mirror of
https://github.com/Theaninova/Bampy.git
synced 2025-12-11 03:56:17 +00:00
fixes
This commit is contained in:
@@ -1,13 +1,10 @@
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use bvh::bvh::BvhNode;
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use crate::console_log;
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use super::{
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line::Line3,
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mesh::Mesh,
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slice_rings::{find_slice_rings, SliceRing},
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SlicerOptions,
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};
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use bvh::bvh::BvhNode;
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#[derive(Debug)]
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pub struct BaseSlice {
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@@ -20,9 +17,9 @@ pub struct BaseSlice {
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pub fn create_slices(options: &SlicerOptions, slicable: &Mesh<f64>) -> Vec<SliceRing> {
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let layer_count = f64::floor(slicable.aabb.max.z / options.layer_height) as usize;
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let mut rings = vec![];
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let mut layer_index = 0;
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for i in 0..layer_count {
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console_log!("Layer {}", i);
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let layer = i as f64 * options.layer_height;
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let mut base_slice = BaseSlice {
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z: layer,
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@@ -62,7 +59,7 @@ pub fn create_slices(options: &SlicerOptions, slicable: &Mesh<f64>) -> Vec<Slice
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}
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}
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rings.append(&mut find_slice_rings(base_slice));
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rings.append(&mut find_slice_rings(base_slice, &mut layer_index));
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}
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rings
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@@ -1,4 +1,4 @@
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use approx::{relative_eq, relative_ne};
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use approx::relative_eq;
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use nalgebra::Vector3;
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use crate::console_log;
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@@ -8,10 +8,11 @@ use super::base_slices::BaseSlice;
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#[derive(Debug)]
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pub struct SliceRing {
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pub z: f64,
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/// The points of the ring, in clockwise order.
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pub points: Vec<Vector3<f64>>,
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}
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pub fn find_slice_rings(mut slice: BaseSlice) -> Vec<SliceRing> {
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pub fn find_slice_rings(mut slice: BaseSlice, layer_index: &mut u32) -> Vec<SliceRing> {
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let mut rings = vec![];
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while let Some(line) = slice.lines.pop() {
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if relative_eq!(line.start, line.end) {
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@@ -23,13 +24,16 @@ pub fn find_slice_rings(mut slice: BaseSlice) -> Vec<SliceRing> {
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};
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let mut right_start = ring.points[0];
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let mut right = ring.points[1];
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let mut sum_of_edges = (right.x - right_start.x) * (right.y + right_start.y);
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let mut previous_len = usize::MAX;
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while relative_ne!(ring.points[0], right) {
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let mut done = false;
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while !done {
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if previous_len == slice.lines.len() {
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console_log!(
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"Error: Could not find a ring for slice at z = {}, d = {}, {} items left.",
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slice.z,
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"Error: Could not close ring {}, d = {}, {} items left.",
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layer_index,
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ring.points[0].metric_distance(&right),
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slice.lines.len()
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);
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@@ -38,24 +42,42 @@ pub fn find_slice_rings(mut slice: BaseSlice) -> Vec<SliceRing> {
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previous_len = slice.lines.len();
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slice.lines.retain_mut(|line| {
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if done {
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return true;
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}
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macro_rules! add {
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( $point:expr ) => {
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if !relative_eq!($point, right_start) {
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right_start = right;
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right = $point;
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ring.points.push(right);
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sum_of_edges = (right.x - right_start.x) * (right.y + right_start.y);
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done = relative_eq!(ring.points[0], right);
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}
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};
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}
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let s = relative_eq!(line.start, right);
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let e = relative_eq!(line.end, right);
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if s && !e && !relative_eq!(line.end, right_start) {
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ring.points.push(line.end);
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right_start = right;
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right = line.end;
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if s && !e {
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add!(line.end);
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false
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} else if e && !s && !relative_eq!(line.start, right_start) {
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ring.points.push(line.start);
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right_start = right;
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right = line.start;
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} else if e && !s {
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add!(line.start);
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false
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} else {
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true
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}
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})
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}
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rings.push(ring)
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// The end point is duplicate, so not part of the winding order calculation.
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if sum_of_edges < 0.0 {
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ring.points.reverse();
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}
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rings.push(ring);
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*layer_index += 1;
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}
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rings
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@@ -6,14 +6,16 @@
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let progress: Writable<number | undefined>;
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let showSlices = 1;
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let maxZ = 0;
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let progressLayer: Writable<number>;
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</script>
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<Canvas>
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<Scene bind:progress bind:showSlices bind:progressLayer />
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<Scene bind:progress bind:showSlices bind:progressLayer bind:maxZ />
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</Canvas>
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<div class="controls">
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<input type="number" bind:value={maxZ} />
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<input type="range" min="0" max="1" step="0.001" bind:value={showSlices} orient="vertical" />
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</div>
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@@ -31,6 +33,10 @@
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height: 80%;
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}
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input[type='number'] {
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width: 60px;
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}
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.controls {
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display: flex;
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flex-direction: column;
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@@ -58,6 +58,7 @@
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export let progress = writable<number | undefined>(undefined);
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export let progressLayer = writable(0);
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export let showSlices = 1;
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export let maxZ = 0;
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export let maxNonPlanarAngle = MathUtils.degToRad(20);
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export let bedNormal = new Vector3(0, 0, 1);
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@@ -98,7 +99,7 @@
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/>
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{#each $layers as { geometry, type }, i}
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{@const visible = showSlices >= i / $layers.length}
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{@const visible = maxZ !== 0 ? i === maxZ : showSlices >= i / $layers.length}
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{@const color = new Color(Math.random() * 0xffffff)}
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<!---{@const color = new Color(0, i / $layers.length, 0.2)}-->
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{#if type === LayerType.Line}
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