BambuStudio/libslic3r/Arachne/SkeletalTrapezoidation.hpp

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//Copyright (c) 2020 Ultimaker B.V.
//CuraEngine is released under the terms of the AGPLv3 or higher.
#ifndef SKELETAL_TRAPEZOIDATION_H
#define SKELETAL_TRAPEZOIDATION_H
#include <boost/polygon/voronoi.hpp>
#include <memory> // smart pointers
#include <utility> // pair
#include <ankerl/unordered_dense.h>
#include "utils/HalfEdgeGraph.hpp"
#include "utils/PolygonsSegmentIndex.hpp"
#include "utils/ExtrusionJunction.hpp"
#include "utils/ExtrusionLine.hpp"
#include "SkeletalTrapezoidationEdge.hpp"
#include "SkeletalTrapezoidationJoint.hpp"
#include "libslic3r/Arachne/BeadingStrategy/BeadingStrategy.hpp"
#include "SkeletalTrapezoidationGraph.hpp"
#include "../Geometry/Voronoi.hpp"
//#define ARACHNE_DEBUG
//#define ARACHNE_DEBUG_VORONOI
namespace Slic3r::Arachne {
using VD = Slic3r::Geometry::VoronoiDiagram;
/*!
* Main class of the dynamic beading strategies.
*
* The input polygon region is decomposed into trapezoids and represented as a half-edge data-structure.
*
* We determine which edges are 'central' accordinding to the transitioning_angle of the beading strategy,
* and determine the bead count for these central regions and apply them outward when generating toolpaths. [oversimplified]
*
* The method can be visually explained as generating the 3D union of cones surface on the outline polygons,
* and changing the heights along central regions of that surface so that they are flat.
* For more info, please consult the paper "A framework for adaptive width control of dense contour-parallel toolpaths in fused
deposition modeling" by Kuipers et al.
* This visual explanation aid explains the use of "upward", "lower" etc,
* i.e. the radial distance and/or the bead count are used as heights of this visualization, there is no coordinate called 'Z'.
*
* TODO: split this class into two:
* 1. Class for generating the decomposition and aux functions for performing updates
* 2. Class for editing the structure for our purposes.
*/
class SkeletalTrapezoidation
{
using graph_t = SkeletalTrapezoidationGraph;
using edge_t = STHalfEdge;
using node_t = STHalfEdgeNode;
using Beading = BeadingStrategy::Beading;
using BeadingPropagation = SkeletalTrapezoidationJoint::BeadingPropagation;
using TransitionMiddle = SkeletalTrapezoidationEdge::TransitionMiddle;
using TransitionEnd = SkeletalTrapezoidationEdge::TransitionEnd;
template<typename T>
using ptr_vector_t = std::vector<std::shared_ptr<T>>;
double transitioning_angle; //!< How pointy a region should be before we apply the method. Equals 180* - limit_bisector_angle
coord_t discretization_step_size; //!< approximate size of segments when parabolic VD edges get discretized (and vertex-vertex edges)
coord_t transition_filter_dist; //!< Filter transition mids (i.e. anchors) closer together than this
coord_t allowed_filter_deviation; //!< The allowed line width deviation induced by filtering
coord_t beading_propagation_transition_dist; //!< When there are different beadings propagated from below and from above, use this transitioning distance
static constexpr coord_t central_filter_dist = scaled<coord_t>(0.02); //!< Filter areas marked as 'central' smaller than this
static constexpr coord_t snap_dist = scaled<coord_t>(0.02); //!< Generic arithmatic inaccuracy. Only used to determine whether a transition really needs to insert an extra edge.
/*!
* The strategy to use to fill a certain shape with lines.
*
* Various BeadingStrategies are available that differ in which lines get to
* print at their optimal width, where the play is being compensated, and
* how the joints are handled where we transition to different numbers of
* lines.
