670 lines
20 KiB
Perl
670 lines
20 KiB
Perl
package Slic3r::Model;
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use List::Util qw(first max);
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use Slic3r::Geometry qw(X Y Z move_points);
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sub read_from_file {
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my $class = shift;
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my ($input_file) = @_;
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my $model = $input_file =~ /\.stl$/i ? Slic3r::Format::STL->read_file($input_file)
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: $input_file =~ /\.obj$/i ? Slic3r::Format::OBJ->read_file($input_file)
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: $input_file =~ /\.amf(\.xml)?$/i ? Slic3r::Format::AMF->read_file($input_file)
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: die "Input file must have .stl, .obj or .amf(.xml) extension\n";
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$_->set_input_file($input_file) for @{$model->objects};
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return $model;
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}
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sub merge {
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my $class = shift;
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my @models = @_;
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my $new_model = ref($class)
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? $class
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: $class->new;
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$new_model->add_object($_) for map @{$_->objects}, @models;
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return $new_model;
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}
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sub add_object {
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my $self = shift;
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if (@_ == 1) {
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# we have a Model::Object
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my ($object) = @_;
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return $self->_add_object_clone($object);
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} else {
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my (%args) = @_;
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my $new_object = $self->_add_object;
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$new_object->set_name($args{name})
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if defined $args{name};
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$new_object->set_input_file($args{input_file})
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if defined $args{input_file};
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$new_object->config->apply($args{config})
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if defined $args{config};
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$new_object->set_layer_height_ranges($args{layer_height_ranges})
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if defined $args{layer_height_ranges};
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$new_object->set_origin_translation($args{origin_translation})
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if defined $args{origin_translation};
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return $new_object;
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}
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}
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sub set_material {
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my $self = shift;
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my ($material_id, $attributes) = @_;
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my $material = $self->add_material($material_id);
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$material->apply($attributes // {});
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return $material;
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}
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sub duplicate_objects_grid {
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my ($self, $grid, $distance) = @_;
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die "Grid duplication is not supported with multiple objects\n"
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if @{$self->objects} > 1;
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my $object = $self->objects->[0];
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$object->clear_instances;
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my $size = $object->bounding_box->size;
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for my $x_copy (1..$grid->[X]) {
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for my $y_copy (1..$grid->[Y]) {
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$object->add_instance(
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offset => Slic3r::Pointf->new(
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($size->[X] + $distance) * ($x_copy-1),
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($size->[Y] + $distance) * ($y_copy-1),
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),
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);
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}
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}
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}
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# this will append more instances to each object
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# and then automatically rearrange everything
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sub duplicate_objects {
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my ($self, $copies_num, $distance, $bb) = @_;
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foreach my $object (@{$self->objects}) {
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my @instances = @{$object->instances};
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foreach my $instance (@instances) {
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$object->add_instance($instance) for 2..$copies_num;
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}
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}
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$self->arrange_objects($distance, $bb);
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}
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# arrange objects preserving their instance count
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# but altering their instance positions
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sub arrange_objects {
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my ($self, $distance, $bb) = @_;
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# get the (transformed) size of each instance so that we take
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# into account their different transformations when packing
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my @instance_sizes = ();
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foreach my $object (@{$self->objects}) {
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push @instance_sizes, map $object->instance_bounding_box($_)->size, 0..$#{$object->instances};
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}
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my @positions = $self->_arrange(\@instance_sizes, $distance, $bb);
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foreach my $object (@{$self->objects}) {
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$_->set_offset(Slic3r::Pointf->new(@{shift @positions})) for @{$object->instances};
