100 lines
3.7 KiB
Perl
100 lines
3.7 KiB
Perl
package Slic3r::Perimeter;
|
|
use Moo;
|
|
|
|
use Math::Clipper ':all';
|
|
use Slic3r::Geometry qw(X Y shortest_path scale);
|
|
use Slic3r::Geometry::Clipper qw(diff_ex);
|
|
use XXX;
|
|
|
|
sub make_perimeter {
|
|
my $self = shift;
|
|
my ($layer) = @_;
|
|
printf "Making perimeter for layer %d\n", $layer->id;
|
|
|
|
# at least one perimeter is required
|
|
die "Can't slice object with no perimeters!\n"
|
|
if $Slic3r::perimeters == 0;
|
|
|
|
# this array will hold one arrayref per original surface;
|
|
# each item of this arrayref is an arrayref representing a depth (from inner
|
|
# perimeters to outer); each item of this arrayref is an ExPolygon:
|
|
# @perimeters = (
|
|
# [ # first object (identified by a single surface before offsetting)
|
|
# [ Slic3r::ExPolygon, Slic3r::ExPolygon... ], #depth 0: outer loop
|
|
# [ Slic3r::ExPolygon, Slic3r::ExPolygon... ], #depth 1: inner loop
|
|
# ],
|
|
# [ # second object
|
|
# ...
|
|
# ]
|
|
# )
|
|
my @perimeters = (); # one item per depth; each item
|
|
|
|
# organize perimeter surfaces using a shortest path search
|
|
my @surfaces = @{shortest_path([
|
|
map [ $_->contour->[0], $_ ], @{$layer->slices},
|
|
])};
|
|
|
|
foreach my $surface (@surfaces) {
|
|
my @last_offsets = ($surface->expolygon);
|
|
my $distance = 0;
|
|
|
|
# create other offsets
|
|
push @perimeters, [];
|
|
for (my $loop = 0; $loop < $Slic3r::perimeters; $loop++) {
|
|
# offsetting a polygon can result in one or many offset polygons
|
|
@last_offsets = map $_->offset_ex(-$distance), @last_offsets if $distance;
|
|
last if !@last_offsets;
|
|
push @{ $perimeters[-1] }, [@last_offsets];
|
|
|
|
# offset distance for inner loops
|
|
$distance = scale $Slic3r::flow_spacing;
|
|
}
|
|
|
|
# create one more offset to be used as boundary for fill
|
|
{
|
|
my @fill_boundaries = map $_->offset_ex(-$distance), @last_offsets;
|
|
push @{ $layer->fill_boundaries }, @fill_boundaries;
|
|
|
|
# detect the small gaps that we need to treat like thin polygons,
|
|
# thus generating the skeleton and using it to fill them
|
|
my $small_gaps = diff_ex(
|
|
[ map @$_, map $_->offset_ex(-$distance/2), map @$_, @{$perimeters[-1]} ],
|
|
[ map @$_, map $_->offset_ex(+$distance/2), @fill_boundaries ],
|
|
);
|
|
push @{ $layer->thin_fills },
|
|
grep $_,
|
|
map $_->medial_axis(scale $Slic3r::flow_width),
|
|
@$small_gaps if 0;
|
|
}
|
|
}
|
|
|
|
# process one island (original surface) at time
|
|
foreach my $island (@perimeters) {
|
|
# do holes starting from innermost one
|
|
foreach my $hole (map $_->holes, map @$_, @$island) {
|
|
push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $hole, role => 'perimeter');
|
|
}
|
|
|
|
# do contours starting from innermost one
|
|
foreach my $contour (map $_->contour, map @$_, reverse @$island) {
|
|
push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $contour, role => 'perimeter');
|
|
}
|
|
}
|
|
|
|
# detect small perimeters by checking their area
|
|
for (@{ $layer->perimeters }) {
|
|
$_->role('small-perimeter') if $_->polygon->area < $Slic3r::small_perimeter_area;
|
|
}
|
|
|
|
# add thin walls as perimeters
|
|
for (@{ $layer->thin_walls }) {
|
|
if ($_->isa('Slic3r::Polygon')) {
|
|
push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $_, role => 'perimeter');
|
|
} else {
|
|
push @{ $layer->perimeters }, Slic3r::ExtrusionPath->new(polyline => $_, role => 'perimeter');
|
|
}
|
|
}
|
|
}
|
|
|
|
1;
|