*/
const BeadingStrategy& beading_strategy;
public:
using Segment = PolygonsSegmentIndex;
using NodeSet = ankerl::unordered_dense::set<node_t *>;
using EdgeSet = ankerl::unordered_dense::set<edge_t *>;
using EdgeMap = ankerl::unordered_dense::map<const VD::edge_type *, edge_t *>;
using NodeMap = ankerl::unordered_dense::map<const VD::vertex_type *, node_t *>;
/*!
* Construct a new trapezoidation problem to solve.
* \param polys The shapes to fill with walls.
* \param beading_strategy The strategy to use to fill these shapes.
* \param transitioning_angle Where we transition to a different number of
* walls, how steep should this transition be? A lower angle means that the
* transition will be longer.
* \param discretization_step_size Since g-code can't represent smooth
* transitions in line width, the line width must change with discretized
* steps. This indicates how long the line segments between those steps will
* be.
* \param transition_filter_dist The minimum length of transitions.
* Transitions shorter than this will be considered for dissolution.
* \param beading_propagation_transition_dist When there are different
* beadings propagated from below and from above, use this transitioning
* distance.
*/
SkeletalTrapezoidation(const Polygons& polys,
const BeadingStrategy& beading_strategy,
double transitioning_angle
, coord_t discretization_step_size
, coord_t transition_filter_dist
, coord_t allowed_filter_deviation
, coord_t beading_propagation_transition_dist);
/*!
* A skeletal graph through the polygons that we need to fill with beads.
*
* The skeletal graph represents the medial axes through each part of the
* polygons, and the lines from these medial axes towards each vertex of the
* polygons. The graph can be used to see what the width is of a polygon in
* each place and where the width transitions.
*/
graph_t graph;
/*!
* Generate the paths that the printer must extrude, to print the outlines
* in the input polygons.
* \param filter_outermost_central_edges Some edges are "central" but still
* touch the outside of the polygon. If enabled, don't treat these as
* "central" but as if it's a obtuse corner. As a result, sharp corners will
* no longer end in a single line but will just loop.
*/
void generateToolpaths(std::vector<VariableWidthLines> &generated_toolpaths, bool filter_outermost_central_edges = false);
#ifdef ARACHNE_DEBUG
Polygons outline;
#endif
protected:
/*!
* Auxiliary for referencing one transition along an edge which may contain multiple transitions
*/
struct TransitionMidRef
{
edge_t* edge;
std::list<TransitionMiddle>::iterator transition_it;
TransitionMidRef(edge_t* edge, std::list<TransitionMiddle>::iterator transition_it)
: edge(edge)
, transition_it(transition_it)
{}
};
/*!
* Compute the skeletal trapezoidation decomposition of the input shape.
*
* Compute the Voronoi Diagram (VD) and transfer all inside edges into our half-edge (HE) datastructure.
*
* The algorithm is currently a bit overcomplicated, because the discretization of parabolic edges is performed at the same time as all edges are being transfered,
* which means that there is no one-to-one mapping from VD edges to HE edges.
* Instead we map from a VD edge to the last HE edge.
* This could be cimplified by recording the edges which should be discretized and discretizing the mafterwards.
*
* Another complication arises because the VD uses floating logic, which can result in zero-length segments after rounding to integers.
* We therefore collapse edges and their whole cells afterwards.
*/
void constructFromPolygons(const Polygons& polys);
/*!
* mapping each voronoi VD edge to the corresponding halfedge HE edge
* In case the result segment is discretized, we map the VD edge to the *last* HE edge
*/
EdgeMap vd_edge_to_he_edge;
NodeMap vd_node_to_he_node;
node_t &makeNode(const VD::vertex_type &vd_node, Point p); //!< Get the node which the VD node maps to, or create a new mapping if there wasn't any yet.
/*!
* (Eventual) returned 'polylines per index' result (from generateToolpaths):
*/
std::vector<VariableWidthLines> *p_generated_toolpaths;
/*!
* Transfer an edge from the VD to the HE and perform discretization of parabolic edges (and vertex-vertex edges)
* \p prev_edge serves as input and output. May be null as input.
