package Slic3r::Layer::Region; use Moo; use List::Util qw(sum first); use Slic3r::ExtrusionPath ':roles'; use Slic3r::Flow ':roles'; use Slic3r::Geometry qw(PI A B scale unscale chained_path points_coincide); use Slic3r::Geometry::Clipper qw(union_ex diff_ex intersection_ex offset offset2 offset2_ex union_pt diff intersection union diff intersection_pl); use Slic3r::Surface ':types'; has 'layer' => ( is => 'ro', weak_ref => 1, required => 1, handles => [qw(id slice_z print_z height object print)], ); has 'region' => (is => 'ro', required => 1, handles => [qw(config)]); has 'infill_area_threshold' => (is => 'lazy'); has 'overhang_width' => (is => 'lazy'); # collection of surfaces generated by slicing the original geometry # divided by type top/bottom/internal has 'slices' => (is => 'rw', default => sub { Slic3r::Surface::Collection->new }); # collection of extrusion paths/loops filling gaps has 'thin_fills' => (is => 'rw', default => sub { Slic3r::ExtrusionPath::Collection->new }); # collection of surfaces for infill generation has 'fill_surfaces' => (is => 'rw', default => sub { Slic3r::Surface::Collection->new }); # ordered collection of extrusion paths/loops to build all perimeters has 'perimeters' => (is => 'rw', default => sub { Slic3r::ExtrusionPath::Collection->new }); # ordered collection of extrusion paths to fill surfaces has 'fills' => (is => 'rw', default => sub { Slic3r::ExtrusionPath::Collection->new }); sub _build_overhang_width { my $self = shift; my $threshold_rad = PI/2 - atan2($self->flow(FLOW_ROLE_PERIMETER)->width / $self->height / 2, 1); return scale($self->height * ((cos $threshold_rad) / (sin $threshold_rad))); } sub _build_infill_area_threshold { my $self = shift; return $self->flow(FLOW_ROLE_SOLID_INFILL)->scaled_spacing ** 2; } sub flow { my ($self, $role, $bridge, $width) = @_; return $self->region->flow( $role, $self->layer->height, $bridge // 0, $self->layer->id == 0, $width, ); } sub make_perimeters { my $self = shift; my $perimeter_flow = $self->flow(FLOW_ROLE_PERIMETER); my $mm3_per_mm = $perimeter_flow->mm3_per_mm($self->height); my $pwidth = $perimeter_flow->scaled_width; my $pspacing = $perimeter_flow->scaled_spacing; my $ispacing = $self->flow(FLOW_ROLE_SOLID_INFILL)->scaled_spacing; my $gap_area_threshold = $pwidth ** 2; $self->perimeters->clear; $self->fill_surfaces->clear; $self->thin_fills->clear; my @contours = (); # array of Polygons with ccw orientation my @holes = (); # array of Polygons with cw orientation my @thin_walls = (); # array of ExPolygons my @gaps = (); # array of ExPolygons # we need to process each island separately because we might have different # extra perimeters for each one foreach my $surface (@{$self->slices}) { # detect how many perimeters must be generated for this island my $loop_number = $self->config->perimeters + ($surface->extra_perimeters || 0); my @last = @{$surface->expolygon}; my @last_gaps = (); if ($loop_number > 0) { # we loop one time more than needed in order to find gaps after the last perimeter was applied for my $i (1 .. ($loop_number+1)) { # outer loop is 1 my @offsets = (); if ($i == 1) { # the minimum thickness of a single loop is: # width/2 + spacing/2 + spacing/2 + width/2 @offsets = @{offset2(\@last, -(0.5*$pwidth + 0.5*$pspacing - 1), +(0.5*$pspacing - 1))}; # look for thin walls if ($self->config->thin_walls) { my $diff = diff_ex( \@last, offset(\@offsets, +0.5*$pwidth), ); push @thin_walls, @$diff; } } else { @offsets = @{offset2(\@last, -(1.5*$pspacing - 1), +(0.5*$pspacing - 1))}; # look for gaps if ($self->print->config->gap_fill_speed > 0 && $self->config->fill_density > 0) { my $diff = diff_ex( offset(\@last, -0.5*$pspacing), offset(\@offsets, +0.5*$pspacing), ); push @gaps, @last_gaps = grep abs($_->area) >= $gap_area_threshold, @$diff; } } last if !