467 lines
17 KiB
Perl
467 lines
17 KiB
Perl
package Slic3r::TriangleMesh;
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use Moo;
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use Slic3r::Geometry qw(X Y Z A B PI epsilon same_point points_coincide angle3points
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merge_collinear_lines nearest_point polyline_lines);
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use XXX;
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has 'facets' => (is => 'ro', default => sub { [] });
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has 'edges' => (is => 'ro', default => sub { [] });
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has 'edge_table' => (is => 'ro', default => sub { {} });
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has 'edge_facets' => (is => 'ro', default => sub { {} });
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use constant MIN => 0;
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use constant MAX => 1;
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sub make_edge_table {
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my $self = shift;
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@{$self->edges} = ();
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%{$self->edge_table} = ();
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%{$self->edge_facets} = ();
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for (my $facet_index = 0; $facet_index <= $#{$self->facets}; $facet_index++) {
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my $facet = $self->facets->[$facet_index];
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foreach my $edge ($self->facet_edges($facet)) {
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my $edge_id = $self->edge_id($edge);
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if (!exists $self->edge_table->{$edge_id}) {
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push @{$self->edges}, $edge;
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$self->edge_table->{$edge_id} = $#{$self->edges};
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$self->edge_facets->{$edge_id} = [];
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}
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my $edge_index = $self->edge_table->{$edge_id};
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push @{$self->edge_facets->{$edge_id}}, $facet_index;
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}
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}
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}
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sub check_manifoldness {
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my $self = shift;
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$self->make_edge_table;
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if (grep { @$_ != 2 } values %{$self->edge_facets}) {
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warn "Warning: The input file is not manifold. You might want to check the "
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. "resulting gcode before printing.\n";
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}
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}
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sub make_loops {
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my $self = shift;
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my ($layer) = @_;
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my @lines = @{$layer->lines};
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# remove tangent edges
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{
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for (my $i = 0; $i <= $#lines; $i++) {
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next unless defined $lines[$i] && $lines[$i]->facet_edge;
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# if the line is a facet edge, find another facet edge
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# having the same endpoints but in reverse order
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for (my $j = $i+1; $j <= $#lines; $j++) {
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next unless defined $lines[$j] && defined $lines[$j]->facet_edge;
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next unless $lines[$j]->facet_edge eq $lines[$i]->facet_edge;
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if (same_point($lines[$i]->a, $lines[$j]->b) && same_point($lines[$i]->b, $lines[$j]->a)) {
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$lines[$j] = undef;
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last;
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}
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}
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}
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}
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my $sparse_lines = [ map $_->line, grep $_, @lines ];
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# detect closed loops
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if (0) {
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printf "Layer was sliced at z = %f\n", $self->slice_z * $Slic3r::resolution;
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require "Slic3r/SVG.pm";
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Slic3r::SVG::output(undef, "lines.svg",
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lines => [ grep !$_->isa('Slic3r::Line::FacetEdge'), @lines ],
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red_lines => [ grep $_->isa('Slic3r::Line::FacetEdge'), @lines ],
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);
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}
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my (@polygons, %visited_lines, @discarded_lines, @discarded_polylines) = ();
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my $detect = sub {
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my @lines = @$sparse_lines;
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(@polygons, %visited_lines, @discarded_lines, @discarded_polylines) = ();
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my $get_point_id = sub { sprintf "%.0f,%.0f", @{$_[0]} };
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my (%pointmap, @pointmap_keys) = ();
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foreach my $line (@lines) {
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my $point_id = $get_point_id->($line->[A]);
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if (!exists $pointmap{$point_id}) {
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$pointmap{$point_id} = [];
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push @pointmap_keys, $line->[A];
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}
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push @{ $pointmap{$point_id} }, $line;
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}
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my $n = 0;
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while (my $first_line = shift @lines) {
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next if $visited_lines{ $first_line->id };
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my @points = @$first_line;
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my @seen_lines = ($first_line);
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my %seen_points = map { $get_point_id->($points[$_]) => $_ } 0..1;
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CYCLE: while (1) {
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my $next_lines = $pointmap{ $get_point_id->($points[-1]) };
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# shouldn't we find the point, let's try with a slower algorithm
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# as approximation may make the coordinates differ
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if (!$next_lines) {
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my $nearest_point = nearest_point($points[-1], \@pointmap_keys);
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#printf " we have a nearest point: %f,%f (%s)\n", @$nearest_point, $get_point_id->($nearest_point);
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if ($nearest_point) {
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local $Slic3r::Geometry::epsilon = 1000000;
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$next_lines = $pointmap{$get_point_id->($nearest_point)}
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if points_coincide($points[-1], $nearest_point);
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}
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}
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if (0 && !$next_lines) {
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require "Slic3r/SVG.pm";
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Slic3r::SVG::output(undef, "no_lines.svg",
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lines => [ grep !$_->isa('Slic3r::Line::FacetEdge'), @lines ],
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red_lines => [ grep $_->isa('Slic3r::Line::FacetEdge'), @lines ],
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points => [ $points[-1] ],
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no_arrows => 1,
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);
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}
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$next_lines
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or printf("No lines start at point %s. This shouldn't happen. Please check the model for manifoldness.\n", $get_point_id->($points[-1]));
