package Slic3r::Layer; use Moo; use Math::Clipper ':all'; use Slic3r::Geometry qw(polygon_lines points_coincide angle3points polyline_lines nearest_point line_length collinear X Y A B PI); use Slic3r::Geometry::Clipper qw(union_ex diff_ex intersection_ex PFT_EVENODD); use XXX; # a sequential number of layer, starting at 0 has 'id' => ( is => 'ro', #isa => 'Int', required => 1, ); # collection of spare segments generated by slicing the original geometry; # these need to be merged in continuos (closed) polylines has 'lines' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::Line]', default => sub { [] }, ); # collection of surfaces generated by slicing the original geometry has 'surfaces' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::Surface]', default => sub { [] }, ); # collection of surfaces representing bridges has 'bridges' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::Surface::Bridge]', default => sub { [] }, ); # collection of surfaces to make perimeters for has 'perimeter_surfaces' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::Surface]', default => sub { [] }, ); # ordered collection of extrusion paths to build all perimeters has 'perimeters' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::ExtrusionLoop]', default => sub { [] }, ); # ordered collection of extrusion paths to build skirt loops has 'skirts' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::ExtrusionLoop]', default => sub { [] }, ); # collection of surfaces generated by offsetting the innermost perimeter(s) # they represent boundaries of areas to fill (grouped by original objects) has 'fill_surfaces' => ( is => 'rw', #isa => 'ArrayRef[ArrayRef[Slic3r::Surface]]', default => sub { [] }, ); # ordered collection of extrusion paths to fill surfaces has 'fills' => ( is => 'rw', #isa => 'ArrayRef[Slic3r::ExtrusionPath]', default => sub { [] }, ); # Z used for slicing sub slice_z { my $self = shift; if ($self->id == 0) { return ($Slic3r::layer_height * $Slic3r::first_layer_height_ratio) / 2 / $Slic3r::resolution; } return (($Slic3r::layer_height * $Slic3r::first_layer_height_ratio) + (($self->id-1) * $Slic3r::layer_height) + ($Slic3r::layer_height/2)) / $Slic3r::resolution; } # Z used for printing sub print_z { my $self = shift; return (($Slic3r::layer_height * $Slic3r::first_layer_height_ratio) + ($self->id * $Slic3r::layer_height)) / $Slic3r::resolution; } sub add_surface { my $self = shift; my (@vertices) = @_; # convert arrayref points to Point objects @vertices = map Slic3r::Point->new($_), @vertices; my $surface = Slic3r::Surface->new( contour => Slic3r::Polyline::Closed->new(points => \@vertices), ); push @{ $self->surfaces }, $surface; # make sure our contour has its points in counter-clockwise order $surface->contour->make_counter_clockwise; return $surface; } sub add_line { my $self = shift; my ($line) = @_; return if $line->a->coincides_with($line->b); push @{ $self->lines }, $line; return $line; } # merge overlapping lines sub cleanup_lines { my $self = shift; my $lines = $self->lines; my $line_count = @$lines; for (my $i = 0; $i <= $#$lines-1; $i++) { for (my $j = $i+1; $j <= $#$lines; $j++) { # lines are collinear and overlapping? next unless collinear($lines->[$i], $lines->[$j], 1); # lines have same orientation? next unless ($lines->[$i][A][X] <=> $lines->[$i][B][X]) == ($lines->[$j][A][X] <=> $lines->[$j][B][X]) && ($lines->[$i][A][Y] <=> $lines->[$i][B][Y]) == ($lines->[$j][A][Y] <=> $lines->[$j][B][Y]); # resulting line my @x = sort { $a <=> $b } ($lines->[$i][A][X], $lines->[$i][B][X], $lines->[$j][A][X], $lines->[$j][B][X]); my @y = sort { $a <=> $b } ($lines->[$i][A][Y], $lines->[$i][B][Y], $lines->[$j][A][Y], $lines->[$j][B][Y]); my $new_line = Slic3r::Line->new([$x[0], $y[0]], [$x[-1], $y[-1]]); for (X, Y) { ($new_line->[A][$_], $new_line->[B][$_]) = ($new_line->[B][$_], $new_line->[A][$_]) if $lines->[$i][A][$_] > $lines->[$i][B][$_]; } # save new line and remove found one $lines->[$i] = $new_line; splice @$lines, $j, 1; $j--; } } Slic3r::debugf " merging %d lines resulted in %d lines\n", $line_count, scalar(@$lines); } # build polylines from lines sub make_surfaces { my $self = shift; if (0) { printf "Layer was sliced at z = %f\n", $self->slice_z * $Slic3r::resolution; require "Slic3r/SVG.pm"; Slic3r::SVG::output(undef, "lines.svg", lines => [ grep !