PrusaSlicer-NonPlainar/lib/Slic3r/STL.pm
2011-10-03 20:57:56 +02:00

197 lines
7.2 KiB
Perl

package Slic3r::STL;
use Moo;
use CAD::Format::STL;
use Math::Clipper qw(integerize_coordinate_sets is_counter_clockwise);
use XXX;
use constant X => 0;
use constant Y => 1;
use constant Z => 2;
use constant MIN => 0;
use constant MAX => 1;
sub parse_file {
my $self = shift;
my ($file) = @_;
# open STL file
my $stl = CAD::Format::STL->new->load($file);
if ($Slic3r::rotate > 0) {
my $deg = Slic3r::Geometry::deg2rad($Slic3r::rotate);
foreach my $facet ($stl->part->facets) {
my ($normal, @vertices) = @$facet;
foreach my $vertex (@vertices) {
@$vertex = (@{ +(Slic3r::Geometry::rotate_points($deg, undef, [ $vertex->[X], $vertex->[Y] ]))[0] }, $vertex->[Z]);
}
}
}
# we only want to work with positive coordinates, so let's
# find our object extents to calculate coordinate displacements
my @extents = (map [99999999, -99999999], X,Y,Z);
foreach my $facet ($stl->part->facets) {
my ($normal, @vertices) = @$facet;
foreach my $vertex (@vertices) {
for (X,Y,Z) {
$extents[$_][MIN] = $vertex->[$_] if $vertex->[$_] < $extents[$_][MIN];
$extents[$_][MAX] = $vertex->[$_] if $vertex->[$_] > $extents[$_][MAX];
}
}
}
# scale extents
for (X,Y,Z) {
$extents[$_][MIN] *= $Slic3r::scale;
$extents[$_][MAX] *= $Slic3r::scale;
}
# multiply object
my @multiply_offset = (
(($extents[X][MAX] - $extents[X][MIN]) + $Slic3r::multiply_distance),
(($extents[Y][MAX] - $extents[Y][MIN]) + $Slic3r::multiply_distance),
);
$extents[X][MAX] += $multiply_offset[X] * ($Slic3r::multiply_x-1);
$extents[Y][MAX] += $multiply_offset[Y] * ($Slic3r::multiply_y-1);
my @copies = ();
for (my $i = 0; $i < $Slic3r::multiply_x; $i++) {
for (my $j = 0; $j < $Slic3r::multiply_y; $j++) {
push @copies, [ $multiply_offset[X] * $i, $multiply_offset[Y] * $j ];
}
}
# initialize print job
my $print = Slic3r::Print->new(
x_length => ($extents[X][MAX] - $extents[X][MIN]) / $Slic3r::resolution,
y_length => ($extents[Y][MAX] - $extents[Y][MIN]) / $Slic3r::resolution,
);
# calculate the displacements needed to
# have lowest value for each axis at coordinate 0
my @shift = map sprintf('%.0f', -$extents[$_][MIN] / $Slic3r::resolution), X,Y,Z;
# process facets
foreach my $facet ($stl->part->facets) {
# transform vertex coordinates
my ($normal, @vertices) = @$facet;
foreach my $vertex (@vertices) {
$vertex->[$_] = ($Slic3r::scale * $vertex->[$_] / $Slic3r::resolution) + $shift[$_]
for X,Y,Z;
# round Z coordinates; XY will be rounded automatically with coercion
$vertex->[Z] = sprintf('%.0f', $vertex->[Z]);
}
foreach my $copy (@copies) {
my @copy_vertices = map [ @$_ ], @vertices; # clone vertices
foreach my $vertex (@copy_vertices) {
$vertex->[$_] += $copy->[$_] / $Slic3r::resolution for X,Y;
}
$self->_facet($print, $normal, @copy_vertices);
}
}
return $print;
}
sub _facet {
my $self = shift;
my ($print, $normal, @vertices) = @_;
Slic3r::debugf "\n==> FACET (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", map @$_, @vertices
if $Slic3r::debug;
# find the vertical extents of the facet
my ($min_z, $max_z) = (99999999, -99999999);
foreach my $vertex (@vertices) {
$min_z = $vertex->[Z] if $vertex->[Z] < $min_z;
$max_z = $vertex->[Z] if $vertex->[Z] > $max_z;
}
Slic3r::debugf "z: min = %.0f, max = %.0f\n", $min_z, $max_z;
# calculate the layer extents
my ($min_layer, $max_layer) = map { sprintf '%.0f', $_ * $Slic3r::resolution / $Slic3r::layer_height } $min_z, $max_z;
Slic3r::debugf "layers: min = %.0f, max = %.0f\n", $min_layer, $max_layer;
# is the facet horizontal?
if ($min_layer == $max_layer) {
Slic3r::debugf "Facet is horizontal\n";
my $layer = $print->layer($min_layer);
my $surface = $layer->add_surface(@vertices);
# to determine whether the surface is a top or bottom let's recompute
# the normal using the right-hand rule
# (this relies on the STL to be well-formed)
# recompute the normal using the right-hand rule
my $vertices_p = [@vertices];
integerize_coordinate_sets($vertices_p);
my $clockwise = !is_counter_clockwise($vertices_p);
# defensive programming and/or input check
if (abs($normal->[Z]) == 1) {
# while the vertices may belong to the same layer, it doesn't mean the facet
# was horizontal in the original model; so this check makes sense only
# if the original normal is exactly 1 or -1
if (($normal->[Z] > 0 && $clockwise) || ($normal->[Z] < 0 && !$clockwise)) {
YYY $normal;
die sprintf "STL normal (%.0f) and right-hand rule computation (%s) differ!\n",
$normal->[Z], $clockwise ? 'clockwise' : 'counter-clockwise';
}
}
if ($layer->id == 0 && !$clockwise) {
die "Right-hand rule gives bad result for facets on base layer!\n";
}
$surface->surface_type($clockwise ? 'bottom' : 'top');
return;
}
# build the three segments of the triangle facet
my @edges = (
[ $vertices[0], $vertices[1] ],
[ $vertices[1], $vertices[2] ],
[ $vertices[2], $vertices[0] ],
);
for (my $layer_id = $min_layer; $layer_id <= $max_layer; $layer_id++) {
my $layer = $print->layer($layer_id);
my $z = $layer->z;
my @intersection_points = ();
foreach my $edge (@edges) {
my ($a, $b) = @$edge;
if ($a->[Z] == $b->[Z] && $a->[Z] == $z) {
# edge is horizontal and belongs to the current layer
$layer->add_line([$a->[X], $a->[Y]], [$b->[X], $b->[Y]]);
} elsif (($a->[Z] < $z && $b->[Z] > $z) || ($b->[Z] < $z && $a->[Z] > $z)) {
# edge intersects the current layer; calculate intersection
push @intersection_points, Slic3r::Point->cast([
$b->[X] + ($a->[X] - $b->[X]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
$b->[Y] + ($a->[Y] - $b->[Y]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
]);
}
}
if (@intersection_points) {
# defensive programming:
die "Facets must intersect each plane 0 or 2 times" if @intersection_points != 2;
# check whether the two points coincide due to resolution rounding
if ($intersection_points[0]->coincides_with($intersection_points[1])) {
Slic3r::debugf "Points coincide at layer %d; removing\n", $layer_id;
next;
}
# connect points:
$layer->add_line(@intersection_points);
}
}
}
1;