ExtrusionEntityCollection PerimeterGenerator::_fill_gaps(double min, double max, double w, const Polygons &gaps) const { ExtrusionEntityCollection coll; min *= (1 - INSET_OVERLAP_TOLERANCE); ExPolygons curr = diff_ex( offset2(gaps, -min/2, +min/2), offset2(gaps, -max/2, +max/2), true ); Polylines polylines; for (ExPolygons::const_iterator ex = curr.begin(); ex != curr.end(); ++ex) ex->medial_axis(max, min/2, &polylines); if (polylines.empty()) return coll; #ifdef SLIC3R_DEBUG if (!curr.empty()) printf(" %zu gaps filled with extrusion width = %f\n", curr.size(), w); #endif //my $flow = $layerm->flow(FLOW_ROLE_SOLID_INFILL, 0, $w); Flow flow( w, this->layer_height, this->solid_infill_flow.nozzle_diameter ); double mm3_per_mm = flow.mm3_per_mm(); for (Polylines::const_iterator p = polylines.begin(); p != polylines.end(); ++p) { ExtrusionPath path(erGapFill); path.polyline = *p; path.mm3_per_mm = mm3_per_mm; path.width = flow.width; path.height = this->layer_height; if (p->is_valid() && p->first_point().coincides_with(p->last_point())) { // since medial_axis() now returns only Polyline objects, detect loops here ExtrusionLoop loop; loop.paths.push_back(path); coll.append(loop); } else { coll.append(path); } } return coll; }
TEST_F(DisplayItemPropertyTreeBuilderTest, Nested2DTranslation) { FloatSize offset1(10, -40); TransformationMatrix translation1; translation1.translate(offset1.width(), offset1.height()); FloatSize offset2(80, 80); TransformationMatrix translation2; translation2.translate(offset2.width(), offset2.height()); // These drawings should share a transform node but have different range // record offsets. processDummyDisplayItem(); auto transform1 = processBeginTransform3D(translation1); processDummyDisplayItem(); auto transform2 = processBeginTransform3D(translation2); processDummyDisplayItem(); processEndTransform3D(transform2); processEndTransform3D(transform1); finishPropertyTrees(); // There should only be a root transform node. ASSERT_EQ(1u, transformTree().nodeCount()); EXPECT_TRUE(transformTree().nodeAt(0).isRoot()); // Check that the range records have the right offsets. EXPECT_THAT(rangeRecordsAsStdVector(), ElementsAre( AllOf(hasRange(0, 1), hasTransformNode(0), hasOffset(FloatSize())), AllOf(hasRange(2, 3), hasTransformNode(0), hasOffset(offset1)), AllOf(hasRange(4, 5), hasTransformNode(0), hasOffset(offset1 + offset2)))); }
Slic3r::ExPolygons offset2_ex(const Slic3r::Polygons &polygons, const float delta1, const float delta2, const ClipperLib::JoinType joinType, const double miterLimit) { Slic3r::ExPolygons expp; offset2(polygons, &expp, delta1, delta2, joinType, miterLimit); return expp; }
void qxgeditScale::setOffset2 ( unsigned short iOffset2 ) { if (m_iOffset2 != iOffset2) { m_iOffset2 = iOffset2; update(); emit offset2Changed(offset2()); } }
void offset2(const Slic3r::Polygons &polygons, Slic3r::ExPolygons* retval, const float delta1, const float delta2, const double scale, const ClipperLib::JoinType joinType, const double miterLimit) { // perform offset ClipperLib::Paths output; offset2(polygons, &output, delta1, delta2, scale, joinType, miterLimit); // convert into ExPolygons ClipperPaths_to_Slic3rExPolygons(output, retval); }
void offset2_ex(const Slic3r::Polygons &polygons, Slic3r::ExPolygons &retval, const float delta1, const float delta2, const double scale, const ClipperLib::JoinType joinType, const double miterLimit) { // perform offset ClipperLib::Paths* output = new ClipperLib::Paths(); offset2(polygons, *output, delta1, delta2, scale, joinType, miterLimit); // convert into ExPolygons ClipperPaths_to_Slic3rExPolygons(*output, retval); delete output; }
void CPlayerStateSwim_WaterTestProxy::DebugDraw(const CPlayer& player, const Vec3& referencePosition) { // DEBUG RENDERING const SPlayerStats& stats = *player.GetActorStats(); const bool debugSwimming = (g_pGameCVars->cl_debugSwimming != 0); if (debugSwimming && (m_playerWaterLevel > -10.0f) && (m_playerWaterLevel < 10.0f)) { const Vec3 surfacePosition(referencePosition.x, referencePosition.y, m_waterLevel); const Vec3 vRight(player.GetBaseQuat().GetColumn0()); const static ColorF referenceColor(1,1,1,1); const static ColorF surfaceColor1(0,0.5f,1,1); const static ColorF surfaceColor0(0,0,0.5f,0); const static ColorF bottomColor(0,0.5f,0,1); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(referencePosition, 0.1f, referenceColor); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, surfaceColor1, surfacePosition, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(surfacePosition, 0.2f, surfaceColor1); gEnv->pRenderer->DrawLabel(referencePosition + vRight * 0.5f, 1.5f, "WaterLevel %3.2f (Head underwater: %d)", m_playerWaterLevel, m_headUnderwater ? 1 : 0); const static int lines = 16; const static float radius0 = 0.5f; const static float radius1 = 1.0f; const static float radius2 = 2.0f; for (int i = 0; i < lines; ++i) { float radians = ((float)i / (float)lines) * gf_PI2; Vec3 offset0(radius0 * cos_tpl(radians), radius0 * sin_tpl(radians), 0); Vec3 offset1(radius1 * cos_tpl(radians), radius1 * sin_tpl(radians), 0); Vec3 offset2(radius2 * cos_tpl(radians), radius2 * sin_tpl(radians), 0); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset0, surfaceColor0, surfacePosition+offset1, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset1, surfaceColor1, surfacePosition+offset2, surfaceColor0, 2.0f); } if (m_bottomLevel > 0.0f) { const Vec3 bottomPosition(referencePosition.x, referencePosition.y, m_bottomLevel); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, bottomColor, bottomPosition, bottomColor, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(bottomPosition, 0.2f, bottomColor); gEnv->pRenderer->DrawLabel(bottomPosition + Vec3(0,0,0.5f) - vRight * 0.5f, 1.5f, "BottomDepth %3.3f", m_waterLevel - m_bottomLevel); } } }
bool Overlap::exceeds(const Slice& slice1a, const Slice& slice1b, const Slice& slice2, double value) { /** * First, compute the upper bound for the slice overlap based on the * bounding boxes. */ // values to add to slice2's pixel positions util::point<int, 2> offset2(0, 0); // ...only non-zero if we want to align slice2 to both slice1s if (_align) { // the mean pixel location of slice1a and slice1b util::point<double, 2> center1 = (slice1a.getComponent()->getCenter()*slice1a.getComponent()->getSize() + slice1b.getComponent()->getCenter()*slice1b.getComponent()->getSize()) / (double)(slice1a.getComponent()->getSize() + slice1b.getComponent()->getSize()); offset2 = center1 - slice2.getComponent()->getCenter(); } util::box<double, 2> bb_intersection_a = slice1a.getComponent()->getBoundingBox().intersection(slice2.getComponent()->getBoundingBox() + offset2); util::box<double, 2> bb_intersection_b = slice1b.getComponent()->getBoundingBox().intersection(slice2.getComponent()->getBoundingBox() + offset2); double maxOverlap = bb_intersection_a.area() + bb_intersection_b.area(); if (_normalized) maxOverlap = normalize(slice1a, slice1b, slice2, maxOverlap); /** * If this exceeds the threshold, perform the exact computation of the * overlap. */ if (maxOverlap <= value) return false; return (*this)(slice1a, slice1b, slice2) > value; }
double Overlap::operator()(const Slice& slice1a, const Slice& slice1b, const Slice& slice2) { // values to add to slice2's pixel positions util::point<int, 2> offset2(0, 0); // ...only non-zero if we want to align slice2 to both slice1s if (_align) { // the mean pixel location of slice1a and slice1b util::point<double, 2> center1 = (slice1a.getComponent()->getCenter()*slice1a.getComponent()->getSize() + slice1b.getComponent()->getCenter()*slice1b.getComponent()->getSize()) / (double)(slice1a.getComponent()->getSize() + slice1b.getComponent()->getSize()); offset2 = center1 - slice2.getComponent()->getCenter(); } unsigned int numOverlapa = overlap( *slice1a.getComponent(), *slice2.getComponent(), offset2); unsigned int numOverlapb = overlap( *slice1b.getComponent(), *slice2.getComponent(), offset2); unsigned int numOverlap = numOverlapa + numOverlapb; if (_normalized) { return normalize(slice1a, slice1b, slice2, numOverlap); } else { return numOverlap; } }
