本文整理汇总了C++中Polygons::empty方法的典型用法代码示例。如果您正苦于以下问题:C++ Polygons::empty方法的具体用法?C++ Polygons::empty怎么用?C++ Polygons::empty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Polygons
的用法示例。
在下文中一共展示了Polygons::empty方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: templ
void
SLAPrint::_infill_layer(size_t i, const Fill* _fill)
{
Layer &layer = this->layers[i];
const float shell_thickness = this->config.get_abs_value("perimeter_extrusion_width", this->config.layer_height.value);
// In order to detect what regions of this layer need to be solid,
// perform an intersection with layers within the requested shell thickness.
Polygons internal = layer.slices;
for (size_t j = 0; j < this->layers.size(); ++j) {
const Layer &other = this->layers[j];
if (abs(other.print_z - layer.print_z) > shell_thickness) continue;
if (j == 0 || j == this->layers.size()-1) {
internal.clear();
break;
} else if (i != j) {
internal = intersection(internal, other.slices);
if (internal.empty()) break;
}
}
// If we have no internal infill, just print the whole layer as a solid slice.
if (internal.empty()) return;
layer.solid = false;
const Polygons infill = offset(layer.slices, -scale_(shell_thickness));
// Generate solid infill
layer.solid_infill << diff_ex(infill, internal, true);
// Generate internal infill
{
std::auto_ptr<Fill> fill(_fill->clone());
fill->layer_id = i;
fill->z = layer.print_z;
ExtrusionPath templ(erInternalInfill);
templ.width = fill->spacing;
const ExPolygons internal_ex = intersection_ex(infill, internal);
for (ExPolygons::const_iterator it = internal_ex.begin(); it != internal_ex.end(); ++it) {
Polylines polylines = fill->fill_surface(Surface(stInternal, *it));
layer.infill.append(polylines, templ);
}
}
// Generate perimeter(s).
layer.perimeters << diff_ex(
layer.slices,
offset(layer.slices, -scale_(shell_thickness))
);
}
示例2:
inline void polygons_append(Polygons &dst, Polygons &&src)
{
if (dst.empty())
dst = std::move(src);
else
std::move(std::begin(src), std::end(src), std::back_inserter(dst));
}
示例3: loop
//.........这里部分代码省略.........
coord_t distance = (i == 1) ? ext_pspacing2 : pspacing;
if (this->config->thin_walls) {
offsets = offset2(
last,
-(distance + min_spacing/2 - 1),
+(min_spacing/2 - 1)
);
} else {
offsets = offset(
last,
-distance
);
}
// look for gaps
if (this->config->gap_fill_speed.value > 0 && this->config->fill_density.value > 0) {
// not using safety offset here would "detect" very narrow gaps
// (but still long enough to escape the area threshold) that gap fill
// won't be able to fill but we'd still remove from infill area
ExPolygons diff_expp = diff_ex(
offset(last, -0.5*distance),
offset(offsets, +0.5*distance + 10) // safety offset
);
for (ExPolygons::const_iterator ex = diff_expp.begin(); ex != diff_expp.end(); ++ex) {
if (fabs(ex->area()) >= gap_area_threshold) {
Polygons pp = *ex;
gaps.insert(gaps.end(), pp.begin(), pp.end());
}
}
}
}
if (offsets.empty()) break;
if (i > loop_number) break; // we were only looking for gaps this time
last = offsets;
for (Polygons::const_iterator polygon = offsets.begin(); polygon != offsets.end(); ++polygon) {
PerimeterGeneratorLoop loop(*polygon, i);
loop.is_contour = polygon->is_counter_clockwise();
if (loop.is_contour) {
contours[i].push_back(loop);
} else {
holes[i].push_back(loop);
}
}
}
// nest loops: holes first
for (signed short d = 0; d <= loop_number; ++d) {
PerimeterGeneratorLoops &holes_d = holes[d];
// loop through all holes having depth == d
for (signed short i = 0; i < holes_d.size(); ++i) {
const PerimeterGeneratorLoop &loop = holes_d[i];
// find the hole loop that contains this one, if any
for (signed short t = d+1; t <= loop_number; ++t) {