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$object->update_bounding_box;
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}
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}
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# duplicate the entire model preserving instance relative positions
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sub duplicate {
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my ($self, $copies_num, $distance, $bb) = @_;
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my $model_size = $self->bounding_box->size;
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my @positions = $self->_arrange([ map $model_size, 2..$copies_num ], $distance, $bb);
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# note that this will leave the object count unaltered
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foreach my $object (@{$self->objects}) {
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my @instances = @{$object->instances}; # store separately to avoid recursion from add_instance() below
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foreach my $instance (@instances) {
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foreach my $pos (@positions) {
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$object->add_instance(
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offset => Slic3r::Pointf->new($instance->offset->[X] + $pos->[X], $instance->offset->[Y] + $pos->[Y]),
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rotation => $instance->rotation,
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scaling_factor => $instance->scaling_factor,
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);
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}
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}
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$object->update_bounding_box;
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}
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}
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sub _arrange {
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my ($self, $sizes, $distance, $bb) = @_;
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# we supply unscaled data to arrange()
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return Slic3r::Geometry::arrange(
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scalar(@$sizes), # number of parts
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max(map $_->x, @$sizes), # cell width
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max(map $_->y, @$sizes), # cell height ,
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$distance, # distance between cells
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$bb, # bounding box of the area to fill (can be undef)
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);
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}
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sub has_objects_with_no_instances {
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my ($self) = @_;
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return (first { !defined $_->instances } @{$self->objects}) ? 1 : 0;
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}
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# makes sure all objects have at least one instance
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sub add_default_instances {
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my ($self) = @_;
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# apply a default position to all objects not having one
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my $added = 0;
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foreach my $object (@{$self->objects}) {
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if ($object->instances_count == 0) {
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$object->add_instance(offset => Slic3r::Pointf->new(0,0));
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$added = 1;
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}
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}
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return $added;
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}
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# this returns the bounding box of the *transformed* instances
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sub bounding_box {
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my $self = shift;
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return undef if !@{$self->objects};
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my $bb = $self->objects->[0]->bounding_box;
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$bb->merge($_->bounding_box) for @{$self->objects}[1..$#{$self->objects}];
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return $bb;
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}
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# input point is expressed in unscaled coordinates
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sub center_instances_around_point {
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my ($self, $point) = @_;
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my $bb = $self->bounding_box;
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return if !defined $bb;
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my $size = $bb->size;
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my @shift = (
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-$bb->x_min + $point->[X] - $size->x/2,
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-$bb->y_min + $point->[Y] - $size->y/2, #//
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);
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foreach my $object (@{$self->objects}) {
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foreach my $instance (@{$object->instances}) {
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$instance->set_offset(Slic3r::Pointf->new(
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$instance->offset->x + $shift[X],
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$instance->offset->y + $shift[Y], #++
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));
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}
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$object->update_bounding_box;
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}
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}
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sub align_instances_to_origin {
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my ($self) = @_;
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my $bb = $self->bounding_box;
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return if !defined $bb;
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my $new_center = $bb->size;
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$new_center->translate(-$new_center->x/2, -$new_center->y/2); #//
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$self->center_instances_around_point($new_center);
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}
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sub translate {
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my $self = shift;
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my @shift = @_;
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$_->translate(@shift) for @{$self->objects};
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}
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# flattens everything to a single mesh
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sub mesh {
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my $self = shift;
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my $mesh = Slic3r::TriangleMesh->new;
