PrusaSlicer-NonPlainar/lib/Slic3r/Model.pm

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package Slic3r::Model;
use List::Util qw(first max);
use Slic3r::Geometry qw(X Y Z move_points);
sub read_from_file {
my $class = shift;
my ($input_file) = @_;
my $model = $input_file =~ /\.stl$/i ? Slic3r::Format::STL->read_file($input_file)
: $input_file =~ /\.obj$/i ? Slic3r::Format::OBJ->read_file($input_file)
: $input_file =~ /\.amf(\.xml)?$/i ? Slic3r::Format::AMF->read_file($input_file)
: die "Input file must have .stl, .obj or .amf(.xml) extension\n";
$_->set_input_file($input_file) for @{$model->objects};
return $model;
}
sub merge {
my $class = shift;
my @models = @_;
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my $new_model = ref($class)
? $class
: $class->new;
$new_model->add_object($_) for map @{$_->objects}, @models;
return $new_model;
}
sub add_object {
my $self = shift;
if (@_ == 1) {
# we have a Model::Object
my ($object) = @_;
return $self->_add_object_clone($object);
} else {
my (%args) = @_;
my $new_object = $self->_add_object;
$new_object->set_input_file($args{input_file})
if defined $args{input_file};
$new_object->config->apply($args{config})
if defined $args{config};
$new_object->set_layer_height_ranges($args{layer_height_ranges})
if defined $args{layer_height_ranges};
$new_object->set_origin_translation($args{origin_translation})
if defined $args{origin_translation};
return $new_object;
}
}
sub set_material {
my $self = shift;
my ($material_id, $attributes) = @_;
my $material = $self->add_material($material_id);
$material->apply($attributes // {});
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return $material;
}
sub duplicate_objects_grid {
my ($self, $grid, $distance) = @_;
die "Grid duplication is not supported with multiple objects\n"
if @{$self->objects} > 1;
my $object = $self->objects->[0];
$object->clear_instances;
my $size = $object->bounding_box->size;
for my $x_copy (1..$grid->[X]) {
for my $y_copy (1..$grid->[Y]) {
$object->add_instance(
offset => Slic3r::Pointf->new(
($size->[X] + $distance) * ($x_copy-1),
($size->[Y] + $distance) * ($y_copy-1),
),
);
}
}
}
# this will append more instances to each object
# and then automatically rearrange everything
sub duplicate_objects {
my ($self, $copies_num, $distance, $bb) = @_;
foreach my $object (@{$self->objects}) {
my @instances = @{$object->instances};
foreach my $instance (@instances) {
$object->add_instance($instance) for 2..$copies_num;
}
}
$self->arrange_objects($distance, $bb);
}
# arrange objects preserving their instance count
# but altering their instance positions
sub arrange_objects {
my ($self, $distance, $bb) = @_;
# get the (transformed) size of each instance so that we take
# into account their different transformations when packing
my @instance_sizes = ();
foreach my $object (@{$self->objects}) {
push @instance_sizes, map $object->instance_bounding_box($_)->size, 0..$#{$object->instances};
}
my @positions = $self->_arrange(\@instance_sizes, $distance, $bb);
foreach my $object (@{$self->objects}) {
$_->set_offset(Slic3r::Pointf->new(@{shift @positions})) for @{$object->instances};
$object->update_bounding_box;
}
}
# duplicate the entire model preserving instance relative positions
sub duplicate {
my ($self, $copies_num, $distance, $bb) = @_;
my $model_size = $self->bounding_box->size;
my @positions = $self->_arrange([ map $model_size, 2..$copies_num ], $distance, $bb);
# note that this will leave the object count unaltered
foreach my $object (@{$self->objects}) {
my @instances = @{$object->instances}; # store separately to avoid recursion from add_instance() below
foreach my $instance (@instances) {
foreach my $pos (@positions) {
$object->add_instance(
offset => Slic3r::Pointf->new($instance->offset->[X] + $pos->[X], $instance->offset->[Y] + $pos->[Y]),
rotation => $instance->rotation,
scaling_factor => $instance->scaling_factor,
);
}
}
$object->update_bounding_box;
}
}
sub _arrange {
my ($self, $sizes, $distance, $bb) = @_;
return Slic3r::Geometry::arrange(
scalar(@$sizes), # number of parts
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max(map $_->x, @$sizes), # cell width
max(map $_->y, @$sizes), # cell height ,
$distance, # distance between cells
