Files
OrcaSlicer-KX/src/libslic3r/Geometry.cpp
Vojtech Bubnik cc44089440 New BuildVolume class was created, which detects build volume type (rectangular,
circular, convex, concave) and performs efficient collision detection agains these build
volumes. As of now, collision detection is performed against a convex
hull of a concave build volume for efficency.

GCodeProcessor::Result renamed out of GCodeProcessor to GCodeProcessorResult,
so it could be forward declared.

Plater newly exports BuildVolume, not Bed3D. Bed3D is a rendering class,
while BuildVolume is a purely geometric class.

Reduced usage of global wxGetApp, the Bed3D is passed as a parameter
to View3D/Preview/GLCanvas.

Convex hull code was extracted from Geometry.cpp/hpp to Geometry/ConvexHulll.cpp,hpp.
New test inside_convex_polygon().
New efficent point inside polygon test: Decompose convex hull
to bottom / top parts and use the decomposition to detect point inside
a convex polygon in O(log n). decompose_convex_polygon_top_bottom(),
inside_convex_polygon().

New Circle constructing functions: circle_ransac() and circle_taubin_newton().

New polygon_is_convex() test with unit tests.
2021-11-16 10:15:51 +01:00

666 lines
23 KiB
C++

#include "libslic3r.h"
#include "Exception.hpp"
#include "Geometry.hpp"
#include "ClipperUtils.hpp"
#include "ExPolygon.hpp"
#include "Line.hpp"
#include "clipper.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <list>
#include <map>
#include <numeric>
#include <set>
#include <utility>
#include <stack>
#include <vector>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string/split.hpp>
#include <boost/log/trivial.hpp>
#if defined(_MSC_VER) && defined(__clang__)
#define BOOST_NO_CXX17_HDR_STRING_VIEW
#endif
namespace Slic3r { namespace Geometry {
bool directions_parallel(double angle1, double angle2, double max_diff)
{
double diff = fabs(angle1 - angle2);
max_diff += EPSILON;
return diff < max_diff || fabs(diff - PI) < max_diff;
}
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
bool directions_perpendicular(double angle1, double angle2, double max_diff)
{
double diff = fabs(angle1 - angle2);
max_diff += EPSILON;
return fabs(diff - 0.5 * PI) < max_diff || fabs(diff - 1.5 * PI) < max_diff;
}
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
template<class T>
bool contains(const std::vector<T> &vector, const Point &point)
{
for (typename std::vector<T>::const_iterator it = vector.begin(); it != vector.end(); ++it) {
if (it->contains(point)) return true;
}
return false;
}
template bool contains(const ExPolygons &vector, const Point &point);
double rad2deg_dir(double angle)
{
angle = (angle < PI) ? (-angle + PI/2.0) : (angle + PI/2.0);
if (angle < 0) angle += PI;
return rad2deg(angle);
}
void simplify_polygons(const Polygons &polygons, double tolerance, Polygons* retval)
{
Polygons pp;
for (Polygons::const_iterator it = polygons.begin(); it != polygons.end(); ++it) {
Polygon p = *it;
p.points.push_back(p.points.front());
p.points = MultiPoint::_douglas_peucker(p.points, tolerance);
p.points.pop_back();
pp.push_back(p);
}
*retval = Slic3r::simplify_polygons(pp);
}
double linint(double value, double oldmin, double oldmax, double newmin, double newmax)
{
return (value - oldmin) * (newmax - newmin) / (oldmax - oldmin) + newmin;
}
#if 0
// Point with a weight, by which the points are sorted.
// If the points have the same weight, sort them lexicographically by their positions.
struct ArrangeItem {
ArrangeItem() {}
Vec2d pos;
coordf_t weight;
bool operator<(const ArrangeItem &other) const {
return weight < other.weight ||
((weight == other.weight) && (pos(1) < other.pos(1) || (pos(1) == other.pos(1) && pos(0) < other.pos(0))));
}
};
Pointfs arrange(size_t num_parts, const Vec2d &part_size, coordf_t gap, const BoundingBoxf* bed_bounding_box)
{
// Use actual part size (the largest) plus separation distance (half on each side) in spacing algorithm.
const Vec2d cell_size(part_size(0) + gap, part_size(1) + gap);
const BoundingBoxf bed_bbox = (bed_bounding_box != NULL && bed_bounding_box->defined) ?
