# CuraEngine之代码阅读(1)之路径优化函数PathOrderOptimizer::optimize(全)

CuraEngine之代码阅读(1)之路径优化函数(全)

注:整理一些突然学到的C++知识,随时mark一下
例如:忘记的关键字用法,新关键字,新数据结构


C++ 的 STL

  • CuraEngine之代码阅读(1)之路径优化函数(全)
  • 一、路径优化函数
    • 1、完整代码(来自于CuraEngine源码)
  • 总结


提示:本文为curaengine 中 路径优化函数代码


  CuraEngine的功能:用于3D打印,接受STL文件(或其他格式的文件,如AMF文件)作为输入,并输出G代码(GCode)。G代码类似于汇编代码,可以直接在底层硬件上运行,控制电机等运动单元动作。

一、路径优化函数

1、完整代码(来自于CuraEngine源码)

void PathOrderOptimizer::optimize()
{
    // NOTE: Keep this vector fixed-size, it replaces an (non-standard, sized at runtime) array:
    std::vector<bool> picked(polygons.size(), false);
    loc_to_line = nullptr;

    for (unsigned poly_idx = 0; poly_idx < polygons.size(); ++poly_idx) /// find closest point to initial starting point within each polygon +initialize picked
    {
        const ConstPolygonRef poly = *polygons[poly_idx];
        switch (config.type)
        {
            case EZSeamType::USER_SPECIFIED:
                polyStart.push_back(getClosestPointInPolygon(config.pos, poly_idx));
                break;
            case EZSeamType::RANDOM:
                polyStart.push_back(getRandomPointInPolygon(poly_idx));
                break;
            case EZSeamType::SHARPEST_CORNER:
            case EZSeamType::SHORTEST:
            default:
                polyStart.push_back(getClosestPointInPolygon(startPoint, poly_idx));
                break;
        }
        assert(poly.size() != 2);
    }


    Point prev_point;
    switch (config.type)
    {
        case EZSeamType::USER_SPECIFIED:
            prev_point = config.pos;
            break;
        case EZSeamType::RANDOM: //TODO: Starting position of the first polygon isn't random.
        case EZSeamType::SHARPEST_CORNER:
        case EZSeamType::SHORTEST:
        default:
            prev_point = startPoint;
    }
    for (unsigned int poly_order_idx = 0; poly_order_idx < polygons.size(); poly_order_idx++) /// actual path order optimizer
    {
        int best_poly_idx = -1;
        float bestDist2 = std::numeric_limits<float>::infinity();


        for (unsigned int poly_idx = 0; poly_idx < polygons.size(); poly_idx++)
        {
            if (picked[poly_idx] || polygons[poly_idx]->size() < 1) /// skip single-point-polygons
            {
                continue;
            }

            assert (polygons[poly_idx]->size() != 2);

            const Point& p = (*polygons[poly_idx])[polyStart[poly_idx]];
            float dist2 = vSize2f(p - prev_point);
            if (dist2 < bestDist2 && combing_boundary)
            {
                // using direct routing, this poly is the closest so far but as the combing boundary
                // is available see if the travel would cross the combing boundary and, if so, either get
                // the combed distance and use that instead or increase the distance to make it less attractive
                if (PolygonUtils::polygonCollidesWithLineSegment(*combing_boundary, p, prev_point))
                {
                    if ((polygons.size() - poly_order_idx) > 100)
                    {
                        // calculating the combing distance for lots of polygons is too time consuming so, instead,
                        // just increase the distance to penalise travels that hit the combing boundary
                        dist2 *= 5;
                    }
                    else
                    {
                        if (!loc_to_line)
                        {
                            // the combing boundary has been provided so do the initialisation
                            // required to be able to calculate realistic travel distances to the start of new paths
                            const int travel_avoid_distance = 2000; // assume 2mm - not really critical for our purposes
                            loc_to_line = PolygonUtils::createLocToLineGrid(*combing_boundary, travel_avoid_distance);
                        }
                        CombPath comb_path;
                        if (LinePolygonsCrossings::comb(*combing_boundary, *loc_to_line, p, prev_point, comb_path, -40, 0, false))
                        {
                            float dist = 0;
                            Point last_point = p;
                            for (const Point& comb_point : comb_path)
                            {
                                dist += vSize(comb_point - last_point);
                                last_point = comb_point;
                            }
                            dist2 = dist * dist;
                        }
                    }
                }
            }
            if (dist2 < bestDist2)
            {
                best_poly_idx = poly_idx;
                bestDist2 = dist2;
            }

        }


        if (best_poly_idx > -1) /// should always be true; we should have been able to identify the best next polygon
        {
            assert(polygons[best_poly_idx]->size() != 2);

            prev_point = (*polygons[best_poly_idx])[polyStart[best_poly_idx]];

            picked[best_poly_idx] = true;
            polyOrder.push_back(best_poly_idx);
        }
        else
        {
            logError("Failed to find next closest polygon.\n");
        }
    }

    if (loc_to_line != nullptr)
    {
        delete loc_to_line;
    }
}

这段代码是一个名为PathOrderOptimizer::optimize()的函数,它的主要目的是优化多边形路径的顺序(gcode打印顺序)。以下是代码的分段讲解:

1、初始化一个布尔类型的向量picked,用于记录每个多边形是否已被选中。向量的大小与多边形的数量相同,初始值都为false

std::vector<bool> picked(polygons.size(), false);