$_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], red_lines => [ grep $_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], ); } my (@polygons, %visited_lines, @discarded_lines, @discarded_polylines) = (); my $detect = sub { my @lines = @{$self->lines}; (@polygons, %visited_lines, @discarded_lines, @discarded_polylines) = (); my $get_point_id = sub { sprintf "%.0f,%.0f", @{$_[0]} }; my (%pointmap, @pointmap_keys) = (); foreach my $line (@lines) { my $point_id = $get_point_id->($line->[A]); if (!exists $pointmap{$point_id}) { $pointmap{$point_id} = []; push @pointmap_keys, $line->[A]; } push @{ $pointmap{$point_id} }, $line; } my $n = 0; while (my $first_line = shift @lines) { next if $visited_lines{ $first_line->id }; my @points = @$first_line; my @seen_lines = ($first_line); my %seen_points = map { $get_point_id->($points[$_]) => $_ } 0..1; CYCLE: while (1) { my $next_lines = $pointmap{ $get_point_id->($points[-1]) }; # shouldn't we find the point, let's try with a slower algorithm # as approximation may make the coordinates differ if (!$next_lines) { my $nearest_point = nearest_point($points[-1], \@pointmap_keys); #printf " we have a nearest point: %f,%f (%s)\n", @$nearest_point, $get_point_id->($nearest_point); if ($nearest_point) { local $Slic3r::Geometry::epsilon = 1000000; $next_lines = $pointmap{$get_point_id->($nearest_point)} if points_coincide($points[-1], $nearest_point); } } if (0 && !$next_lines) { require "Slic3r/SVG.pm"; Slic3r::SVG::output(undef, "no_lines.svg", lines => [ grep !$_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], red_lines => [ grep $_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], points => [ $points[-1] ], no_arrows => 1, ); } $next_lines or die sprintf("No lines start at point %s. This shouldn't happen. Please check the model for manifoldness.\n", $get_point_id->($points[-1])); last CYCLE if !@$next_lines; my @ordered_next_lines = sort { angle3points($points[-1], $points[-2], $next_lines->[$a][B]) <=> angle3points($points[-1], $points[-2], $next_lines->[$b][B]) } 0..$#$next_lines; #if (@$next_lines > 1) { # Slic3r::SVG::output(undef, "next_line.svg", # lines => $next_lines, # red_lines => [ polyline_lines([@points]) ], # green_lines => [ $next_lines->[ $ordered_next_lines[0] ] ], # ); #} my ($next_line) = splice @$next_lines, $ordered_next_lines[0], 1; push @seen_lines, $next_line; push @points, $next_line->[B]; my $point_id = $get_point_id->($points[-1]); if ($seen_points{$point_id}) { splice @points, 0, $seen_points{$point_id}; last CYCLE; } $seen_points{$point_id} = $#points; } if (@points < 4 || !points_coincide($points[0], $points[-1])) { # discarding polyline push @discarded_lines, @seen_lines; if (@points > 2) { push @discarded_polylines, [@points]; } next; } $visited_lines{ $_->id } = 1 for @seen_lines; pop @points; Slic3r::debugf "Discovered polygon of %d points\n", scalar(@points); push @polygons, Slic3r::Polygon->new(@points); $polygons[-1]->cleanup; } }; $detect->(); # Now, if we got a clean and manifold model then @polygons would contain everything # we need to draw our layer. In real life, sadly, things are different and it is likely # that the above algorithm wasn't able to detect every polygon. This may happen because # of non-manifoldness or because of many close lines, often overlapping; both situations # make a head-to-tail search difficult. # On the other hand, we can safely assume that every polygon we detected is correct, as # the above algorithm is quite strict. We can take a brute force approach to connect any # other line. # So, let's first check what lines were not detected as part of polygons. if (@discarded_lines) { Slic3r::debugf " %d lines out of %d were discarded and %d polylines were not closed\n", scalar(@discarded_lines), scalar(@{$self->lines}), scalar(@discarded_polylines); print " Warning: errors while parsing this layer (dirty or non-manifold model).