package Slic3r::GCode::SpiralVase; use Moo; has 'config' => (is => 'ro', required => 1); use Slic3r::Geometry qw(unscale); sub process_layer { my $self = shift; my ($gcode, $layer) = @_; my $total_layer_length = 0; Slic3r::GCode::Reader->new->parse($gcode, sub { my ($reader, $cmd, $args, $info) = @_; $total_layer_length += $info->{dist_XY} if $cmd eq 'G1' && $info->{extruding}; }); my $new_gcode = ""; my $layer_height = $layer->height; my $z = $layer->print_z + $self->config->z_offset - $layer_height; my $newlayer = 0; Slic3r::GCode::Reader->new->parse($gcode, sub { my ($reader, $cmd, $args, $info) = @_; if ($cmd eq 'G1' && exists $args->{Z}) { my $line = $info->{raw}; $line =~ s/Z([^ ]+)/Z$z/; $new_gcode .= "$line\n"; $newlayer = 1; } elsif ($cmd eq 'G1' && !exists $args->{Z} && $info->{dist_XY}) { my $line = $info->{raw}; if ($info->{extruding}) { $z += $info->{dist_XY} * $layer_height / $total_layer_length; $line =~ s/^G1 /sprintf 'G1 Z%.3f ', $z/e; $new_gcode .= "$line\n"; } elsif ($newlayer) { # remove the first travel move after layer change; extrusion # will just blend to the first loop vertex # TODO: should we adjust (stretch) E for the first loop segment? $newlayer = 0; } else { $new_gcode .= "$line\n"; } } else { $new_gcode .= "$info->{raw}\n"; } }); return $new_gcode; } 1;