206 lines
7.1 KiB
Perl
206 lines
7.1 KiB
Perl
package Slic3r::ExtrusionPath;
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use Moo;
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extends 'Slic3r::Polyline';
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# this integer represents the vertical thickness of the extrusion
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# expressed in layers
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has 'depth_layers' => (is => 'ro', default => sub {1});
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has 'flow_spacing' => (is => 'rw');
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# perimeter/fill/solid-fill/bridge/skirt
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has 'role' => (is => 'rw', required => 1);
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use Slic3r::Geometry qw(PI X Y epsilon deg2rad rotate_points);
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use XXX;
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sub clip_end {
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my $self = shift;
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my ($distance) = @_;
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while ($distance > 0) {
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my $last_point = pop @{$self->points};
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last if !@{$self->points};
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my $last_segment_length = $last_point->distance_to($self->points->[-1]);
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if ($last_segment_length <= $distance) {
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$distance -= $last_segment_length;
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next;
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}
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my $new_point = Slic3r::Geometry::point_along_segment($last_point, $self->points->[-1], $distance);
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push @{$self->points}, Slic3r::Point->new($new_point);
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$distance = 0;
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}
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}
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sub endpoints {
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my $self = shift;
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return ($self->points->[0], $self->points->[-1]);
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}
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sub reverse {
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my $self = shift;
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@{$self->points} = reverse @{$self->points};
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}
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sub split_at_acute_angles {
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my $self = shift;
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# calculate angle limit
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my $angle_limit = abs(Slic3r::Geometry::deg2rad(40));
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my @points = @{$self->p};
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my @paths = ();
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# take first two points
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my @p = splice @points, 0, 2;
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# loop until we have one spare point
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while (my $p3 = shift @points) {
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my $angle = abs(Slic3r::Geometry::angle3points($p[-1], $p[-2], $p3));
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$angle = 2*PI - $angle if $angle > PI;
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if ($angle < $angle_limit) {
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# if the angle between $p[-2], $p[-1], $p3 is too acute
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# then consider $p3 only as a starting point of a new
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# path and stop the current one as it is
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push @paths, (ref $self)->cast(
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[@p],
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role => $self->role,
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depth_layers => $self->depth_layers,
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);
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@p = ($p3);
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push @p, grep $_, shift @points or last;
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} else {
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push @p, $p3;
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}
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}
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push @paths, (ref $self)->cast(
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[@p],
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role => $self->role,
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depth_layers => $self->depth_layers,
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) if @p > 1;
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return @paths;
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}
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sub detect_arcs {
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my $self = shift;
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my ($max_angle, $len_epsilon) = @_;
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$max_angle = deg2rad($max_angle || 15);
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$len_epsilon ||= 10 / $Slic3r::resolution;
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my @points = @{$self->points};
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my @paths = ();
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# we require at least 3 consecutive segments to form an arc
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CYCLE: while (@points >= 4) {
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POINT: for (my $i = 0; $i <= $#points - 3; $i++) {
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my $s1 = Slic3r::Line->new($points[$i], $points[$i+1]);
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my $s2 = Slic3r::Line->new($points[$i+1], $points[$i+2]);
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my $s3 = Slic3r::Line->new($points[$i+2], $points[$i+3]);
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my $s1_len = $s1->length;
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my $s2_len = $s2->length;
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my $s3_len = $s3->length;
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# segments must have the same length
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if (abs($s3_len - $s2_len) > $len_epsilon) {
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# optimization: skip a cycle
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$i++;
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next;
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}
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next if abs($s2_len - $s1_len) > $len_epsilon;
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# segments must have the same relative angle
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my $s1_angle = $s1->atan;
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my $s2_angle = $s2->atan;
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my $s3_angle = $s3->atan;
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$s1_angle += 2*PI if $s1_angle < 0;
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$s2_angle += 2*PI if $s2_angle < 0;
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$s3_angle += 2*PI if $s3_angle < 0;
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my $s1s2_angle = $s2_angle - $s1_angle;
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my $s2s3_angle = $s3_angle - $s2_angle;
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next if abs($s1s2_angle - $s2s3_angle) > $Slic3r::Geometry::parallel_degrees_limit;
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next if abs($s1s2_angle) < $Slic3r::Geometry::parallel_degrees_limit; # ignore parallel lines
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next if $s1s2_angle > $max_angle; # ignore too sharp vertices
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my @arc_points = ($points[$i], $points[$i+3]), # first and last points
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# now look for more points
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my $last_line_angle = $s3_angle;
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my $last_j = $i+3;
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for (my $j = $i+3; $j < $#points; $j++) {
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my $line = Slic3r::Line->new($points[$j], $points[$j+1]);
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last if abs($line->length - $s1_len) > $len_epsilon;
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my $line_angle = $line->atan;
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$line_angle += 2*PI if $line_angle < 0;
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my $anglediff = $line_angle - $last_line_angle;
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last if abs($s1s2_angle - $anglediff) > $Slic3r::Geometry::parallel_degrees_limit;
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# point $j+1 belongs to the arc
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$arc_points[-1] = $points[$j+1];
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$last_j = $j+1;
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$last_line_angle = $line_angle;
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}
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# s1, s2, s3 form an arc
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my $orientation = $s1->point_on_left($points[$i+2]) ? 'ccw' : 'cw';
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# to find the center, we intersect the perpendicular lines
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# passing by midpoints of $s1 and last segment
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# a better method would be to draw all the perpendicular lines
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# and find the centroid of the enclosed polygon, or to
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# intersect multiple lines and find the centroid of the convex hull
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# around the intersections
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my $arc_center;
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{
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my $s1_mid = $s1->midpoint;
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my $last_mid = Slic3r::Line->new($points[$last_j-1], $points[$last_j])->midpoint;
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my $rotation_angle = PI/2 * ($orientation eq 'ccw' ? -1 : 1);
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my $ray1 = Slic3r::Line->new($s1_mid, rotate_points($rotation_angle, $s1_mid, $points[$i+1]));
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my $last_ray = Slic3r::Line->new($last_mid, rotate_points($rotation_angle, $last_mid, $points[$last_j]));
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$arc_center = $ray1->intersection($last_ray, 0) or next POINT;
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}
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my $arc = Slic3r::ExtrusionPath::Arc->new(
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points => [@arc_points],
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role => $self->role,
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orientation => $orientation,
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center => $arc_center,
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radius => $arc_center->distance_to($points[$i]),
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);
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# points 0..$i form a linear path
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push @paths, (ref $self)->new(
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points => [ @points[0..$i] ],
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role => $self->role,
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depth_layers => $self->depth_layers,
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) if $i > 0;
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# add our arc
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push @paths, $arc;
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Slic3r::debugf "ARC DETECTED\n";
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# remove arc points from path, leaving one
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splice @points, 0, $last_j, ();
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next CYCLE;
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}
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last;
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}
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# remaining points form a linear path
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push @paths, (ref $self)->new(
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points => [@points],
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role => $self->role,
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depth_layers => $self->depth_layers,
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) if @points > 1;
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return @paths;
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}
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1;
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