\n"; print " Retrying with slower algorithm.\n"; if (0) { require "Slic3r/SVG.pm"; Slic3r::SVG::output(undef, "layer" . $self->id . "_detected.svg", white_polygons => \@polygons, ); Slic3r::SVG::output(undef, "layer" . $self->id . "_discarded_lines.svg", red_lines => \@discarded_lines, ); Slic3r::SVG::output(undef, "layer" . $self->id . "_discarded_polylines.svg", polylines => \@discarded_polylines, ); } $self->cleanup_lines; eval { $detect->(); }; warn $@ if $@; if (@discarded_lines) { print " Warning: even slow detection algorithm threw errors. Review the output before printing.\n"; } } { my $expolygons = union_ex([ @polygons ], PFT_EVENODD); Slic3r::debugf " %d surface(s) having %d holes detected from %d polylines\n", scalar(@$expolygons), scalar(map $_->holes, @$expolygons), scalar(@polygons); push @{$self->surfaces}, map Slic3r::Surface->cast_from_expolygon($_, surface_type => 'internal'), @$expolygons; } #use Slic3r::SVG; #Slic3r::SVG::output(undef, "surfaces.svg", # polygons => [ map $_->contour->p, @{$self->surfaces} ], # red_polygons => [ map $_->p, map @{$_->holes}, @{$self->surfaces} ], #); } sub remove_small_surfaces { my $self = shift; my @good_surfaces = (); my $surface_count = scalar @{$self->surfaces}; foreach my $surface (@{$self->surfaces}) { next if !$surface->contour->is_printable; @{$surface->holes} = grep $_->is_printable, @{$surface->holes}; push @good_surfaces, $surface; } @{$self->surfaces} = @good_surfaces; Slic3r::debugf "removed %d small surfaces at layer %d\n", ($surface_count - @good_surfaces), $self->id if @good_surfaces != $surface_count; } sub remove_small_perimeters { my $self = shift; my @good_perimeters = grep $_->is_printable, @{$self->perimeters}; Slic3r::debugf "removed %d unprintable perimeters at layer %d\n", (@{$self->perimeters} - @good_perimeters), $self->id if @good_perimeters != @{$self->perimeters}; @{$self->perimeters} = @good_perimeters; } # make bridges printable sub process_bridges { my $self = shift; # a bottom surface on a layer > 0 is either a bridge or a overhang # or a combination of both; any top surface is a candidate for # reverse bridge processing my @solid_surfaces = grep { ($_->surface_type eq 'bottom' && $self->id > 0) || $_->surface_type eq 'top' } @{$self->surfaces} or return; my @internal_surfaces = grep $_->surface_type =~ /internal/, @{$self->surfaces}; SURFACE: foreach my $surface (@solid_surfaces) { my $expolygon = $surface->expolygon->safety_offset; my $description = $surface->surface_type eq 'bottom' ? 'bridge/overhang' : 'reverse bridge'; # offset the contour and intersect it with the internal surfaces to discover # which of them has contact with our bridge my @supporting_surfaces = (); my ($contour_offset) = $expolygon->contour->offset($Slic3r::flow_width / $Slic3r::resolution); foreach my $internal_surface (@internal_surfaces) { my $intersection = intersection_ex([$contour_offset], [$internal_surface->contour->p]); if (@$intersection) { push @supporting_surfaces, $internal_surface; } } #use Slic3r::SVG; #Slic3r::SVG::output(undef, "bridge.svg", # green_polygons => [ map $_->p, @supporting_surfaces ], # red_polygons => [ @$expolygon ], #); next SURFACE unless @supporting_surfaces; Slic3r::debugf " Found $description on layer %d with %d support(s)\n", $self->id, scalar(@supporting_surfaces); my $bridge_angle = undef; if ($surface->surface_type eq 'bottom') { # detect optimal bridge angle my $bridge_over_hole = 0; my @edges = (); # edges are POLYLINES foreach my $supporting_surface (@supporting_surfaces) { my @surface_edges = $supporting_surface->contour->clip_with_polygon($contour_offset); if (@surface_edges == 1 && @{$supporting_surface->contour->p} == @{$surface_edges[0]->p}) { $bridge_over_hole = 1; } else { foreach my $edge (@surface_edges) { shift @{$edge->points}; pop @{$edge->points}; } @surface_edges = grep { @{$_->points} } @surface_edges; } push @edges, @surface_edges; } Slic3r::debugf " Bridge is supported on %d edge(s)\n", scalar(@edges); Slic3r::debugf " and covers a hole\n" if $bridge_over_hole; if (0) { require "Slic3r/SVG.pm"; Slic3r::SVG::output(undef, "bridge.svg", polylines => [ map $_->p, @edges ], ); } if (@edges == 2) { my @chords = map Slic3r::Line->new($_->points->[0], $_->points->[-1]), @edges; my @midpoints = map $_->midpoint, @chords; $bridge_angle = -Slic3r::Geometry::rad2deg(Slic3r::Geometry::line_atan(\@midpoints) + PI/2); Slic3r::debugf "Optimal infill angle of bridge on layer %d is %d degrees\n", $self->id, $bridge_angle; } } # now, extend our bridge by taking a portion of supporting surfaces { # offset the bridge by the specified amount of mm my $bridge_overlap = 2 * $Slic3r::perimeters * $Slic3r::flow_width / $Slic3r::resolution; my ($bridge_offset) = $expolygon->contour->offset($bridge_overlap, $Slic3r::resolution * 100, JT_MITER, 2); # calculate the new bridge my $intersection = intersection_ex( [ @$expolygon, map $_->p, @supporting_surfaces ], [ $bridge_offset ], ); push @{$self->bridges}, map Slic3r::Surface::Bridge->cast_from_expolygon($_, surface_type => $surface->surface_type, bridge_angle => $bridge_angle, ), @$intersection; } } # now we need to merge bridges to avoid overlapping { # build a list of unique bridge types my $unique_type = sub { $_[0]->surface_type . "_" . ($_[0]->bridge_angle || '') }; my @unique_types = (); foreach my $bridge (@{$self->bridges}) { my $type = $unique_type->($bridge); push @unique_types, $type unless grep $_ eq $type, @unique_types; } # merge bridges of the same type, removing any of the bridges already merged; # the order of @unique_types determines the priority between bridges having # different surface_type or bridge_angle my @bridges = (); foreach my $type (@unique_types) { my @surfaces = grep { $unique_type->($_) eq $type } @{$self->bridges}; my $union = union_ex([ map $_->p, @surfaces ]); my $diff = diff_ex( [ map @$_, @$union ], [ map $_->p, @bridges ], ); push @bridges, map Slic3r::Surface::Bridge->cast_from_expolygon($_, surface_type => $surfaces[0]->surface_type, bridge_angle => $surfaces[0]->bridge_angle, ), @$union; } @{$self->bridges} = @bridges; } } # generates a set of surfaces that will be used to make perimeters # thus, we need to merge internal surfaces and bridges sub detect_perimeter_surfaces { my $self = shift; # little optimization: skip the Clipper UNION if we have no bridges if (!@{$self->bridges}) { push @{$self->perimeter_surfaces}, @{$self->surfaces}; } else { my $union = union_ex([ (map $_->p, grep $_->surface_type =~ /internal/, @{$self->surfaces}), (map $_->p, @{$self->bridges}), ]); # schedule perimeters for internal surfaces merged with bridges push @{$self->perimeter_surfaces}, map Slic3r::Surface->cast_from_expolygon($_, surface_type => 'internal'), @$union; # schedule perimeters for the remaining surfaces foreach my $type (qw(top bottom)) { my $diff = diff_ex( [ map $_->p, grep $_->surface_type eq $type, @{$self->surfaces} ], [ map @$_, @$union ], ); push @{$self->perimeter_surfaces}, map Slic3r::Surface->cast_from_expolygon($_, surface_type => $type), @$diff; } } } # splits fill_surfaces in internal and bridge surfaces sub split_bridges_fills { my $self = shift; foreach my $surfaces (@{$self->fill_surfaces}) { my @surfaces = @$surfaces; @$surfaces = (); # intersect fill_surfaces with bridges to get actual bridges foreach my $bridge (@{$self->bridges}) { my $intersection = intersection_ex( [ map $_->p, @surfaces ], [ $bridge->p ], ); push @$surfaces, map Slic3r::Surface::Bridge->cast_from_expolygon($_, surface_type => $bridge->surface_type, bridge_angle => $bridge->bridge_angle, ), @$intersection; } # difference between fill_surfaces and bridges are the other surfaces foreach my $surface (@surfaces) { my $difference = diff_ex([ $surface->p ], [ map $_->p, @{$self->bridges} ]); push @$surfaces, map Slic3r::Surface->cast_from_expolygon($_, surface_type => $surface->surface_type), @$difference; } } } 1;