void Diagcat::evaluateMX(const MXPtrV& input, MXPtrV& output, const MXPtrVV& fwdSeed, MXPtrVV& fwdSens, const MXPtrVV& adjSeed, MXPtrVV& adjSens, bool output_given) { int nfwd = fwdSens.size(); int nadj = adjSeed.size(); // Non-differentiated output if (!output_given) { *output[0] = diagcat(getVector(input)); } // Forward sensitivities for (int d = 0; d<nfwd; ++d) { *fwdSens[d][0] = diagcat(getVector(fwdSeed[d])); } // Quick return? if (nadj==0) return; // Get offsets for each row and column vector<int> offset1(ndep()+1, 0); vector<int> offset2(ndep()+1, 0); for (int i=0; i<ndep(); ++i) { int ncol = dep(i).sparsity().size2(); int nrow = dep(i).sparsity().size1(); offset2[i+1] = offset2[i] + ncol; offset1[i+1] = offset1[i] + nrow; } // Adjoint sensitivities for (int d=0; d<nadj; ++d) { MX& aseed = *adjSeed[d][0]; vector<MX> s = diagsplit(aseed, offset1, offset2); aseed = MX(); for (int i=0; i<ndep(); ++i) { adjSens[d][i]->addToSum(s[i]); } } }
bool Overlap::exceeds(const Slice& slice1, const Slice& slice2, double value, double& exceededValue) { /** * First, compute the upper bound for the slice overlap based on the * bounding boxes. */ // values to add to slice2's pixel positions util::point<int, 2> offset2(0, 0); // ...only non-zero if we want to align both slices if (_align) offset2 = slice1.getComponent()->getCenter() - slice2.getComponent()->getCenter(); util::box<double, 2> bb_intersection = slice1.getComponent()->getBoundingBox().intersection(slice2.getComponent()->getBoundingBox() + offset2); double maxOverlap = bb_intersection.area(); if (_normalized) maxOverlap = normalize(slice1, slice2, maxOverlap); /** * If this exceeds the threshold, perform the exact computation of the * overlap. */ if (maxOverlap <= value) { exceededValue = value; return false; } exceededValue = (*this)(slice1, slice2); return exceededValue > value; }
double Overlap::operator()(const Slice& slice1, const Slice& slice2) { // values to add to slice2's pixel positions util::point<int, 2> offset2(0, 0); // ...only non-zero if we want to align both slices if (_align) offset2 = slice1.getComponent()->getCenter() - slice2.getComponent()->getCenter(); unsigned int numOverlap = overlap( *slice1.getComponent(), *slice2.getComponent(), offset2); if (_normalized) { return normalize(slice1, slice2, numOverlap); } else { return numOverlap; } }
void BigDoxieNoFeet::addSegments(tgStructure& puppy, tgStructure& vertebra, tgStructure& hip, tgStructure& leg, tgStructure& foot, double r){ const double offsetDist = r+1; const double offsetDist2 = offsetDist*8; const double offsetDist3 = offsetDist2+4; const double yOffset_leg = -(2*r+1); const double yOffset_foot = -(2*r+6); //Vertebrae btVector3 offset(offsetDist,0.0,0); //Hips btVector3 offset1(offsetDist*2,0.0,offsetDist); btVector3 offset2(offsetDist2,0.0,offsetDist); btVector3 offset3(offsetDist*2,0.0,-offsetDist); btVector3 offset4(offsetDist2,0.0,-offsetDist); //Lower legs btVector3 offset5(offsetDist3,yOffset_leg,offsetDist); btVector3 offset6(offsetDist3,yOffset_leg,-offsetDist); btVector3 offset7(r*2,yOffset_leg,offsetDist); btVector3 offset8(r*2,yOffset_leg,-offsetDist); //Feet btVector3 offset9(offsetDist3+1,yOffset_foot,offsetDist); btVector3 offset10(offsetDist3+1,yOffset_foot,-offsetDist); btVector3 offset11(r*2+1,yOffset_foot,offsetDist); btVector3 offset12(r*2+1,yOffset_foot,-offsetDist); for(std::size_t i = 0; i < m_segments; i++) { //Connect segments for spine of puppy tgStructure* t = new tgStructure (vertebra); t->addTags(tgString("spine segment num", i + 1)); t->move((i + 1)*offset); if (i % 2 == 1){ t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), 0.0); } else{ t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), M_PI/2.0); } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = m_segments; i < (m_segments + 2); i++) {//deal with right hip and shoulder first tgStructure* t = new tgStructure (hip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset2); t->addRotation(btVector3(offsetDist2, 0.0, offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset1); t->addRotation(btVector3(offsetDist*2, 0.0, offsetDist), btVector3(0, 1, 0), M_PI); } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = (m_segments + 2); i < (m_segments + m_hips); i++) {//deal with left hip and shoulder now tgStructure* t = new tgStructure (hip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset4); } else{ t->move(offset3); } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = (m_segments + m_hips); i < (m_segments + m_hips + 2); i++) {//right front and back legs tgStructure* t = new tgStructure (leg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset5); t->addRotation(btVector3(offsetDist3, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset7); t->addRotation(btVector3(r*2, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); //the rotations for the legs are a remnant of the earlier design. Removing them now //would mean changing all my muscle attachments. I will do this someday. } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = (m_segments + m_hips + 2); i < (m_segments + m_hips + m_legs); i++) {//left front and back legs tgStructure* t = new tgStructure (leg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset6); t->addRotation(btVector3(offsetDist3, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset8); t->addRotation(btVector3(r*2, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } puppy.addChild(t); //Add a segment to the puppy } /*for(std::size_t i = (m_segments + m_hips + m_legs); i < (m_segments + m_hips + m_legs + 2); i++) {//right front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset9); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } else{ t->move(offset11); t->addRotation(btVector3(r*2+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = (m_segments + m_hips + m_legs + 2); i < (m_segments + m_hips + m_legs + m_feet); i++) {//left front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset10); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } else{ t->move(offset12); t->addRotation(btVector3(r*2+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } puppy.addChild(t); //Add a segment to the puppy } */ }
void PerimeterGenerator::process() { // other perimeters this->_mm3_per_mm = this->perimeter_flow.mm3_per_mm(); coord_t pwidth = this->perimeter_flow.scaled_width(); coord_t pspacing = this->perimeter_flow.scaled_spacing(); // external perimeters this->_ext_mm3_per_mm = this->ext_perimeter_flow.mm3_per_mm(); coord_t ext_pwidth = this->ext_perimeter_flow.scaled_width(); coord_t ext_pspacing = this->ext_perimeter_flow.scaled_spacing(); coord_t ext_pspacing2 = this->ext_perimeter_flow.scaled_spacing(this->perimeter_flow); // overhang perimeters this->_mm3_per_mm_overhang = this->overhang_flow.mm3_per_mm(); // solid infill coord_t ispacing = this->solid_infill_flow.scaled_spacing(); coord_t gap_area_threshold = pwidth * pwidth; // Calculate the minimum required spacing between two adjacent traces. // This should be equal to the nominal flow spacing but we experiment // with some tolerance in order to avoid triggering medial axis when // some squishing might work. Loops are still spaced by the entire // flow spacing; this only applies to collapsing parts. // For ext_min_spacing we use the ext_pspacing calculated for two adjacent // external loops (which is the correct way) instead of using ext_pspacing2 // which is the spacing between external and internal, which is not correct // and would make the collapsing (thus the details resolution) dependent on // internal flow which is unrelated. coord_t