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#include <limits>
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#include <exception>
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#include <libnest2d/optimizers/nlopt/genetic.hpp>
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//#include <libnest2d/optimizers/nlopt/genetic.hpp>
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#include <libslic3r/Optimizer.hpp>
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#include <libslic3r/SLA/Rotfinder.hpp>
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#include <libslic3r/SLA/SupportTree.hpp>
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#include <libslic3r/SLA/SupportPointGenerator.hpp>
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#include <libslic3r/SimplifyMesh.hpp>
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#include "Model.hpp"
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namespace Slic3r {
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namespace sla {
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std::array<double, 3> find_best_rotation(const ModelObject& modelobj,
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double area(const Vec3d &p1, const Vec3d &p2, const Vec3d &p3) {
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Vec3d a = p2 - p1;
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Vec3d b = p3 - p1;
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Vec3d c = a.cross(b);
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return 0.5 * c.norm();
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}
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using VertexFaceMap = std::vector<std::vector<size_t>>;
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VertexFaceMap create_vertex_face_map(const TriangleMesh &mesh) {
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std::vector<std::vector<size_t>> vmap(mesh.its.vertices.size());
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size_t fi = 0;
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for (const Vec3i &tri : mesh.its.indices) {
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for (int vi = 0; vi < tri.size(); ++vi) {
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auto from = vmap[tri(vi)].begin(), to = vmap[tri(vi)].end();
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vmap[tri(vi)].insert(std::lower_bound(from, to, fi), fi);
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}
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}
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return vmap;
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}
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// Try to guess the number of support points needed to support a mesh
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double calculate_model_supportedness(const TriangleMesh & mesh,
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const VertexFaceMap &vmap,
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const Transform3d & tr)
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{
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static const double POINTS_PER_UNIT_AREA = 1.;
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static const Vec3d DOWN = {0., 0., -1.};
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double score = 0.;
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// double zmin = mesh.bounding_box().min.z();
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// std::vector<Vec3d> normals(mesh.its.indices.size(), Vec3d::Zero());
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double zmin = 0;
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for (auto & v : mesh.its.vertices)
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zmin = std::min(zmin, double((tr * v.cast<double>()).z()));
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for (size_t fi = 0; fi < mesh.its.indices.size(); ++fi) {
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const auto &face = mesh.its.indices[fi];
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Vec3d p1 = tr * mesh.its.vertices[face(0)].cast<double>();
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Vec3d p2 = tr * mesh.its.vertices[face(1)].cast<double>();
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Vec3d p3 = tr * mesh.its.vertices[face(2)].cast<double>();
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// auto triang = std::array<Vec3d, 3> {p1, p2, p3};
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// double a = area(triang.begin(), triang.end());
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double a = area(p1, p2, p3);
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double zlvl = zmin + 0.1;
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if (p1.z() <= zlvl && p2.z() <= zlvl && p3.z() <= zlvl) {
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score += a * POINTS_PER_UNIT_AREA;
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continue;
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}
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Eigen::Vector3d U = p2 - p1;
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Eigen::Vector3d V = p3 - p1;
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Vec3d N = U.cross(V).normalized();
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double phi = std::acos(N.dot(DOWN)) / PI;
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std::cout << "area: " << a << std::endl;
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score += a * POINTS_PER_UNIT_AREA * phi;
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// normals[fi] = N;
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}
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// for (size_t vi = 0; vi < mesh.its.vertices.size(); ++vi) {
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// const std::vector<size_t> &neighbors = vmap[vi];
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// const auto &v = mesh.its.vertices[vi];
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// Vec3d vt = tr * v.cast<double>();
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// }
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return score;
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}
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std::array<double, 2> find_best_rotation(const ModelObject& modelobj,
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float accuracy,
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std::function<void(unsigned)> statuscb,
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std::function<bool()> stopcond)
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{
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using libnest2d::opt::Method;
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using libnest2d::opt::bound;
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using libnest2d::opt::Optimizer;
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using libnest2d::opt::TOptimizer;
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using libnest2d::opt::StopCriteria;
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static const unsigned MAX_TRIES = 100000;
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static const unsigned MAX_TRIES = 1000000;
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// return value
