package Slic3r::STL; use Moo; use Math::Clipper qw(integerize_coordinate_sets is_counter_clockwise); use Slic3r::Geometry qw(X Y Z three_points_aligned longest_segment); use XXX; use constant MIN => 0; use constant MAX => 1; sub parse_file { my $self = shift; my ($file) = @_; # open STL file my $facets = $self->read_file($file); if ($Slic3r::rotate > 0) { my $deg = Slic3r::Geometry::deg2rad($Slic3r::rotate); foreach my $facet (@$facets) { my ($normal, @vertices) = @$facet; foreach my $vertex (@vertices) { @$vertex = (@{ +(Slic3r::Geometry::rotate_points($deg, undef, [ $vertex->[X], $vertex->[Y] ]))[0] }, $vertex->[Z]); } } } # we only want to work with positive coordinates, so let's # find our object extents to calculate coordinate displacements my @extents = (map [99999999999, -99999999999], X,Y,Z); foreach my $facet (@$facets) { my ($normal, @vertices) = @$facet; foreach my $vertex (@vertices) { for (X,Y,Z) { $extents[$_][MIN] = $vertex->[$_] if $vertex->[$_] < $extents[$_][MIN]; $extents[$_][MAX] = $vertex->[$_] if $vertex->[$_] > $extents[$_][MAX]; } } } # scale extents for (X,Y,Z) { $extents[$_][MIN] *= $Slic3r::scale; $extents[$_][MAX] *= $Slic3r::scale; } # duplicate object my @duplicate_offset = ( (($extents[X][MAX] - $extents[X][MIN]) + $Slic3r::duplicate_distance), (($extents[Y][MAX] - $extents[Y][MIN]) + $Slic3r::duplicate_distance), ); $extents[X][MAX] += $duplicate_offset[X] * ($Slic3r::duplicate_x-1); $extents[Y][MAX] += $duplicate_offset[Y] * ($Slic3r::duplicate_y-1); my @copies = (); for (my $i = 0; $i < $Slic3r::duplicate_x; $i++) { for (my $j = 0; $j < $Slic3r::duplicate_y; $j++) { push @copies, [ $duplicate_offset[X] * $i, $duplicate_offset[Y] * $j ]; } } # initialize print job my $print = Slic3r::Print->new( x_length => ($extents[X][MAX] - $extents[X][MIN]) / $Slic3r::resolution, y_length => ($extents[Y][MAX] - $extents[Y][MIN]) / $Slic3r::resolution, ); # calculate the displacements needed to # have lowest value for each axis at coordinate 0 my @shift = map sprintf('%.0f', -$extents[$_][MIN] / $Slic3r::resolution), X,Y,Z; # process facets foreach my $facet (@$facets) { # transform vertex coordinates my ($normal, @vertices) = @$facet; foreach my $vertex (@vertices) { $vertex->[$_] = ($Slic3r::scale * $vertex->[$_] / $Slic3r::resolution) + $shift[$_] for X,Y,Z; } foreach my $copy (@copies) { my @copy_vertices = map [ @$_ ], @vertices; # clone vertices foreach my $vertex (@copy_vertices) { $vertex->[$_] += $copy->[$_] / $Slic3r::resolution for X,Y; } $self->_facet($print, $normal, @copy_vertices); } } # remove last layer if empty # (we might have created it because of the $max_layer = ... + 1 code below) pop @{$print->layers} if !@{$print->layers->[-1]->surfaces} && !@{$print->layers->[-1]->lines}; return $print; } sub _facet { my $self = shift; my ($print, $normal, @vertices) = @_; Slic3r::debugf "\n==> FACET (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", map @$_, @vertices if $Slic3r::debug; # find the vertical extents of the facet my ($min_z, $max_z) = (99999999999, -99999999999); foreach my $vertex (@vertices) { $min_z = $vertex->[Z] if $vertex->[Z] < $min_z; $max_z = $vertex->[Z] if $vertex->[Z] > $max_z; } Slic3r::debugf "z: min = %.0f, max = %.0f\n", $min_z, $max_z; if ($min_z == $max_z) { Slic3r::debugf "Facet is horizontal; ignoring\n"; return; } # calculate the layer extents # (the -1 and +1 here are used as a quick and dirty replacement for some # complex calculation of the first layer height ratio logic) my $min_layer = int($min_z * $Slic3r::resolution / $Slic3r::layer_height) - 1; $min_layer = 0 if $min_layer < 0; my $max_layer = int($max_z * $Slic3r::resolution / $Slic3r::layer_height) + 1; Slic3r::debugf "layers: min = %s, max = %s\n", $min_layer, $max_layer; # reorder vertices so