min_spacing = pspacing * (1 - INSET_OVERLAP_TOLERANCE); coord_t ext_min_spacing = ext_pspacing * (1 - INSET_OVERLAP_TOLERANCE); // prepare grown lower layer slices for overhang detection if (this->lower_slices != NULL && this->config->overhangs) { // We consider overhang any part where the entire nozzle diameter is not supported by the // lower layer, so we take lower slices and offset them by half the nozzle diameter used // in the current layer double nozzle_diameter = this->print_config->nozzle_diameter.get_at(this->config->perimeter_extruder-1); this->_lower_slices_p = offset(*this->lower_slices, scale_(+nozzle_diameter/2)); } // we need to process each island separately because we might have different // extra perimeters for each one for (Surfaces::const_iterator surface = this->slices->surfaces.begin(); surface != this->slices->surfaces.end(); ++surface) { // detect how many perimeters must be generated for this island signed short loop_number = this->config->perimeters + surface->extra_perimeters; loop_number--; // 0-indexed loops Polygons gaps; Polygons last = surface->expolygon.simplify_p(SCALED_RESOLUTION); if (loop_number >= 0) { // no loops = -1 std::vector<PerimeterGeneratorLoops> contours(loop_number+1); // depth => loops std::vector<PerimeterGeneratorLoops> holes(loop_number+1); // depth => loops Polylines thin_walls; // we loop one time more than needed in order to find gaps after the last perimeter was applied for (signed short i = 0; i <= loop_number+1; ++i) { // outer loop is 0 Polygons offsets; if (i == 0) { // the minimum thickness of a single loop is: // ext_width/2 + ext_spacing/2 + spacing/2 + width/2 if (this->config->thin_walls) { offsets = offset2( last, -(ext_pwidth/2 + ext_min_spacing/2 - 1), +(ext_min_spacing/2 - 1) ); } else { offsets = offset(last, -ext_pwidth/2); } // look for thin walls if (this->config->thin_walls) { Polygons diffpp = diff( last, offset(offsets, +ext_pwidth/2), true // medial axis requires non-overlapping geometry ); // the following offset2 ensures almost nothing in @thin_walls is narrower than $min_width // (actually, something larger than that still may exist due to mitering or other causes) coord_t min_width = ext_pwidth / 2; ExPolygons expp = offset2_ex(diffpp, -min_width/2, +min_width/2); // the maximum thickness of our thin wall area is equal to the minimum thickness of a single loop Polylines pp; for (ExPolygons::const_iterator ex = expp.begin(); ex != expp.end(); ++ex) ex->medial_axis(ext_pwidth + ext_pspacing2, min_width, &pp); double threshold = ext_pwidth * 2; for (Polylines::const_iterator p = pp.begin(); p != pp.end(); ++p) { if (p->length() > threshold) { thin_walls.push_back(*p); } } #ifdef DEBUG printf(" %zu thin walls detected\n", thin_walls.size()); #endif /* if (false) { require "Slic3r/SVG.pm"; Slic3r::SVG::output( "medial_axis.svg", no_arrows => 1, #expolygons => \@expp, polylines => \@thin_walls, ); } */ } } else { coord_t distance = (i == 1) ? ext_pspacing2 : pspacing; if (this->config->thin_walls) { offsets = offset2( last, -(distance + min_spacing/2 - 1), +(min_spacing/2 - 1) ); } else { offsets = offset( last, -distance ); } // look for gaps if (this->config->gap_fill_speed.value > 0 && this->config->fill_density.value > 0) { // not using safety offset here would "detect" very narrow gaps // (but still long enough to escape the area threshold) that gap fill // won't be able to fill but we'd still remove from infill area ExPolygons diff_expp = diff_ex( offset(last, -0.5*distance), offset(offsets, +0.5*distance + 10) // safety offset ); for (ExPolygons::const_iterator ex = diff_expp.begin(); ex != diff_expp.end(); ++ex) { if (fabs(ex->area()) >= gap_area_threshold) { Polygons pp = *ex; gaps.insert(gaps.end(), pp.begin(), pp.end()); } } } } if (offsets.empty()) break; if (i > loop_number) break; // we were only looking for gaps this time last = offsets; for (Polygons::const_iterator polygon = offsets.begin(); polygon != offsets.end(); ++polygon) { PerimeterGeneratorLoop loop(*polygon, i); loop.is_contour = polygon->is_counter_clockwise(); if (loop.is_contour) { contours[i].push_back(loop); } else { holes[i].push_back(loop); } } } // nest loops: holes first for (signed short d = 0; d <= loop_number; ++d) { PerimeterGeneratorLoops &holes_d = holes[d]; // loop through all holes having depth == d for (signed short i = 0; i < holes_d.size(); ++i) { const PerimeterGeneratorLoop &loop = holes_d[i]; // find the hole loop that contains this one, if any for (signed short t = d+1; t <= loop_number; ++t) { for (signed short j = 0; j < holes[t].size(); ++j) { PerimeterGeneratorLoop &candidate_parent = holes[t][j]; if (candidate_parent.polygon.contains(loop.polygon.first_point())) { candidate_parent.children.push_back(loop); holes_d.erase(holes_d.begin() + i); --i; goto NEXT_LOOP; } } } // if no hole contains this hole, find the contour loop that contains it for (signed short t = loop_number; t >= 0; --t) { for (signed short j = 0; j < contours[t].size(); ++j) { PerimeterGeneratorLoop &candidate_parent = contours[t][j]; if (candidate_parent.polygon.contains(loop.polygon.first_point())) { candidate_parent.children.push_back(loop); holes_d.erase(holes_d.begin() + i); --i; goto NEXT_LOOP; } } } NEXT_LOOP: ; } } // nest contour loops for (signed short d = loop_number; d >= 1; --d) { PerimeterGeneratorLoops &contours_d = contours[d]; // loop through all contours having depth == d for (signed short i = 0; i < contours_d.size(); ++i) { const PerimeterGeneratorLoop &loop = contours_d[i]; // find the contour loop that contains it for (signed short t = d-1; t >= 0; --t) { for (signed short j = 0; j < contours[t].size(); ++j) { PerimeterGeneratorLoop &candidate_parent = contours[t][j]; if (candidate_parent.polygon.contains(loop.polygon.first_point())) { candidate_parent.children.push_back(loop); contours_d.erase(contours_d.begin() + i); --i; goto NEXT_CONTOUR; } } } NEXT_CONTOUR: ; } } // at this point, all loops should be in contours[0] ExtrusionEntityCollection entities = this->_traverse_loops(contours.front(), thin_walls); // if brim will be printed, reverse the order of perimeters so that // we continue inwards after having finished the brim // TODO: add test for perimeter order if (this->config->external_perimeters_first || (this->layer_id == 0 && this->print_config->brim_width.value > 0)) entities.reverse(); // append perimeters for this slice as a collection if (!entities.empty()) this->loops->append(entities); } // fill gaps if (!gaps.empty()) { /* if (false) { require "Slic3r/SVG.pm"; Slic3r::SVG::output( "gaps.svg", expolygons => union_ex(\@gaps), ); } */ // where $pwidth < thickness < 2*$pspacing, infill with width = 2*$pwidth // where 0.1*$pwidth < thickness < $pwidth, infill with width = 1*$pwidth std::vector<PerimeterGeneratorGapSize> gap_sizes; gap_sizes.push_back(PerimeterGeneratorGapSize(pwidth, 2*pspacing, 2*pwidth)); gap_sizes.push_back(PerimeterGeneratorGapSize(0.1*pwidth, pwidth, 1*pwidth)); for (std::vector<PerimeterGeneratorGapSize>::const_iterator gap_size = gap_sizes.begin(); gap_size != gap_sizes.end(); ++gap_size) { ExtrusionEntityCollection gap_fill = this->_fill_gaps(gap_size->min, gap_size->max, unscale(gap_size->width), gaps); this->gap_fill->append(gap_fill.entities); // Make sure we don't infill narrow parts that are already gap-filled // (we only consider this surface's gaps to reduce the diff() complexity). // Growing actual extrusions ensures that gaps not filled by medial axis // are not subtracted from fill surfaces (they might be too short gaps // that medial axis skips but infill might join with other infill regions // and use zigzag). coord_t dist = gap_size->width/2; Polygons filled; for (ExtrusionEntitiesPtr::const_iterator it = gap_fill.entities.begin(); it != gap_fill.entities.end(); ++it) { Polygons