@offsets; last if $i > $loop_number; # we were only looking for gaps this time # clone polygons because these ExPolygons will go out of scope very soon @last = @offsets; foreach my $polygon (@offsets) { if ($polygon->is_counter_clockwise) { push @contours, $polygon; } else { push @holes, $polygon; } } } } # make sure we don't infill narrow parts that are already gap-filled # (we only consider this surface's gaps to reduce the diff() complexity) @last = @{diff(\@last, [ map @$_, @last_gaps ])}; # create one more offset to be used as boundary for fill # we offset by half the perimeter spacing (to get to the actual infill boundary) # and then we offset back and forth by half the infill spacing to only consider the # non-collapsing regions $self->fill_surfaces->append( map Slic3r::Surface->new(expolygon => $_, surface_type => S_TYPE_INTERNAL), # use a bogus surface type @{offset2_ex( [ map @{$_->simplify_p(&Slic3r::SCALED_RESOLUTION)}, @{union_ex(\@last)} ], -($pspacing/2 + $ispacing/2), +$ispacing/2, )} ); } # find nesting hierarchies separately for contours and holes my $contours_pt = union_pt(\@contours); my $holes_pt = union_pt(\@holes); # prepare a coderef for traversing the PolyTree object # external contours are root items of $contours_pt # internal contours are the ones next to external my $traverse; $traverse = sub { my ($polynodes, $depth, $is_contour) = @_; # use a nearest neighbor search to order these children # TODO: supply second argument to chained_path() too? my @ordering_points = map { ($_->{outer} // $_->{hole})->first_point } @$polynodes; my @nodes = @$polynodes[@{chained_path(\@ordering_points)}]; my @loops = (); foreach my $polynode (@nodes) { # if this is an external contour find all holes belonging to this contour(s) # and prepend them if ($is_contour && $depth == 0) { # $polynode is the outermost loop of an island my @holes = (); for (my $i = 0; $i <= $#$holes_pt; $i++) { if ($polynode->{outer}->contains_point($holes_pt->[$i]{outer}->first_point)) { push @holes, splice @$holes_pt, $i, 1; # remove from candidates to reduce complexity $i--; } } push @loops, reverse map $traverse->([$_], 0), @holes; } push @loops, $traverse->($polynode->{children}, $depth+1, $is_contour); # return ccw contours and cw holes # GCode.pm will convert all of them to ccw, but it needs to know # what the holes are in order to compute the correct inwards move my $polygon = ($polynode->{outer} // $polynode->{hole})->clone; $polygon->reverse if defined $polynode->{hole}; $polygon->reverse if !$is_contour; my $role = EXTR_ROLE_PERIMETER; if ($is_contour ? $depth == 0 : !@{ $polynode->{children} }) { # external perimeters are root level in case of contours # and items with no children in case of holes $role = EXTR_ROLE_EXTERNAL_PERIMETER; } elsif ($depth == 1 && $is_contour) { $role = EXTR_ROLE_CONTOUR_INTERNAL_PERIMETER; } push @loops, Slic3r::ExtrusionLoop->new( polygon => $polygon, role => $role, mm3_per_mm => $mm3_per_mm, ); } return @loops; }; # order loops from inner to outer (in terms of object slices) my @loops = $traverse->($contours_pt, 0, 1); # if brim will be printed, reverse the order of perimeters so that # we continue inwards after having finished the brim # TODO: add test for perimeter order @loops = reverse @loops if $self->print->config->external_perimeters_first || ($self->layer->id == 0 && $self->print->config->brim_width > 0); # append perimeters $self->perimeters->append(@loops); # process thin walls by collapsing slices to single passes my $min_thin_wall_width = $pwidth/3; my $min_thin_wall_length = 2*$pwidth; @thin_walls = @{offset2_ex([ map @$_, @thin_walls ], -0.5*$min_thin_wall_width, +0.5*$min_thin_wall_width)}; if (@thin_walls) { my @p = map @{$_->medial_axis($pspacing)}, @thin_walls; if (0) { require "Slic3r/SVG.pm"; Slic3r::SVG::output( "medial_axis.svg", no_arrows => 1, #expolygons => \@thin_walls, polylines => \@p, ); } my @paths = (); for my $p (@p) { next if $p->length < $min_thin_wall_length; my %params = ( role => EXTR_ROLE_EXTERNAL_PERIMETER, mm3_per_mm => $mm3_per_mm, ); push @paths, $p->isa('Slic3r::Polygon') ? Slic3r::ExtrusionLoop->new(polygon => $p, %params) : Slic3r::ExtrusionPath->new(polyline => $p, %params); } $self->perimeters->append( map $_->clone, @{Slic3r::ExtrusionPath::Collection->new(@paths)->chained_path(0)} ); Slic3r::debugf " %d thin walls detected\n", scalar(@paths) if $Slic3r::debug; } $self->_fill_gaps(\@gaps); } sub _fill_gaps { my $self = shift; my ($gaps) = @_; return unless @$gaps; my $filler = Slic3r::Fill->new->filler('rectilinear'); $filler->angle($self->config->fill_angle); $filler->layer_id($self->layer->id); # we should probably use this code to handle thin walls # but we need to enable dynamic extrusion width before as we can't # use zigzag for thin walls. # medial axis-based gap fill should benefit from detection of larger gaps too, so # we could try with 1.5*$w for example, but that doesn't work well for zigzag fill # because it tends to create very sparse points along the gap when the infill direction # is not parallel to the gap (1.5*$w thus may only work well with a straight line) my $w = $self->flow(FLOW_ROLE_PERIMETER)->width; my @widths = ($w, 0.4 * $w); # worth trying 0.2 too? foreach my $width (@widths) { my $flow = $self->flow(FLOW_ROLE_PERIMETER, 0, $width); # extract the gaps having this width my @this_width = map @{$_->offset_ex(+0.5*$flow->scaled_width)}, map @{$_->noncollapsing_offset_ex(-0.5*$flow->scaled_width)}, @$gaps; if (0) { # remember to re-enable t/dynamic.t # fill gaps using dynamic extrusion width, by treating them like thin polygons, # thus generating the skeleton and using it to fill them my %path_args = ( role => EXTR_ROLE_SOLIDFILL, mm3_per_mm => $flow->mm3_per_mm($self->height), ); $self->thin_fills->append(map { $_->isa('Slic3r::Polygon') ? Slic3r::ExtrusionLoop->new(polygon => $_, %path_args)->split_at_first_point # we should keep these as loops : Slic3r::ExtrusionPath->new(polyline => $_, %path_args), } map @{$_->medial_axis($flow->scaled_width)}, @this_width); Slic3r::debugf " %d gaps filled with extrusion width = %s\n", scalar @this_width, $width if @{ $self->thin_fills }; } else { # fill gaps using zigzag infill # since this is infill, we have to offset by half-extrusion width inwards my @infill = map @{$_->offset_ex(-0.5*$flow->scaled_width)}, @this_width; foreach my $expolygon (@infill) { my ($params, @paths) = $filler->fill_surface( Slic3r::Surface->new(expolygon => $expolygon, surface_type => S_TYPE_INTERNALSOLID), density => 1, flow => $flow, ); my $mm3_per_mm = $params->{flow}->mm3_per_mm($self->height); # Split polylines into lines so that the chained_path() search # at the final stage has more freedom and will choose starting # points closer than last positions. OTOH, this will make such # search slower. Probably, ExtrusionPath objects should support # splitting nearby a given position so that we can choose the right # entry point even in the middle of the path without needing a # complex, slow, chained_path() search on all segments. TODO. # Such logic will also avoid all the small travel moves that this # line-splitting causes, and it will be applicable to other things # too. my @lines = map @{Slic3r::Polyline->new(@$_)->lines}, @paths; @paths = map Slic3r::ExtrusionPath->new( polyline => Slic3r::Polyline->new(@$_), role => EXTR_ROLE_GAPFILL, mm3_per_mm => $mm3_per_mm, ), @lines; $_->simplify($flow->scaled_width/3) for @paths; $self->thin_fills->append(@paths); } } # check what's left @$gaps = @{diff_ex( [ map @$_, @$gaps ], [ map @$_, @this_width ], )}; } } sub prepare_fill_surfaces { my $self = shift; # if no solid layers are requested, turn top/bottom surfaces to internal if ($self->config->top_solid_layers == 0) { $_->surface_type(S_TYPE_INTERNAL) for @{$self->fill_surfaces->filter_by_type(S_TYPE_TOP)}; } if ($self->config->bottom_solid_layers == 0) { $_->surface_type(S_TYPE_INTERNAL) for @{$self->fill_surfaces->filter_by_type(S_TYPE_BOTTOM)}; } # turn too small internal regions into solid regions according to the user setting if ($self->config->fill_density > 0) { my $min_area = scale scale $self->config->solid_infill_below_area; # scaling an area requires two calls! $_->surface_type(S_TYPE_INTERNALSOLID) for grep { $_->area <= $min_area } @{$self->fill_surfaces->filter_by_type(S_TYPE_INTERNAL)}; } } sub process_external_surfaces { my ($self, $lower_layer) = @_; my @surfaces = @{$self->fill_surfaces}; my $margin = scale &Slic3r::EXTERNAL_INFILL_MARGIN; my @bottom = (); foreach my $surface (grep $_->surface_type == S_TYPE_BOTTOM, @surfaces) { my $grown = $surface->expolygon->offset_ex(+$margin); # detect bridge direction before merging grown surfaces otherwise adjacent bridges # would get merged into a single one while they need different directions # also, supply the original expolygon instead of the grown one, because in case # of very thin (but still working) anchors, the grown expolygon would go beyond them my $angle = $lower_layer ? $self->_detect_bridge_direction($surface->expolygon, $lower_layer) : undef; push @bottom, map $surface->clone(expolygon => $_, bridge_angle => $angle), @$grown; } my @top = (); foreach my $surface (grep $_->surface_type == S_TYPE_TOP, @surfaces) { # give priority to bottom surfaces my $grown = diff_ex( $surface->expolygon->offset(+$margin), [ map $_->p, @bottom ], ); push @top, map $surface->clone(expolygon => $_), @$grown; } # if we're slicing with no infill, we can't extend external surfaces # over non-existent infill my @fill_boundaries = $self->config->fill_density > 0 ? @surfaces : grep $_->surface_type != S_TYPE_INTERNAL, @surfaces; # intersect the grown surfaces with the actual fill boundaries my @new_surfaces = (); foreach my $group (@{Slic3r::Surface::Collection->new(@top, @bottom)->group}) { push @new_surfaces, map $group->[0]->clone(expolygon => $_), @{intersection_ex( [ map $_->p, @$group ], [ map $_->p, @fill_boundaries ], 1, # to ensure adjacent expolygons are unified )}; } # subtract the new top surfaces from the other non-top surfaces and re-add them my @other = grep $_->surface_type != S_TYPE_TOP && $_->surface_type != S_TYPE_BOTTOM, @surfaces; foreach my $group (@{Slic3r::Surface::Collection->new(@other)->group}) { push @new_surfaces, map $group->[0]->clone(expolygon => $_), @{diff_ex( [ map $_->p, @$group ], [ map $_->p, @new_surfaces ], )}; } $self->fill_surfaces->clear; $self->fill_surfaces->append(@new_surfaces); } sub _detect_bridge_direction { my ($self, $expolygon, $lower_layer) = @_; my $perimeter_flow = $self->flow(FLOW_ROLE_PERIMETER); my $infill_flow = $self->flow(FLOW_ROLE_INFILL); my $grown = $expolygon->offset(+$perimeter_flow->scaled_width); my @lower = @{$lower_layer->slices}; # expolygons # detect what edges lie on lower slices my @edges = (); # polylines foreach my $lower (@lower) { # turn bridge contour and holes into polylines and then clip them # with each lower slice's contour my @clipped = @{intersection_pl([ map $_->split_at_first_point, @$grown ], [$lower->contour])}; if (@clipped == 2) { # If the split_at_first_point() call above happens to split the polygon inside the clipping area # we would get two consecutive