$bb, # bounding box of the area to fill (can be undef)
);
}
sub has_objects_with_no_instances {
my ($self) = @_;
return (first { !defined $_->instances } @{$self->objects}) ? 1 : 0;
}
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# makes sure all objects have at least one instance
sub add_default_instances {
my ($self) = @_;
# apply a default position to all objects not having one
my $added = 0;
foreach my $object (@{$self->objects}) {
if ($object->instances_count == 0) {
$object->add_instance(offset => Slic3r::Pointf->new(0,0));
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$added = 1;
}
}
return $added;
}
# this returns the bounding box of the *transformed* instances
sub bounding_box {
my $self = shift;
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return undef if !@{$self->objects};
my $bb = $self->objects->[0]->bounding_box;
$bb->merge($_->bounding_box) for @{$self->objects}[1..$#{$self->objects}];
return $bb;
}
# input point is expressed in unscaled coordinates
sub center_instances_around_point {
my ($self, $point) = @_;
my $bb = $self->bounding_box;
return if !defined $bb;
my $size = $bb->size;
my @shift = (
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-$bb->x_min + $point->[X] - $size->x/2,
-$bb->y_min + $point->[Y] - $size->y/2, #//
);
foreach my $object (@{$self->objects}) {
foreach my $instance (@{$object->instances}) {
$instance->set_offset(Slic3r::Pointf->new(
$instance->offset->x + $shift[X],
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$instance->offset->y + $shift[Y], #++
));
}
$object->update_bounding_box;
}
}
sub align_instances_to_origin {
my ($self) = @_;
my $bb = $self->bounding_box;
return if !defined $bb;
my $new_center = $bb->size;
$new_center->translate(-$new_center->x/2, -$new_center->y/2); #//
$self->center_instances_around_point($new_center);
}
sub translate {
my $self = shift;
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my @shift = @_;
$_->translate(@shift) for @{$self->objects};
}
# flattens everything to a single mesh
sub mesh {
my $self = shift;
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my $mesh = Slic3r::TriangleMesh->new;
$mesh->merge($_->mesh) for @{$self->objects};
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return $mesh;
}
# this method splits objects into multiple distinct objects by walking their meshes
sub split_meshes {
my $self = shift;
my @objects = @{$self->objects};
@{$self->objects} = ();
foreach my $object (@objects) {
if (@{$object->volumes} > 1) {
# We can't split meshes if there's more than one material, because
# we can't group the resulting meshes by object afterwards
$self->_add_object($object);
next;
}
my $volume = $object->volumes->[0];
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foreach my $mesh (@{$volume->mesh->split}) {
my $new_object = $self->add_object(
input_file => $object->input_file,
config => $object->config->clone,
layer_height_ranges => $object->layer_height_ranges, # TODO: this needs to be cloned
origin_translation => $object->origin_translation,
);
$new_object->add_volume(
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mesh => $mesh,
material_id => $volume->material_id,
);
# add one instance per original instance
$new_object->add_instance(
offset => Slic3r::Pointf->new(@{$_->offset}),
rotation => $_->rotation,
scaling_factor => $_->scaling_factor,
) for @{ $object->instances // [] };
}
}
}
sub print_info {
my $self = shift;
$_->print_info for @{$self->objects};
}
sub get_material_name {
my $self = shift;
my ($material_id) = @_;
my $name;
if ($self->has_material($material_id)) {
$name //= $self->get_material($material_id)
->attributes->{$_} for qw(Name name);
}
$name //= $material_id;
return $name;
}
package Slic3r::Model::Material;
sub apply {
my ($self, $attributes) = @_;
$self->set_attribute($_, $attributes{$_}) for keys %$attributes;
}
package Slic3r::Model::Object;
use File::Basename qw(basename);
use List::Util qw(first sum);
use Slic3r::Geometry qw(X Y Z rad2deg);
sub add_volume {
my $self = shift;
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my $new_volume;
if (@_ == 1) {
# we have a Model::Volume
my ($volume) = @_;
$new_volume = $self->_add_volume_clone($volume);
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# TODO: material_id can't be undef.