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$mesh->merge($_->mesh) for @{$self->objects};
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return $mesh;
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}
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# flattens everything to a single mesh
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sub raw_mesh {
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my $self = shift;
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my $mesh = Slic3r::TriangleMesh->new;
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$mesh->merge($_->raw_mesh) for @{$self->objects};
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return $mesh;
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}
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# this method splits objects into multiple distinct objects by walking their meshes
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sub split_meshes {
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my $self = shift;
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my @objects = @{$self->objects};
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@{$self->objects} = ();
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foreach my $object (@objects) {
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if (@{$object->volumes} > 1) {
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# We can't split meshes if there's more than one material, because
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# we can't group the resulting meshes by object afterwards
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$self->_add_object($object);
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next;
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}
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my $volume = $object->volumes->[0];
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foreach my $mesh (@{$volume->mesh->split}) {
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my $new_object = $self->add_object(
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input_file => $object->input_file,
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config => $object->config->clone,
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layer_height_ranges => $object->layer_height_ranges, # TODO: this needs to be cloned
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origin_translation => $object->origin_translation,
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);
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$new_object->add_volume(
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mesh => $mesh,
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name => $volume->name,
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material_id => $volume->material_id,
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config => $volume->config,
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);
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# add one instance per original instance
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$new_object->add_instance(
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offset => Slic3r::Pointf->new(@{$_->offset}),
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rotation => $_->rotation,
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scaling_factor => $_->scaling_factor,
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) for @{ $object->instances // [] };
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}
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}
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}
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sub print_info {
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my $self = shift;
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$_->print_info for @{$self->objects};
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}
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sub get_material_name {
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my $self = shift;
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my ($material_id) = @_;
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my $name;
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if ($self->has_material($material_id)) {
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$name //= $self->get_material($material_id)
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->attributes->{$_} for qw(Name name);
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}
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$name //= $material_id;
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return $name;
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}
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package Slic3r::Model::Material;
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sub apply {
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my ($self, $attributes) = @_;
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$self->set_attribute($_, $attributes{$_}) for keys %$attributes;
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}
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package Slic3r::Model::Object;
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use File::Basename qw(basename);
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use List::Util qw(first sum);
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use Slic3r::Geometry qw(X Y Z rad2deg);
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sub add_volume {
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my $self = shift;
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my $new_volume;
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if (@_ == 1) {
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# we have a Model::Volume
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my ($volume) = @_;
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$new_volume = $self->_add_volume_clone($volume);
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if ($volume->material_id ne '') {
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# merge material attributes and config (should we rename materials in case of duplicates?)
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if (my $material = $volume->object->model->get_material($volume->material_id)) {
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my %attributes = %{ $material->attributes };
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if ($self->model->has_material($volume->material_id)) {
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%attributes = (%attributes, %{ $self->model->get_material($volume->material_id)->attributes })
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}
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my $new_material = $self->model->set_material($volume->material_id, {%attributes});
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$new_material->config->apply($material->config);
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}
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}
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} else {
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my %args = @_;
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$new_volume = $self->_add_volume($args{mesh});
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$new_volume->set_name($args{name})
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if defined $args{name};
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$new_volume->set_material_id($args{material_id})
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if defined $args{material_id};
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$new_volume->set_modifier($args{modifier})
