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- #include <catch2/catch.hpp>
- #include <test_utils.hpp>
- #include <libslic3r/SLA/IndexedMesh.hpp>
- #include <libslic3r/SLA/Hollowing.hpp>
- #include "sla_test_utils.hpp"
- using namespace Slic3r;
- // First do a simple test of the hole raycaster.
- TEST_CASE("Raycaster - find intersections of a line and cylinder")
- {
- sla::DrainHole hole{Vec3f(0,0,0), Vec3f(0,0,1), 5, 10};
- std::array<std::pair<float, Vec3d>, 2> out;
- Vec3f s;
- Vec3f dir;
- // Start inside the hole and cast perpendicular to its axis.
- s = {-1.f, 0, 5.f};
- dir = {1.f, 0, 0};
- hole.get_intersections(s, dir, out);
- REQUIRE(out[0].first == Approx(-4.f));
- REQUIRE(out[1].first == Approx(6.f));
- // Start outside and cast parallel to axis.
- s = {0, 0, -1.f};
- dir = {0, 0, 1.f};
- hole.get_intersections(s, dir, out);
- REQUIRE(std::abs(out[0].first - 1.f) < 0.001f);
- REQUIRE(std::abs(out[1].first - 11.f) < 0.001f);
- // Start outside and cast so that entry is in base and exit on the cylinder
- s = {0, -1.f, -1.f};
- dir = {0, 1.f, 1.f};
- dir.normalize();
- hole.get_intersections(s, dir, out);
- REQUIRE(std::abs(out[0].first - std::sqrt(2.f)) < 0.001f);
- REQUIRE(std::abs(out[1].first - std::sqrt(72.f)) < 0.001f);
- }
- #ifdef SLIC3R_HOLE_RAYCASTER
- // Create a simple scene with a 20mm cube and a big hole in the front wall
- // with 5mm radius. Then shoot rays from interesting positions and see where
- // they land.
- TEST_CASE("Raycaster with loaded drillholes", "[sla_raycast]")
- {
- // Load the cube and make it hollow.
- TriangleMesh cube = load_model("20mm_cube.obj");
- sla::HollowingConfig hcfg;
- std::unique_ptr<TriangleMesh> cube_inside = sla::generate_interior(cube, hcfg);
- REQUIRE(cube_inside);
-
- // Helper bb
- auto boxbb = cube.bounding_box();
-
- // Create the big 10mm long drainhole in the front wall.
- Vec3f center = boxbb.center().cast<float>();
- Vec3f p = {center.x(), 0., center.z()};
- Vec3f normal = {0.f, 1.f, 0.f};
- float radius = 5.f;
- float hole_length = 10.;
- sla::DrainHoles holes = { sla::DrainHole{p, normal, radius, hole_length} };
-
- cube.merge(*cube_inside);
-
- sla::IndexedMesh emesh{cube};
- emesh.load_holes(holes);
-
- Vec3d s = center.cast<double>();
- // Fire from center, should hit the interior wall
- auto hit = emesh.query_ray_hit(s, {0, 1., 0.});
- REQUIRE(hit.distance() == Approx(boxbb.size().x() / 2 - hcfg.min_thickness));
-
- // Fire upward from hole center, hit distance equals the radius (hits the
- // side of the hole cut.
- s.y() = hcfg.min_thickness / 2;
- hit = emesh.query_ray_hit(s, {0, 0., 1.});
- REQUIRE(hit.distance() == Approx(radius));
- // Fire from outside, hit the back side of the cube interior
- s.y() = -1.;
- hit = emesh.query_ray_hit(s, {0, 1., 0.});
- REQUIRE(hit.distance() == Approx(boxbb.max.y() - hcfg.min_thickness - s.y()));
-
- // Fire downwards from above the hole cylinder. Has to go through the cyl.
- // as it was not there.
- s = center.cast<double>();
- s.z() = boxbb.max.z() - hcfg.min_thickness - 1.;
- hit = emesh.query_ray_hit(s, {0, 0., -1.});
- REQUIRE(hit.distance() == Approx(s.z() - boxbb.min.z() - hcfg.min_thickness));
- // Check for support tree correctness
- test_support_model_collision("20mm_cube.obj", {}, hcfg, holes);
- }
- #endif
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