{
// less than 10 micros high, don't ad it
return;
switch (keyEvent.KeyCode)
{
case Keys.Enter:
Rebuild();
keyEvent.Handled = true;
break;
}
}
holder.Children.Add(new GeneratedSupportObject3D()
{
Mesh = PlatonicSolids.CreateCube(PillarSize - reduceAmount, PillarSize - reduceAmount, topZ - bottomZ),
Matrix = Matrix4X4.CreateTranslation(gridX, gridY, bottomZ + (topZ - bottomZ) / 2)
});
base.OnKeyDown(keyEvent);
}
private Task Rebuild()
{
return ApplicationController.Instance.Tasks.Execute(
"Create Support".Localize(),
null,
(reporter, cancellationToken) =>
{
// Get visible meshes for each of them
var visibleMeshes = scene.Children.SelectMany(i => i.VisibleMeshes());
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
visibleMeshes = selectedItem.VisibleMeshes();
}
var supportCandidates = visibleMeshes.Where(i => i.OutputType != PrintOutputTypes.Support);
// find all the faces that are candidates for support
var upVerts = new List<Vector3Float>();
var upFaces = new FaceList();
var downVerts = new List<Vector3Float>();
var downFaces = new FaceList();
foreach (var item in supportCandidates)
{
var matrix = item.WorldMatrix(scene);
for (int faceIndex = 0; faceIndex < item.Mesh.Faces.Count; faceIndex++)
{
var face0Normal = item.Mesh.Faces[faceIndex].normal.TransformNormal(matrix).GetNormal();
var angle = MathHelper.RadiansToDegrees(Math.Acos(face0Normal.Dot(-Vector3Float.UnitZ)));
if (angle < MaxOverHangAngle)
{
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
var fc = downVerts.Count;
downVerts.Add(item.Mesh.Vertices[face.v0].Transform(matrix));
downVerts.Add(item.Mesh.Vertices[face.v1].Transform(matrix));
downVerts.Add(item.Mesh.Vertices[face.v2].Transform(matrix));
downFaces.Add(fc, fc + 1, fc + 2, downVerts);
}
if (angle > 0)
{
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
var fc = upFaces.Count;
upVerts.Add(item.Mesh.Vertices[face.v0].Transform(matrix));
upVerts.Add(item.Mesh.Vertices[face.v1].Transform(matrix));
upVerts.Add(item.Mesh.Vertices[face.v2].Transform(matrix));
upFaces.Add(fc, fc + 1, fc + 2, upVerts);
}
}
}
if (downFaces.Count > 0)
{
var downTraceData = downFaces.CreateTraceData(downVerts, 0);
var upTraceData = upFaces.CreateTraceData(upVerts, 0);
// get the bounds of all verts
var bounds = downVerts.Bounds();
// create the gird of possible support
var gridBounds = new RectangleDouble(Math.Floor((double)(bounds.MinXYZ.X / PillarSize)),
Math.Floor((double)(bounds.MinXYZ.Y / PillarSize)),
Math.Ceiling(bounds.MaxXYZ.X / PillarSize),
Math.Ceiling(bounds.MaxXYZ.Y / PillarSize));
var supportGrid = new List<List<double>>((int)(gridBounds.Width * gridBounds.Height));
IObject3D holder = new Object3D();
// at the center of every grid item add in a list of all the top faces to look down from
for (int y = 0; y < gridBounds.Height; y++)
{
var yPos = (gridBounds.Bottom + y) * PillarSize;
for (int x = 0; x < gridBounds.Width; x++)
{
var xPos = (gridBounds.Left + x) * PillarSize;
IntersectInfo upHit = null;
var upRay = new Ray(new Vector3(xPos, yPos, 0), Vector3.UnitZ, intersectionType: IntersectionType.Both);
do
{
upHit = downTraceData.GetClosestIntersection(upRay);
if (upHit != null)
{
// we found a ceiling above this spot, look down from that to find the first floor
var downRay = new Ray(new Vector3(upHit.HitPosition.X, upHit.HitPosition.Y, upHit.HitPosition.Z - .001), -Vector3.UnitZ, intersectionType: IntersectionType.Both);
var downHit = upTraceData.GetClosestIntersection(downRay);
if (downHit != null)
{
AddSupportColumn(holder, downHit.HitPosition.X, downHit.HitPosition.Y, downHit.HitPosition.Z, upHit.HitPosition.Z);