*/
void transferEdge(Point from, Point to, const VD::edge_type &vd_edge, edge_t *&prev_edge, Point &start_source_point, Point &end_source_point, const std::vector<Segment> &segments);
/*!
* Discretize a Voronoi edge that represents the medial axis of a vertex-
* line region or vertex-vertex region into small segments that can be
* considered to have a straight medial axis and a linear line width
* transition.
*
* The medial axis between a point and a line is a parabola. The rest of the
* algorithm doesn't want to have to deal with parabola, so this discretises
* the parabola into straight line segments. This is necessary if there is a
* sharp inner corner (acts as a point) that comes close to a straight edge.
*
* The medial axis between a point and a point is a straight line segment.
* However the distance from the medial axis to either of those points draws
* a parabola as you go along the medial axis. That means that the resulting
* line width along the medial axis would not be linearly increasing or
* linearly decreasing, but needs to take the shape of a parabola. Instead,
* we'll break this edge up into tiny line segments that can approximate the
* parabola with tiny linear increases or decreases in line width.
* \param segment The variable-width Voronoi edge to discretize.
* \param points All vertices of the original Polygons to fill with beads.
* \param segments All line segments of the original Polygons to fill with
* beads.
* \return A number of coordinates along the edge where the edge is broken
* up into discrete pieces.
*/
Points discretize(const VD::edge_type& segment, const std::vector<Segment>& segments);
/*!
* Compute the range of line segments that surround a cell of the skeletal
* graph that belongs to a point on the medial axis.
*
* This should only be used on cells that belong to a corner in the skeletal
* graph, e.g. triangular cells, not trapezoid cells.
*
* The resulting line segments is just the first and the last segment. They
* are linked to the neighboring segments, so you can iterate over the
* segments until you reach the last segment.
* \param cell The cell to compute the range of line segments for.
* \param[out] start_source_point The start point of the source segment of
* this cell.
* \param[out] end_source_point The end point of the source segment of this
* cell.
* \param[out] starting_vd_edge The edge of the Voronoi diagram where the
* loop around the cell starts.
* \param[out] ending_vd_edge The edge of the Voronoi diagram where the loop
* around the cell ends.
* \param points All vertices of the input Polygons.
* \param segments All edges of the input Polygons.
* /return Whether the cell is inside of the polygon. If it's outside of the
* polygon we should skip processing it altogether.
*/
static bool computePointCellRange(const VD::cell_type &cell, Point &start_source_point, Point &end_source_point, const VD::edge_type *&starting_vd_edge, const VD::edge_type *&ending_vd_edge, const std::vector<Segment> &segments);
/*!
* For VD cells associated with an input polygon vertex, we need to separate the node at the end and start of the cell into two
* That way we can reach both the quad_start and the quad_end from the [incident_edge] of the two new nodes
* Otherwise if node.incident_edge = quad_start you couldnt reach quad_end.twin by normal iteration (i.e. it = it.twin.next)
*/
void separatePointyQuadEndNodes();
// ^ init | v transitioning
void updateIsCentral(); // Update the "is_central" flag for each edge based on the transitioning_angle
/*!
* Filter out small central areas.
*
* Only used to get rid of small edges which get marked as central because
* of rounding errors because the region is so small.
*/
void filterCentral(coord_t max_length);
/*!
* Filter central areas connected to starting_edge recursively.
* \return Whether we should unmark this section marked as central, on the
* way back out of the recursion.
*/
bool filterCentral(edge_t* starting_edge, coord_t traveled_dist, coord_t max_length);
/*!
* Unmark the outermost edges directly connected to the outline, as not
* being central.
*
* Only used to emulate some related literature.
*
* The paper shows that this function is bad for the stability of the framework.
*/
void filterOuterCentral();
/*!
* Set bead count in central regions based on the optimal_bead_count of the
* beading strategy.
*/
void updateBeadCount();
/*!
* Add central regions and set bead counts where there is an end of the
* central area and when traveling upward we get to another region with the
* same bead count.
*/
void filterNoncentralRegions();
/*!