that the first one is the one with lowest Z # this is needed to get all intersection lines in a consistent order # (external on the right of the line) { my @z_order = sort { $vertices[$a][Z] <=> $vertices[$b][Z] } 0..2; @vertices = (splice(@vertices, $z_order[0]), splice(@vertices, 0, $z_order[0])); } for (my $layer_id = $min_layer; $layer_id <= $max_layer; $layer_id++) { my $layer = $print->layer($layer_id); $layer->add_line($_) for $self->intersect_facet(\@vertices, $layer->slice_z); } } sub intersect_facet { my $self = shift; my ($vertices, $z) = @_; # build the three segments of the triangle facet my @edges = ( [ $vertices->[0], $vertices->[1] ], [ $vertices->[1], $vertices->[2] ], [ $vertices->[2], $vertices->[0] ], ); my (@lines, @intersection_points) = (); foreach my $edge (@edges) { my ($a, $b) = @$edge; #printf "Az = %d, Bz = %d, z = %d\n", $a->[Z], $b->[Z], $z; if ($a->[Z] == $b->[Z] && $a->[Z] == $z) { # edge is horizontal and belongs to the current layer my $edge_type = (grep $_->[Z] > $z, @$vertices) ? 'Bottom' : 'Top'; ($a, $b) = ($b, $a) if $edge_type eq 'Bottom'; push @lines, "Slic3r::Line::FacetEdge::$edge_type"->new( [$a->[X], $a->[Y]], [$b->[X], $b->[Y]], ); #print "Horizontal edge at $z!\n"; } elsif (($a->[Z] < $z && $b->[Z] > $z) || ($b->[Z] < $z && $a->[Z] > $z)) { # edge intersects the current layer; calculate intersection push @intersection_points, [ $b->[X] + ($a->[X] - $b->[X]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]), $b->[Y] + ($a->[Y] - $b->[Y]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]), ]; #print "Intersects at $z!\n"; } elsif ($a->[Z] == $z) { #print "A point on plane $z!\n"; push @intersection_points, [ $a->[X], $a->[Y] ]; } elsif ($b->[Z] == $z) { #print "B point on plane $z!\n"; push @intersection_points, [ $b->[X], $b->[Y] ]; } } Slic3r::Geometry::remove_coinciding_points(\@intersection_points); if (@intersection_points > 1 && !@lines) { # remove coinciding points # defensive programming: die "Facets must intersect each plane 0 or 2 times" if @intersection_points != 2; # check whether the two points coincide due to resolution rounding #if ($intersection_points[0]->coincides_with($intersection_points[1])) { # Slic3r::debugf "Points coincide; removing\n"; # return; #} # connect points: push @lines, Slic3r::Line->new(@intersection_points); #printf " intersection points = %f,%f - %f,%f\n", map @$_, @intersection_points; } return @lines; } sub read_file { my $self = shift; my ($file) = @_; open my $fh, '<', $file or die "Failed to open $file\n"; my $facets = []; # let's detect whether file is ASCII or binary my $mode; { my $size = +(stat $fh)[7]; $mode = 'ascii' if $size < 80 + 4; # skip binary header seek $fh, 80, 0; read $fh, my $buf, 4; my $triangle_count = unpack 'L', $buf; my $expected_size = + 80 # header + 4 # count + $triangle_count * ( + 4 # normal, pt,pt,pt (vectors) * 4 # bytes per value * 3 # values per vector + 2 # the trailing 'short' ); $mode = ($size == $expected_size) ? 'binary' : 'ascii'; } $mode eq 'ascii' ? _read_ascii($fh, $facets) : _read_binary($fh, $facets); close $fh; return $facets; } sub _read_ascii { my ($fh, $facets) = @_; my $point_re = qr/([^ ]+)\s+([^ ]+)\s+([^ ]+)$/; my $facet; seek $fh, 0, 0; while (<$fh>) { chomp; if (!$facet) { /^\s*facet\s+normal\s+$point_re/ or next; $facet = [ [$1, $2, $3] ]; } else { if (/^\s*endfacet/) { push @$facets, $facet; undef $facet; } else { /^\s*vertex\s+$point_re/ or next; push @$facet, [$1, $2, $3]; } } } if ($facet) { die "STL file seems invalid\n"; } } sub _read_binary { my ($fh, $facets) = @_; die "bigfloat" unless length(pack "f", 1) == 4; binmode $fh; seek $fh, 80 + 4, 0; while (read $fh, $_, 4*4*3+2) { my @v = unpack '(f<3)4'; push @$facets, [ [@v[0..2]], [@v[3..5]], [@v[6..8]], [@v[9..11]] ]; } } 1;