276 lines
8.8 KiB
Perl
276 lines
8.8 KiB
Perl
package Slic3r::STL;
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use Moo;
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use Math::Clipper qw(integerize_coordinate_sets is_counter_clockwise);
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use Slic3r::Geometry qw(three_points_aligned longest_segment);
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use XXX;
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use constant X => 0;
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use constant Y => 1;
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use constant Z => 2;
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use constant MIN => 0;
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use constant MAX => 1;
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sub parse_file {
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my $self = shift;
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my ($file) = @_;
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# open STL file
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my $facets = $self->read_file($file);
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if ($Slic3r::rotate > 0) {
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my $deg = Slic3r::Geometry::deg2rad($Slic3r::rotate);
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foreach my $facet (@$facets) {
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my ($normal, @vertices) = @$facet;
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foreach my $vertex (@vertices) {
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@$vertex = (@{ +(Slic3r::Geometry::rotate_points($deg, undef, [ $vertex->[X], $vertex->[Y] ]))[0] }, $vertex->[Z]);
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}
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}
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}
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# we only want to work with positive coordinates, so let's
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# find our object extents to calculate coordinate displacements
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my @extents = (map [99999999999, -99999999999], X,Y,Z);
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foreach my $facet (@$facets) {
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my ($normal, @vertices) = @$facet;
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foreach my $vertex (@vertices) {
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for (X,Y,Z) {
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$extents[$_][MIN] = $vertex->[$_] if $vertex->[$_] < $extents[$_][MIN];
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$extents[$_][MAX] = $vertex->[$_] if $vertex->[$_] > $extents[$_][MAX];
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}
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}
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}
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# scale extents
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for (X,Y,Z) {
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$extents[$_][MIN] *= $Slic3r::scale;
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$extents[$_][MAX] *= $Slic3r::scale;
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}
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# multiply object
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my @multiply_offset = (
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(($extents[X][MAX] - $extents[X][MIN]) + $Slic3r::multiply_distance),
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(($extents[Y][MAX] - $extents[Y][MIN]) + $Slic3r::multiply_distance),
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);
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$extents[X][MAX] += $multiply_offset[X] * ($Slic3r::multiply_x-1);
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$extents[Y][MAX] += $multiply_offset[Y] * ($Slic3r::multiply_y-1);
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my @copies = ();
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for (my $i = 0; $i < $Slic3r::multiply_x; $i++) {
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for (my $j = 0; $j < $Slic3r::multiply_y; $j++) {
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push @copies, [ $multiply_offset[X] * $i, $multiply_offset[Y] * $j ];
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}
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}
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# initialize print job
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my $print = Slic3r::Print->new(
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x_length => ($extents[X][MAX] - $extents[X][MIN]) / $Slic3r::resolution,
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y_length => ($extents[Y][MAX] - $extents[Y][MIN]) / $Slic3r::resolution,
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);
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# calculate the displacements needed to
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# have lowest value for each axis at coordinate 0
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my @shift = map sprintf('%.0f', -$extents[$_][MIN] / $Slic3r::resolution), X,Y,Z;
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# process facets
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foreach my $facet (@$facets) {
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# transform vertex coordinates
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my ($normal, @vertices) = @$facet;
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foreach my $vertex (@vertices) {
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$vertex->[$_] = ($Slic3r::scale * $vertex->[$_] / $Slic3r::resolution) + $shift[$_]
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for X,Y,Z;
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}
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foreach my $copy (@copies) {
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my @copy_vertices = map [ @$_ ], @vertices; # clone vertices
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foreach my $vertex (@copy_vertices) {
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$vertex->[$_] += $copy->[$_] / $Slic3r::resolution for X,Y;
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}
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$self->_facet($print, $normal, @copy_vertices);
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}
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}
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return $print;
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}
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sub _facet {
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my $self = shift;
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my ($print, $normal, @vertices) = @_;
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Slic3r::debugf "\n==> FACET (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", map @$_, @vertices
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if $Slic3r::debug;
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# find the vertical extents of the facet
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my ($min_z, $max_z) = (99999999999, -99999999999);
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foreach my $vertex (@vertices) {
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$min_z = $vertex->[Z] if $vertex->[Z] < $min_z;
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$max_z = $vertex->[Z] if $vertex->[Z] > $max_z;
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}
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Slic3r::debugf "z: min = %.0f, max = %.0f\n", $min_z, $max_z;
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if ($min_z == $max_z) {
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Slic3r::debugf "Facet is horizontal; ignoring\n";
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return;
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}
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# calculate the layer extents
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my $min_layer = int($min_z * $Slic3r::resolution / $Slic3r::layer_height);
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my $max_layer = int($max_z * $Slic3r::resolution / $Slic3r::layer_height);
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Slic3r::debugf "layers: min = %s, max = %s\n", $min_layer, $max_layer;
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# reorder vertices so that the first one is the one with lowest Z
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# this is needed to get all intersection lines in a consistent order
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# (external on the right of the line)
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{
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my @z_order = sort { $vertices[$a][Z] <=> $vertices[$b][Z] } 0..2;
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@vertices = (splice(@vertices, $z_order[0]), splice(@vertices, 0, $z_order[0]));
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}
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for (my $layer_id = $min_layer; $layer_id <= $max_layer; $layer_id++) {
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my $layer = $print->layer($layer_id);
