PrusaSlicer-NonPlainar/lib/Slic3r/Model.pm

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package Slic3r::Model;
use Moo;
use List::Util qw(first max);
use Slic3r::Geometry qw(X Y Z MIN move_points);
has 'materials' => (is => 'ro', default => sub { {} });
has 'objects' => (is => 'ro', default => sub { [] });
sub read_from_file {
my $class = shift;
my ($input_file) = @_;
my $model = $input_file =~ /\.stl$/i ? Slic3r::Format::STL->read_file($input_file)
: $input_file =~ /\.obj$/i ? Slic3r::Format::OBJ->read_file($input_file)
: $input_file =~ /\.amf(\.xml)?$/i ? Slic3r::Format::AMF->read_file($input_file)
: die "Input file must have .stl, .obj or .amf(.xml) extension\n";
$_->input_file($input_file) for @{$model->objects};
return $model;
}
sub merge {
my $class = shift;
my @models = @_;
my $new_model = $class->new;
foreach my $model (@models) {
# merge material attributes (should we rename them in case of duplicates?)
$new_model->set_material($_, { %{$model->materials->{$_}}, %{$model->materials->{$_} || {}} })
for keys %{$model->materials};
foreach my $object (@{$model->objects}) {
my $new_object = $new_model->add_object(
input_file => $object->input_file,
vertices => $object->vertices,
layer_height_ranges => $object->layer_height_ranges,
);
$new_object->add_volume(
material_id => $_->material_id,
facets => $_->facets,
) for @{$object->volumes};
$new_object->add_instance(
offset => $_->offset,
rotation => $_->rotation,
) for @{ $object->instances // [] };
}
}
return $new_model;
}
sub add_object {
my $self = shift;
my $object = Slic3r::Model::Object->new(model => $self, @_);
push @{$self->objects}, $object;
return $object;
}
sub set_material {
my $self = shift;
my ($material_id, $attributes) = @_;
return $self->materials->{$material_id} = Slic3r::Model::Region->new(
model => $self,
attributes => $attributes || {},
);
}
sub scale {
my $self = shift;
$_->scale(@_) for @{$self->objects};
}
sub arrange_objects {
my $self = shift;
my ($config) = @_;
# do we have objects with no position?
if (first { !defined $_->instances } @{$self->objects}) {
# we shall redefine positions for all objects
my ($copies, @positions) = $self->_arrange(
config => $config,
items => $self->objects,
);
# apply positions to objects
foreach my $object (@{$self->objects}) {
$object->align_to_origin;
$object->instances([]);
$object->add_instance(
offset => $_,
rotation => 0,
) for splice @positions, 0, $copies;
}
} else {
# we only have objects with defined position
# align the whole model to origin as it is
$self->align_to_origin;
# arrange this model as a whole
my ($copies, @positions) = $self->_arrange(
config => $config,
items => [$self],
);
# apply positions to objects by translating the current positions
foreach my $object (@{$self->objects}) {
my @old_instances = @{$object->instances};
$object->instances([]);
foreach my $instance (@old_instances) {
$object->add_instance(
offset => $_,
rotation => $instance->rotation,
scaling_factor => $instance->scaling_factor,
) for move_points($instance->offset, @positions);
}
}
}
}
sub _arrange {
my $self = shift;
my %params = @_;
my $config = $params{config};
my @items = @{$params{items}}; # can be Model or Object objects, they have to implement size()
if ($config->duplicate_grid->[X] > 1 || $config->duplicate_grid->[Y] > 1) {
if (@items > 1) {
die "Grid duplication is not supported with multiple objects\n";
}
my @positions = ();
my $size = $items[0]->size;
