/* 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 MatterHackers.Agg; using MatterHackers.Agg.UI; using MatterHackers.DataConverters3D; using MatterHackers.Localizations; using MatterHackers.MatterControl.CustomWidgets; using MatterHackers.MatterControl.DesignTools; using MatterHackers.MatterControl.SlicerConfiguration; using MatterHackers.PolygonMesh; using MatterHackers.RayTracer; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl.PartPreviewWindow { public class GeneratedSupportObject3D : Object3D { public GeneratedSupportObject3D() { OutputType = PrintOutputTypes.Support; } } public class GenerateSupportPanel : FlowLayoutWidget { /// /// The amount to reduce the pillars so they are separated in the 3D view /// private double reduceAmount => PillarSize / 8; private InteractiveScene scene; private ThemeConfig theme; public GenerateSupportPanel(ThemeConfig theme, InteractiveScene scene) : base(FlowDirection.TopToBottom) { this.theme = theme; this.scene = scene; this.VAnchor = VAnchor.Fit; this.HAnchor = HAnchor.Absolute; this.Width = 300; this.BackgroundColor = theme.BackgroundColor; this.Padding = theme.DefaultContainerPadding; // put in support pillar size // support pillar resolution var pillarSizeField = new DoubleField(theme); pillarSizeField.Initialize(0); pillarSizeField.DoubleValue = PillarSize; pillarSizeField.ValueChanged += (s, e) => { PillarSize = pillarSizeField.DoubleValue; }; var pillarRow = PublicPropertyEditor.CreateSettingsRow("Pillar Size".Localize(), "The width and depth of the support pillars".Localize()); pillarRow.AddChild(pillarSizeField.Content); this.AddChild(pillarRow); // put in the angle setting var overHangField = new DoubleField(theme); overHangField.Initialize(0); overHangField.DoubleValue = MaxOverHangAngle; overHangField.ValueChanged += (s, e) => { MaxOverHangAngle = overHangField.DoubleValue; }; var overHangRow = PublicPropertyEditor.CreateSettingsRow("Overhang Angle".Localize(), "The angle to generate support for".Localize()); overHangRow.AddChild(overHangField.Content); this.AddChild(overHangRow); var buttonRow = new FlowLayoutWidget() { HAnchor = HAnchor.Stretch, VAnchor = VAnchor.Fit, Margin = new BorderDouble(top: 5) }; this.AddChild(buttonRow); buttonRow.AddChild(new HorizontalSpacer()); // add 'Remove Auto Supports' button var removeButton = theme.CreateDialogButton("Remove".Localize()); removeButton.ToolTipText = "Remove all auto generated supports".Localize(); removeButton.Click += (s, e) => RemoveExisting(); buttonRow.AddChild(removeButton); // add 'Generate Supports' button var generateButton = theme.CreateDialogButton("Generate".Localize()); generateButton.ToolTipText = "Find and create supports where needed".Localize(); generateButton.Click += (s, e) => Rebuild(); buttonRow.AddChild(generateButton); theme.ApplyPrimaryActionStyle(generateButton); } public static double MaxOverHangAngle { get; private set; } = 45; public double PillarSize { get; private set; } = 4; private void AddSupportColumn(double gridX, double gridY, double bottomZ, double topZ) { scene.Children.Add(new GeneratedSupportObject3D() { Mesh = PlatonicSolids.CreateCube(PillarSize - reduceAmount, PillarSize - reduceAmount, topZ - bottomZ), Matrix = Matrix4X4.CreateTranslation(gridX, gridY, bottomZ + (topZ - bottomZ) / 2) }); } private void Rebuild() { // 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 Vector3List(); var upFaces = new FaceList(); var downVerts = new Vector3List(); var downFaces = new FaceList(); foreach (var item in supportCandidates) { var matrix = item.WorldMatrix(scene); foreach (var face in item.Mesh.Faces) { var face0Normal = Vector3.TransformVector(face.Normal, matrix).GetNormal(); var angle = MathHelper.RadiansToDegrees(Math.Acos(Vector3.Dot(-Vector3.UnitZ, face0Normal))); if (angle < MaxOverHangAngle) { foreach (var triangle in face.AsTriangles()) { downFaces.Add(new int[] { downVerts.Count, downVerts.Count + 1, downVerts.Count + 2 }); downVerts.Add(Vector3.Transform(triangle.p0, matrix)); downVerts.Add(Vector3.Transform(triangle.p1, matrix)); downVerts.Add(Vector3.Transform(triangle.p2, matrix)); } } if(angle > 0) { foreach (var triangle in face.AsTriangles()) { upFaces.Add(new int[] { upVerts.Count, upVerts.Count + 1, upVerts.Count + 2 }); upVerts.Add(Vector3.Transform(triangle.p0, matrix)); upVerts.Add(Vector3.Transform(triangle.p1, matrix)); upVerts.Add(Vector3.Transform(triangle.p2, matrix)); } } } } 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 RectangleDouble gridBounds = new RectangleDouble(Math.Floor(bounds.minXYZ.X / PillarSize), Math.Floor(bounds.minXYZ.Y / PillarSize), Math.Ceiling(bounds.maxXYZ.X / PillarSize), Math.Ceiling(bounds.maxXYZ.Y / PillarSize)); var supportGrid = new List>((int)(gridBounds.Width * gridBounds.Height)); // 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 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); foreach (var face in item.Mesh.Faces) { bool aboveBed = false; foreach(var vertex in face.Vertices()) { if(Vector3.Transform(vertex.Position, matrix).Z > 0) { aboveBed = true; break; } } if (aboveBed) { var face0Normal = Vector3.TransformVector(face.Normal, matrix).GetNormal(); var angle = MathHelper.RadiansToDegrees(Math.Acos(Vector3.Dot(-Vector3.UnitZ, face0Normal))); 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, Vector3List vertexList, int maxRecursion = int.MaxValue) { var allPolys = new List(); foreach (var face in faceList) { allPolys.Add(new TriangleShape(vertexList[face[0]], vertexList[face[1]], vertexList[face[2]], null)); } return BoundingVolumeHierarchy.CreateNewHierachy(allPolys, maxRecursion); } } }