* Add central regions and set bead counts for a particular edge and all of
* its adjacent edges.
*
* Recursive subroutine for \ref filterNoncentralRegions().
* \return Whether to set the bead count on the way back
*/
bool filterNoncentralRegions(edge_t* to_edge, coord_t bead_count, coord_t traveled_dist, coord_t max_dist);
/*!
* Generate middle points of all transitions on edges.
*
* The transition middle points are saved in the graph itself. They are also
* returned via the output parameter.
* \param[out] edge_transitions A list of transitions that were generated.
*/
void generateTransitionMids(ptr_vector_t<std::list<TransitionMiddle>>& edge_transitions);
/*!
* Removes some transition middle points.
*
* Transitions can be removed if there are multiple intersecting transitions
* that are too close together. If transitions have opposite effects, both
* are removed.
*/
void filterTransitionMids();
/*!
* Merge transitions that are too close together.
* \param edge_to_start Edge pointing to the node from which to start
* traveling in all directions except along \p edge_to_start .
* \param origin_transition The transition for which we are checking nearby
* transitions.
* \param traveled_dist The distance traveled before we came to
* \p edge_to_start.to .
* \param going_up Whether we are traveling in the upward direction as seen
* from the \p origin_transition. If this doesn't align with the direction
* according to the R diff on a consecutive edge we know there was a local
* optimum.
* \return Whether the origin transition should be dissolved.
*/
std::list<TransitionMidRef> dissolveNearbyTransitions(edge_t* edge_to_start, TransitionMiddle& origin_transition, coord_t traveled_dist, coord_t max_dist, bool going_up);
/*!
* Spread a certain bead count over a region in the graph.
* \param edge_to_start One edge of the region to spread the bead count in.
* \param from_bead_count All edges with this bead count will be changed.
* \param to_bead_count The new bead count for those edges.
*/
void dissolveBeadCountRegion(edge_t* edge_to_start, coord_t from_bead_count, coord_t to_bead_count);
/*!
* Change the bead count if the given edge is at the end of a central
* region.
*
* This is necessary to provide a transitioning bead count to the edges of a
* central region to transition more smoothly from a high bead count in the
* central region to a lower bead count at the edge.
* \param edge_to_start One edge from a zone that needs to be filtered.
* \param traveled_dist The distance along the edges we've traveled so far.
* \param max_distance Don't filter beyond this range.
* \param replacing_bead_count The new bead count for this region.
* \return ``true`` if the bead count of this edge was changed.
*/
bool filterEndOfCentralTransition(edge_t* edge_to_start, coord_t traveled_dist, coord_t max_dist, coord_t replacing_bead_count);
/*!
* Generate the endpoints of all transitions for all edges in the graph.
* \param[out] edge_transition_ends The resulting transition endpoints.
*/
void generateAllTransitionEnds(ptr_vector_t<std::list<TransitionEnd>>& edge_transition_ends);
/*!
* Also set the rest values at nodes in between the transition ends
*/
void applyTransitions(ptr_vector_t<std::list<TransitionEnd>>& edge_transition_ends);
/*!
* Create extra edges along all edges, where it needs to transition from one
* bead count to another.
*
* For example, if an edge of the graph goes from a bead count of 6 to a
* bead count of 1, it needs to generate 5 places where the beads around
* this line transition to a lower bead count. These are the "ribs". They
* reach from the edge to the border of the polygon. Where the beads hit
* those ribs the beads know to make a transition.
*/
void generateTransitioningRibs();
/*!
* Generate the endpoints of a specific transition midpoint.
* \param edge The edge to create transitions on.
* \param mid_R The radius of the transition middle point.
* \param transition_lower_bead_count The bead count at the lower end of the
* transition.
* \param[out] edge_transition_ends A list of endpoints to add the new
* endpoints to.
*/
void generateTransitionEnds(edge_t& edge, coord_t mid_R, coord_t transition_lower_bead_count, ptr_vector_t<std::list<TransitionEnd>>& edge_transition_ends);
/*!
