PrusaSlicer-NonPlainar/lib/Slic3r/STL.pm

204 lines
7.1 KiB
Perl

package Slic3r::STL;
use Moo;
use CAD::Format::STL;
use Math::Clipper qw(integerize_coordinate_sets is_counter_clockwise);
use Slic3r::Geometry qw(three_points_aligned longest_segment);
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 [99999999999, -99999999999], 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;
}
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) = (99999999999, -99999999999);
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, $max_z;
if ($min_z == $max_z) {
Slic3r::debugf "Facet is horizontal; ignoring\n";
return;
}
# calculate the layer extents
my $min_layer = int($min_z * $Slic3r::resolution / $Slic3r::layer_height);
my $max_layer = int($max_z * $Slic3r::resolution / $Slic3r::layer_height);
Slic3r::debugf "layers: min = %s, max = %s\n", $min_layer, $max_layer;
# reorder vertices so that the first one is the one with lowest Z
# this is needed to get all intersection lines in a consistent order
# (external on the right of the line)
{
my @z_order = sort { $vertices[$a][Z] <=> $vertices[$b][Z] } 0..2;
@vertices = (splice(@vertices, $z_order[0]), splice(@vertices, 0, $z_order[0]));
}
for (my $layer_id = $min_layer; $layer_id <= $max_layer; $layer_id++) {
my $layer = $print->layer($layer_id);
$layer->add_line($_) for $self->intersect_facet(\@vertices, $layer->z);
}
}
sub intersect_facet {
my $self = shift;
my ($vertices, $z) = @_;
# build the three segments of the triangle facet
my @edges = (
[ $vertices->[0], $vertices->[1] ],
[ $vertices->[1], $vertices->[2] ],
[ $vertices->[2], $vertices->[0] ],
);
my (@lines, @intersection_points) = ();
foreach my $edge (@edges) {
my ($a, $b) = @$edge;
#printf "Az = %d, Bz = %d, z = %d\n", $a->[Z], $b->[Z], $z;
if ($a->[Z] == $b->[Z] && $a->[Z] == $z) {
# edge is horizontal and belongs to the current layer
my $edge_type = (grep $_->[Z] > $z, @$vertices) ? 'bottom' : 'top';
($a, $b) = ($b, $a) if $edge_type eq 'bottom';
push @lines, Slic3r::Line::FacetEdge->cast(
[ [$a->[X], $a->[Y]], [$b->[X], $b->[Y]] ],
edge_type => $edge_type,
);
#print "Horizontal edge at $z!\n";
} elsif (($a->[Z] < $z && $b->[Z] > $z) || ($b->[Z] < $z && $a->[Z] > $z)) {
# edge intersects the current layer; calculate intersection
push @intersection_points, [
$b->[X] + ($a->[X] - $b->[X]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
$b->[Y] + ($a->[Y] - $b->[Y]) * ($z - $b->[Z]) / ($a->[Z] - $b->[Z]),
];
#print "Intersects at $z!\n";
} elsif ($a->[Z] == $z) {
#print "A point on plane $z!\n";
push @intersection_points, [ $a->[X], $a->[Y] ];
} elsif ($b->[Z] == $z) {
#print "B point on plane $z!\n";
push @intersection_points, [ $b->[X], $b->[Y] ];
}
}
Slic3r::Geometry::remove_coinciding_points(\@intersection_points);
if (@intersection_points > 1 && !@lines) {
# remove coinciding points
# defensive programming:
die "Facets must intersect each plane 0 or 2 times" if @intersection_points != 2;
# check whether the two points coincide due to resolution rounding
#if ($intersection_points[0]->coincides_with($intersection_points[1])) {
# Slic3r::debugf "Points coincide; removing\n";
# return;
#}
# connect points:
push @lines, Slic3r::Line->cast([ @intersection_points ]);
#printf " intersection points = %f,%f - %f,%f\n", map @$_, @intersection_points;
}
return @lines;
}
1;