for (signed short j = 0; j < holes[t].size(); ++j) {
PerimeterGeneratorLoop &candidate_parent = holes[t][j];
if (candidate_parent.polygon.contains(loop.polygon.first_point())) {
candidate_parent.children.push_back(loop);
holes_d.erase(holes_d.begin() + i);
--i;
goto NEXT_LOOP;
}
示例4: pillar
void
SLAPrint::slice()
{
TriangleMesh mesh = this->model->mesh();
mesh.repair();
// align to origin taking raft into account
this->bb = mesh.bounding_box();
if (this->config.raft_layers > 0) {
this->bb.min.x -= this->config.raft_offset.value;
this->bb.min.y -= this->config.raft_offset.value;
this->bb.max.x += this->config.raft_offset.value;
this->bb.max.y += this->config.raft_offset.value;
}
mesh.translate(0, 0, -bb.min.z);
this->bb.translate(0, 0, -bb.min.z);
// if we are generating a raft, first_layer_height will not affect mesh slicing
const float lh = this->config.layer_height.value;
const float first_lh = this->config.first_layer_height.value;
// generate the list of Z coordinates for mesh slicing
// (we slice each layer at half of its thickness)
this->layers.clear();
{
const float first_slice_lh = (this->config.raft_layers > 0) ? lh : first_lh;
this->layers.push_back(Layer(first_slice_lh/2, first_slice_lh));
}
while (this->layers.back().print_z + lh/2 <= mesh.stl.stats.max.z) {
this->layers.push_back(Layer(this->layers.back().print_z + lh/2, this->layers.back().print_z + lh));
}
// perform slicing and generate layers
{
std::vector<float> slice_z;
for (size_t i = 0; i < this->layers.size(); ++i)
slice_z.push_back(this->layers[i].slice_z);
std::vector<ExPolygons> slices;
TriangleMeshSlicer(&mesh).slice(slice_z, &slices);
for (size_t i = 0; i < slices.size(); ++i)
this->layers[i].slices.expolygons = slices[i];
}
// generate infill
if (this->config.fill_density < 100) {
std::auto_ptr<Fill> fill(Fill::new_from_type(this->config.fill_pattern.value));
fill->bounding_box.merge(Point::new_scale(bb.min.x, bb.min.y));
fill->bounding_box.merge(Point::new_scale(bb.max.x, bb.max.y));
fill->spacing = this->config.get_abs_value("infill_extrusion_width", this->config.layer_height.value);
fill->angle = Geometry::deg2rad(this->config.fill_angle.value);
fill->density = this->config.fill_density.value/100;
parallelize<size_t>(
0,
this->layers.size()-1,
boost::bind(&SLAPrint::_infill_layer, this, _1, fill.get()),
this->config.threads.value
);
}
// generate support material
this->sm_pillars.clear();
ExPolygons overhangs;
if (this->config.support_material) {
// flatten and merge all the overhangs
{
Polygons pp;
for (std::vector<Layer>::const_iterator it = this->layers.begin()+1; it != this->layers.end(); ++it)
pp += diff(it->slices, (it - 1)->slices);
overhangs = union_ex(pp);
}
// generate points following the shape of each island
Points pillars_pos;
const coordf_t spacing = scale_(this->config.support_material_spacing);
const coordf_t radius = scale_(this->sm_pillars_radius());
for (ExPolygons::const_iterator it = overhangs.begin(); it != overhangs.end(); ++it) {
// leave a radius/2 gap between pillars and contour to prevent lateral adhesion
for (float inset = radius * 1.5;; inset += spacing) {
// inset according to the configured spacing
Polygons curr = offset(*it, -inset);
if (curr.empty()) break;
// generate points along the contours
for (Polygons::const_iterator pg = curr.begin(); pg != curr.end(); ++pg) {
Points pp = pg->equally_spaced_points(spacing);
for (Points::const_iterator p = pp.begin(); p != pp.end(); ++p)
pillars_pos.push_back(*p);
}
}
}
// for each pillar, check which layers it applies to
for (Points::const_iterator p = pillars_pos.begin(); p != pillars_pos.end(); ++p) {
SupportPillar pillar(*p);
bool object_hit = false;
// check layers top-down
//.........这里部分代码省略.........