f; offset((*it)->as_polyline(), &f, dist); filled.insert(filled.end(), f.begin(), f.end()); } last = diff(last, filled); gaps = diff(gaps, filled); // prevent more gap fill here } } // create one more offset to be used as boundary for fill // we offset by half the perimeter spacing (to get to the actual infill boundary) // and then we offset back and forth by half the infill spacing to only consider the // non-collapsing regions coord_t inset = 0; if (loop_number == 0) { // one loop inset += ext_pspacing2/2; } else if (loop_number > 0) { // two or more loops inset += pspacing/2; } // only apply infill overlap if we actually have one perimeter if (inset > 0) inset -= this->config->get_abs_value("infill_overlap", inset + ispacing/2); { ExPolygons expp = union_ex(last); // simplify infill contours according to resolution Polygons pp; for (ExPolygons::const_iterator ex = expp.begin(); ex != expp.end(); ++ex) ex->simplify_p(SCALED_RESOLUTION, &pp); // collapse too narrow infill areas coord_t min_perimeter_infill_spacing = ispacing * (1 - INSET_OVERLAP_TOLERANCE); expp = offset2_ex( pp, -inset -min_perimeter_infill_spacing/2, +min_perimeter_infill_spacing/2 ); // append infill areas to fill_surfaces for (ExPolygons::const_iterator ex = expp.begin(); ex != expp.end(); ++ex) this->fill_surfaces->surfaces.push_back(Surface(stInternal, *ex)); // use a bogus surface type } } }
//--------------------------------------------------------------------- void PlayPen_testPoseAnimationWithoutNormals::setupContent() { mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); Vector3 dir(-1, -1, 0.5); dir.normalise(); Light* l = mSceneMgr->createLight("light1"); l->setType(Light::LT_DIRECTIONAL); l->setDirection(dir); MeshPtr mesh = MeshManager::getSingleton().load("cube.mesh", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); String newName = "testposenonormals.mesh"; mesh = mesh->clone(newName); SubMesh* sm = mesh->getSubMesh(0); // Re-organise geometry since this mesh has no animation and all // vertex elements are packed into one buffer VertexDeclaration* newDecl = sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(false, true, false); sm->vertexData->reorganiseBuffers(newDecl); // create 2 poses Pose* pose = mesh->createPose(1, "pose1"); // Pose1 moves vertices 0, 1, 2 and 3 upward Vector3 offset1(0, 50, 0); pose->addVertex(0, offset1); pose->addVertex(1, offset1); pose->addVertex(2, offset1); pose->addVertex(3, offset1); pose = mesh->createPose(1, "pose2"); // Pose2 moves vertices 3, 4, and 5 to the right // Note 3 gets affected by both Vector3 offset2(100, 0, 0); pose->addVertex(3, offset2); pose->addVertex(4, offset2); pose->addVertex(5, offset2); Animation* anim = mesh->createAnimation("poseanim", 20.0f); VertexAnimationTrack* vt = anim->createVertexTrack(1, sm->vertexData, VAT_POSE); // Frame 0 - no effect VertexPoseKeyFrame* kf = vt->createVertexPoseKeyFrame(0); // Frame 1 - bring in pose 1 (index 0) kf = vt->createVertexPoseKeyFrame(3); kf->addPoseReference(0, 1.0f); // Frame 2 - remove all kf = vt->createVertexPoseKeyFrame(6); // Frame 3 - bring in pose 2 (index 1) kf = vt->createVertexPoseKeyFrame(9); kf->addPoseReference(1, 1.0f); // Frame 4 - remove all kf = vt->createVertexPoseKeyFrame(12); // Frame 5 - bring in pose 1 at 50%, pose 2 at 100% kf = vt->createVertexPoseKeyFrame(15); kf->addPoseReference(0, 0.5f); kf->addPoseReference(1, 1.0f); // Frame 6 - bring in pose 1 at 100%, pose 2 at 50% kf = vt->createVertexPoseKeyFrame(18); kf->addPoseReference(0, 1.0f); kf->addPoseReference(1, 0.5f); // Frame 7 - reset kf = vt->createVertexPoseKeyFrame(20); // Export the mesh DataStreamPtr stream = Root::getSingleton().createFileStream(newName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true); MeshSerializer ser; ser.exportMesh(mesh.get(), stream); stream->close(); // Unload old mesh to force reload MeshManager::getSingleton().remove(mesh->getHandle()); mesh->unload(); mesh.setNull(); Entity* e; AnimationState* animState; // software pose e = mSceneMgr->createEntity("test2", newName); mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(150,0,0))->attachObject(e); animState = e->getAnimationState("poseanim"); animState->setEnabled(true); animState->setWeight(1.0f); mAnimStateList.push_back(animState); // test hardware pose e = mSceneMgr->createEntity("test", newName); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(e); e->setMaterialName("Examples/HardwarePoseAnimation"); animState = e->getAnimationState("poseanim"); animState->setEnabled(true); animState->setWeight(1.0f); mAnimStateList.push_back(animState); mCamera->setNearClipDistance(0.5); Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = 200; MeshManager::getSingleton().createPlane("Myplane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, 1500,1500,10,10,true,1,5,5,Vector3::UNIT_Z); Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" ); pPlaneEnt->setMaterialName("2 - Default"); pPlaneEnt->setCastShadows(false); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); mCamera->setPosition(0,-200,-300); mCamera->lookAt(0,0,0); }
// Draw curve. void qxgeditScale::paintEvent ( QPaintEvent *pPaintEvent ) { QPainter painter(this); const int h = height(); const int w = width(); const int h2 = h >> 1; const int x1 = 6 + int((m_iBreak1 * (w - 12)) >> 7); const int x2 = 6 + int((m_iBreak2 * (w - 12)) >> 7); const int x3 = 6 + int((m_iBreak3 * (w - 12)) >> 7); const int x4 = 6 + int((m_iBreak4 * (w - 12)) >> 7); const int y1 = h2 - ((int(m_iOffset1) - 64) * (h - 12) >> 7); const int y2 = h2 - ((int(m_iOffset2) - 64) * (h - 12) >> 7); const int y3 = h2 - ((int(m_iOffset3) - 64) * (h - 12) >> 7); const int y4 = h2 - ((int(m_iOffset4) - 64) * (h - 12) >> 7); m_poly.putPoints(0, 6, 0, y1, x1, y1, x2, y2, x3, y3, x4, y4, w, y4); const QPalette& pal = palette(); const bool bDark = (pal.window().color().value() < 0x7f); const QColor& rgbLite = (bDark ? Qt::darkYellow : Qt::yellow); if (bDark) painter.fillRect(0, 0, w, h, pal.dark().color()); painter.setRenderHint(QPainter::Antialiasing, true); painter.setPen(bDark ? Qt::gray : Qt::darkGray); const QPen oldpen(painter.pen()); QPen dotpen(oldpen); dotpen.setStyle(Qt::DotLine); painter.setPen(dotpen); painter.drawLine(0, h2, w, h2); painter.setPen(oldpen); painter.drawPolyline(m_poly); painter.setBrush(rgbLite); // pal.midlight().color() painter.drawRect(nodeRect(1)); painter.drawRect(nodeRect(2)); painter.drawRect(nodeRect(3)); painter.drawRect(nodeRect(4)); #ifdef CONFIG_DEBUG_0 painter.drawText(QFrame::rect(), Qt::AlignTop|Qt::AlignHCenter, tr("Break (%1,%2,%3,%4) Offset(%5,%6,%7,%8)") .arg(int(break1())) .arg(int(break2())) .arg(int(break3())) .arg(int(break4())) .arg(int(offset1()) - 64) .arg(int(offset2()) - 64) .arg(int(offset3()) - 64) .arg(int(offset4()) - 64)); #endif painter.setRenderHint(QPainter::Antialiasing, false); painter.end(); QFrame::paintEvent(pPaintEvent); }
