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@@ -9,32 +9,65 @@ namespace Slic3r { namespace branchingtree {
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std::optional<Vec3f> find_merge_pt(const Vec3f &A,
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const Vec3f &B,
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- float max_slope)
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+ float critical_angle)
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{
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- Vec3f Da = (B - A).normalized(), Db = -Da;
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- auto [polar_da, azim_da] = Geometry::dir_to_spheric(Da);
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- auto [polar_db, azim_db] = Geometry::dir_to_spheric(Db);
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- polar_da = std::max(polar_da, float(PI) / 2.f + max_slope);
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- polar_db = std::max(polar_db, float(PI) / 2.f + max_slope);
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-
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- Da = Geometry::spheric_to_dir<float>(polar_da, azim_da);
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- Db = Geometry::spheric_to_dir<float>(polar_db, azim_db);
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-
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- // This formula is based on
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+ // The idea is that A and B both have their support cones. But searching
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+ // for the intersection of these support cones is difficult and its enough
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+ // to reduce this problem to 2D and search for the intersection of two
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+ // rays that merge somewhere between A and B. The 2D plane is a vertical
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+ // slice of the 3D scene where the X axis is determined by the XY direction
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+ // of the AB vector.
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+ //
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+ // Z^
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+ // | A *
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+ // | . . B *
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+ // | . . . .
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+ // | . . . .
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+ // | . x .
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+ // -------------------> X
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+
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+ // Determine the transformation matrix for the 2D projection:
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+ Vec3f diff = {B.x() - A.x(), B.y() - A.y(), 0.f};
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+ Vec3f dir = diff.normalized(); // TODO: avoid normalization
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+
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+ Eigen::Matrix<float, 2, 3> tr2D;
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+ tr2D.row(0) = Vec3f{dir.x(), dir.y(), dir.z()};
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+ tr2D.row(1) = Vec3f{0.f, 0.f, 1.f};
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+
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+ // Transform the 2 vectors A and B into 2D vector 'a' and 'b'. Here we can
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+ // omit 'a', pretend that its the origin and use BA as the vector b.
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+ Vec2f b = tr2D * (B - A);
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+
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+ // Get the slope of the ray emanating from 'a' towards 'b'. This ray might
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+ // exceed the allowed angle but that is corrected subsequently.
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+ // if b.x() is 0, slope is (+/-) pi/2 depending on b.y() sign
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+ float slope_a = std::atan2(b.y(), b.x());
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+
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+ // slope from 'b' to 'a' is the opposite of slope_a, the angle will also
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+ // be corrected later.
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+ float slope_b = -slope_a;
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+
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+ // Derive the allowed angles from the given critical angle.
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+ // critical_angle is measured from the horizontal X axis.
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+ // The rays need to go downwards which corresponds to negative angles
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+
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+ float min_angle = critical_angle - float(PI) / 2.f;
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+ slope_a = std::min(slope_a, min_angle);
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+ slope_b = std::min(slope_b, min_angle);
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+ Vec2f Da = {std::cos(slope_a), std::sin(slope_a)};
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+ Vec2f Db = {-std::cos(slope_b), std::sin(slope_b)};
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+
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+ // Determine where two rays ([0, 0], Da), (b, Db) intersect.
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+ // Based on
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// https://stackoverflow.com/questions/27459080/given-two-points-and-two-direction-vectors-find-the-point-where-they-intersect
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- double t1 =
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- (A.z() * Db.x() + Db.z() * B.x() - B.z() * Db.x() - Db.z() * A.x()) /
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- (Da.x() * Db.z() - Da.z() * Db.x());
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-
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- if (std::isnan(t1) || std::abs(t1) < EPSILON)
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- t1 = (A.z() * Db.y() + Db.z() * B.y() - B.z() * Db.y() - Db.z() * A.y()) /
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- (Da.y() * Db.z() - Da.z() * Db.y());
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-
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- Vec3f m1 = A + t1 * Da;
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+ // One ray is emanating from (0, 0) so the formula is simplified
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+ double t1 = (Db.y() * b.x() - b.y() * Db.x()) /
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+ (Da.x() * Db.y() - Da.y() * Db.x());
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- double t2 = (m1.z() - B.z()) / Db.z();
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+ Vec2f mp = t1 * Da;
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+ Vec3f Mp = A + tr2D.transpose() * mp;
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- return t1 >= 0. && t2 >= 0. ? m1 : std::optional<Vec3f>{};
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+ return t1 >= 0.f ? Mp : Vec3f{};
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}
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void to_eigen_mesh(const indexed_triangle_set &its,
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