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if (defined $volume->material_id) {
# merge material attributes and config (should we rename materials in case of duplicates?)
if (my $material = $volume->object->model->get_material($volume->material_id)) {
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my %attributes = %{ $material->attributes };
if ($self->model->has_material($volume->material_id)) {
%attributes = (%attributes, %{ $self->model->get_material($volume->material_id)->attributes })
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}
my $new_material = $self->model->set_material($volume->material_id, {%attributes});
$new_material->config->apply($material->config);
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}
}
} else {
my %args = @_;
$new_volume = $self->_add_volume($args{mesh});
$new_volume->set_material_id($args{material_id})
if defined $args{material_id};
$new_volume->set_modifier($args{modifier})
if defined $args{modifier};
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}
if (defined $new_volume->material_id && !defined $self->model->get_material($new_volume->material_id)) {
# TODO: this should be a trigger on Volume::material_id
$self->model->set_material($new_volume->material_id);
}
$self->invalidate_bounding_box;
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return $new_volume;
}
sub add_instance {
my $self = shift;
my %params = @_;
if (@_ == 1) {
# we have a Model::Instance
my ($instance) = @_;
return $self->_add_instance_clone($instance);
} else {
my (%args) = @_;
my $new_instance = $self->_add_instance;
$new_instance->set_rotation($args{rotation})
if defined $args{rotation};
$new_instance->set_scaling_factor($args{scaling_factor})
if defined $args{scaling_factor};
$new_instance->set_offset($args{offset})
if defined $args{offset};
return $new_instance;
}
}
sub raw_mesh {
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my $self = shift;
my $mesh = Slic3r::TriangleMesh->new;
$mesh->merge($_->mesh) for grep !$_->modifier, @{ $self->volumes };
return $mesh;
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}
# flattens all volumes and instances into a single mesh
sub mesh {
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my $self = shift;
my $mesh = $self->raw_mesh;
my @instance_meshes = ();
foreach my $instance (@{ $self->instances }) {
my $m = $mesh->clone;
$instance->transform_mesh($m);
push @instance_meshes, $m;
}
my $full_mesh = Slic3r::TriangleMesh->new;
$full_mesh->merge($_) for @instance_meshes;
return $full_mesh;
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}
sub update_bounding_box {
my ($self) = @_;
$self->_bounding_box($self->mesh->bounding_box);
}
# this returns the bounding box of the *transformed* instances
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sub bounding_box {
my $self = shift;
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$self->update_bounding_box if !defined $self->_bounding_box;
return $self->_bounding_box->clone;
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}
# this returns the bounding box of the *transformed* given instance
sub instance_bounding_box {
my ($self, $instance_idx) = @_;
my $mesh = $self->raw_mesh;
$self->instances->[$instance_idx]->transform_mesh($mesh);
return $mesh->bounding_box;
}
sub center_around_origin {
my $self = shift;
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# calculate the displacements needed to
# center this object around the origin
my $bb = $self->raw_mesh->bounding_box;
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# first align to origin on XY
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my @shift = (
-$bb->x_min,
-$bb->y_min,
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0,
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);
# then center it on XY
my $size = $bb->size;
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$shift[X] -= $size->x/2;
$shift[Y] -= $size->y/2; #//
$self->translate(@shift);
$self->origin_translation->translate(@shift[X,Y]);
if ($self->instances_count > 0) {
foreach my $instance (@{ $self->instances }) {
$instance->set_offset(Slic3r::Pointf->new(
$instance->offset->x - $shift[X],