polylines instead of a single one, so we use this ugly hack to # recombine them back into a single one in order to trigger the @edges == 2 logic below. # This needs to be replaced with something way better. if (points_coincide($clipped[0][0], $clipped[-1][-1])) { @clipped = (Slic3r::Polyline->new(@{$clipped[-1]}, @{$clipped[0]})); } if (points_coincide($clipped[-1][0], $clipped[0][-1])) { @clipped = (Slic3r::Polyline->new(@{$clipped[0]}, @{$clipped[1]})); } } push @edges, @clipped; } Slic3r::debugf "Found bridge on layer %d with %d support(s)\n", $self->id, scalar(@edges); return undef if !@edges; my $bridge_angle = undef; if (0) { require "Slic3r/SVG.pm"; Slic3r::SVG::output("bridge_$expolygon.svg", expolygons => [ $expolygon ], red_expolygons => [ @lower ], polylines => [ @edges ], ); } if (@edges == 2) { my @chords = map Slic3r::Line->new($_->[0], $_->[-1]), @edges; my @midpoints = map $_->midpoint, @chords; my $line_between_midpoints = Slic3r::Line->new(@midpoints); $bridge_angle = Slic3r::Geometry::rad2deg_dir($line_between_midpoints->direction); } elsif (@edges == 1) { # TODO: this case includes both U-shaped bridges and plain overhangs; # we need a trapezoidation algorithm to detect the actual bridged area # and separate it from the overhang area. # in the mean time, we're treating as overhangs all cases where # our supporting edge is a straight line if (@{$edges[0]} > 2) { my $line = Slic3r::Line->new($edges[0]->[0], $edges[0]->[-1]); $bridge_angle = Slic3r::Geometry::rad2deg_dir($line->direction); } } elsif (@edges) { # inset the bridge expolygon; we'll use this one to clip our test lines my $inset = $expolygon->offset_ex($infill_flow->scaled_width); # detect anchors as intersection between our bridge expolygon and the lower slices my $anchors = intersection_ex( $grown, [ map @$_, @lower ], 1, # safety offset required to avoid Clipper from detecting empty intersection while Boost actually found some @edges ); if (@$anchors) { # we'll now try several directions using a rudimentary visibility check: # bridge in several directions and then sum the length of lines having both # endpoints within anchors my %directions = (); # angle => score my $angle_increment = PI/36; # 5° my $line_increment = $infill_flow->scaled_width; for (my $angle = 0; $angle <= PI; $angle += $angle_increment) { # rotate everything - the center point doesn't matter $_->rotate($angle, [0,0]) for @$inset, @$anchors; # generate lines in this direction my $bounding_box = Slic3r::Geometry::BoundingBox->new_from_points([ map @$_, map @$_, @$anchors ]); my @lines = (); for (my $x = $bounding_box->x_min; $x <= $bounding_box->x_max; $x += $line_increment) { push @lines, Slic3r::Polyline->new([$x, $bounding_box->y_min], [$x, $bounding_box->y_max]); } my @clipped_lines = map Slic3r::Line->new(@$_), @{ intersection_pl(\@lines, [ map @$_, @$inset ]) }; # remove any line not having both endpoints within anchors # NOTE: these calls to contains_point() probably need to check whether the point # is on the anchor boundaries too @clipped_lines = grep { my $line = $_; !(first { $_->contains_point($line->a) } @$anchors) && !(first { $_->contains_point($line->b) } @$anchors); } @clipped_lines; # sum length of bridged lines $directions{-$angle} = sum(map $_->length, @clipped_lines) // 0; } # this could be slightly optimized with a max search instead of the sort my @sorted_directions = sort { $directions{$a} <=> $directions{$b} } keys %directions; # the best direction is the one causing most lines to be bridged $bridge_angle = Slic3r::Geometry::rad2deg_dir($sorted_directions[-1]); } } Slic3r::debugf " Optimal infill angle of bridge on layer %d is %d degrees\n", $self->id, $bridge_angle if defined $bridge_angle; return $bridge_angle; } 1;