void BigPuppy::setup(tgWorld& world) { //Rod and Muscle configuration. Todo: make these into structs in a namespace block! const double density = 4.2/300.0; //Note: this needs to be high enough or things fly apart... const double radius = 0.5; const double rod_space = 10.0; const double friction = 0.5; const double rollFriction = 0.0; const double restitution = 0.0; const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); const double radius2 = 0.15; const double density2 = 1; // Note: This needs to be high enough or things fly apart... const tgRod::Config rodConfig2(radius2, density2); const double stiffness = 1000.0; const double damping = .01*stiffness; const double pretension = 0.0; const bool history = false; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double passivePretension = 700; // 5 N #ifdef USE_KINEMATIC const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; tgKinematicActuator::Config motorConfig(2000, 20, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #else const tgSpringCableActuator::Config stringConfig(stiffness, damping, pretension, false, 7000, 24); tgSpringCableActuator::Config muscleConfig(2000, 20, passivePretension); #endif // Calculations for the flemons spine model double v_size = 10.0; //Todo: make separate functions for node, rod, and muscle placement! Do for each type of segment. //Foot: tgStructure foot; //Foot nodes. Todo: make into separate function foot.addNode(8,0,8);//0 foot.addNode(8,0,-8);//1 foot.addNode(-8,0,-8);//2 foot.addNode(-8,0,8);//3 foot.addNode(4,rod_space/2,0);//4 foot.addNode(0,rod_space/2,-4);//5 foot.addNode(-4,rod_space/2,0);//6 foot.addNode(0,rod_space/2,4);//7 //Foot rods. Todo: make into separate function foot.addPair(0,6,"rod"); foot.addPair(1,7,"rod"); foot.addPair(2,4,"rod"); foot.addPair(3,5,"rod"); //Create basic unit for right leg. Todo: make just one basic unit for right and left legs, since they're now the same. tgStructure rightLeg; //Right Leg nodes: rightLeg.addNode(0,0,0); //0: Bottom Center of lower leg segment rightLeg.addNode(0,10,0); //1: Center of lower leg segment rightLeg.addNode(10,10,0); //2: Right of lower leg segment rightLeg.addNode(-10,10,0); //3: Left of lower leg segment rightLeg.addNode(0,20,0); //4: Top of lower leg segment rightLeg.addNode(0,-4,0); //5: was z=3; was y=-3 //rightLeg.addNode(0,-3,-3); //6 //rightLeg.addNode(3,-3,0); //7 //rightLeg.addNode(-3,-3,0); //8 //Add rods for right leg: rightLeg.addPair(0,1,"rod"); rightLeg.addPair(1,2,"rod"); rightLeg.addPair(1,3,"rod"); rightLeg.addPair(1,4,"rod"); rightLeg.addPair(0,5,"rod"); //rightLeg.addPair(0,6,"rod"); //rightLeg.addPair(0,7,"rod"); //rightLeg.addPair(0,8,"rod"); //Create basic unit for left leg tgStructure leftLeg; //Left Leg nodes: leftLeg.addNode(0,0,0); //0: Bottom Center of lower leg segment leftLeg.addNode(0,10,0); //1: Center of lower leg segment leftLeg.addNode(10,10,0); //2: Right of lower leg segment leftLeg.addNode(-10,10,0); //3: Left of lower leg segment leftLeg.addNode(0,20,0); //4: Top of lower leg segment leftLeg.addNode(0,-4,0); //5: was z=3; was y=-3 //leftLeg.addNode(0,-3,-3); //6 //leftLeg.addNode(3,-3,0); //7 //leftLeg.addNode(-3,-3,0); //8 //Add rods for left leg: leftLeg.addPair(0,1,"rod"); leftLeg.addPair(1,2,"rod"); leftLeg.addPair(1,3,"rod"); leftLeg.addPair(1,4,"rod"); leftLeg.addPair(0,5,"rod"); //leftLeg.addPair(0,6,"rod"); //leftLeg.addPair(0,7,"rod"); //leftLeg.addPair(0,8,"rod"); //Create the basic unit of the spine tgStructure tetra; //Add the nodes tetra.addNode(0,0,0); //Node 0 tetra.addNode(v_size, 0, v_size); //Node 1 tetra.addNode(v_size, 0, -v_size); //Node 2 tetra.addNode(-v_size, 0, -v_size); //Node 3 tetra.addNode(-v_size, 0, v_size); //Node 4 tetra.addPair(0,1,"rod"); tetra.addPair(0,2,"rod"); tetra.addPair(0,3,"rod"); tetra.addPair(0,4,"rod"); //Create the basic unit for the hips/shoulders: tgStructure lHip; lHip.addNode(0,0,0); //Node 0 lHip.addNode(0, v_size, v_size); //Node 1 lHip.addNode(0, -v_size, -v_size); //Node 2 lHip.addNode(0, -v_size, v_size); //Node 3 lHip.addPair(0,1,"rod"); lHip.addPair(0,2,"rod"); lHip.addPair(0,3,"rod"); tgStructure rHip; rHip.addNode(0,0,0); //Node 0 rHip.addNode(0, v_size, -v_size); //Node 1 rHip.addNode(0, -v_size, -v_size); //Node 2 rHip.addNode(0, -v_size, v_size); //Node 3 rHip.addPair(0,1,"rod"); rHip.addPair(0,2,"rod"); rHip.addPair(0,3,"rod"); //Build the spine tgStructure spine; const double offsetDist = v_size + 1; //So rod ends don't touch, may need to adjust const double offsetDist2 = v_size*5 + 5 + 3.3; const double offsetDist3 = v_size*6; const double yOffset_leg = -21.0; const double yOffset_foot = -26.0; std::size_t m_segments = 6; std::size_t m_hips = 4; std::size_t m_legs = 4; std::size_t m_feet = 4; //Vertebrae btVector3 offset(offsetDist,0.0,0); //Hips btVector3 offset1(offsetDist*2,0.0,offsetDist); btVector3 offset2(offsetDist2,0.0,offsetDist); btVector3 offset3(offsetDist*2,0.0,-offsetDist); btVector3 offset4(offsetDist2,0.0,-offsetDist); //Lower legs btVector3 offset5(offsetDist3,yOffset_leg,offsetDist); btVector3 offset6(offsetDist3,yOffset_leg,-offsetDist); btVector3 offset7(v_size*2,yOffset_leg,offsetDist); btVector3 offset8(v_size*2,yOffset_leg,-offsetDist); //Feet btVector3 offset9(offsetDist3+1,yOffset_foot,offsetDist); btVector3 offset10(offsetDist3+1,yOffset_foot,-offsetDist); btVector3 offset11(v_size*2+1,yOffset_foot,offsetDist); btVector3 offset12(v_size*2+1,yOffset_foot,-offsetDist); for(std::size_t i = 0; i < m_segments; i++) { //Connect segments for spine tgStructure* t = new tgStructure (tetra); t->addTags(tgString("segment num", i + 1)); t->move((i + 1)*offset); if (i % 2 == 1) { t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), 0.0); } else { t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), M_PI/2.0); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = m_segments; i < (m_segments + 2); i++) {//deal with right hip and shoulder first tgStructure* t = new tgStructure (rHip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset1); t->addRotation(btVector3(offsetDist*2, 0.0, offsetDist), btVector3(1, 0, 0), 0.0); } else { t->move(offset2); t->addRotation(btVector3(offsetDist2, 0.0, offsetDist), btVector3(0, 0, 1), M_PI*1/8); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + 2); i < (m_segments + m_hips); i++) {//deal with left hip and shoulder now tgStructure* t = new tgStructure (lHip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset3); t->addRotation(btVector3(offsetDist*2, 0.0, -offsetDist), btVector3(1, 0, 0), 0.0); } else { t->move(offset4); t->addRotation(btVector3(offsetDist2, 0.0, -offsetDist), btVector3(0, 0, 1), M_PI*1/8); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips); i < (m_segments + m_hips + 2); i++) {//right front and back legs tgStructure* t = new tgStructure (rightLeg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset7); t->addRotation(btVector3(v_size*2, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } else { t->move(offset5); t->addRotation(btVector3(offsetDist3, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + 2); i < (m_segments + m_hips + m_legs); i++) {//left front and back legs tgStructure* t = new tgStructure (leftLeg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset8); t->addRotation(btVector3(v_size*2, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } else { t->move(offset6); t->addRotation(btVector3(offsetDist3, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + m_legs); i < (m_segments + m_hips + m_legs + 2); i++) {//right front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset11); t->addRotation(btVector3(v_size*2+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } else { t->move(offset9); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + m_legs + 2); i < (m_segments + m_hips + m_legs + m_feet); i++) {//left front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset12); t->addRotation(btVector3(v_size*2+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } else { t->move(offset10); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } spine.addChild(t); //Add a segment to the spine } #ifdef SMALL_HILLS spine.move(btVector3(0.0,-yOffset_foot+5,0.0)); #endif #ifdef LARGE_HILLS spine.move(btVector3(0.0,-yOffset_foot+12,0.0)); #endif #ifdef FLAT_GROUND spine.move(btVector3(0.0,-yOffset_foot,0.0)); #endif #ifdef BLOCKY_GROUND spine.move(btVector3(0.0,10.0,0.0)); #endif #ifdef STAIRS spine.move(btVector3(0.0,0.0,0.0)); #endif std::vector<tgStructure*> children = spine.getChildren(); for(std::size_t i = 2; i < (children.size() - (m_hips + m_legs + m_feet)); i++) { tgNodes n0 = children[i-2]->getNodes(); tgNodes n1 = children[i-1]->getNodes(); tgNodes n2 = children[i]->getNodes(); if(i==2) { //Extra muscles, to keep front vertebra from swinging. spine.addPair(n0[3], n1[3], tgString("spine front upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[3], n1[4], tgString("spine