package Slic3r::Perimeter; use Moo; use Math::Clipper ':all'; use Math::ConvexHull qw(convex_hull); use XXX; use constant X => 0; use constant Y => 1; sub make_perimeter { my $self = shift; my ($layer) = @_; printf "Making perimeter for layer %d:\n", $layer->id; # at least one perimeter is required die "Can't slice object with no perimeters!\n" if $Slic3r::perimeter_offsets == 0; # this array will hold one arrayref per original surface; # each item of this arrayref is an arrayref representing a depth (from inner # perimeters to outer); each item of this arrayref is an ExPolygon: # @perimeters = ( # [ # first object (identified by a single surface before offsetting) # [ Slic3r::ExPolygon, Slic3r::ExPolygon... ], #item 0: outer loop # [ Slic3r::ExPolygon, Slic3r::ExPolygon... ], #item 1: inner loop # ], # [ # second object # ... # ] # ) my @perimeters = (); # one item per depth; each item foreach my $surface (@{ $layer->perimeter_surfaces }) { # the outer loop must be offsetted by half extrusion width inwards my @last_offsets = ($surface->expolygon); my $distance = $Slic3r::flow_width / 2 / $Slic3r::resolution; # create other offsets push @perimeters, []; for (my $loop = 0; $loop < $Slic3r::perimeter_offsets; $loop++) { # offsetting a polygon can result in one or many offset polygons @last_offsets = map $_->offset(-$distance), @last_offsets; push @{ $perimeters[-1] }, [@last_offsets]; # offset distance for inner loops $distance = $Slic3r::flow_width / $Slic3r::resolution; } # create one more offset to be used as boundary for fill { my @fill_surfaces = map Slic3r::Surface->cast_from_expolygon ($_, surface_type => $surface->surface_type), map $_->offset(-$distance), @last_offsets; push @{ $layer->fill_surfaces }, [@fill_surfaces] if @fill_surfaces; } } # first generate paths for all holes, starting from external (innermost) perimeters foreach my $i (1..$Slic3r::perimeter_offsets) { foreach my $hole (map $_->holes, map @{$_->[$i-1]}, @perimeters) { push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->cast($hole); } } # then generate paths for contours # this time we do something different: we do contour loops for one # shape (that is, one original surface) at a time: we start from the # innermost loop (that is, internal one), then without interrupting # our path we go onto the outer loop and continue; this should ensure # good surface quality foreach my $contour (map $_->contour, map @$_, map @$_, @perimeters) { push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->cast($contour); } # generate skirt on bottom layer if ($layer->id == 0 && $Slic3r::skirts > 0 && @{ $layer->surfaces }) { # find out convex hull my $convex_hull = convex_hull([ map @$_, map $_->p, @{ $layer->surfaces } ]); # draw outlines from outside to inside for (my $i = $Slic3r::skirts - 1; $i >= 0; $i--) { my $distance = ($Slic3r::skirt_distance + ($Slic3r::flow_width * $i)) / $Slic3r::resolution; my $outline = offset([$convex_hull], $distance, $Slic3r::resolution * 100, JT_ROUND); push @{ $layer->skirts }, Slic3r::ExtrusionLoop->cast([ @{$outline->[0]} ]); } } } 1;