*bed_bounding_box :
// Bogus bed size, large enough not to trigger the unsufficient bed size error.
BoundingBoxf(
Vec2d(0, 0),
Vec2d(cell_size(0) * num_parts, cell_size(1) * num_parts));
// This is how many cells we have available into which to put parts.
size_t cellw = size_t(floor((bed_bbox.size()(0) + gap) / cell_size(0)));
size_t cellh = size_t(floor((bed_bbox.size()(1) + gap) / cell_size(1)));
if (num_parts > cellw * cellh)
throw Slic3r::InvalidArgument("%zu parts won't fit in your print area!\n", num_parts);
// Get a bounding box of cellw x cellh cells, centered at the center of the bed.
Vec2d cells_size(cellw * cell_size(0) - gap, cellh * cell_size(1) - gap);
Vec2d cells_offset(bed_bbox.center() - 0.5 * cells_size);
BoundingBoxf cells_bb(cells_offset, cells_size + cells_offset);
// List of cells, sorted by distance from center.
std::vector<ArrangeItem> cellsorder(cellw * cellh, ArrangeItem());
for (size_t j = 0; j < cellh; ++ j) {
// Center of the jth row on the bed.
coordf_t cy = linint(j + 0.5, 0., double(cellh), cells_bb.min(1), cells_bb.max(1));
// Offset from the bed center.
coordf_t yd = cells_bb.center()(1) - cy;
for (size_t i = 0; i < cellw; ++ i) {
// Center of the ith column on the bed.
coordf_t cx = linint(i + 0.5, 0., double(cellw), cells_bb.min(0), cells_bb.max(0));
// Offset from the bed center.
coordf_t xd = cells_bb.center()(0) - cx;
// Cell with a distance from the bed center.
ArrangeItem &ci = cellsorder[j * cellw + i];
// Cell center
ci.pos(0) = cx;
ci.pos(1) = cy;
// Square distance of the cell center to the bed center.
ci.weight = xd * xd + yd * yd;
}
}
// Sort the cells lexicographically by their distances to the bed center and left to right / bttom to top.
std::sort(cellsorder.begin(), cellsorder.end());
cellsorder.erase(cellsorder.begin() + num_parts, cellsorder.end());
// Return the (left,top) corners of the cells.
Pointfs positions;
positions.reserve(num_parts);
for (std::vector<ArrangeItem>::const_iterator it = cellsorder.begin(); it != cellsorder.end(); ++ it)
positions.push_back(Vec2d(it->pos(0) - 0.5 * part_size(0), it->pos(1) - 0.5 * part_size(1)));
return positions;
}
#else
class ArrangeItem {
public:
Vec2d pos = Vec2d::Zero();
size_t index_x, index_y;
coordf_t dist;
};
class ArrangeItemIndex {
public:
coordf_t index;
ArrangeItem item;
ArrangeItemIndex(coordf_t _index, ArrangeItem _item) : index(_index), item(_item) {};
};
bool
arrange(size_t total_parts, const Vec2d &part_size, coordf_t dist, const BoundingBoxf* bb, Pointfs &positions)
{
positions.clear();
Vec2d part = part_size;
// use actual part size (the largest) plus separation distance (half on each side) in spacing algorithm
part(0) += dist;
part(1) += dist;
Vec2d area(Vec2d::Zero());
if (bb != NULL && bb->defined) {
area = bb->size();
} else {
// bogus area size, large enough not to trigger the error below
area(0) = part(0) * total_parts;
area(1) = part(1) * total_parts;
}
// this is how many cells we have available into which to put parts
size_t cellw = floor((area(0) + dist) / part(0));
size_t cellh = floor((area(1) + dist) / part(1));
if (total_parts > (cellw * cellh))
return false;
// total space used by cells
Vec2d cells(cellw * part(0), cellh * part(1));
// bounding box of total space used by cells
BoundingBoxf cells_bb;
cells_bb.merge(Vec2d(0,0)); // min
cells_bb.merge(cells); // max
// center bounding box to area
cells_bb.translate(
(area(0) - cells(0)) / 2,