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if defined $args{modifier};
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$new_volume->config->apply($args{config})
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if defined $args{config};
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}
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if ($new_volume->material_id ne '' && !defined $self->model->get_material($new_volume->material_id)) {
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# TODO: this should be a trigger on Volume::material_id
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$self->model->set_material($new_volume->material_id);
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}
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$self->invalidate_bounding_box;
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return $new_volume;
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}
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sub add_instance {
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my $self = shift;
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my %params = @_;
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if (@_ == 1) {
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# we have a Model::Instance
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my ($instance) = @_;
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return $self->_add_instance_clone($instance);
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} else {
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my (%args) = @_;
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my $new_instance = $self->_add_instance;
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$new_instance->set_rotation($args{rotation})
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if defined $args{rotation};
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$new_instance->set_scaling_factor($args{scaling_factor})
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if defined $args{scaling_factor};
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$new_instance->set_offset($args{offset})
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if defined $args{offset};
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return $new_instance;
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}
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}
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sub raw_mesh {
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my $self = shift;
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my $mesh = Slic3r::TriangleMesh->new;
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$mesh->merge($_->mesh) for grep !$_->modifier, @{ $self->volumes };
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return $mesh;
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}
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sub raw_bounding_box {
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my $self = shift;
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my @meshes = map $_->mesh->clone, grep !$_->modifier, @{ $self->volumes };
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die "No meshes found" if !@meshes;
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my $instance = $self->instances->[0];
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$instance->transform_mesh($_, 1) for @meshes;
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my $bb = (shift @meshes)->bounding_box;
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$bb->merge($_->bounding_box) for @meshes;
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return $bb;
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}
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# flattens all volumes and instances into a single mesh
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sub mesh {
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my $self = shift;
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my $mesh = $self->raw_mesh;
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my @instance_meshes = ();
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foreach my $instance (@{ $self->instances }) {
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my $m = $mesh->clone;
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$instance->transform_mesh($m);
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push @instance_meshes, $m;
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}
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my $full_mesh = Slic3r::TriangleMesh->new;
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$full_mesh->merge($_) for @instance_meshes;
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return $full_mesh;
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}
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sub update_bounding_box {
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my ($self) = @_;
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$self->_bounding_box($self->mesh->bounding_box);
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}
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# this returns the bounding box of the *transformed* instances
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sub bounding_box {
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my $self = shift;
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$self->update_bounding_box if !defined $self->_bounding_box;
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return $self->_bounding_box->clone;
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}
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# this returns the bounding box of the *transformed* given instance
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sub instance_bounding_box {
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my ($self, $instance_idx) = @_;
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my $mesh = $self->raw_mesh;
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$self->instances->[$instance_idx]->transform_mesh($mesh);
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return $mesh->bounding_box;
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}
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sub center_around_origin {
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my $self = shift;
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# calculate the displacements needed to
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# center this object around the origin
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my $bb = $self->raw_mesh->bounding_box;
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# first align to origin on XY
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my @shift = (
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-$bb->x_min,
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-$bb->y_min,
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0,
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);
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# then center it on XY
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my $size = $bb->size;
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$shift[X] -= $size->x/2;
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$shift[Y] -= $size->y/2; #//
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$self->translate(@shift);
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$self->origin_translation->translate(@shift[X,Y]);
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if ($self->instances_count > 0) {
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foreach my $instance (@{ $self->instances }) {
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$instance->set_offset(Slic3r::Pointf->new(
