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Optimization: split meshes automatically when avoid_crossing_perimeters is enabled, so that we reduce the complexity of the MotionPlanner graphs. This commit includes a very large refactoring of the Model class which is now responsible for duplication and arrangement
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commit
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12 changed files with 300 additions and 109 deletions
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@ -1,7 +1,8 @@
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package Slic3r::Model;
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use Moo;
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use Slic3r::Geometry qw(X Y Z);
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use List::Util qw(first max);
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use Slic3r::Geometry qw(X Y Z MIN move_points);
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has 'materials' => (is => 'ro', default => sub { {} });
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has 'objects' => (is => 'ro', default => sub { [] });
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@ -19,6 +20,38 @@ sub read_from_file {
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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 = $class->new;
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foreach my $model (@models) {
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# merge material attributes (should we rename them in case of duplicates?)
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$new_model->set_material($_, { %{$model->materials->{$_}}, %{$model->materials->{$_} || {}} })
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for keys %{$model->materials};
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foreach my $object (@{$model->objects}) {
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my $new_object = $new_model->add_object(
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input_file => $object->input_file,
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vertices => $object->vertices,
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layer_height_ranges => $object->layer_height_ranges,
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);
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$new_object->add_volume(
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material_id => $_->material_id,
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facets => $_->facets,
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) for @{$object->volumes};
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$new_object->add_instance(
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offset => $_->offset,
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rotation => $_->rotation,
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) for @{ $object->instances // [] };
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}
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}
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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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@ -39,10 +72,122 @@ sub set_material {
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sub scale {
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my $self = shift;
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$_->scale(@_) for @{$self->objects};
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}
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sub arrange_objects {
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my $self = shift;
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my ($config) = @_;
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# do we have objects with no position?
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if (first { !defined $_->instances } @{$self->objects}) {
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# we shall redefine positions for all objects
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my ($copies, @positions) = $self->_arrange(
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config => $config,
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items => $self->objects,
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);
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# apply positions to objects
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foreach my $object (@{$self->objects}) {
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$object->align_to_origin;
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$object->instances([]);
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$object->add_instance(
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offset => $_,
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rotation => 0,
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) for splice @positions, 0, $copies;
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}
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} else {
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# we only have objects with defined position
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# align the whole model to origin as it is
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$self->align_to_origin;
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# arrange this model as a whole
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my ($copies, @positions) = $self->_arrange(
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config => $config,
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items => [$self],
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);
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# apply positions to objects by translating the current positions
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foreach my $object (@{$self->objects}) {
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my @old_instances = @{$object->instances};
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$object->instances([]);
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foreach my $instance (@old_instances) {
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$object->add_instance(
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offset => $_,
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rotation => $instance->rotation,
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) for move_points($instance->offset, @positions);
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}
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}
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}
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}
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sub _arrange {
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my $self = shift;
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my %params = @_;
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my $config = $params{config};
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my @items = @{$params{items}}; # can be Model or Object objects, they have to implement size()
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if ($config->duplicate_grid->[X] > 1 || $config->duplicate_grid->[Y] > 1) {
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if (@items > 1) {
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die "Grid duplication is not supported with multiple objects\n";
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}
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my @positions = ();
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my $size = $items[0]->size;
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my $dist = $config->duplicate_distance;
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for my $x_copy (1..$config->duplicate_grid->[X]) {
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for my $y_copy (1..$config->duplicate_grid->[Y]) {
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push @positions, [
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($size->[X] + $dist) * ($x_copy-1),
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($size->[Y] + $dist) * ($y_copy-1),
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];
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}
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}
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return ($config->duplicate_grid->[X] * $config->duplicate_grid->[Y]), @positions;
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} else {
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my $total_parts = $config->duplicate * @items;
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my $partx = max(map $_->size->[X], @items);
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my $party = max(map $_->size->[Y], @items);
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return $config->duplicate,
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Slic3r::Geometry::arrange
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($total_parts, $partx, $party, (map $_, @{$config->bed_size}),
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$config->min_object_distance, $config);
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}
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}
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sub vertices {
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my $self = shift;
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return [ map @{$_->vertices}, @{$self->objects} ];
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}
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sub size {
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my $self = shift;
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return [ Slic3r::Geometry::size_3D($self->vertices) ];
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}
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sub extents {
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my $self = shift;
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return Slic3r::Geometry::bounding_box_3D($self->vertices);
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}
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sub align_to_origin {
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my $self = shift;
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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 @extents = $self->extents;
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$self->move(map -$extents[$_][MIN], X,Y,Z);
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}
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sub move {
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my $self = shift;
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$_->move(@_) 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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@ -64,6 +209,47 @@ sub mesh {
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return Slic3r::TriangleMesh->merge(@meshes);
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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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push @{$self->objects}, $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_mesh) {
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my $new_object = $self->add_object(
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input_file => $object->input_file,
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layer_height_ranges => $object->layer_height_ranges,
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);
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$new_object->add_volume(
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vertices => $mesh->vertices,
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facets => $mesh->facets,
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material_id => $volume->material_id,
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);
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# let's now align the new object to the origin and put its displacement
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# (extents) in the instances info
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my @extents = $mesh->extents;
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$new_object->align_to_origin;
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# add one instance per original instance applying the displacement
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$new_object->add_instance(
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offset => [ $_->offset->[X] + $extents[X][MIN], $_->offset->[Y] + $extents[Y][MIN] ],
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rotation => $_->rotation,
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) for @{ $object->instances // [] };
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}
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}
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}
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package Slic3r::Model::Region;
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use Moo;
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@ -74,7 +260,7 @@ package Slic3r::Model::Object;
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use Moo;
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use List::Util qw(first);
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use Slic3r::Geometry qw(X Y Z);
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use Slic3r::Geometry qw(X Y Z MIN move_points_3D);
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use Storable qw(dclone);
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has 'input_file' => (is => 'rw');
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@ -123,6 +309,30 @@ sub mesh {
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);
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}
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sub size {
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my $self = shift;
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return [ Slic3r::Geometry::size_3D($self->vertices) ];
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}
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sub extents {
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my $self = shift;
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return Slic3r::Geometry::bounding_box_3D($self->vertices);
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}
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sub align_to_origin {
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my $self = shift;
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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 @extents = $self->extents;
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$self->move(map -$extents[$_][MIN], X,Y,Z);
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}
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sub move {
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my $self = shift;
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@{$self->vertices} = move_points_3D([ @_ ], @{$self->vertices});
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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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@ -134,6 +344,19 @@ sub scale {
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}
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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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# transform vertex coordinates
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foreach my $vertex (@{$self->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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sub materials_count {
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my $self = shift;
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