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last CYCLE if !$next_lines or !@$next_lines;
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my @ordered_next_lines = sort
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{ angle3points($points[-1], $points[-2], $next_lines->[$a][B]) <=> angle3points($points[-1], $points[-2], $next_lines->[$b][B]) }
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0..$#$next_lines;
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#if (@$next_lines > 1) {
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# Slic3r::SVG::output(undef, "next_line.svg",
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# lines => $next_lines,
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# red_lines => [ polyline_lines([@points]) ],
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# green_lines => [ $next_lines->[ $ordered_next_lines[0] ] ],
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# );
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#}
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my ($next_line) = splice @$next_lines, $ordered_next_lines[0], 1;
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push @seen_lines, $next_line;
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push @points, $next_line->[B];
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my $point_id = $get_point_id->($points[-1]);
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if ($seen_points{$point_id}) {
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splice @points, 0, $seen_points{$point_id};
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last CYCLE;
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}
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$seen_points{$point_id} = $#points;
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}
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if (@points < 4 || !points_coincide($points[0], $points[-1])) {
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# discarding polyline
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push @discarded_lines, @seen_lines;
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if (@points > 2) {
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push @discarded_polylines, [@points];
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}
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next;
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}
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$visited_lines{ $_->id } = 1 for @seen_lines;
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pop @points;
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Slic3r::debugf "Discovered polygon of %d points\n", scalar(@points);
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push @polygons, Slic3r::Polygon->new(@points);
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$polygons[-1]->cleanup;
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}
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};
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$detect->();
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# Now, if we got a clean and manifold model then @polygons would contain everything
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# we need to draw our layer. In real life, sadly, things are different and it is likely
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# that the above algorithm wasn't able to detect every polygon. This may happen because
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# of non-manifoldness or because of many close lines, often overlapping; both situations
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# make a head-to-tail search difficult.
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# On the other hand, we can safely assume that every polygon we detected is correct, as
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# the above algorithm is quite strict. We can take a brute force approach to connect any
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# other line.
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# So, let's first check what lines were not detected as part of polygons.
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if (@discarded_lines) {
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Slic3r::debugf " %d lines out of %d were discarded and %d polylines were not closed\n",
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scalar(@discarded_lines), scalar(@lines), scalar(@discarded_polylines);
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print " Warning: errors while parsing this layer (dirty or non-manifold model).\n";
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my $total_detected_length = 0;
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$total_detected_length += $_->length for map $_->lines, @polygons;
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my $total_discarded_length = 0;
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$total_discarded_length += $_->length for map polyline_lines($_), @discarded_polylines;
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$total_discarded_length += $_->length for @discarded_lines;
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my $discarded_ratio = $total_detected_length
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? ($total_discarded_length / $total_detected_length)
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: 0;
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Slic3r::debugf " length ratio of discarded lines is %f\n", $discarded_ratio;
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if ($discarded_ratio > 0.00001) {
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print " Retrying with slower algorithm.\n";
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if (0) {
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require "Slic3r/SVG.pm";
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Slic3r::SVG::output(undef, "layer" . $layer->id . "_detected.svg",
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white_polygons => \@polygons,
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);
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Slic3r::SVG::output(undef, "layer" . $layer->id . "_discarded_lines.svg",
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red_lines => \@discarded_lines,
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);
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Slic3r::SVG::output(undef, "layer" . $layer->id . "_discarded_polylines.svg",
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polylines => \@discarded_polylines,
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);
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}
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$sparse_lines = merge_collinear_lines($sparse_lines);
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eval { $detect->(); };
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warn $@ if $@;
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if (@discarded_lines) {
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print " Warning: even slow detection algorithm threw errors. Review the output before printing.\n";
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$layer->slicing_errors(1);
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}
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}
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}
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return [@polygons];
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}
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sub rotate {
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my $self = shift;
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my ($deg) = @_;
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return if $deg == 0;
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my $rad = Slic3r::Geometry::deg2rad($deg);
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foreach my $facet (@{$self->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($rad, undef, [ $vertex->[X], $vertex->[Y] ]))[0] }, $vertex->[Z]);
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}
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}
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}
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sub scale {
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my $self = shift;
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my ($factor) = @_;
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return if $factor == 1;
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foreach my $facet (@{$self->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->[$_] *= $factor for X,Y,Z;
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}
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}
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}
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sub move {
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my $self = shift;
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my (@shift) = @_;
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foreach my $facet (@{$self->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->[$_] += $shift[$_] for X,Y,Z;
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}
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}
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}
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sub duplicate {
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my $self = shift;
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my (@shift) = @_;