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$instance->offset->x - $shift[X],
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$instance->offset->y - $shift[Y], #--
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));
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}
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$self->update_bounding_box;
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}
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return @shift;
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}
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sub translate {
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my $self = shift;
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my @shift = @_;
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$_->mesh->translate(@shift) for @{$self->volumes};
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$self->_bounding_box->translate(@shift) if defined $self->_bounding_box;
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}
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sub rotate {
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my ($self, $angle, $axis) = @_;
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# we accept angle in radians but mesh currently uses degrees
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$angle = rad2deg($angle);
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if ($axis == X) {
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$_->mesh->rotate_x($angle) for @{$self->volumes};
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} elsif ($axis == Y) {
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$_->mesh->rotate_y($angle) for @{$self->volumes};
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} elsif ($axis == Z) {
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$_->mesh->rotate_z($angle) for @{$self->volumes};
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}
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$self->invalidate_bounding_box;
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}
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sub flip {
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my ($self, $axis) = @_;
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if ($axis == X) {
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$_->mesh->flip_x for @{$self->volumes};
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} elsif ($axis == Y) {
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$_->mesh->flip_y for @{$self->volumes};
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} elsif ($axis == Z) {
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$_->mesh->flip_z for @{$self->volumes};
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}
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$self->invalidate_bounding_box;
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}
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sub scale_xyz {
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my ($self, $versor) = @_;
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$_->mesh->scale_xyz($versor) for @{$self->volumes};
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$self->invalidate_bounding_box;
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}
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sub materials_count {
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my $self = shift;
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my %materials = map { $_->material_id // '_default' => 1 } @{$self->volumes};
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return scalar keys %materials;
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}
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sub unique_materials {
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my $self = shift;
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my %materials = ();
|
||
$materials{ $_->material_id } = 1
|
||
for grep { defined $_->material_id } @{$self->volumes};
|
||
return sort keys %materials;
|
||
}
|
||
|
||
sub facets_count {
|
||
my $self = shift;
|
||
return sum(map $_->mesh->facets_count, grep !$_->modifier, @{$self->volumes});
|
||
}
|
||
|
||
sub needed_repair {
|
||
my $self = shift;
|
||
return (first { !$_->mesh->needed_repair } grep !$_->modifier, @{$self->volumes}) ? 0 : 1;
|
||
}
|
||
|
||
sub mesh_stats {
|
||
my $self = shift;
|
||
|
||
# TODO: sum values from all volumes
|
||
return $self->volumes->[0]->mesh->stats;
|
||
}
|
||
|
||
sub print_info {
|
||
my $self = shift;
|
||
|
||
printf "Info about %s:\n", basename($self->input_file);
|
||
printf " size: x=%.3f y=%.3f z=%.3f\n", @{$self->raw_mesh->bounding_box->size};
|
||
if (my $stats = $self->mesh_stats) {
|
||
printf " number of facets: %d\n", $stats->{number_of_facets};
|
||
printf " number of shells: %d\n", $stats->{number_of_parts};
|
||
printf " volume: %.3f\n", $stats->{volume};
|
||
if ($self->needed_repair) {
|
||
printf " needed repair: yes\n";
|
||
printf " degenerate facets: %d\n", $stats->{degenerate_facets};
|
||
printf " edges fixed: %d\n", $stats->{edges_fixed};
|
||
printf " facets removed: %d\n", $stats->{facets_removed};
|
||
printf " facets added: %d\n", $stats->{facets_added};
|
||
printf " facets reversed: %d\n", $stats->{facets_reversed};
|
||
printf " backwards edges: %d\n", $stats->{backwards_edges};
|
||
} else {
|
||
printf " needed repair: no\n";
|
||
}
|
||
} else {
|
||
printf " number of facets: %d\n", scalar(map @{$_->facets}, grep !$_->modifier, @{$self->volumes});
|
||
}
|
||
}
|
||
|
||
sub cut {
|
||
my ($self, $z) = @_;
|
||
|
||
# clone this one to duplicate instances, materials etc.
|
||
my $model = Slic3r::Model->new;
|
||
my $upper = $model->add_object($self);
|
||
my $lower = $model->add_object($self);
|
||
$upper->clear_volumes;
|
||
$lower->clear_volumes;
|
||
|
||
foreach my $volume (@{$self->volumes}) {
|
||
if ($volume->modifier) {
|
||
# don't cut modifiers
|
||
$upper->add_volume($volume);
|
||
$lower->add_volume($volume);
|
||
} else {
|
||
my $upper_mesh = Slic3r::TriangleMesh->new;
|
||
my $lower_mesh = Slic3r::TriangleMesh->new;
|
||
$volume->mesh->cut($z + $volume->mesh->bounding_box->z_min, $upper_mesh, $lower_mesh);
|
||
$upper_mesh->repair;
|
||
$lower_mesh->repair;
|
||
$upper_mesh->reset_repair_stats;
|
||
$lower_mesh->reset_repair_stats;
|
||
|
||
if ($upper_mesh->facets_count > 0) {
|
||
$upper->add_volume(
|
||
name => $volume->name,
|
||
material_id => $volume->material_id,
|
||
mesh => $upper_mesh,
|
||
modifier => $volume->modifier,
|
||
config => $volume->config,
|
||
);
|
||
}
|
||
if ($lower_mesh->facets_count > 0) {
|
||
$lower->add_volume(
|
||
name => $volume->name,
|
||
material_id => $volume->material_id,
|
||
mesh => $lower_mesh,
|
||
modifier => $volume->modifier,
|
||
config => $volume->config,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
$upper = undef if !@{$upper->volumes};
|
||
$lower = undef if !@{$lower->volumes};
|
||
return ($model, $upper, $lower);
|
||
}
|
||
|
||
package Slic3r::Model::Volume;
|
||
|
||
sub assign_unique_material {
|
||
my ($self) = @_;
|
||
|
||
my $model = $self->object->model;
|
||
my $material_id = 1 + $model->material_count;
|
||
$self->material_id($material_id);
|
||
return $model->set_material($material_id);
|
||
}
|
||
|
||
package Slic3r::Model::Instance;
|
||
|
||
sub transform_mesh {
|
||
my ($self, $mesh, $dont_translate) = @_;
|
||
|
||
$mesh->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around mesh origin
|
||
$mesh->scale($self->scaling_factor); # scale around mesh origin
|
||
$mesh->translate(@{$self->offset}, 0) unless $dont_translate;
|
||
}
|
||
|
||
sub transform_polygon {
|
||
my ($self, $polygon) = @_;
|
||
|
||
$polygon->rotate($self->rotation, Slic3r::Point->new(0,0)); # rotate around origin
|
||
$polygon->scale($self->scaling_factor); # scale around origin
|
||
}
|
||
|
||
1;
|