$instance->offset->y - $shift[Y], #--
));
}
$self->update_bounding_box;
}
return @shift;
}
sub translate {
my $self = shift;
my @shift = @_;
$_->mesh->translate(@shift) for @{$self->volumes};
$self->_bounding_box->translate(@shift) if defined $self->_bounding_box;
}
sub rotate_x {
my ($self, $angle) = @_;
# we accept angle in radians but mesh currently uses degrees
$angle = rad2deg($angle);
$_->mesh->rotate_x($angle) for @{$self->volumes};
$self->invalidate_bounding_box;
}
sub materials_count {
my $self = shift;
my %materials = map { $_->material_id // '_default' => 1 } @{$self->volumes};
return scalar keys %materials;
}
sub unique_materials {
my $self = shift;
my %materials = ();
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$materials{ $_->material_id } = 1
for grep { defined $_->material_id } @{$self->volumes};
return sort keys %materials;
}
sub facets_count {
my $self = shift;
return sum(map $_->mesh->facets_count, grep !$_->modifier, @{$self->volumes});
}
sub needed_repair {
my $self = shift;
return (first { !$_->mesh->needed_repair } grep !$_->modifier, @{$self->volumes}) ? 0 : 1;
}
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sub mesh_stats {
my $self = shift;
# TODO: sum values from all volumes
return $self->volumes->[0]->mesh->stats;
}
sub print_info {
my $self = shift;
printf "Info about %s:\n", basename($self->input_file);
printf " size: x=%.3f y=%.3f z=%.3f\n", @{$self->raw_mesh->bounding_box->size};
if (my $stats = $self->mesh_stats) {
printf " number of facets: %d\n", $stats->{number_of_facets};
printf " number of shells: %d\n", $stats->{number_of_parts};
printf " volume: %.3f\n", $stats->{volume};
if ($self->needed_repair) {
printf " needed repair: yes\n";
printf " degenerate facets: %d\n", $stats->{degenerate_facets};
printf " edges fixed: %d\n", $stats->{edges_fixed};
printf " facets removed: %d\n", $stats->{facets_removed};
printf " facets added: %d\n", $stats->{facets_added};
printf " facets reversed: %d\n", $stats->{facets_reversed};
printf " backwards edges: %d\n", $stats->{backwards_edges};
} else {
printf " needed repair: no\n";
}
} else {
printf " number of facets: %d\n", scalar(map @{$_->facets}, grep !$_->modifier, @{$self->volumes});
}
}
sub cut {
my ($self, $z) = @_;
# clone this one
my $upper = $self->model->add_object($self);
my $lower = $self->model->add_object($self);
foreach my $instance (@{$self->instances}) {
$upper->add_instance(offset => Slic3r::Pointf->new(@{$instance->offset}));
$lower->add_instance(offset => Slic3r::Pointf->new(@{$instance->offset}));
}
foreach my $volume (@{$self->volumes}) {
if ($volume->modifier) {
# don't cut modifiers
$upper->add_volume($volume);
$lower->add_volume($volume);
} else {
my $upper_mesh = Slic3r::TriangleMesh->new;
my $lower_mesh = Slic3r::TriangleMesh->new;
$volume->mesh->cut($z + $volume->mesh->bounding_box->z_min, $upper_mesh, $lower_mesh);
$upper_mesh->repair;
$lower_mesh->repair;
$upper_mesh->reset_repair_stats;
$lower_mesh->reset_repair_stats;
if ($upper_mesh->facets_count > 0) {
$upper->add_volume(
material_id => $volume->material_id,
mesh => $upper_mesh,
modifier => $volume->modifier,
);
}
if ($lower_mesh->facets_count > 0) {
$lower->add_volume(
material_id => $volume->material_id,
mesh => $lower_mesh,
modifier => $volume->modifier,
);
}
}
}
$upper = undef if !@{$upper->volumes};
$lower = undef if !@{$lower->volumes};
return ($upper, $lower);
}
package Slic3r::Model::Volume;
sub assign_unique_material {
my ($self) = @_;
my $model = $self->object->model;
my $material_id = 1 + $model->material_count;
$self->material_id($material_id);
return $model->set_material($material_id);
}
package Slic3r::Model::Instance;
sub transform_mesh {
my ($self, $mesh, $dont_translate) = @_;
$mesh->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around mesh origin
$mesh->scale($self->scaling_factor); # scale around mesh origin
$mesh->translate(@{$self->offset}, 0) unless $dont_translate;
}
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sub transform_polygon {
my ($self, $polygon) = @_;
$polygon->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around origin
$polygon->scale($self->scaling_factor); # scale around origin
}
1;