}
else
{
// did not find a hit, go to the bed
AddSupportColumn(holder, upHit.HitPosition.X, upHit.HitPosition.Y, upRay.origin.Z, upHit.HitPosition.Z);
}
// make a new ray just past the last hit to keep looking for up hits
upRay = new Ray(new Vector3(xPos, yPos, upHit.HitPosition.Z + .001), Vector3.UnitZ, intersectionType: IntersectionType.Both);
}
} while (upHit != null);
}
}
// foreach face set the support heights in the overlapped support grid
// foreach grid column that has data
// trace down from the top to the first bottom hit (or bed)
// add a support column
var first = downFaces.First();
var position = downVerts[first.v0];
//AddSupportColumn(position.X, position.Y, position.Z, 0);
scene.Children.Modify(list =>
{
list.AddRange(holder.Children);
});
}
// this is the theory for regions rather than pillars
// separate the faces into face patch groups (these are the new support tops)
// project all the vertices of each patch group down until they hit an up face in the scene (or 0)
// make a new patch group at the z of the hit (these will be the bottoms)
// find the outline of the patch groups (these will be the walls of the top and bottom patches
// make a new mesh object with the top, bottom and walls, add it to the scene and mark it as support
return Task.CompletedTask;
});
}
private void RemoveExisting()
{
var existingSupports = scene.Children.Where(i => i.GetType() == typeof(GeneratedSupportObject3D));
scene.Children.Modify((list) =>
{
foreach (var item in existingSupports)
{
list.Remove(item);
}
});
}
public static bool RequiresSupport(InteractiveScene scene)
{
bool supportInScene = scene.VisibleMeshes().Any(i => i.WorldOutputType() == PrintOutputTypes.Support);
if (!supportInScene)
{
// there is no support in the scene check if there are faces that require support
var supportCandidates = scene.VisibleMeshes().Where(i => i.OutputType != PrintOutputTypes.Support);
// find all the faces that are candidates for support
foreach (var item in supportCandidates)
{
var matrix = item.WorldMatrix(scene);
for (int faceIndex = 0; faceIndex < item.Mesh.Faces.Count; faceIndex++)
{
bool aboveBed = false;
var face = item.Mesh.Faces[faceIndex];
var verts = new int[] { face.v0, face.v1, face.v2 };
foreach(var vertex in verts)
{
if(item.Mesh.Vertices[vertex].Transform(matrix).Z > .01)
{
aboveBed = true;
break;
}
}
if (aboveBed)
{
var face0Normal = item.Mesh.Faces[faceIndex].normal.TransformNormal(matrix).GetNormal();
var angle = MathHelper.RadiansToDegrees(Math.Acos(face0Normal.Dot(-Vector3Float.UnitZ)));
if (angle < MaxOverHangAngle)
{
// TODO: consider how much area all supported polygons represent
return true;
}
}
}
}
}
return false;
}
}
public static class FaceListExtensions
{
public static IPrimitive CreateTraceData(this FaceList faceList, List<Vector3> vertexList, int maxRecursion = int.MaxValue)
{
var allPolys = new List<IPrimitive>();
foreach (var face in faceList)
{
allPolys.Add(new TriangleShape(vertexList[face.v0], vertexList[face.v1], vertexList[face.v2], null));
}
return BoundingVolumeHierarchy.CreateNewHierachy(allPolys, maxRecursion);
}
public static IPrimitive CreateTraceData(this FaceList faceList, List<Vector3Float> vertexList, int maxRecursion = int.MaxValue)
{
var allPolys = new List<IPrimitive>();
foreach (var face in faceList)
{
allPolys.Add(new TriangleShape(vertexList[face.v0], vertexList[face.v1], vertexList[face.v2], null));
}
return BoundingVolumeHierarchy.CreateNewHierachy(allPolys, maxRecursion);
null, supportGenerator.Create
);
}
}
}

