PrusaSlicer-NonPlainar/lib/Slic3r/Model.pm

581 lines
17 KiB
Perl
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

package Slic3r::Model;
use Moo;
use List::Util qw(first max);
use Slic3r::Geometry qw(X Y Z MIN move_points);
has 'materials' => (is => 'ro', default => sub { {} });
has 'objects' => (is => 'ro', default => sub { [] });
sub read_from_file {
my $class = shift;
my ($input_file) = @_;
my $model = $input_file =~ /\.stl$/i ? Slic3r::Format::STL->read_file($input_file)
: $input_file =~ /\.obj$/i ? Slic3r::Format::OBJ->read_file($input_file)
: $input_file =~ /\.amf(\.xml)?$/i ? Slic3r::Format::AMF->read_file($input_file)
: die "Input file must have .stl, .obj or .amf(.xml) extension\n";
$_->input_file($input_file) for @{$model->objects};
return $model;
}
sub merge {
my $class = shift;
my @models = @_;
my $new_model = ref($class)
? $class
: $class->new;
$new_model->add_object($_) for map @{$_->objects}, @models;
return $new_model;
}
sub add_object {
my $self = shift;
my $new_object;
if (@_ == 1) {
# we have a Model::Object
my ($object) = @_;
$new_object = $self->add_object(
input_file => $object->input_file,
config => $object->config,
layer_height_ranges => $object->layer_height_ranges, # TODO: clone!
);
foreach my $volume (@{$object->volumes}) {
$new_object->add_volume($volume);
}
$new_object->add_instance(
offset => $_->offset,
rotation => $_->rotation,
scaling_factor => $_->scaling_factor,
) for @{ $object->instances // [] };
} else {
push @{$self->objects}, $new_object = Slic3r::Model::Object->new(model => $self, @_);
}
return $new_object;
}
sub delete_object {
my ($self, $obj_idx) = @_;
splice @{$self->objects}, $obj_idx, 1;
}
sub delete_all_objects {
my ($self) = @_;
@{$self->objects} = ();
}
sub set_material {
my $self = shift;
my ($material_id, $attributes) = @_;
return $self->materials->{$material_id} = Slic3r::Model::Material->new(
model => $self,
attributes => $attributes || {},
);
}
sub duplicate_objects_grid {
my ($self, $grid, $distance) = @_;
die "Grid duplication is not supported with multiple objects\n"
if @{$self->objects} > 1;
my $object = $self->objects->[0];
@{$object->instances} = ();
my $size = $object->bounding_box->size;
for my $x_copy (1..$grid->[X]) {
for my $y_copy (1..$grid->[Y]) {
$object->add_instance(
offset => [
($size->[X] + $distance) * ($x_copy-1),
($size->[Y] + $distance) * ($y_copy-1),
],
);
}
}
}
# this will append more instances to each object
# and then automatically rearrange everything
sub duplicate_objects {
my ($self, $copies_num, $distance, $bb) = @_;
foreach my $object (@{$self->objects}) {
my @instances = @{$object->instances};
foreach my $instance (@instances) {
### $object->add_instance($instance->clone); if we had clone()
$object->add_instance(
offset => [ @{$instance->offset} ],
rotation => $instance->rotation,
scaling_factor => $instance->scaling_factor,
) for 2..$copies_num;
}
}
$self->arrange_objects($distance, $bb);
}
# arrange objects preserving their instance count
# but altering their instance positions
sub arrange_objects {
my ($self, $distance, $bb) = @_;
# get the (transformed) size of each instance so that we take
# into account their different transformations when packing
my @instance_sizes = ();
foreach my $object (@{$self->objects}) {
push @instance_sizes, map $object->instance_bounding_box($_)->size, 0..$#{$object->instances};
}
my @positions = $self->_arrange(\@instance_sizes, $distance, $bb);
foreach my $object (@{$self->objects}) {
$_->offset([ @{shift @positions} ]) for @{$object->instances};
$object->update_bounding_box;
}
}
# duplicate the entire model preserving instance relative positions
sub duplicate {
