167 lines
5.9 KiB
Perl
167 lines
5.9 KiB
Perl
package Slic3r::STL;
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use Moo;
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use CAD::Format::STL;
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use XXX;
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use constant X => 0;
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use constant Y => 1;
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use constant Z => 2;
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use constant MIN => 0;
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use constant MAX => 1;
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sub parse_file {
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my $self = shift;
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my ($file) = @_;
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# open STL file
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my $stl = CAD::Format::STL->new->load($file);
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# we only want to work with positive coordinates, so let's
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# find our object extents to calculate coordinate displacements
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my @extents = (map [99999999, -99999999], X,Y,Z);
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foreach my $facet ($stl->part->facets) {
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my ($normal, @vertices) = @$facet;
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foreach my $vertex (@vertices) {
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for (X,Y,Z) {
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$extents[$_][MIN] = $vertex->[$_] if $vertex->[$_] < $extents[$_][MIN];
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$extents[$_][MAX] = $vertex->[$_] if $vertex->[$_] > $extents[$_][MAX];
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}
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}
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}
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# initialize print job
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my $print = Slic3r::Print->new(
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x_length => ($extents[X][MAX] - $extents[X][MIN]) / $Slic3r::resolution,
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y_length => ($extents[Y][MAX] - $extents[Y][MIN]) / $Slic3r::resolution,
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);
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# calculate the displacements needed to
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# have lowest value for each axis at coordinate 0
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my @shift = map -$extents[$_][MIN], X,Y,Z;
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# process facets
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foreach my $facet ($stl->part->facets) {
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# transform vertex coordinates
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my ($normal, @vertices) = @$facet;
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foreach my $vertex (@vertices) {
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$vertex->[$_] = sprintf('%.0f', ($vertex->[$_] + $shift[$_]) / $Slic3r::resolution)
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for X,Y,Z;
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}
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$self->_facet($print, @$facet);
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}
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print "\n==> PROCESSING SLICES:\n";
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foreach my $layer (@{ $print->layers }) {
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printf "\nProcessing layer %d:\n", $layer->id;
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# build polylines of lines which do not already belong to a surface
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my $polylines = $layer->make_polylines;
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# build surfaces of polylines (distinguishing contours from holes)
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$layer->make_surfaces($polylines);
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# merge surfaces having a common line
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$layer->merge_contiguous_surfaces;
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}
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# detect which surfaces are near external layers
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$print->discover_horizontal_shells;
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return $print;
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}
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sub _facet {
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my $self = shift;
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my ($print, $normal, @vertices) = @_;
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Slic3r::debugf "\n==> FACET (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", map @$_, @vertices
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if $Slic3r::debug;
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# find the vertical extents of the facet
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my ($min_z, $max_z) = (99999999, -99999999);
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foreach my $vertex (@vertices) {
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$min_z = $vertex->[Z] if $vertex->[Z] < $min_z;
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$max_z = $vertex->[Z] if $vertex->[Z] > $max_z;
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}
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Slic3r::debugf "z: min = %.0f, max = %.0f\n", $min_z, $max_z;
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# calculate the layer extents
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my ($min_layer, $max_layer) = map {$_ * $Slic3r::resolution / $Slic3r::layer_height} $min_z, $max_z;
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Slic3r::debugf "layers: min = %.0f, max = %.0f\n", $min_layer, $max_layer;
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# is the facet horizontal?
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if ($min_layer == $max_layer) {
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Slic3r::debugf "Facet is horizontal\n";
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my $layer = $print->layer($min_layer);
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my $surface = $layer->add_surface(@vertices);
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# to determine whether the surface is a top or bottom let's recompute
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# the normal using the right-hand rule
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# (this relies on the STL to be well-formed)
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# recompute the normal using the right-hand rule
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my $clockwise = ($vertices[2]->[X] - $vertices[0]->[X]) * ($vertices[1]->[Y] - $vertices[0]->[Y])
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- ($vertices[1]->[X] - $vertices[0]->[X]) * ($vertices[2]->[Y] - $vertices[0]->[Y]);
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# defensive programming and/or input check
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if (($normal->[Z] > 0 && $clockwise > 0) || ($normal->[Z] < 0 && $clockwise < 0)) {
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YYY $normal;
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die sprintf "STL normal (%.0f) and right-hand rule computation (%s) differ!\n",
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$normal->[Z], $clockwise > 0 ? 'clockwise' : 'counter-clockwise';
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}
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if ($layer->id == 0 && $clockwise < 0) {
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die "Right-hand rule gives bad result for facets on base layer!\n";
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}
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$surface->surface_type($clockwise < 0 ? 'top' : 'bottom');
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return;
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}
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# build the three segments of the triangle facet
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my @edges = (
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[ $vertices[0], $vertices[1] ],
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[ $vertices[1], $vertices[2] ],
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[ $vertices[2], $vertices[0] ],
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);
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for (my $layer_id = $min_layer; $layer_id <= $max_layer; $layer_id++) {
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my $layer = $print->layer($layer_id);
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my $z = $layer->z;
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my @intersection_points = ();
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foreach my $edge (@edges) {
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my ($a, $b) = @$edge;
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if ($a->[Z] == $b->[Z] && $a->[Z] == $z) {
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# edge is horizontal and belongs to the current layer
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$layer->add_line([$a->[X], $a->[Y]], [$b->[X], $b->[Y]]);
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} elsif (($a->[Z] < $z && $b->[Z] > $z) || ($b->[Z] < $z && $a->[Z] > $z)) {
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# edge intersects the current layer; calculate intersection
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push @intersection_points, Slic3r::Point->cast([
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$b->[X] + ($a->[X] - $b->[X]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
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$b->[Y] + ($a->[Y] - $b->[Y]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
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]);
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}
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}
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if (@intersection_points) {
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# defensive programming:
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die "Facets must intersect each plane 0 or 2 times" if @intersection_points != 2;
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# check whether the two points coincide due to resolution rounding
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if ($intersection_points[0]->coincides_with($intersection_points[1])) {
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Slic3r::debugf "Points coincide; removing\n";
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next;
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}
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# connect points:
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$layer->add_line(@intersection_points);
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}
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}
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}
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1;
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