* Compute a single endpoint of a transition.
* \param edge The edge to generate the endpoint for.
* \param start_pos The position where the transition starts.
* \param end_pos The position where the transition ends on the other side.
* \param transition_half_length The distance to the transition middle
* point.
* \param start_rest The gap between the start of the transition and the
* starting endpoint, as ratio of the inner bead width at the high end of
* the transition.
* \param end_rest The gap between the end of the transition and the ending
* endpoint, as ratio of the inner bead width at the high end of the
* transition.
* \param transition_lower_bead_count The bead count at the lower end of the
* transition.
* \param[out] edge_transition_ends The list to put the resulting endpoints
* in.
* \return Whether the given edge is going downward (i.e. towards a thinner
* region of the polygon).
*/
bool generateTransitionEnd(edge_t& edge, coord_t start_pos, coord_t end_pos, coord_t transition_half_length, double start_rest, double end_rest, coord_t transition_lower_bead_count, ptr_vector_t<std::list<TransitionEnd>>& edge_transition_ends);
/*!
* Determines whether an edge is going downwards or upwards in the graph.
*
* An edge is said to go "downwards" if it's going towards a narrower part
* of the polygon. The notion of "downwards" comes from the conical
* representation of the graph, where the polygon is filled with a cone of
* maximum radius.
*
* This function works by recursively checking adjacent edges until the edge
* is reached.
* \param outgoing The edge to check.
* \param traveled_dist The distance traversed so far.
* \param transition_half_length The radius of the transition width.
* \param lower_bead_count The bead count at the lower end of the edge.
* \return ``true`` if this edge is going down, or ``false`` if it's going
* up.
*/
bool isGoingDown(edge_t* outgoing, coord_t traveled_dist, coord_t transition_half_length, coord_t lower_bead_count) const;
/*!
* Determines whether this edge marks the end of the central region.
* \param edge The edge to check.
* \return ``true`` if this edge goes from a central region to a non-central
* region, or ``false`` in every other case (central to central, non-central
* to non-central, non-central to central, or end-of-the-line).
*/
bool isEndOfCentral(const edge_t& edge) const;
/*!
* Create extra ribs in the graph where the graph contains a parabolic arc
* or a straight between two inner corners.
*
* There might be transitions there as the beads go through a narrow
* bottleneck in the polygon.
*/
void generateExtraRibs();
// ^ transitioning ^
// v toolpath generation v
/*!
* \param[out] segments the generated segments
*/
void generateSegments();
/*!
* From a quad (a group of linked edges in one cell of the Voronoi), find
* the edge pointing to the node that is furthest away from the border of the polygon.
* \param quad_start_edge The first edge of the quad.
* \return The edge of the quad that is furthest away from the border.
*/
edge_t* getQuadMaxRedgeTo(edge_t* quad_start_edge);
/*!
* Propagate beading information from nodes that are closer to the edge
* (low radius R) to nodes that are farther from the edge (high R).
*
* only propagate from nodes with beading info upward to nodes without beading info
*
* Edges are sorted by their radius, so that we can do a depth-first walk
* without employing a recursive algorithm.
*
* In upward propagated beadings we store the distance traveled, so that we can merge these beadings with the downward propagated beadings in \ref propagateBeadingsDownward(.)
*
* \param upward_quad_mids all upward halfedges of the inner skeletal edges (not directly connected to the outline) sorted on their highest [distance_to_boundary]. Higher dist first.
*/
void propagateBeadingsUpward(std::vector<edge_t*>& upward_quad_mids, ptr_vector_t<BeadingPropagation>& node_beadings);
/*!
* propagate beading info from higher R nodes to lower R nodes
*
* merge with upward propagated beadings if they are encountered
*
* don't transfer to nodes which lie on the outline polygon
*
* edges are sorted so that we can do a depth-first walk without employing a recursive algorithm
*
* \param upward_quad_mids all upward halfedges of the inner skeletal edges (not directly connected to the outline) sorted on their highest [distance_to_boundary]. Higher dist first.
