351 lines
No EOL
12 KiB
C#
351 lines
No EOL
12 KiB
C#
/*
|
|
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.Tasks;
|
|
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
|
|
{
|
|
[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 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)
|
|
{
|
|
if(topZ - bottomZ < .01)
|
|
{
|
|
// less than 10 micros high, don't ad it
|
|
return;
|
|
}
|
|
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()
|
|
{
|
|
Task.Run((Action)(() =>
|
|
{
|
|
// 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.FaceNormals[faceIndex].TransformVector(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;
|
|
downFaces.Add((fc, fc+1, fc+2));
|
|
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));
|
|
}
|
|
|
|
if (angle > 0)
|
|
{
|
|
var face = item.Mesh.Faces[faceIndex];
|
|
var verts = new int[] { face.v0, face.v1, face.v2 };
|
|
var fc = upFaces.Count;
|
|
upFaces.Add((fc, fc + 1, fc + 2));
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
|
|
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));
|
|
|
|
// 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(downHit.HitPosition.X, downHit.HitPosition.Y, downHit.HitPosition.Z, upHit.HitPosition.Z);
|
|
}
|
|
else
|
|
{
|
|
// did not find a hit, go to the bed
|
|
AddSupportColumn(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);
|
|
}
|
|
|
|
// 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
|
|
}));
|
|
}
|
|
|
|
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.FaceNormals[faceIndex].TransformVector(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);
|
|
}
|
|
}
|
|
} |