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(safety_offset union_ex); 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 $self = shift; return ($self->id * $Slic3r::layer_height + $Slic3r::layer_height/2) / $Slic3r::resolution; } # Z used for printing sub print_z { my $self = shift; return ($self->id + 1) * $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 $self = shift; if (0) { require "Slic3r/SVG.pm"; Slic3r::SVG::output(undef, "lines.svg", lines => [ grep !$_->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); } } #Slic3r::SVG::output(undef, "lines.svg", # lines => [ map $_->p, grep !$_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], # red_lines => [ map $_->p, grep $_->isa('Slic3r::Line::FacetEdge'), @{$self->lines} ], # points => [ $points[-1] ], # no_arrows => 1, #) if !$next_lines; $next_lines or die sprintf("No lines start at point %s. This shouldn't happen. Please check the model for manifoldness.", $get_point_id->($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, ); exit; } $self->cleanup_lines; $detect->(); if (@discarded_lines) { print " Warning: even slow detection algorithm throwed errors. Review the output before printing.\n"; } } { my $expolygons = union_ex([ @polygons ]); Slic3r::debugf " %d surface(s) having %d holes detected from %d polylines\n", scalar(@$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; return if $self->id == 0; # a bottom surface on a layer > 0 is either a bridge or a overhang # or a combination of both my @bottom_surfaces = grep $_->surface_type eq 'bottom', @{$self->surfaces} or return; my @supporting_surfaces = grep $_->surface_type =~ /internal/, @{$self->surfaces}; SURFACE: foreach my $surface (@bottom_surfaces) { # since we can't print concave bridges, we transform the surface # in a convex polygon; this will print thin membranes eventually my $surface_p = $surface->contour->p; # offset the surface a bit to avoid approximation issues when doing the # intersection below (this is to make sure we overlap with supporting # surfaces, otherwise a little gap will result from intersection) $surface_p = safety_offset([$surface_p])->[0]; #use Slic3r::SVG; #Slic3r::SVG::output(undef, "bridge.svg", # green_polygons => [ map $_->p, @supporting_surfaces ], # red_polygons => [ $surface_p ], #); # find all supported edges (as polylines, thus keeping notion of # consecutive supported edges) my @supported_polylines = (); { my @current_polyline = (); EDGE: foreach my $edge (Slic3r::Geometry::polygon_lines($surface_p)) { for my $supporting_surface (@supporting_surfaces) { local $Slic3r::Geometry::epsilon = 1E+7; if (Slic3r::Geometry::polygon_has_subsegment($supporting_surface->contour->p, $edge)) { push @current_polyline, $edge; next EDGE; } } if (@current_polyline) { push @supported_polylines, [@current_polyline]; @current_polyline = (); } } push @supported_polylines, [@current_polyline] if @current_polyline; } # defensive programming, this shouldn't happen if (@supported_polylines == 0) { Slic3r::debugf "Found bridge/overhang with no supports on layer %d; ignoring\n", $self->id; next SURFACE; } if (@supported_polylines == 1) { Slic3r::debugf "Found bridge/overhang with only one support on layer %d; ignoring\n", $self->id; next SURFACE; } # now connect the first point to the last of each polyline @supported_polylines = map [ $_->[0]->[0], $_->[-1]->[-1] ], @supported_polylines; # @supported_polylines becomes actually an array of lines # if we got more than two supports, get the longest two if (@supported_polylines > 2) { my %lengths = map { $_ => Slic3r::Geometry::line_length($_) } @supported_polylines; @supported_polylines = sort { $lengths{"$a"} <=> $lengths{"$b"} } @supported_polylines; @supported_polylines = @supported_polylines[-2,-1]; } # connect the midpoints, that will give the the optimal infill direction my @midpoints = map Slic3r::Geometry::midpoint($_), @supported_polylines; my $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; # detect which neighbor surfaces are now supporting our bridge my @supporting_neighbor_surfaces = (); foreach my $supporting_surface (@supporting_surfaces) { local $Slic3r::Geometry::epsilon = 1E+7; push @supporting_neighbor_surfaces, $supporting_surface if grep Slic3r::Geometry::polygon_has_vertex($supporting_surface->contour->p, $_), map $_->[0], @supported_polylines; } # defensive programming, this shouldn't happen if (@supporting_neighbor_surfaces == 0) { Slic3r::debugf "Couldn't find supporting surfaces on layer %d; ignoring\n", $self->id; next SURFACE; } # now, extend our bridge by taking a portion of supporting surfaces { # offset the bridge by the specified amount of mm my $bridge_offset = ${ offset([$surface_p], $Slic3r::bridge_overlap / $Slic3r::resolution, $Slic3r::resolution * 100, JT_MITER, 2) }[0]; # calculate the new bridge my $clipper = Math::Clipper->new; $clipper->add_subject_polygon($surface_p); $clipper->add_subject_polygons([ map $_->p, @supporting_neighbor_surfaces ]); $clipper->add_clip_polygon($bridge_offset); my $intersection = $clipper->execute(CT_INTERSECTION, PFT_NONZERO, PFT_NONZERO); push @{$self->bridges}, map Slic3r::Surface::Bridge->cast_from_polygon($_, surface_type => 'bottom', bridge_angle => $bridge_angle, ), @$intersection; } } } # 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 $clipper = Math::Clipper->new; $clipper->add_subject_polygons([ map $_->p, grep $_->surface_type =~ /internal/, @{$self->surfaces} ]); $clipper->add_clip_polygons([ map $_->p, @{$self->bridges} ]); my $union = $clipper->ex_execute(CT_UNION, PFT_NONZERO, PFT_NONZERO); push @{$self->perimeter_surfaces}, map Slic3r::Surface->cast_from_expolygon($_, surface_type => 'internal'), @$union; push @{$self->perimeter_surfaces}, grep $_->surface_type !~ /internal/ && ($_->surface_type ne 'bottom' || $self->id == 0), @{$self->surfaces}; } } # splits fill_surfaces in internal and bridge surfaces sub split_bridges_fills { my $self = shift; my $clipper = Math::Clipper->new; foreach my $surfaces (@{$self->fill_surfaces}) { my @surfaces = @$surfaces; @$surfaces = (); # intersect fill_surfaces with bridges to get actual bridges foreach my $bridge (@{$self->bridges}) { $clipper->clear; $clipper->add_subject_polygons([ map $_->p, @surfaces ]); $clipper->add_clip_polygon($bridge->contour->p); my $intersection = $clipper->ex_execute(CT_INTERSECTION, PFT_NONZERO, PFT_NONZERO); push @$surfaces, map Slic3r::Surface::Bridge->cast_from_expolygon($_, surface_type => 'bottom', bridge_angle => $bridge->bridge_angle, ), @$intersection; } # difference between fill_surfaces and bridges are the other surfaces foreach my $surface (@surfaces) { $clipper->clear; $clipper->add_subject_polygons([ $surface->p ]); $clipper->add_clip_polygons([ map $_->contour->p, @{$self->bridges} ]); my $difference = $clipper->ex_execute(CT_DIFFERENCE, PFT_NONZERO, PFT_NONZERO); push @$surfaces, map Slic3r::Surface->cast_from_expolygon($_, surface_type => $surface->surface_type), @$difference; } } } 1;