(area(1) - cells(1)) / 2
);
// list of cells, sorted by distance from center
std::vector<ArrangeItemIndex> cellsorder;
// work out distance for all cells, sort into list
for (size_t i = 0; i <= cellw-1; ++i) {
for (size_t j = 0; j <= cellh-1; ++j) {
coordf_t cx = linint(i + 0.5, 0, cellw, cells_bb.min(0), cells_bb.max(0));
coordf_t cy = linint(j + 0.5, 0, cellh, cells_bb.min(1), cells_bb.max(1));
coordf_t xd = fabs((area(0) / 2) - cx);
coordf_t yd = fabs((area(1) / 2) - cy);
ArrangeItem c;
c.pos(0) = cx;
c.pos(1) = cy;
c.index_x = i;
c.index_y = j;
c.dist = xd * xd + yd * yd - fabs((cellw / 2) - (i + 0.5));
// binary insertion sort
{
coordf_t index = c.dist;
size_t low = 0;
size_t high = cellsorder.size();
while (low < high) {
size_t mid = (low + ((high - low) / 2)) | 0;
coordf_t midval = cellsorder[mid].index;
if (midval < index) {
low = mid + 1;
} else if (midval > index) {
high = mid;
} else {
cellsorder.insert(cellsorder.begin() + mid, ArrangeItemIndex(index, c));
goto ENDSORT;
}
}
cellsorder.insert(cellsorder.begin() + low, ArrangeItemIndex(index, c));
}
ENDSORT: ;
}
}
// the extents of cells actually used by objects
coordf_t lx = 0;
coordf_t ty = 0;
coordf_t rx = 0;
coordf_t by = 0;
// now find cells actually used by objects, map out the extents so we can position correctly
for (size_t i = 1; i <= total_parts; ++i) {
ArrangeItemIndex c = cellsorder[i - 1];
coordf_t cx = c.item.index_x;
coordf_t cy = c.item.index_y;
if (i == 1) {
lx = rx = cx;
ty = by = cy;
} else {
if (cx > rx) rx = cx;
if (cx < lx) lx = cx;
if (cy > by) by = cy;
if (cy < ty) ty = cy;
}
}
// now we actually place objects into cells, positioned such that the left and bottom borders are at 0
for (size_t i = 1; i <= total_parts; ++i) {
ArrangeItemIndex c = cellsorder.front();
cellsorder.erase(cellsorder.begin());
coordf_t cx = c.item.index_x - lx;
coordf_t cy = c.item.index_y - ty;
positions.push_back(Vec2d(cx * part(0), cy * part(1)));
}
if (bb != NULL && bb->defined) {
for (Pointfs::iterator p = positions.begin(); p != positions.end(); ++p) {
p->x() += bb->min(0);
p->y() += bb->min(1);
}
}
return true;
}
#endif
// Euclidian distance of two boost::polygon points.
template<typename T>
T dist(const boost::polygon::point_data<T> &p1,const boost::polygon::point_data<T> &p2)
{
T dx = p2(0) - p1(0);
T dy = p2(1) - p1(1);
return sqrt(dx*dx+dy*dy);
}
// Find a foot point of "px" on a segment "seg".
template<typename segment_type, typename point_type>
inline point_type project_point_to_segment(segment_type &seg, point_type &px)
{
typedef typename point_type::coordinate_type T;
const point_type &p0 = low(seg);
const point_type &p1 = high(seg);
const point_type dir(p1(0)-p0(0), p1(1)-p0(1));
const point_type dproj(px(0)-p0(0), px(1)-p0(1));
const T t = (dir(0)*dproj(0) + dir(1)*dproj(1)) / (dir(0)*dir(0) + dir(1)*dir(1));
assert(t >= T(-1e-6) && t <= T(1. + 1e-6));
return point_type(p0(0) + t*dir(0), p0(1) + t*dir(1));
}
void assemble_transform(Transform3d& transform, const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale, const Vec3d& mirror)
{
transform = Transform3d::Identity();
transform.translate(translation);
transform.rotate(Eigen::AngleAxisd(rotation(2), Vec3d::UnitZ()) * Eigen::AngleAxisd(rotation(1), Vec3d::UnitY()) * Eigen::AngleAxisd(rotation(0), Vec3d::UnitX()));
transform.scale(scale.cwiseProduct(mirror));
}
Transform3d assemble_transform(const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale, const Vec3d& mirror)