View file

@ -44,8 +44,6 @@ namespace MatterHackers.MatterControl.PrinterCommunication.Io
{
internal class PositionSensorData
{
public bool RecievingData { get; internal set; }
public double LastSensorDistance { get; internal set; }
public double LastStepperDistance { get; internal set; }
public int ExtrusionDiscrepency { get; internal set; }
@ -86,10 +84,10 @@ namespace MatterHackers.MatterControl.PrinterCommunication.Io
{
if (sensorDistance < -1 || sensorDistance > 1)
{
positionSensorData.RecievingData = true;
printer.Connection.FilamentPositionSensorDetected = true;
}
if (positionSensorData.RecievingData)
if (printer.Connection.FilamentPositionSensorDetected)
{
GCodeFile.GetFirstNumberAfter("STEPPER:", line, ref stepperDistance);

View file

@ -2451,6 +2451,13 @@ You will then need to logout and log back in to the computer for the changes to
set => printLevelingStream6.AllowLeveling = value;
}
/// <summary>
/// This gets set by the Pause Handling Stream when a change in the position sensor is seen.
/// It is improtant that this is not persisted, it is meant to function correctly if the user
/// plugs in or removes a filament position sensor.
/// </summary>
public bool FilamentPositionSensorDetected { get; internal set; }
public void TurnOffBedAndExtruders(TurnOff turnOffTime)
{
if (turnOffTime == TurnOff.Now)

View file

@ -44,6 +44,8 @@ namespace MatterHackers.MatterControl
public const string NotificationEmailAddress = nameof(NotificationEmailAddress);
public const string NotificationPhoneNumber = nameof(NotificationPhoneNumber);
public const string OpenScadPath = nameof(OpenScadPath);
public const string SupportMaxOverHangAngle = nameof(SupportMaxOverHangAngle);
public const string SupportPillarSize = nameof(SupportPillarSize);
public const string PopupLibraryWidth = nameof(PopupLibraryWidth);
public const string PrintHistoryFilterShowCompleted = nameof(PrintHistoryFilterShowCompleted);
public const string PrintNotificationsEnabled = nameof(PrintNotificationsEnabled);

@ -1 +1 @@
Subproject commit abd613e3e82c8af0fa60fed9b5a509af573f3924
Subproject commit 30d9e51561341dfbde153475425c3c0458d28eb1

@ -1 +1 @@
Subproject commit c9136949a147eee728294b80aeb752432cf3222d
Subproject commit a569521e61caab785d2bfc533cf1dee8a169a2ed

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@ -65,6 +65,7 @@
<Compile Include="MatterControl\Slicing\SliceLayersTests.cs" />
<Compile Include="MatterControl\LevelingTests.cs" />
<Compile Include="MatterControl\GCodeStreamTests.cs" />
<Compile Include="MatterControl\SupportGeneratorTests.cs" />
<Compile Include="MatterControl\TranslationsTests.cs" />
<Compile Include="MatterControl\UIFieldTestWindow.cs" />
<Compile Include="MatterControl\PathTests.cs" />

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@ -0,0 +1,47 @@
/*
Copyright (c) 2016, Lars Brubaker, John Lewin
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those
of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using MatterHackers.DataConverters3D;
using MatterHackers.MatterControl.DesignTools;
using NUnit.Framework;
namespace MatterControl.Tests.MatterControl
{
[TestFixture]
public class SupportGeneratorTests
{
[Test, Category("InteractiveScene")]
public void SupportExtentsTests()
{
// make a cube in the air and ensure that no mater where it is placed, support is always under the entire extents
InteractiveScene scene = new InteractiveScene();
var supportGenerator = new SupportGenerator(scene);
}
}
}