front upper left muscle seg", i-2) + tgString(" seg", i-1)); } //Add muscles to the spine if(i < 3) { if(i % 2 == 0) { //front spine.addPair(n0[1], n1[3], tgString("spine front lower right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[1], n1[4], tgString("spine front lower left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[3], tgString("spine front upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[4], tgString("spine front upper left muscle seg", i-2) + tgString(" seg", i-1)); } else { //rear spine.addPair(n0[1], n1[3], tgString("spine rear upper left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[1], n1[4], tgString("spine rear lower left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[3], tgString("spine rear upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[4], tgString("spine rear lower right muscle seg", i-2) + tgString(" seg", i-1)); } } if(i < 6) { if(i % 2 == 0) { spine.addPair(n0[1], n2[4], tgString("spine bottom muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n2[3], tgString("spine top muscle seg", i-2) + tgString(" seg", i-1)); } else { spine.addPair(n0[1], n2[4], tgString("spine lateral left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n2[3], tgString("spine lateral right muscle seg", i-2) + tgString(" seg", i-1)); } } if(i > 0 && i < 5) { if(i % 2 == 0) { //rear spine.addPair(n1[1], n2[3], tgString("spine rear upper left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine rear lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine rear upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine rear lower right muscle seg", i-1) + tgString(" seg", i)); } else { //front spine.addPair(n1[1], n2[3], tgString("spine front lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine front lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine front upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine front upper left muscle seg", i-1) + tgString(" seg", i)); } } if(i == 5) { //rear spine.addPair(n1[1], n2[1], tgString("spine rear lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[2], tgString("spine rear lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[1], tgString("spine rear upper left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[2], tgString("spine rear upper right muscle seg", i-1) + tgString(" seg", i)); //front spine.addPair(n1[1], n2[3], tgString("spine front lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine front lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine front upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine front upper left muscle seg", i-1) + tgString(" seg", i)); } } //Now add muscles to hips.... tgNodes n0 = children[0]->getNodes(); tgNodes n1 = children[1]->getNodes(); tgNodes n2 = children[2]->getNodes(); tgNodes n3 = children[3]->getNodes(); tgNodes n4 = children[4]->getNodes(); tgNodes n5 = children[5]->getNodes(); tgNodes n6 = children[6]->getNodes(); tgNodes n7 = children[7]->getNodes(); tgNodes n8 = children[8]->getNodes(); tgNodes n9 = children[9]->getNodes(); tgNodes n10 = children[10]->getNodes(); tgNodes n11 = children[11]->getNodes(); tgNodes n12 = children[12]->getNodes(); tgNodes n13 = children[13]->getNodes(); //Left shoulder muscles spine.addPair(n6[1], n1[1], tgString("left shoulder rear upper muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[1], n1[4], tgString("left shoulder front upper muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[1], n0[2], tgString("left shoulder front top muscle seg", 6) + tgString(" seg", 0)); spine.addPair(n6[1], n2[3], tgString("left shoulder rear top muscle seg", 6) + tgString(" seg", 2)); spine.addPair(n6[2], n1[1], tgString("left shoulder rear lower muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[2], n1[4], tgString("left shoulder front lower muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[2], n0[1], tgString("left shoulder front bottom muscle seg", 6) + tgString(" seg", 0)); spine.addPair(n6[2], n2[4], tgString("left shoulder rear bottom muscle seg", 6) + tgString(" seg", 2)); //Extra muscles, to move left shoulder forward and back: spine.addPair(n6[0], n1[1], tgString("left shoulder rear mid muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[0], n1[4], tgString("left shoulder front mid muscle seg", 6) + tgString(" seg", 1)); //Left hip muscles spine.addPair(n7[1], n5[1], tgString("left hip rear upper muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[1], n5[4], tgString("left hip front upper muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[1], n4[2], tgString("left hip rear top muscle seg", 7) + tgString(" seg", 4)); spine.addPair(n7[1], n4[3], tgString("left hip front top muscle seg", 7) + tgString(" seg", 4)); spine.addPair(n7[2], n5[1], tgString("left hip rear lower muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[2], n5[4], tgString("left hip front lower muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[2], n4[1], tgString("left hip bottom muscle seg", 7) + tgString(" seg", 4)); //Extra muscles, to move left hip forward and back: spine.addPair(n7[0], n3[1], tgString("left hip rear mid muscle seg", 7) + tgString(" seg", 3)); //could also be n3[3] spine.addPair(n7[0], n5[4], tgString("left hip front mid muscle seg", 7) + tgString(" seg", 5)); //Inter-hip connector muscle spine.addPair(n7[2], n9[3], tgString("inter-hip bottom muscle seg", 7) + tgString(" seg", 9)); //inter-hip bottom muscle //Right shoulder muscles spine.addPair(n8[1], n1[2], tgString("right shoulder rear upper muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[1], n1[3], tgString("right shoulder front upper muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[1], n0[2], tgString("right shoulder front top muscle seg", 8) + tgString(" seg", 0)); spine.addPair(n8[1], n2[3], tgString("right shoulder rear top muscle seg", 8) + tgString(" seg", 2)); spine.addPair(n8[3], n1[2], tgString("right shoulder rear lower muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[3], n1[3], tgString("right shoulder front lower muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[3], n0[1], tgString("right shoulder front bottom muscle seg", 8) + tgString(" seg", 0)); spine.addPair(n8[3], n2[4], tgString("right shoulder rear bottom muscle seg", 8) + tgString(" seg", 2)); //Extra muscles, to move right shoulder forward and back: spine.addPair(n8[0], n1[2], tgString("right shoulder rear mid muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[0], n1[3], tgString("right shoulder front mid muscle seg", 8) + tgString(" seg", 1)); //Right hip muscles spine.addPair(n9[1], n5[2], tgString("right hip rear upper muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[1], n5[3], tgString("right hip front upper muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[1], n4[2], tgString("right hip rear top muscle seg", 9) + tgString(" seg", 4)); spine.addPair(n9[1], n4[3], tgString("right hip front top muscle seg", 9) + tgString(" seg", 4)); spine.addPair(n9[3], n5[2], tgString("right hip rear lower muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[3], n5[3], tgString("right hip front lower muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[3], n4[1], tgString("right hip bottom muscle seg", 9) + tgString(" seg", 4)); //Extra muscles, to move right hip forward and back: spine.addPair(n9[0], n3[2], tgString("right hip rear mid muscle seg", 9) + tgString(" seg", 3)); //could also be n3[3] spine.addPair(n9[0], n5[3], tgString("right hip front mid muscle seg", 9) + tgString(" seg", 5)); //Leg/hip connections: //Right front leg/shoulder spine.addPair(n10[4], n6[2], tgString("right outer bicep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[4], n6[3], tgString("right inner bicep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[4], n1[4], tgString("right front abdomen connection muscle seg", 10) + tgString(" seg", 