{
Transform3d transform;
assemble_transform(transform, translation, rotation, scale, mirror);
return transform;
}
Vec3d extract_euler_angles(const Eigen::Matrix<double, 3, 3, Eigen::DontAlign>& rotation_matrix)
{
// reference: http://www.gregslabaugh.net/publications/euler.pdf
Vec3d angles1 = Vec3d::Zero();
Vec3d angles2 = Vec3d::Zero();
if (std::abs(std::abs(rotation_matrix(2, 0)) - 1.0) < 1e-5)
{
angles1(2) = 0.0;
if (rotation_matrix(2, 0) < 0.0) // == -1.0
{
angles1(1) = 0.5 * (double)PI;
angles1(0) = angles1(2) + ::atan2(rotation_matrix(0, 1), rotation_matrix(0, 2));
}
else // == 1.0
{
angles1(1) = - 0.5 * (double)PI;
angles1(0) = - angles1(2) + ::atan2(- rotation_matrix(0, 1), - rotation_matrix(0, 2));
}
angles2 = angles1;
}
else
{
angles1(1) = -::asin(rotation_matrix(2, 0));
double inv_cos1 = 1.0 / ::cos(angles1(1));
angles1(0) = ::atan2(rotation_matrix(2, 1) * inv_cos1, rotation_matrix(2, 2) * inv_cos1);
angles1(2) = ::atan2(rotation_matrix(1, 0) * inv_cos1, rotation_matrix(0, 0) * inv_cos1);
angles2(1) = (double)PI - angles1(1);
double inv_cos2 = 1.0 / ::cos(angles2(1));
angles2(0) = ::atan2(rotation_matrix(2, 1) * inv_cos2, rotation_matrix(2, 2) * inv_cos2);
angles2(2) = ::atan2(rotation_matrix(1, 0) * inv_cos2, rotation_matrix(0, 0) * inv_cos2);
}
// The following euristic is the best found up to now (in the sense that it works fine with the greatest number of edge use-cases)
// but there are other use-cases were it does not
// We need to improve it
double min_1 = angles1.cwiseAbs().minCoeff();
double min_2 = angles2.cwiseAbs().minCoeff();
bool use_1 = (min_1 < min_2) || (is_approx(min_1, min_2) && (angles1.norm() <= angles2.norm()));
return use_1 ? angles1 : angles2;
}
Vec3d extract_euler_angles(const Transform3d& transform)
{
// use only the non-translational part of the transform
Eigen::Matrix<double, 3, 3, Eigen::DontAlign> m = transform.matrix().block(0, 0, 3, 3);
// remove scale
m.col(0).normalize();
m.col(1).normalize();
m.col(2).normalize();
return extract_euler_angles(m);
}
Transformation::Flags::Flags()
: dont_translate(true)
, dont_rotate(true)
, dont_scale(true)
, dont_mirror(true)
{
}
bool Transformation::Flags::needs_update(bool dont_translate, bool dont_rotate, bool dont_scale, bool dont_mirror) const
{
return (this->dont_translate != dont_translate) || (this->dont_rotate != dont_rotate) || (this->dont_scale != dont_scale) || (this->dont_mirror != dont_mirror);
}
void Transformation::Flags::set(bool dont_translate, bool dont_rotate, bool dont_scale, bool dont_mirror)
{
this->dont_translate = dont_translate;
this->dont_rotate = dont_rotate;
this->dont_scale = dont_scale;
this->dont_mirror = dont_mirror;
}
Transformation::Transformation()
{
reset();
}
Transformation::Transformation(const Transform3d& transform)
{
set_from_transform(transform);
}
void Transformation::set_offset(const Vec3d& offset)
{
set_offset(X, offset(0));
set_offset(Y, offset(1));
set_offset(Z, offset(2));
}
void Transformation::set_offset(Axis axis, double offset)
{
if (m_offset(axis) != offset)
{
m_offset(axis) = offset;
m_dirty = true;
}
}
void Transformation::set_rotation(const Vec3d& rotation)
{
set_rotation(X, rotation(0));
set_rotation(Y, rotation(1));
set_rotation(Z, rotation(2));
}
void Transformation::set_rotation(Axis axis, double rotation)
{
rotation = angle_to_0_2PI(rotation);
if (is_approx(std::abs(rotation), 2.0 * (double)PI))