my ($self, $copies_num, $distance, $bb) = @_;
my $model_size = $self->bounding_box->size;
my @positions = $self->_arrange([ map $model_size, 2..$copies_num ], $distance, $bb);
# note that this will leave the object count unaltered
foreach my $object (@{$self->objects}) {
my @instances = @{$object->instances}; # store separately to avoid recursion from add_instance() below
foreach my $instance (@instances) {
foreach my $pos (@positions) {
### $object->add_instance($instance->clone); if we had clone()
$object->add_instance(
offset => [ $instance->offset->[X] + $pos->[X], $instance->offset->[Y] + $pos->[Y] ],
rotation => $instance->rotation,
scaling_factor => $instance->scaling_factor,
);
}
}
$object->update_bounding_box;
}
}
sub _arrange {
my ($self, $sizes, $distance, $bb) = @_;
return Slic3r::Geometry::arrange(
scalar(@$sizes), # number of parts
max(map $_->x, @$sizes), # cell width
max(map $_->y, @$sizes), # cell height ,
$distance, # distance between cells
$bb, # bounding box of the area to fill (can be undef)
);
}
sub has_objects_with_no_instances {
my ($self) = @_;
return (first { !defined $_->instances } @{$self->objects}) ? 1 : 0;
}
# this returns the bounding box of the *transformed* instances
sub bounding_box {
my $self = shift;
return undef if !@{$self->objects};
my $bb = $self->objects->[0]->bounding_box;
$bb->merge($_->bounding_box) for @{$self->objects}[1..$#{$self->objects}];
return $bb;
}
# input point is expressed in unscaled coordinates
sub center_instances_around_point {
my ($self, $point) = @_;
my $bb = $self->bounding_box;
return if !defined $bb;
my $size = $bb->size;
my @shift = (
-$bb->x_min + $point->[X] - $size->x/2,
-$bb->y_min + $point->[Y] - $size->y/2, #//
);
foreach my $object (@{$self->objects}) {
foreach my $instance (@{$object->instances}) {
$instance->offset->[X] += $shift[X];
$instance->offset->[Y] += $shift[Y];
}
$object->update_bounding_box;
}
}
sub align_instances_to_origin {
my ($self) = @_;
my $bb = $self->bounding_box;
return if !defined $bb;
my $new_center = $bb->size;
$new_center->translate(-$new_center->x/2, -$new_center->y/2); #//
$self->center_instances_around_point($new_center);
}
sub translate {
my $self = shift;
my @shift = @_;
$_->translate(@shift) for @{$self->objects};
}
# flattens everything to a single mesh
sub mesh {
my $self = shift;
my $mesh = Slic3r::TriangleMesh->new;
$mesh->merge($_->mesh) for @{$self->objects};
return $mesh;
}
# this method splits objects into multiple distinct objects by walking their meshes
sub split_meshes {
my $self = shift;
my @objects = @{$self->objects};
@{$self->objects} = ();
foreach my $object (@objects) {
if (@{$object->volumes} > 1) {
# We can't split meshes if there's more than one material, because
# we can't group the resulting meshes by object afterwards
push @{$self->objects}, $object;
next;
}
my $volume = $object->volumes->[0];
foreach my $mesh (@{$volume->mesh->split}) {
my $new_object = $self->add_object(
input_file => $object->input_file,
config => $object->config->clone,
layer_height_ranges => $object->layer_height_ranges, # TODO: this needs to be cloned
);
$new_object->add_volume(
mesh => $mesh,
material_id => $volume->material_id,
);
# add one instance per original instance
$new_object->add_instance(
offset => [ @{$_->offset} ],
rotation => $_->rotation,
scaling_factor => $_->scaling_factor,
) for @{ $object->instances // [] };
}
}
}
sub print_info {
my $self = shift;
$_->print_info for @{$self->objects};
}
sub get_material_name {
my $self = shift;
my ($material_id) = @_;
my $name;
if (exists $self->materials->{$material_id}) {