my $dist = $config->duplicate_distance;
for my $x_copy (1..$config->duplicate_grid->[X]) {
for my $y_copy (1..$config->duplicate_grid->[Y]) {
push @positions, [
($size->[X] + $dist) * ($x_copy-1),
($size->[Y] + $dist) * ($y_copy-1),
];
}
}
return ($config->duplicate_grid->[X] * $config->duplicate_grid->[Y]), @positions;
} else {
my $total_parts = $config->duplicate * @items;
my $partx = max(map $_->size->[X], @items);
my $party = max(map $_->size->[Y], @items);
return $config->duplicate,
Slic3r::Geometry::arrange
($total_parts, $partx, $party, (map $_, @{$config->bed_size}),
$config->min_object_distance, $config);
}
}
sub vertices {
my $self = shift;
return [ map @{$_->vertices}, @{$self->objects} ];
}
sub used_vertices {
my $self = shift;
return [ map @{$_->used_vertices}, @{$self->objects} ];
}
sub size {
my $self = shift;
return [ Slic3r::Geometry::size_3D($self->used_vertices) ];
}
sub bounding_box {
my $self = shift;
return Slic3r::Geometry::BoundingBox->new_from_points_3D($self->used_vertices);
}
sub align_to_origin {
my $self = shift;
# calculate the displacements needed to
# have lowest value for each axis at coordinate 0
{
my $bb = $self->bounding_box;
$self->move(map -$bb->extents->[$_][MIN], X,Y,Z);
}
# align all instances to 0,0 as well
{
my @instances = map @{$_->instances}, @{$self->objects};
my @extents = Slic3r::Geometry::bounding_box_3D([ map $_->offset, @instances ]);
$_->offset->translate(-$extents[X][MIN], -$extents[Y][MIN]) for @instances;
}
}
sub move {
my $self = shift;
$_->move(@_) for @{$self->objects};
}
# flattens everything to a single mesh
sub mesh {
my $self = shift;
my @meshes = ();
foreach my $object (@{$self->objects}) {
my @instances = $object->instances ? @{$object->instances} : (undef);
foreach my $instance (@instances) {
my $mesh = $object->mesh->clone;
if ($instance) {
$mesh->rotate($instance->rotation);
$mesh->scale($instance->scaling_factor);
$mesh->align_to_origin;
$mesh->move(@{$instance->offset});
}
push @meshes, $mesh;
}
}
return Slic3r::TriangleMesh->merge(@meshes);
}
# this method splits objects into multiple distinct objects by walking their meshes
sub split_meshes {
my $self = shift;
my @objects = @{$self->objects};
@{$self->objects} = ();
foreach my $object (@objects) {
if (@{$object->volumes} > 1) {
# We can't split meshes if there's more than one material, because
# we can't group the resulting meshes by object afterwards
push @{$self->objects}, $object;
next;
}
my $volume = $object->volumes->[0];
foreach my $mesh ($volume->mesh->split_mesh) {
my $new_object = $self->add_object(
input_file => $object->input_file,
layer_height_ranges => $object->layer_height_ranges,
);
$new_object->add_volume(
vertices => $mesh->vertices,
facets => $mesh->facets,
material_id => $volume->material_id,
);
# let's now align the new object to the origin and put its displacement
# (extents) in the instances info
my $bb = $mesh->bounding_box;
$new_object->align_to_origin;
# add one instance per original instance applying the displacement
$new_object->add_instance(
offset => [ $_->offset->[X] + $bb->x_min, $_->offset->[Y] + $bb->y_min ],
rotation => $_->rotation,
scaling_factor => $_->scaling_factor,
) for @{ $object->instances // [] };
}
}
}
package Slic3r::Model::Region;
use Moo;
has 'model' => (is => 'ro', weak_ref => 1, required => 1);
has 'attributes' => (is => 'rw', default => sub { {} });
package Slic3r::Model::Object;
use Moo;
use List::Util qw(first);