rotation = 0.0;
if (m_rotation(axis) != rotation)
{
m_rotation(axis) = rotation;
m_dirty = true;
}
}
void Transformation::set_scaling_factor(const Vec3d& scaling_factor)
{
set_scaling_factor(X, scaling_factor(0));
set_scaling_factor(Y, scaling_factor(1));
set_scaling_factor(Z, scaling_factor(2));
}
void Transformation::set_scaling_factor(Axis axis, double scaling_factor)
{
if (m_scaling_factor(axis) != std::abs(scaling_factor))
{
m_scaling_factor(axis) = std::abs(scaling_factor);
m_dirty = true;
}
}
void Transformation::set_mirror(const Vec3d& mirror)
{
set_mirror(X, mirror(0));
set_mirror(Y, mirror(1));
set_mirror(Z, mirror(2));
}
void Transformation::set_mirror(Axis axis, double mirror)
{
double abs_mirror = std::abs(mirror);
if (abs_mirror == 0.0)
mirror = 1.0;
else if (abs_mirror != 1.0)
mirror /= abs_mirror;
if (m_mirror(axis) != mirror)
{
m_mirror(axis) = mirror;
m_dirty = true;
}
}
void Transformation::set_from_transform(const Transform3d& transform)
{
// offset
set_offset(transform.matrix().block(0, 3, 3, 1));
Eigen::Matrix<double, 3, 3, Eigen::DontAlign> m3x3 = transform.matrix().block(0, 0, 3, 3);
// mirror
// it is impossible to reconstruct the original mirroring factors from a matrix,
// we can only detect if the matrix contains a left handed reference system
// in which case we reorient it back to right handed by mirroring the x axis
Vec3d mirror = Vec3d::Ones();
if (m3x3.col(0).dot(m3x3.col(1).cross(m3x3.col(2))) < 0.0)
{
mirror(0) = -1.0;
// remove mirror
m3x3.col(0) *= -1.0;
}
set_mirror(mirror);
// scale
set_scaling_factor(Vec3d(m3x3.col(0).norm(), m3x3.col(1).norm(), m3x3.col(2).norm()));
// remove scale
m3x3.col(0).normalize();
m3x3.col(1).normalize();
m3x3.col(2).normalize();
// rotation
set_rotation(extract_euler_angles(m3x3));
// forces matrix recalculation matrix
m_matrix = get_matrix();
// // debug check
// if (!m_matrix.isApprox(transform))
// std::cout << "something went wrong in extracting data from matrix" << std::endl;
}
void Transformation::reset()
{
m_offset = Vec3d::Zero();
m_rotation = Vec3d::Zero();
m_scaling_factor = Vec3d::Ones();
m_mirror = Vec3d::Ones();
m_matrix = Transform3d::Identity();
m_dirty = false;
}
const Transform3d& Transformation::get_matrix(bool dont_translate, bool dont_rotate, bool dont_scale, bool dont_mirror) const
{
if (m_dirty || m_flags.needs_update(dont_translate, dont_rotate, dont_scale, dont_mirror))
{
m_matrix = Geometry::assemble_transform(
dont_translate ? Vec3d::Zero() : m_offset,
dont_rotate ? Vec3d::Zero() : m_rotation,
dont_scale ? Vec3d::Ones() : m_scaling_factor,
dont_mirror ? Vec3d::Ones() : m_mirror
);
m_flags.set(dont_translate, dont_rotate, dont_scale, dont_mirror);
m_dirty = false;
}
return m_matrix;
}
Transformation Transformation::operator * (const Transformation& other) const
{
return Transformation(get_matrix() * other.get_matrix());
}
Transformation Transformation::volume_to_bed_transformation(const Transformation& instance_transformation, const BoundingBoxf3& bbox)
{
Transformation out;
if (instance_transformation.is_scaling_uniform()) {
// No need to run the non-linear least squares fitting for uniform scaling.
// Just set the inverse.
out.set_from_transform(instance_transformation.get_matrix(true).inverse());
}
else if (is_rotation_ninety_degrees(instance_transformation.get_rotation()))
{
// Anisotropic scaling, rotation by multiples of ninety degrees.
