package Slic3r::Perimeter; use Moo; use Math::Clipper ':all'; use Math::Geometry::Planar; 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 extrude object without any perimeter!\n" if $Slic3r::perimeter_offsets == 0; my (%contours, %holes) = (); foreach my $surface (@{ $layer->surfaces }) { $contours{$surface} = []; $holes{$surface} = []; my @last_offsets = (); # first perimeter { my $polygon = $surface->clipper_polygon; my ($contour_p, @holes_p) = ($polygon->{outer}, @{$polygon->{holes}}); push @{ $contours{$surface} }, $contour_p; push @{ $holes{$surface} }, @holes_p; @last_offsets = ($polygon); } # create other offsets for (my $loop = 1; $loop < $Slic3r::perimeter_offsets; $loop++) { # offsetting a polygon can result in one or many offset polygons @last_offsets = map $self->offset_polygon($_), @last_offsets; foreach my $offset_polygon (@last_offsets) { my ($contour_p, @holes_p) = ($offset_polygon->{outer}, @{$offset_polygon->{holes}}); push @{ $contours{$surface} }, $contour_p; push @{ $holes{$surface} }, @holes_p; } } # create one more offset to be used as boundary for fill push @{ $layer->fill_surfaces }, Slic3r::Surface::Collection->new( surfaces => [ map Slic3r::Surface->new( surface_type => $surface->surface_type, contour => Slic3r::Polyline::Closed->cast($_->{outer}), holes => [ map Slic3r::Polyline::Closed->cast($_), @{$_->{holes}} ], ), map $self->offset_polygon($_), @last_offsets ], ); } # generate paths for holes: # we start from innermost loops (that is, external ones), do them # for all holes, than go on with inner loop and do that for all # holes and so on; # then we 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 $p (map @$_, values %holes, values %contours) { push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->cast($p); } # generate skirt on bottom layer if ($layer->id == 0 && $Slic3r::skirts > 0) { # find out convex hull my $points = [ map { @{ $_->mgp_polygon->polygons->[0] } } @{ $layer->surfaces } ]; my $convex_hull = $self->_mgp_from_points_ref($points)->convexhull2; # maybe Math::ConvexHull is faster? my $convex_hull_points = ref $convex_hull eq 'ARRAY' ? $convex_hull : $convex_hull->points; # 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_points], $distance, 0.1, JT_ROUND); push @{ $layer->skirts }, Slic3r::ExtrusionLoop->cast([ @{$outline->[0]} ]); } } } sub offset_polygon { my $self = shift; my ($polygon) = @_; my $distance = $Slic3r::flow_width / $Slic3r::resolution; # $polygon holds a Math::Clipper ExPolygon hashref representing # a polygon and its holes my ($contour_p, @holes_p) = ($polygon->{outer}, @{$polygon->{holes}}); # generate offsets my $offsets = offset([ $contour_p, @holes_p ], -$distance, 100, JT_MITER, 2); # defensive programming my (@contour_offsets, @hole_offsets) = (); for (@$offsets) { if (is_counter_clockwise($_)) { push @contour_offsets, $_; } else { push @hole_offsets, $_; } } # apply all holes to all contours; # this is improper, but Math::Clipper handles it return map {{ outer => $_, holes => [ @hole_offsets ], }} @contour_offsets; } sub _mgp_from_points_ref { my $self = shift; my ($points) = @_; my $p = Math::Geometry::Planar->new; $p->points($points); return $p; } 1;