use Slic3r::Geometry qw(X Y Z MIN MAX move_points move_points_3D);
use Storable qw(dclone);
has 'input_file' => (is => 'rw');
has 'model' => (is => 'ro', weak_ref => 1, required => 1);
has 'vertices' => (is => 'ro', default => sub { [] });
has 'volumes' => (is => 'ro', default => sub { [] });
has 'instances' => (is => 'rw');
has 'layer_height_ranges' => (is => 'rw', default => sub { [] }); # [ z_min, z_max, layer_height ]
sub add_volume {
my $self = shift;
my %args = @_;
if (my $vertices = delete $args{vertices}) {
my $v_offset = @{$self->vertices};
push @{$self->vertices}, @$vertices;
@{$args{facets}} = map {
my $f = [@$_];
$f->[$_] += $v_offset for -3..-1;
$f;
} @{$args{facets}};
}
my $volume = Slic3r::Model::Volume->new(object => $self, %args);
push @{$self->volumes}, $volume;
return $volume;
}
sub add_instance {
my $self = shift;
$self->instances([]) if !defined $self->instances;
push @{$self->instances}, Slic3r::Model::Instance->new(object => $self, @_);
return $self->instances->[-1];
}
sub mesh {
my $self = shift;
# this mesh won't be suitable for check_manifoldness as multiple
# facets from different volumes may use the same vertices
return Slic3r::TriangleMesh->new(
vertices => $self->vertices,
facets => [ map @{$_->facets}, @{$self->volumes} ],
);
}
sub used_vertices {
my $self = shift;
return [ map $self->vertices->[$_], map @$_, map @{$_->facets}, @{$self->volumes} ];
}
sub size {
my $self = shift;
return [ Slic3r::Geometry::size_3D($self->used_vertices) ];
}
sub center {
my $self = shift;
return $self->bounding_box->center;
}
sub bounding_box {
my $self = shift;
return Slic3r::Geometry::BoundingBox->new_from_points_3D($self->used_vertices);
}
sub align_to_origin {
my $self = shift;
# calculate the displacements needed to
# have lowest value for each axis at coordinate 0
my $bb = $self->bounding_box;
my @shift = map -$bb->extents->[$_][MIN], X,Y,Z;
$self->move(@shift);
return @shift;
}
sub move {
my $self = shift;
@{$self->vertices} = move_points_3D([ @_ ], @{$self->vertices});
}
sub scale {
my $self = shift;
my ($factor) = @_;
return if $factor == 1;
# transform vertex coordinates
foreach my $vertex (@{$self->vertices}) {
$vertex->[$_] *= $factor for X,Y,Z;
}
}
sub rotate {
my $self = shift;
my ($deg) = @_;
return if $deg == 0;
my $rad = Slic3r::Geometry::deg2rad($deg);
# transform vertex coordinates
foreach my $vertex (@{$self->vertices}) {
@$vertex = (@{ +(Slic3r::Geometry::rotate_points($rad, undef, [ $vertex->[X], $vertex->[Y] ]))[0] }, $vertex->[Z]);
}
}
sub materials_count {
my $self = shift;
my %materials = map { $_->material_id // '_default' => 1 } @{$self->volumes};
return scalar keys %materials;
}
sub check_manifoldness {
my $self = shift;
return (first { !$_->mesh->check_manifoldness } @{$self->volumes}) ? 0 : 1;
}
sub clone { dclone($_[0]) }
package Slic3r::Model::Volume;
use Moo;
has 'object' => (is => 'ro', weak_ref => 1, required => 1);
has 'material_id' => (is => 'rw');
has 'facets' => (is => 'rw', default => sub { [] });
sub mesh {
my $self = shift;
return Slic3r::TriangleMesh->new(
vertices => $self->object->vertices,
facets => $self->facets,
);
}
package Slic3r::Model::Instance;
use Moo;
has 'object' => (is => 'ro', weak_ref => 1, required => 1);
has 'rotation' => (is => 'rw', default => sub { 0 }); # around mesh center point
has 'scaling_factor' => (is => 'rw', default => sub { 1 });
has 'offset' => (is => 'rw'); # must be Slic3r::Point object
1;