Eigen::Matrix3d instance_rotation_trafo =
(Eigen::AngleAxisd(instance_transformation.get_rotation().z(), Vec3d::UnitZ()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().x(), Vec3d::UnitX())).toRotationMatrix();
Eigen::Matrix3d volume_rotation_trafo =
(Eigen::AngleAxisd(-instance_transformation.get_rotation().x(), Vec3d::UnitX()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().z(), Vec3d::UnitZ())).toRotationMatrix();
// 8 corners of the bounding box.
auto pts = Eigen::MatrixXd(8, 3);
pts(0, 0) = bbox.min.x(); pts(0, 1) = bbox.min.y(); pts(0, 2) = bbox.min.z();
pts(1, 0) = bbox.min.x(); pts(1, 1) = bbox.min.y(); pts(1, 2) = bbox.max.z();
pts(2, 0) = bbox.min.x(); pts(2, 1) = bbox.max.y(); pts(2, 2) = bbox.min.z();
pts(3, 0) = bbox.min.x(); pts(3, 1) = bbox.max.y(); pts(3, 2) = bbox.max.z();
pts(4, 0) = bbox.max.x(); pts(4, 1) = bbox.min.y(); pts(4, 2) = bbox.min.z();
pts(5, 0) = bbox.max.x(); pts(5, 1) = bbox.min.y(); pts(5, 2) = bbox.max.z();
pts(6, 0) = bbox.max.x(); pts(6, 1) = bbox.max.y(); pts(6, 2) = bbox.min.z();
pts(7, 0) = bbox.max.x(); pts(7, 1) = bbox.max.y(); pts(7, 2) = bbox.max.z();
// Corners of the bounding box transformed into the modifier mesh coordinate space, with inverse rotation applied to the modifier.
auto qs = pts *
(instance_rotation_trafo *
Eigen::Scaling(instance_transformation.get_scaling_factor().cwiseProduct(instance_transformation.get_mirror())) *
volume_rotation_trafo).inverse().transpose();
// Fill in scaling based on least squares fitting of the bounding box corners.
Vec3d scale;
for (int i = 0; i < 3; ++i)
scale(i) = pts.col(i).dot(qs.col(i)) / pts.col(i).dot(pts.col(i));
out.set_rotation(Geometry::extract_euler_angles(volume_rotation_trafo));
out.set_scaling_factor(Vec3d(std::abs(scale(0)), std::abs(scale(1)), std::abs(scale(2))));
out.set_mirror(Vec3d(scale(0) > 0 ? 1. : -1, scale(1) > 0 ? 1. : -1, scale(2) > 0 ? 1. : -1));
}
else
{
// General anisotropic scaling, general rotation.
// Keep the modifier mesh in the instance coordinate system, so the modifier mesh will not be aligned with the world.
// Scale it to get the required size.
out.set_scaling_factor(instance_transformation.get_scaling_factor().cwiseInverse());
}
return out;
}
// For parsing a transformation matrix from 3MF / AMF.
Transform3d transform3d_from_string(const std::string& transform_str)
{
assert(is_decimal_separator_point()); // for atof
Transform3d transform = Transform3d::Identity();
if (!transform_str.empty())
{
std::vector<std::string> mat_elements_str;
boost::split(mat_elements_str, transform_str, boost::is_any_of(" "), boost::token_compress_on);
unsigned int size = (unsigned int)mat_elements_str.size();
if (size == 16)
{
unsigned int i = 0;
for (unsigned int r = 0; r < 4; ++r)
{
for (unsigned int c = 0; c < 4; ++c)
{
transform(r, c) = ::atof(mat_elements_str[i++].c_str());
}
}
}
}
return transform;
}
Eigen::Quaterniond rotation_xyz_diff(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to)
{
return
// From the current coordinate system to world.
Eigen::AngleAxisd(rot_xyz_to(2), Vec3d::UnitZ()) * Eigen::AngleAxisd(rot_xyz_to(1), Vec3d::UnitY()) * Eigen::AngleAxisd(rot_xyz_to(0), Vec3d::UnitX()) *
// From world to the initial coordinate system.
Eigen::AngleAxisd(-rot_xyz_from(0), Vec3d::UnitX()) * Eigen::AngleAxisd(-rot_xyz_from(1), Vec3d::UnitY()) * Eigen::AngleAxisd(-rot_xyz_from(2), Vec3d::UnitZ());
}
// This should only be called if it is known, that the two rotations only differ in rotation around the Z axis.
double rotation_diff_z(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to)
{
Eigen::AngleAxisd angle_axis(rotation_xyz_diff(rot_xyz_from, rot_xyz_to));
Vec3d axis = angle_axis.axis();
double angle = angle_axis.angle();
#ifndef NDEBUG
if (std::abs(angle) > 1e-8) {
assert(std::abs(axis.x()) < 1e-8);
assert(std::abs(axis.y()) < 1e-8);
}
#endif /* NDEBUG */
return (axis.z() < 0) ? -angle : angle;
}
}} // namespace Slic3r::Geometry