fix progressive shadows in rough/outline by using terrain top/bottom derived from new fit option
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b19f985728
commit
41d95c5585
3 changed files with 29 additions and 15 deletions
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@ -1313,7 +1313,6 @@
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if (src[0].isEquivalent(dst[0]) && src[1].isEquivalent(dst[1])) {
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return null;
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}
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return union;
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}
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return union;
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}
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@ -253,25 +253,35 @@
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interval(step, options) {
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let opt = options || {},
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bounds = this.bounds,
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boff = opt.boff || 0, // bottom offset
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toff = opt.toff || 0, // top offset
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boff = opt.boff || opt.off || 0, // bottom offset
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toff = opt.toff || opt.off || 0, // top offset
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zmin = (opt.min || this.bounds.min.z) + boff,
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zmax = (opt.max || this.bounds.max.z) - toff,
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count = Math.floor((zmax - zmin) / step),
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array = new Array(count);
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steps = (zmax - zmin) / step,
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count = Math.floor(steps),
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array = [];
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if (opt.fit) {
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count++;
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step = (zmax - zmin) / count;
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}
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if (opt.down) {
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for (let i=0, il=array.length; i<il; i++) {
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array[i] = zmax;
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for (let i=0; i<count; i++) {
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array.push(zmax);
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zmax -= step;
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}
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} else {
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for (let i=0, il=array.length; i<il; i++) {
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array[i] = zmin;
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for (let i=0; i<count; i++) {
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array.push(zmin);
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zmin += step;
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}
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}
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if (opt.fit) {
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array.push(opt.down ? zmax : zmin);
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}
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return array;
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}
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}
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@ -538,8 +538,8 @@
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* @param {number} overlap on each pass
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*/
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function createRoughPaths(slice, shell, diameter, stock, overlap) {
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let tops = slice.shadow;
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let offset = [shell.clone(true),tops.clone(true)].flat();
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let shadow = slice.shadow;
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let offset = [shell.clone(true),shadow.clone(true)].flat();
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let flat = POLY.flatten(offset, [], true);
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offset = POLY.setZ(POLY.nest(flat), slice.z);
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@ -830,13 +830,15 @@
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});
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let tslices = [];
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let tshadow = [];
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let tzindex = slicer.interval(1); // bottom up 1mm steps
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let tzindex = slicer.interval(1, { fit: true, off: 0.01 }); // bottom up 1mm steps
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let terrain = slicer.slice(tzindex, { each: (data, index, total) => {
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console.log('terrain', index, total, data);
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tshadow = POLY.union(tshadow.appendAll(data.tops), 0.01, true);
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tslices.push(data.slice);
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onupdate(0.0 + (index/total) * 0.1, "mapping");
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}, genso: true });
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let shadowTop = terrain[terrain.length - 1];
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let shadowBase = terrain[0];
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console.log({slicer, tzindex, tshadow, terrain});
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if (procDrillReg) {
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@ -849,20 +851,22 @@
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// identify through holes
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thruHoles = tshadow.map(p => p.inner || []).flat();
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console.log({thruHoles})
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// create roughing slices
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if (procRough) {
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let shadow = [];
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let shadow = shadowTop.tops;
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let slices = [];
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slicer.slice(slicer.interval(roughDown, { down: true, min: zBottom }), { each: (data, index, total) => {
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shadow = POLY.union(shadow.appendAll(data.tops), 0.01, true);
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data.shadow = shadow.clone(true);
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data.slice.camMode = CPRO.ROUGH;
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data.slice.shadow = data.shadow;
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// data.slice.tops[0].inner = shadow.clone(true);
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slices.push(data.slice);
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onupdate(0.1 + (index/total) * 0.1, "roughing");
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}, genso: true });
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shadow = POLY.union(shadow.appendAll(shadowBase.tops), 0.01, true);
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// inset or eliminate thru holes from shadow
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shadow = POLY.flatten(shadow.clone(true), [], true);
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@ -890,7 +894,7 @@
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// create outline slices
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if (procOutline) {
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let shadow = [];
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let shadow = shadowTop.tops;
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let slices = [];
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slicer.slice(slicer.interval(outlineDown, { down: true, min: zBottom }), { each: (data, index, total) => {
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shadow = POLY.union(shadow.appendAll(data.tops), 0.01, true);
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@ -901,6 +905,7 @@
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slices.push(data.slice);
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onupdate(0.2 + (index/total) * 0.1, "outlines");
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}, genso: true });
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shadow = POLY.union(shadow.appendAll(shadowBase.tops), 0.01, true);
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shellOutline = tshadow;
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