TriangleMesh IsotropicParticleMesher::_polygonizeSlices(FragmentedVector<MarkerParticle> &particles, FluidMaterialGrid &materialGrid) { int width, height, depth; double dx; _getSubdividedGridDimensions(&width, &height, &depth, &dx); int sliceWidth = ceil((double)width / (double)_numPolygonizationSlices); int numSlices = ceil((double)width / (double)sliceWidth); if (numSlices == 1) { return _polygonizeAll(particles, materialGrid); } TriangleMesh mesh; for (int i = 0; i < numSlices; i++) { int startidx = i*sliceWidth; int endidx = startidx + sliceWidth - 1; endidx = endidx < width ? endidx : width - 1; TriangleMesh sliceMesh = _polygonizeSlice(startidx, endidx, particles, materialGrid); vmath::vec3 offset = _getSliceGridPositionOffset(startidx, endidx); sliceMesh.translate(offset); mesh.join(sliceMesh); } return mesh; }
void SLAPrint::slice() { TriangleMesh mesh = this->model->mesh(); mesh.repair(); // align to origin taking raft into account this->bb = mesh.bounding_box(); if (this->config.raft_layers > 0) { this->bb.min.x -= this->config.raft_offset.value; this->bb.min.y -= this->config.raft_offset.value; this->bb.max.x += this->config.raft_offset.value; this->bb.max.y += this->config.raft_offset.value; } mesh.translate(0, 0, -bb.min.z); this->bb.translate(0, 0, -bb.min.z); // if we are generating a raft, first_layer_height will not affect mesh slicing const float lh = this->config.layer_height.value; const float first_lh = this->config.first_layer_height.value; // generate the list of Z coordinates for mesh slicing // (we slice each layer at half of its thickness) this->layers.clear(); { const float first_slice_lh = (this->config.raft_layers > 0) ? lh : first_lh; this->layers.push_back(Layer(first_slice_lh/2, first_slice_lh)); } while (this->layers.back().print_z + lh/2 <= mesh.stl.stats.max.z) { this->layers.push_back(Layer(this->layers.back().print_z + lh/2, this->layers.back().print_z + lh)); } // perform slicing and generate layers { std::vector<float> slice_z; for (size_t i = 0; i < this->layers.size(); ++i) slice_z.push_back(this->layers[i].slice_z); std::vector<ExPolygons> slices; TriangleMeshSlicer(&mesh).slice(slice_z, &slices); for (size_t i = 0; i < slices.size(); ++i) this->layers[i].slices.expolygons = slices[i]; } // generate infill if (this->config.fill_density < 100) { std::auto_ptr<Fill> fill(Fill::new_from_type(this->config.fill_pattern.value)); fill->bounding_box.merge(Point::new_scale(bb.min.x, bb.min.y)); fill->bounding_box.merge(Point::new_scale(bb.max.x, bb.max.y)); fill->spacing = this->config.get_abs_value("infill_extrusion_width", this->config.layer_height.value); fill->angle = Geometry::deg2rad(this->config.fill_angle.value); fill->density = this->config.fill_density.value/100; parallelize<size_t>( 0, this->layers.size()-1, boost::bind(&SLAPrint::_infill_layer, this, _1, fill.get()), this->config.threads.value ); } // generate support material this->sm_pillars.clear(); ExPolygons overhangs; if (this->config.support_material) { // flatten and merge all the overhangs { Polygons pp; for (std::vector<Layer>::const_iterator it = this->layers.begin()+1; it != this->layers.end(); ++it) pp += diff(it->slices, (it - 1)->slices); overhangs = union_ex(pp); } // generate points following the shape of each island Points pillars_pos; const coordf_t spacing = scale_(this->config.support_material_spacing); const coordf_t radius = scale_(this->sm_pillars_radius()); for (ExPolygons::const_iterator it = overhangs.begin(); it != overhangs.end(); ++it) { // leave a radius/2 gap between pillars and contour to prevent lateral adhesion for (float inset = radius * 1.5;; inset += spacing) { // inset according to the configured spacing Polygons curr = offset(*it, -inset); if (curr.empty()) break; // generate points along the contours for (Polygons::const_iterator pg = curr.begin(); pg != curr.end(); ++pg) { Points pp = pg->equally_spaced_points(spacing); for (Points::const_iterator p = pp.begin(); p != pp.end(); ++p) pillars_pos.push_back(*p); } } } // for each pillar, check which layers it applies to for (Points::const_iterator p = pillars_pos.begin(); p != pillars_pos.end(); ++p) { SupportPillar pillar(*p); bool object_hit = false; // check layers top-down for (int i = this->layers.size()-1; i >= 0; --i) { // check whether point is void in this layer if (!this->layers[i].slices.contains(*p)) { // no slice contains the point, so it's in the void if (pillar.top_layer > 0) { // we have a pillar, so extend it pillar.bottom_layer = i + this->config.raft_layers; } else if (object_hit) { // we don't have a pillar and we're below the object, so create one pillar.top_layer = i + this->config.raft_layers; } } else { if (pillar.top_layer > 0) { // we have a pillar which is not needed anymore, so store it and initialize a new potential pillar this->sm_pillars.push_back(pillar); pillar = SupportPillar(*p); } object_hit = true; } } if (pillar.top_layer > 0) this->sm_pillars.push_back(pillar); } } // generate a solid raft if requested // (do this after support material because we take support material shape into account) if (this->config.raft_layers > 0) { ExPolygons raft = this->layers.front().slices + overhangs; // take support material into account raft = offset_ex(raft, scale_(this->config.raft_offset)); for (int i = this->config.raft_layers; i >= 1; --i) { this->layers.insert(this->layers.begin(), Layer(0, first_lh + lh * (i-1))); this->layers.front().slices = raft; } // prepend total raft height to all sliced layers for (size_t i = this->config.raft_layers; i < this->layers.size(); ++i) this->layers[i].print_z += first_lh + lh * (this->config.raft_layers-1); } }