1)); spine.addPair(n10[3], n6[2], tgString("right outer tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[3], n6[3], tgString("right inner tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[2], n6[2], tgString("right outer front tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[2], n6[3], tgString("right inner front tricep muscle seg", 10) + tgString(" seg", 6)); //Adding muscle to pull up on right front leg: spine.addPair(n10[4], n6[1], tgString("right mid bicep muscle seg", 10) + tgString(" seg", 6)); //Left front leg/shoulder spine.addPair(n12[4], n8[2], tgString("left inner bicep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[4], n8[3], tgString("left outer bicep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[4], n1[3], tgString("left front abdomen connection muscle seg", 12) + tgString(" seg", 1)); //Was n1[2] spine.addPair(n12[3], n8[2], tgString("left inner tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[3], n8[3], tgString("left outer tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[2], n8[2], tgString("left inner front tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[2], n8[3], tgString("left outer front tricep muscle seg", 12) + tgString(" seg", 8)); //Adding muscle to pull up on left front leg: spine.addPair(n12[4], n8[1], tgString("left mid bicep muscle seg", 12) + tgString(" seg", 8)); //Right rear leg/hip spine.addPair(n11[4], n7[2], tgString("right outer thigh muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[4], n7[3], tgString("right inner thigh muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[4], n3[4],tgString("right rear abdomen connection muscle seg", 11) + tgString(" seg", 3)); spine.addPair(n11[3], n5[1],tgString("right rear abdomen connection muscle seg", 11) + tgString(" seg", 5)); spine.addPair(n11[3], n7[2], tgString("right outer calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[3], n7[3], tgString("right inner calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[2], n7[2], tgString("right outer front calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[2], n7[3], tgString("right inner front calf muscle seg", 11) + tgString(" seg", 7)); //Adding muscle to pull rear right leg up: spine.addPair(n11[4], n7[1], tgString("right central thigh muscle seg", 11) + tgString(" seg", 7)); //Left rear leg/hip spine.addPair(n13[4], n9[2], tgString("left inner thigh muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[4], n9[3], tgString("left outer thigh muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[4], n3[3], tgString("left rear abdomen connection muscle seg", 13) + tgString(" seg", 3)); spine.addPair(n13[3], n5[2], tgString("left rear abdomen connection muscle seg", 13) + tgString(" seg", 5)); spine.addPair(n13[3], n9[2], tgString("left inner calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[3], n9[3], tgString("left outer calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[2], n9[2], tgString("left inner front calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[2], n9[3], tgString("left outer front calf muscle seg", 13) + tgString(" seg", 9)); //Adding muscle to pull rear left leg up: spine.addPair(n13[4], n9[1], tgString("left central thigh muscle seg", 13) + tgString(" seg", 9)); //Populate feet with muscles. Todo: think up names to differentiate each! for(std::size_t i = (m_segments + m_hips + m_legs); i < children.size(); i++) { tgNodes ni = children[i]->getNodes(); tgNodes ni4 = children[i-4]->getNodes(); //Think of a nicer name for this! spine.addPair(ni[0],ni[1],tgString("foot muscle seg", i)); spine.addPair(ni[0],ni[3],tgString("foot muscle seg", i)); spine.addPair(ni[1],ni[2],tgString("foot muscle seg", i)); spine.addPair(ni[2],ni[3],tgString("foot muscle seg", i)); spine.addPair(ni[0],ni[7],tgString("foot muscle seg", i)); spine.addPair(ni[1],ni[4],tgString("foot muscle seg", i)); spine.addPair(ni[2],ni[5],tgString("foot muscle seg", i)); spine.addPair(ni[3],ni[6],tgString("foot muscle seg", i)); spine.addPair(ni[4],ni[5],tgString("foot muscle seg", i)); spine.addPair(ni[4],ni[7],tgString("foot muscle seg", i)); spine.addPair(ni[5],ni[6],tgString("foot muscle seg", i)); spine.addPair(ni[6],ni[7],tgString("foot muscle seg", i)); //Connecting feet to legs: //spine.addPair(ni4[5],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[5],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[5],ni[5],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[7],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[4],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[6],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //Trying out these for foot: spine.addPair(ni4[5],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[4],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[5],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[6],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[7],tgString("foot muscle seg", i) + tgString(" seg", i-4)); } //Don't forget muscles connecting hips to feet! // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #ifdef USE_KINEMATIC spec.addBuilder("muscle", new tgKinematicContactCableInfo(motorConfig)); #else spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); #endif // Create your structureInfo tgStructureInfo structureInfo(spine, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allActuators = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); // Notify controllers that setup has finished. notifySetup(); // Actually setup the children tgModel::setup(world); children.clear(); }
/// The LayerRegion at this point of time may contain /// surfaces of various types (internal/bridge/top/bottom/solid). /// The infills are generated on the groups of surfaces with a compatible type. /// Fills an array of ExtrusionPathCollection objects containing the infills generated now /// and the thin fills generated by generate_perimeters(). void LayerRegion::make_fill() { this->fills.clear(); const double fill_density = this->region()->config.fill_density; const Flow infill_flow = this->flow(frInfill); const Flow solid_infill_flow = this->flow(frSolidInfill); const Flow top_solid_infill_flow = this->flow(frTopSolidInfill); const coord_t perimeter_spacing = this->flow(frPerimeter).scaled_spacing(); SurfaceCollection surfaces; // merge adjacent surfaces // in case of bridge surfaces, the ones with defined angle will be attached to the ones // without any angle (shouldn't this logic be moved to process_external_surfaces()?) { Polygons polygons_bridged; polygons_bridged.reserve(this->fill_surfaces.surfaces.size()); for (Surfaces::const_iterator it = this->fill_surfaces.surfaces.begin(); it != this->fill_surfaces.surfaces.end(); ++it) if (it->is_bridge() && it->bridge_angle >= 0) append_to(polygons_bridged, (Polygons)*it); // group surfaces by distinct properties (equal surface_type, thickness, thickness_layers, bridge_angle) // group is of type SurfaceCollection // FIXME: Use some smart heuristics to merge similar surfaces to eliminate tiny regions. std::vector<SurfacesConstPtr> groups; this->fill_surfaces.group(&groups); // merge compatible solid groups (we can generate continuous infill for them) { // cache flow widths and patterns used for all solid groups // (we'll use them for comparing compatible groups) std::vector<SurfaceGroupAttrib> group_attrib(groups.size()); for (size_t i = 0; i < groups.size(); ++i) { const Surface &surface = *groups[i].front(); // we can only merge solid non-bridge surfaces, so discard // non-solid or bridge surfaces if (!surface.is_solid() || surface.is_bridge()) continue; group_attrib[i].is_solid = true; group_attrib[i].fw = (surface.is_top()) ? top_solid_infill_flow.width : solid_infill_flow.width; group_attrib[i].pattern = surface.is_top() ? this->region()->config.top_infill_pattern.value : surface.is_bottom() ? this->region()->config.bottom_infill_pattern.value : ipRectilinear; } // Loop through solid groups, find compatible groups and append them to this one. for (size_t i = 0; i < groups.size(); ++i) { if (!group_attrib[i].is_solid) continue; for (size_t j = i + 1; j < groups.size();) { if (group_attrib[i] == group_attrib[j]) { // groups are compatible, merge them append_to(groups[i], groups[j]); groups.erase(groups.begin() + j); group_attrib.erase(group_attrib.begin() + j); } else { ++j; } } } } // Give priority to oriented bridges. Process the bridges in the first round, the rest of the surfaces in the 2nd round. for (size_t round = 0; round < 2; ++ round) { for (std::vector<SurfacesConstPtr>::const_iterator it_group = groups.begin(); it_group != groups.end(); ++ it_group) { const SurfacesConstPtr &group = *it_group; const bool is_oriented_bridge = group.front()->is_bridge() && group.front()->bridge_angle >= 0; if (is_oriented_bridge != (round == 0)) continue; // Make a union of polygons defining the infiill regions of a group, use a safety offset. Polygons union_p = union_(to_polygons(group), true); // Subtract surfaces having a defined bridge_angle from any other, use a safety offset. if (!is_oriented_bridge && !polygons_bridged.empty()) union_p = diff(union_p, polygons_bridged, true); // subtract any other surface already processed //FIXME Vojtech: Because the bridge surfaces came first, they are subtracted twice! surfaces.append( diff_ex(union_p, to_polygons(surfaces), true), *group.front() // template ); } } } // we need to detect any narrow surfaces that might collapse // when adding spacing below // such narrow surfaces are often generated in sloping walls // by bridge_over_infill() and combine_infill() as a result of the // subtraction of the combinable area from the layer infill area, // which leaves small areas near the perimeters // we are going to grow such regions by overlapping them with the void (if any) // TODO: detect and investigate whether there could be narrow regions without // any void neighbors { coord_t distance_between_surfaces = std::max( std::max(infill_flow.scaled_spacing(), solid_infill_flow.scaled_spacing()), top_solid_infill_flow.scaled_spacing() ); Polygons surfaces_polygons = (Polygons)surfaces; Polygons collapsed = diff( surfaces_polygons, offset2(surfaces_polygons, -distance_between_surfaces/2, +distance_between_surfaces/2), true ); Polygons to_subtract; surfaces.filter_by_type((stInternal | stVoid), &to_subtract); append_to(to_subtract, collapsed); surfaces.append( intersection_ex( offset(collapsed, distance_between_surfaces), to_subtract, true ), (stInternal | stSolid) ); } if (false) { // require "Slic3r/SVG.pm"; // Slic3r::SVG::output("fill_" . $layerm->print_z . ".svg", // expolygons => [ map $_->expolygon, grep !$_->is_solid, @surfaces ], // red_expolygons => [ map $_->expolygon, grep $_->is_solid, @surfaces ], // ); } for (Surfaces::const_iterator surface_it = surfaces.surfaces.begin(); surface_it != surfaces.surfaces.end(); ++surface_it) { const Surface &surface = *surface_it; if (surface.surface_type == (stInternal | stVoid)) continue; InfillPattern fill_pattern = this->region()->config.fill_pattern.value; double density = fill_density; FlowRole role = (surface.is_top()) ? frTopSolidInfill : surface.is_solid() ? frSolidInfill : frInfill; const bool is_bridge = this->layer()->id() > 0 && surface.is_bridge(); if (surface.is_solid()) { density = 100.; fill_pattern = (surface.is_top()) ? this->region()->config.top_infill_pattern.value : (surface.is_bottom() && !is_bridge) ? this->region()->config.bottom_infill_pattern.value : ipRectilinear; } else if (density <= 0) continue; // get filler object #if SLIC3R_CPPVER >= 11 std::unique_ptr<Fill> f = std::unique_ptr<Fill>(Fill::new_from_type(fill_pattern)); #else std::auto_ptr<Fill> f = std::auto_ptr<Fill>(Fill::new_from_type(fill_pattern)); #endif // switch to rectilinear if this pattern doesn't support solid infill if (density > 99 && !f->can_solid()) #if SLIC3R_CPPVER >= 11 f = std::unique_ptr<Fill>(Fill::new_from_type(ipRectilinear)); #else f = std::auto_ptr<Fill>(Fill::new_from_type(ipRectilinear)); #endif f->bounding_box = this->layer()->object()->bounding_box(); // calculate the actual flow we'll be using for this infill coordf_t h = (surface.thickness == -1) ? this->layer()->height : surface.thickness; Flow flow = this->region()->flow( role, h, is_bridge || f->use_bridge_flow(), // bridge flow? this->layer()->id() == 0, // first layer? -1, // auto width *this->layer()->object() ); // calculate flow spacing for infill pattern generation bool using_internal_flow = false; if (!surface.is_solid() && !is_bridge) { // it's internal infill, so we can calculate a generic flow spacing // for all layers, for avoiding the ugly effect of // misaligned infill on first layer because of different extrusion width and // layer height Flow internal_flow = this->region()->flow( frInfill, h, // use the calculated surface thickness here for internal infill instead of the layer height to account for infill_every_layers false, // no bridge false, // no first layer -1, // auto width *this->layer()->object() ); f->min_spacing = internal_flow.spacing(); using_internal_flow = true; } else { f->min_spacing = flow.spacing(); } f->endpoints_overlap = scale_(this->region()->config.get_abs_value("infill_overlap", (unscale(perimeter_spacing) + (f->min_spacing))/2)); f->layer_id = this->layer()->id(); f->z = this->layer()->print_z; f->angle = Geometry::deg2rad(this->region()->config.fill_angle.value); // Maximum length of the perimeter segment linking two infill lines. f->link_max_length = (!is_bridge && density > 80) ? scale_(3 * f->min_spacing) : 0; // Used by the concentric infill pattern to clip the loops to create extrusion paths. f->loop_clipping = scale_(flow.nozzle_diameter) * LOOP_CLIPPING_LENGTH_OVER_NOZZLE_DIAMETER; // apply half spacing using this flow's own spacing and generate infill f->density = density/100; f->dont_adjust = false; /* std::cout << surface.expolygon.dump_perl() << std::endl << " layer_id: " << f->layer_id << " z: " << f->z << " angle: " << f->angle << " min-spacing: " << f->min_spacing << " endpoints_overlap: " << f->endpoints_overlap << std::endl << std::endl; */ Polylines polylines = f->fill_surface(surface); if (polylines.empty()) continue; // calculate actual flow from spacing (which might have been adjusted by the infill // pattern generator) if (using_internal_flow) { // if we used the internal flow we're not doing a solid infill // so we can safely ignore the slight variation that might have // been applied to f->spacing() } else { flow = Flow::new_from_spacing(f->spacing(), flow.nozzle_diameter, h, is_bridge || f->use_bridge_flow()); } // Save into layer. ExtrusionEntityCollection* coll = new ExtrusionEntityCollection(); coll->no_sort = f->no_sort(); this->fills.entities.push_back(coll); { ExtrusionRole role; if (is_bridge) { role = erBridgeInfill; } else if (surface.is_solid()) { role = (surface.is_top()) ? erTopSolidInfill : erSolidInfill; } else { role = erInternalInfill; } ExtrusionPath templ(role); templ.mm3_per_mm = flow.mm3_per_mm(); templ.width = flow.width; templ.height = flow.height; coll->append(STDMOVE(polylines), templ); } } // add thin fill regions // thin_fills are of C++ Slic3r::ExtrusionEntityCollection, perl type Slic3r::ExtrusionPath::Collection // Unpacks the collection, creates multiple collections per path so that they will // be individually included in the nearest neighbor search. // The path type could be ExtrusionPath, ExtrusionLoop or ExtrusionEntityCollection. for (ExtrusionEntitiesPtr::const_iterator thin_fill = this->thin_fills.entities.begin(); thin_fill != this->thin_fills.entities.end(); ++ thin_fill) { ExtrusionEntityCollection* coll = new ExtrusionEntityCollection(); this->fills.entities.push_back(coll); coll->append(**thin_fill); } }