$name //= $self->materials->{$material_id}->attributes->{$_} for qw(Name name);
}
$name //= $material_id;
return $name;
}
package Slic3r::Model::Material;
use Moo;
has 'model' => (is => 'ro', weak_ref => 1, required => 1);
has 'attributes' => (is => 'rw', default => sub { {} });
has 'config' => (is => 'rw', default => sub { Slic3r::Config->new });
package Slic3r::Model::Object;
use Moo;
use File::Basename qw(basename);
use List::Util qw(first sum);
use Slic3r::Geometry qw(X Y Z MIN MAX);
has 'input_file' => (is => 'rw');
has 'model' => (is => 'ro', weak_ref => 1, required => 1);
has 'volumes' => (is => 'ro', default => sub { [] });
has 'instances' => (is => 'rw');
has 'config' => (is => 'rw', default => sub { Slic3r::Config->new });
has 'layer_height_ranges' => (is => 'rw', default => sub { [] }); # [ z_min, z_max, layer_height ]
has '_bounding_box' => (is => 'rw');
has 'origin_translation' => (is => 'ro', default => sub { Slic3r::Point->new }); # translation vector applied by center_around_origin()
sub add_volume {
my $self = shift;
my $new_volume;
if (@_ == 1) {
# we have a Model::Volume
my ($volume) = @_;
$new_volume = Slic3r::Model::Volume->new(
object => $self,
material_id => $volume->material_id,
mesh => $volume->mesh->clone,
modifier => $volume->modifier,
);
if (defined $volume->material_id) {
# merge material attributes and config (should we rename materials in case of duplicates?)
if (my $material = $volume->object->model->materials->{$volume->material_id}) {
my %attributes = %{ $material->attributes };
if (exists $self->model->materials->{$volume->material_id}) {
%attributes = (%attributes, %{ $self->model->materials->{$volume->material_id}->attributes })
}
my $new_material = $self->model->set_material($volume->material_id, {%attributes});
$new_material->config->apply($material->config);
}
}
} else {
my %args = @_;
$new_volume = Slic3r::Model::Volume->new(
object => $self,
%args,
);
}
push @{$self->volumes}, $new_volume;
# invalidate cached bounding box
$self->_bounding_box(undef);
return $new_volume;
}
sub delete_volume {
my ($self, $i) = @_;
splice @{$self->volumes}, $i, 1;
}
sub add_instance {
my $self = shift;
my %params = @_;
$self->instances([]) if !defined $self->instances;
push @{$self->instances}, my $i = Slic3r::Model::Instance->new(object => $self, %params);
$self->_bounding_box(undef);
return $i;
}
sub delete_last_instance {
my ($self) = @_;
pop @{$self->instances};
$self->_bounding_box(undef);
}
sub instances_count {
my $self = shift;
return scalar(@{ $self->instances // [] });
}
sub raw_mesh {
my $self = shift;
my $mesh = Slic3r::TriangleMesh->new;
$mesh->merge($_->mesh) for grep !$_->modifier, @{ $self->volumes };
return $mesh;
}
# flattens all volumes and instances into a single mesh
sub mesh {
my $self = shift;
my $mesh = $self->raw_mesh;
my @instance_meshes = ();
foreach my $instance (@{ $self->instances }) {
my $m = $mesh->clone;
$instance->transform_mesh($m);
push @instance_meshes, $m;
}
my $full_mesh = Slic3r::TriangleMesh->new;
$full_mesh->merge($_) for @instance_meshes;
return $full_mesh;
}
sub update_bounding_box {
my ($self) = @_;
$self->_bounding_box($self->mesh->bounding_box);
}
# this returns the bounding box of the *transformed* instances
sub bounding_box {
my $self = shift;
$self->update_bounding_box if !defined $self->_bounding_box;
return $self->_bounding_box->clone;
}
# this returns the bounding box of the *transformed* given instance
sub instance_bounding_box {
my ($self, $instance_idx) = @_;
my $mesh = $self->raw_mesh;
$self->instances->[$instance_idx]->transform_mesh($mesh);
return $mesh->bounding_box;
}
sub center_around_origin {
