PrusaSlicer-NonPlainar/lib/Slic3r/ExtrusionPath/Collection.pm
Mark Hindess f61a1f5a07 Create *::Geometry::nearest_point_index to speed up shortest_path method.
This fix gives a further 10% speedup on simcop2387's coaster.
2012-06-22 23:12:39 +01:00

62 lines
1.4 KiB
Perl

package Slic3r::ExtrusionPath::Collection;
use Moo;
has 'paths' => (
is => 'rw',
#isa => 'ArrayRef[Slic3r::ExtrusionPath]',
default => sub { [] },
);
sub add {
my $self = shift;
my ($path) = @_;
push @{$self->paths}, $path;
}
sub endpoints {
my $self = shift;
return [ map $_->endpoints, @{$self->paths} ];
}
sub shortest_path {
my $self = shift;
my ($start_near) = @_;
my @my_paths = @{$self->paths};
$_->deserialize for @my_paths;
my @paths = ();
my $start_at;
my $endpoints = [ map $_->endpoints, @my_paths ];
while (@my_paths) {
# find nearest point
my $start_index = $start_near
? Slic3r::Geometry::nearest_point_index($start_near, $endpoints)
: 0;
my $path_index = int($start_index/2);
if ($start_index%2) { # index is end so reverse to make it the start
$my_paths[$path_index]->reverse;
}
push @paths, splice @my_paths, $path_index, 1;
splice @$endpoints, $path_index*2, 2;
$start_near = $paths[-1]->points->[-1];
}
return @paths;
}
sub cleanup {
my $self = shift;
# split paths at angles that are too acute to be printed as they will cause blobs
@{$self->paths} = map $_->split_at_acute_angles, @{$self->paths};
}
sub detect_arcs {
my $self = shift;
@{$self->paths} = map $_->detect_arcs(@_), @{$self->paths};
}
1;