*/
void propagateBeadingsDownward(std::vector<edge_t*>& upward_quad_mids, ptr_vector_t<BeadingPropagation>& node_beadings);
/*!
* Subroutine of \ref propagateBeadingsDownward(std::vector<edge_t*>&, ptr_vector_t<BeadingPropagation>&)
*/
void propagateBeadingsDownward(edge_t* edge_to_peak, ptr_vector_t<BeadingPropagation>& node_beadings);
/*!
* Find a beading in between two other beadings.
*
* This creates a new beading. With this we can find the coordinates of the
* endpoints of the actual line segments to draw.
*
* The parameters \p left and \p right are not actually always left or right
* but just arbitrary directions to visually indicate the difference.
* \param left One of the beadings to interpolate between.
* \param ratio_left_to_whole The position within the two beadings to sample
* an interpolation. Should be a ratio between 0 and 1.
* \param right One of the beadings to interpolate between.
* \param switching_radius The bead radius at which we switch from the left
* beading to the merged beading, if the beadings have a different number of
* beads.
* \return The beading at the interpolated location.
*/
Beading interpolate(const Beading& left, double ratio_left_to_whole, const Beading& right, coord_t switching_radius) const;
/*!
* Subroutine of \ref interpolate(const Beading&, Ratio, const Beading&, coord_t)
*
* This creates a new Beading between two beadings, assuming that both have
* the same number of beads.
* \param left One of the beadings to interpolate between.
* \param ratio_left_to_whole The position within the two beadings to sample
* an interpolation. Should be a ratio between 0 and 1.
* \param right One of the beadings to interpolate between.
* \return The beading at the interpolated location.
*/
Beading interpolate(const Beading& left, double ratio_left_to_whole, const Beading& right) const;
/*!
* Get the beading at a certain node of the skeletal graph, or create one if
* it doesn't have one yet.
*
* This is a lazy get.
* \param node The node to get the beading from.
* \param node_beadings A list of all beadings for nodes.
* \return The beading of that node.
*/
std::shared_ptr<BeadingPropagation> getOrCreateBeading(node_t* node, ptr_vector_t<BeadingPropagation>& node_beadings);
/*!
* In case we cannot find the beading of a node, get a beading from the
* nearest node.
* \param node The node to attempt to get a beading from. The actual node
* that the returned beading is from may be a different, nearby node.
* \param max_dist The maximum distance to search for.
* \return A beading for the node, or ``nullptr`` if there is no node nearby
* with a beading.
*/
std::shared_ptr<BeadingPropagation> getNearestBeading(node_t* node, coord_t max_dist);
/*!
* generate junctions for each bone
* \param edge_to_junctions junctions ordered high R to low R
*/
void generateJunctions(ptr_vector_t<BeadingPropagation>& node_beadings, ptr_vector_t<LineJunctions>& edge_junctions);
/*!
* Add a new toolpath segment, defined between two extrusion-juntions.
*
* \param from The junction from which to add a segment.
* \param to The junction to which to add a segment.
* \param is_odd Whether this segment is an odd gap filler along the middle of the skeleton.
* \param force_new_path Whether to prevent adding this path to an existing path which ends in \p from
* \param from_is_3way Whether the \p from junction is a splitting junction where two normal wall lines and a gap filler line come together.
* \param to_is_3way Whether the \p to junction is a splitting junction where two normal wall lines and a gap filler line come together.
*/
void addToolpathSegment(const ExtrusionJunction& from, const ExtrusionJunction& to, bool is_odd, bool force_new_path, bool from_is_3way, bool to_is_3way);
/*!
* connect junctions in each quad
*/
void connectJunctions(ptr_vector_t<LineJunctions>& edge_junctions);
/*!
* Genrate small segments for local maxima where the beading would only result in a single bead
*/
void generateLocalMaximaSingleBeads();
};
} // namespace Slic3r::Arachne
#endif // VORONOI_QUADRILATERALIZATION_H