my $self = shift;
# calculate the displacements needed to
# center this object around the origin
my $bb = $self->raw_mesh->bounding_box;
# first align to origin on XY
my @shift = (
-$bb->x_min,
-$bb->y_min,
0,
);
# then center it on XY
my $size = $bb->size;
$shift[X] -= $size->x/2;
$shift[Y] -= $size->y/2; #//
$self->translate(@shift);
$self->origin_translation->translate(@shift[X,Y]);
if (defined $self->instances) {
foreach my $instance (@{ $self->instances }) {
$instance->offset->[X] -= $shift[X];
$instance->offset->[Y] -= $shift[Y];
}
$self->update_bounding_box;
}
return @shift;
}
sub translate {
my $self = shift;
my @shift = @_;
$_->mesh->translate(@shift) for @{$self->volumes};
$self->_bounding_box->translate(@shift) if defined $self->_bounding_box;
}
sub materials_count {
my $self = shift;
my %materials = map { $_->material_id // '_default' => 1 } @{$self->volumes};
return scalar keys %materials;
}
sub unique_materials {
my $self = shift;
my %materials = ();
$materials{ $_->material_id } = 1
for grep { defined $_->material_id } @{$self->volumes};
return sort keys %materials;
}
sub facets_count {
my $self = shift;
return sum(map $_->mesh->facets_count, grep !$_->modifier, @{$self->volumes});
}
sub needed_repair {
my $self = shift;
return (first { !$_->mesh->needed_repair } grep !$_->modifier, @{$self->volumes}) ? 0 : 1;
}
sub mesh_stats {
my $self = shift;
# TODO: sum values from all volumes
return $self->volumes->[0]->mesh->stats;
}
sub print_info {
my $self = shift;
printf "Info about %s:\n", basename($self->input_file);
printf " size: x=%.3f y=%.3f z=%.3f\n", @{$self->raw_mesh->bounding_box->size};
if (my $stats = $self->mesh_stats) {
printf " number of facets: %d\n", $stats->{number_of_facets};
printf " number of shells: %d\n", $stats->{number_of_parts};
printf " volume: %.3f\n", $stats->{volume};
if ($self->needed_repair) {
printf " needed repair: yes\n";
printf " degenerate facets: %d\n", $stats->{degenerate_facets};
printf " edges fixed: %d\n", $stats->{edges_fixed};
printf " facets removed: %d\n", $stats->{facets_removed};
printf " facets added: %d\n", $stats->{facets_added};
printf " facets reversed: %d\n", $stats->{facets_reversed};
printf " backwards edges: %d\n", $stats->{backwards_edges};
} else {
printf " needed repair: no\n";
}
} else {
printf " number of facets: %d\n", scalar(map @{$_->facets}, grep !$_->modifier, @{$self->volumes});
}
}
package Slic3r::Model::Volume;
use Moo;
has 'object' => (is => 'ro', weak_ref => 1, required => 1);
has 'material_id' => (is => 'rw');
has 'mesh' => (is => 'rw', required => 1);
has 'modifier' => (is => 'rw', defualt => sub { 0 });
sub assign_unique_material {
my ($self) = @_;
my $model = $self->object->model;
my $material_id = 1 + scalar keys %{$model->materials};
$self->material_id($material_id);
return $model->set_material($material_id);
}
package Slic3r::Model::Instance;
use Moo;
has 'object' => (is => 'ro', weak_ref => 1, required => 1);
has 'rotation' => (is => 'rw', default => sub { 0 }); # around mesh center point
has 'scaling_factor' => (is => 'rw', default => sub { 1 });
has 'offset' => (is => 'rw'); # must be arrayref in *unscaled* coordinates
sub transform_mesh {
my ($self, $mesh, $dont_translate) = @_;
$mesh->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around mesh origin
$mesh->scale($self->scaling_factor); # scale around mesh origin
$mesh->translate(@{$self->offset}, 0) unless $dont_translate;
}
sub transform_polygon {
my ($self, $polygon) = @_;
$polygon->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around origin
$polygon->scale($self->scaling_factor); # scale around origin
}
1;