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my @new_facets = ();
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foreach my $facet (@{$self->facets}) {
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# transform vertex coordinates
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my ($normal, @vertices) = @$facet;
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push @new_facets, [ $normal ];
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foreach my $vertex (@vertices) {
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push @{$new_facets[-1]}, [ map $vertex->[$_] + ($shift[$_] || 0), (X,Y,Z) ];
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}
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}
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push @{$self->facets}, @new_facets;
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}
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sub bounding_box {
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my $self = shift;
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my @extents = (map [99999999999, -99999999999], X,Y,Z);
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foreach my $facet (@{$self->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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return @extents;
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}
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sub size {
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my $self = shift;
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my @extents = $self->bounding_box;
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return map $extents[$_][MAX] - $extents[$_][MIN], (X,Y,Z);
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}
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sub _facet {
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my $self = shift;
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my ($print, $facet_index, $normal, @vertices) = @_;
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Slic3r::debugf "\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n",
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$facet_index, 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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# (the -1 and +1 here are used as a quick and dirty replacement for some
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# complex calculation of the first layer height ratio logic)
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my $min_layer = int($min_z * $Slic3r::resolution / $Slic3r::layer_height) - 1;
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$min_layer = 0 if $min_layer < 0;
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my $max_layer = int($max_z * $Slic3r::resolution / $Slic3r::layer_height) + 1;
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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 $self->intersect_facet($facet_index, \@vertices, $layer->slice_z);
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}
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}
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sub intersect_facet {
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my $self = shift;
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my ($facet_index, $vertices, $z) = @_;
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# build the three segments of the triangle facet
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my @edges = $self->facet_edges($vertices);
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my (@lines, @points, @intersection_points, @points_on_layer) = ();
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foreach my $edge (@edges) {
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my ($a, $b) = @$edge;
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my $edge_id = $self->edge_id($edge);
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#printf "Az = %f, Bz = %f, z = %f\n", $a->[Z], $b->[Z], $z;
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if (abs($a->[Z] - $b->[Z]) < epsilon && abs($a->[Z] - $z) < epsilon) {
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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 $edge_type eq 'bottom';
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push @lines, Slic3r::TriangleMesh::IntersectionLine->new(
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a => [$a->[X], $a->[Y]],
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b => [$b->[X], $b->[Y]],
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a_id => sprintf("%f,%f", @$a[X,Y]),
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b_id => sprintf("%f,%f", @$b[X,Y]),
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facet_edge => $edge_type,
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facet_index => $facet_index,
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);
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#print "Horizontal edge at $z!\n";
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} elsif (abs($a->[Z] - $z) < epsilon) {
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#print "A point on plane $z!\n";
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push @points, [ $a->[X], $a->[Y], sprintf("%f,%f", @$a[X,Y]) ];
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push @points_on_layer, $#points;
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} elsif (abs($b->[Z] - $z) < epsilon) {
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#print "B point on plane $z!\n";
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push @points, [ $b->[X], $b->[Y], sprintf("%f,%f", @$b[X,Y]) ];
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push @points_on_layer, $#points;
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} elsif (($a->[Z] < ($z - epsilon) && $b->[Z] > ($z + epsilon))
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|| ($b->[Z] < ($z - epsilon) && $a->[Z] > ($z + epsilon))) {
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# edge intersects the current layer; calculate intersection
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push @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] - $b->[Z]),
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$edge_id,
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$edge_id,
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];
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push @intersection_points, $#points;
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#print "Intersects at $z!\n";
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}
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}
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return @lines if @lines;
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if (@points_on_layer == 2 && @intersection_points == 1) {
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$points[ $points_on_layer[1] ] = undef;
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@points = grep $_, @points;
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}
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if (@points_on_layer == 2 && @intersection_points == 0) {
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if (same_point(map $points[$_], @points_on_layer)) {
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return ();
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}
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}
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if (@points) {
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# defensive programming:
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die "Facets must intersect each plane 0 or 2 times" if @points != 2;
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# connect points:
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return Slic3r::TriangleMesh::IntersectionLine->new(
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a => [$points[A][X], $points[A][Y]],
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b => [$points[B][X], $points[B][Y]],
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a_id => $points[A][2],
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b_id => $points[B][2],
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facet_index => $facet_index,
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prev_facet_index => ($points[A][3] ? +(grep $_ != $facet_index, @{$self->edge_facets->{$points[A][3]}})[0] || undef : undef),
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next_facet_index => ($points[B][3] ? +(grep $_ != $facet_index, @{$self->edge_facets->{$points[B][3]}})[0] || undef : undef),
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);
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#printf " intersection points at z = %f: %f,%f - %f,%f\n", $z, map @$_, @intersection_points;
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}
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return ();
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}
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sub facet_edges {
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my $self = shift;
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my ($facet) = @_;
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# ignore the normal if provided
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my @vertices = @$facet[-3..-1];
|
|
|
|
return (
|
|
[ $vertices[0], $vertices[1] ],
|
|
[ $vertices[1], $vertices[2] ],
|
|
[ $vertices[2], $vertices[0] ],
|
|
)
|
|
}
|
|
|
|
sub edge_id {
|
|
my $self = shift;
|
|
my ($edge) = @_;
|
|
|
|
my @point_ids = map sprintf("%f,%f,%f", @$_), @$edge;
|
|
return join "-", sort @point_ids;
|
|
}
|
|
|
|
1;
|