2、将loc_to_line指针设置为nullptr

loc_to_line = nullptr;

3、遍历所有多边形,根据配置类型(config.type)确定每个多边形的起始点(polyStart)。(本人创造的逻辑简略标记for each polygon in polygons to polyStart,遍历循环向量中的每个元最后为了得到polyStart。)

for (unsigned poly_idx = 0; poly_idx < polygons.size(); ++poly_idx) {
    const ConstPolygonRef poly = *polygons[poly_idx];
    switch (config.type) {
        case EZSeamType::USER_SPECIFIED:
            polyStart.push_back(getClosestPointInPolygon(config.pos, poly_idx));
            break;
        case EZSeamType::RANDOM:
            polyStart.push_back(getRandomPointInPolygon(poly_idx));
            break;
        case EZSeamType::SHARPEST_CORNER:
        case EZSeamType::SHORTEST:
        default:
            polyStart.push_back(getClosestPointInPolygon(startPoint, poly_idx));
            break;
    }
    assert(poly.size() != 2);
}

4、根据配置类型更新上一个点的位置(prev_point)。

switch (config.type) {
    case EZSeamType::USER_SPECIFIED:
        prev_point = config.pos;
        break;
    case EZSeamType::RANDOM: //TODO: Starting position of the first polygon isn't random.
    case EZSeamType::SHARPEST_CORNER:
    case EZSeamType::SHORTEST:
    default:
        prev_point = startPoint;
}

5、第二层循环遍历所有多边形,寻找距离上一个点prev_point最短邻的多边形。在这个过程中,会跳过单点多边形和已经被选中的多边形。对于每个多边形,计算其起始点到上一个点prevpoint的距离平方(dist2)。如果当前多边形与上一个点之间的距离小于之前找到的最佳距离,并且存在边界限制(combing_boundary),则检查是否需要调整距离。
本人创造的逻辑简略标记for each polygon in polygons to bestDist bestpolyidx,遍历循环向量中的每个元最后为了得到最优多边形)

for (unsigned int poly_order_idx = 0; poly_order_idx < polygons.size(); poly_order_idx++) {
    int best_poly_idx = -1;
    float bestDist2 = std::numeric_limits<float>::infinity();

    for (unsigned int poly_idx = 0; poly_idx < polygons.size(); poly_idx++) {
        if (picked[poly_idx] || polygons[poly_idx]->size() < 1) {
            continue;
        }

        assert (polygons[poly_idx]->size() != 2);

        const Point& p = (*polygons[poly_idx])[polyStart[poly_idx]];
        float dist2 = vSize2f(p - prev_point);
        if (dist2 < bestDist2 && combing_boundary) {
            // ...省略部分代码...
        }
        if (dist2 < bestDist2) {
            best_poly_idx = poly_idx;
            bestDist2 = dist2;
        }
    }

6、条件语句,根据best_poly_idx的值进行不同的操作。如果best_poly_idx大于-1,表示找到了最接近的多边形索引。然后通过断言(assert)确保该多边形的大小不为2。接下来,将prev_point更新为本次比较后得到的最优的多边形的起始点,即(*polygons[best_poly_idx])[polyStart[best_poly_idx]]。然后将picked[best_poly_idx]标记为true,表示已经选择了该多边形。最后,将best_poly_idx添加到polyOrder向量中,用于记录选择的多边形顺序。

如果best_poly_idx小于等于-1,表示没有找到最close即距离最短的多边形。在这种情况下,会调用logError函数输出错误信息:“Failed to find next closest polygon.”

if (best_poly_idx > -1) {
    assert(polygons[best_poly_idx]->size() != 2);

    prev_point = (*polygons[best_poly_idx])[polyStart[best_poly_idx]];

    picked[best_poly_idx] = true;
    polyOrder.push_back(best_poly_idx);
} else {
    logError("Failed to find next closest polygon.\n");
}
  1. 最后,如果loc_to_line不为空,则删掉它。
if (loc_to_line != nullptr) {
    delete loc_to_line;
}

总结

PathOrderOptimizer::optimize()的函数的主要目的是优化多边形路径的顺序。以下是代码的步骤总结:
先从N个多边形中找离prev点最close的
更新prev点为上步找到的最优点的起点或对称点
再从剩下N-1个多边形中找离新prev点最close的
再更新prev点,再从剩下N-2中找,循环

  1. 初始化一个布尔类型的向量picked,用于记录每个多边形是否已被选中。向量的大小与多边形的数量相同,初始值都为false

  2. loc_to_line指针设置为nullptr

  3. 遍历所有多边形,根据配置类型(config.type)确定每个多边形的起始点(polyStart)。

  4. 根据配置类型设置上一个点(prev_point)。

  5. 遍历所有多边形,寻找距离上一个点最近的多边形。在这个过程中,会跳过单点多边形和已经被选中的多边形。

  6. 对于每个多边形,计算其起始点到上一个点的距离平方(dist2)。如果当前多边形与上一个点之间的距离小于之前找到的最佳距离,并且存在边界限制(combing_boundary),则检查是否需要调整距离。

  7. 如果找到了距离上一个点最近的多边形,将其索引(best_poly_idx)添加到路径顺序向量(polyOrder)中,并将对应的picked值设为true

  8. 最后,如果loc_to_line不为空,则删掉它。

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