Esempio n. 1
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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))));
}
Esempio n. 3
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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;
}
Esempio n. 4
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void qxgeditScale::setOffset2 ( unsigned short iOffset2 )
{
	if (m_iOffset2 != iOffset2) {
		m_iOffset2  = iOffset2;
		update();
		emit offset2Changed(offset2());
	}
}
Esempio n. 5
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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);
}
Esempio n. 6
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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);
		}
	}
}
Esempio n. 8
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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;
}
Esempio n. 9
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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;
	}
}
Esempio n. 10
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  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]);
      }
    }
  }
Esempio n. 11
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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;
}
Esempio n. 12
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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;
	}
}
Esempio n. 13
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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
    } */
}
Esempio n. 14
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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
        }
    }
}
Esempio n. 15
0
//---------------------------------------------------------------------
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);

}
Esempio n. 16
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);
}
Esempio n. 17
0
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();
}
Esempio n. 18
0
/// 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);
    }
}