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$layer->add_line($_) for $self->intersect_facet(\@vertices, $layer->z);
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}
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}
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sub intersect_facet {
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my $self = shift;
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my ($vertices, $z) = @_;
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# build the three segments of the triangle facet
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my @edges = (
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[ $vertices->[0], $vertices->[1] ],
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[ $vertices->[1], $vertices->[2] ],
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[ $vertices->[2], $vertices->[0] ],
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);
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my (@lines, @intersection_points) = ();
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foreach my $edge (@edges) {
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my ($a, $b) = @$edge;
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#printf "Az = %d, Bz = %d, z = %d\n", $a->[Z], $b->[Z], $z;
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if ($a->[Z] == $b->[Z] && $a->[Z] == $z) {
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# edge is horizontal and belongs to the current layer
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my $edge_type = (grep $_->[Z] > $z, @$vertices) ? 'bottom' : 'top';
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($a, $b) = ($b, $a) if $edge_type eq 'bottom';
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push @lines, Slic3r::Line::FacetEdge->cast(
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[ [$a->[X], $a->[Y]], [$b->[X], $b->[Y]] ],
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edge_type => $edge_type,
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);
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#print "Horizontal edge at $z!\n";
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} elsif (($a->[Z] < $z && $b->[Z] > $z) || ($b->[Z] < $z && $a->[Z] > $z)) {
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# edge intersects the current layer; calculate intersection
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push @intersection_points, [
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$b->[X] + ($a->[X] - $b->[X]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
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$b->[Y] + ($a->[Y] - $b->[Y]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
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];
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#print "Intersects at $z!\n";
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} elsif ($a->[Z] == $z) {
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#print "A point on plane $z!\n";
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push @intersection_points, [ $a->[X], $a->[Y] ];
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} elsif ($b->[Z] == $z) {
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#print "B point on plane $z!\n";
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push @intersection_points, [ $b->[X], $b->[Y] ];
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}
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}
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Slic3r::Geometry::remove_coinciding_points(\@intersection_points);
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if (@intersection_points > 1 && !@lines) {
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# remove coinciding points
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# defensive programming:
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die "Facets must intersect each plane 0 or 2 times" if @intersection_points != 2;
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# check whether the two points coincide due to resolution rounding
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#if ($intersection_points[0]->coincides_with($intersection_points[1])) {
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# Slic3r::debugf "Points coincide; removing\n";
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# return;
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#}
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# connect points:
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push @lines, Slic3r::Line->cast([ @intersection_points ]);
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#printf " intersection points = %f,%f - %f,%f\n", map @$_, @intersection_points;
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}
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return @lines;
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}
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sub read_file {
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my $self = shift;
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my ($file) = @_;
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open my $fh, '<', $file or die "Failed to open $file\n";
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my $facets = [];
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# let's detect whether file is ASCII or binary
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my $mode;
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{
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my $size = +(stat $fh)[7];
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$mode = 'ascii' if $size < 80 + 4;
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# skip binary header
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seek $fh, 80, 0;
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read $fh, my $buf, 4;
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my $triangle_count = unpack 'L', $buf;
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my $expected_size =
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+ 80 # header
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+ 4 # count
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+ $triangle_count * (
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+ 4 # normal, pt,pt,pt (vectors)
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* 4 # bytes per value
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* 3 # values per vector
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+ 2 # the trailing 'short'
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);
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$mode = ($size == $expected_size) ? 'binary' : 'ascii';
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}
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$mode eq 'ascii'
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? _read_ascii($fh, $facets)
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: _read_binary($fh, $facets);
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close $fh;
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return $facets;
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}
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sub _read_ascii {
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my ($fh, $facets) = @_;
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my $point_re = qr/([^ ]+)\s+([^ ]+)\s+([^ ]+)$/;
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my $facet;
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seek $fh, 0, 0;
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while (<$fh>) {
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chomp;
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if (!$facet) {
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/^\s*facet\s+normal\s+$point_re/ or next;
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$facet = [ [$1, $2, $3] ];
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} else {
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if (/^\s*endfacet/) {
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push @$facets, $facet;
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undef $facet;
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} else {
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/^\s*vertex\s+$point_re/ or next;
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push @$facet, [$1, $2, $3];
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}
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}
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}
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}
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sub _read_binary {
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my ($fh, $facets) = @_;
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die "bigfloat" unless length(pack "f", 1) == 4;
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seek $fh, 80 + 4, 0;
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while (read $fh, $_, 4*4*3+2) {
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my @v = unpack '(f3)4';
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push @$facets, [ [@v[0..2]], [@v[3..5]], [@v[6..8]], [@v[9..11]] ];
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}
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}
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1;
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