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std::array<double, 3> rot;
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std::array<double, 2> rot;
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// We will use only one instance of this converted mesh to examine different
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// rotations
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const TriangleMesh& mesh = modelobj.raw_mesh();
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TriangleMesh mesh = modelobj.raw_mesh();
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mesh.require_shared_vertices();
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// auto vmap = create_vertex_face_map(mesh);
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// simplify_mesh(mesh);
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// For current iteration number
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unsigned status = 0;
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@@ -44,40 +124,15 @@ std::array<double, 3> find_best_rotation(const ModelObject& modelobj,
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// the same for subsequent iterations (status goes from 0 to 100 but
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// iterations can be many more)
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auto objfunc = [&mesh, &status, &statuscb, &stopcond, max_tries]
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(double rx, double ry, double rz)
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(const opt::Input<2> &in)
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{
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const TriangleMesh& m = mesh;
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// prepare the rotation transformation
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Transform3d rt = Transform3d::Identity();
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rt.rotate(Eigen::AngleAxisd(in[1], Vec3d::UnitY()));
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rt.rotate(Eigen::AngleAxisd(in[0], Vec3d::UnitX()));
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rt.rotate(Eigen::AngleAxisd(rz, Vec3d::UnitZ()));
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rt.rotate(Eigen::AngleAxisd(ry, Vec3d::UnitY()));
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rt.rotate(Eigen::AngleAxisd(rx, Vec3d::UnitX()));
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double score = 0;
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// For all triangles we calculate the normal and sum up the dot product
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// (a scalar indicating how much are two vectors aligned) with each axis
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// this will result in a value that is greater if a normal is aligned
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// with all axes. If the normal is aligned than the triangle itself is
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// orthogonal to the axes and that is good for print quality.
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// TODO: some applications optimize for minimum z-axis cross section
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// area. The current function is only an example of how to optimize.
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// Later we can add more criteria like the number of overhangs, etc...
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for(size_t i = 0; i < m.stl.facet_start.size(); i++) {
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Vec3d n = m.stl.facet_start[i].normal.cast<double>();
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// rotate the normal with the current rotation given by the solver
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n = rt * n;
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// We should score against the alignment with the reference planes
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score += std::abs(n.dot(Vec3d::UnitX()));
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score += std::abs(n.dot(Vec3d::UnitY()));
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score += std::abs(n.dot(Vec3d::UnitZ()));
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}
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double score = sla::calculate_model_supportedness(mesh, {}, rt);
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std::cout << score << std::endl;
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// report status
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if(!stopcond()) statuscb( unsigned(++status * 100.0/max_tries) );
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@@ -86,26 +141,24 @@ std::array<double, 3> find_best_rotation(const ModelObject& modelobj,
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};
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// Firing up the genetic optimizer. For now it uses the nlopt library.
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StopCriteria stc;
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stc.max_iterations = max_tries;
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stc.relative_score_difference = 1e-3;
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stc.stop_condition = stopcond; // stop when stopcond returns true
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TOptimizer<Method::G_GENETIC> solver(stc);
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opt::Optimizer<opt::AlgNLoptDIRECT> solver(opt::StopCriteria{}
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.max_iterations(max_tries)
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.rel_score_diff(1e-3)
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.stop_condition(stopcond));
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// We are searching rotations around the three axes x, y, z. Thus the
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// problem becomes a 3 dimensional optimization task.
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// We can specify the bounds for a dimension in the following way:
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auto b = bound(-PI/2, PI/2);
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auto b = opt::Bound{-PI, PI};
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// Now we start the optimization process with initial angles (0, 0, 0)
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auto result = solver.optimize_max(objfunc,
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libnest2d::opt::initvals(0.0, 0.0, 0.0),
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b, b, b);
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auto result = solver.to_max().optimize(objfunc, opt::initvals({0.0, 0.0}),
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opt::bounds({b, b}));
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// Save the result and fck off
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rot[0] = std::get<0>(result.optimum);
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rot[1] = std::get<1>(result.optimum);
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rot[2] = std::get<2>(result.optimum);
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return rot;
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}
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