mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-23 19:43:48 +01:00
improved slicing algoritm
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parent
bde4a8a907
commit
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17
src/paths.js
17
src/paths.js
@ -10,7 +10,9 @@ export default class Paths extends Array {
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}
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setPaths (paths) {
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for (var path of paths) {
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for (var i = 0; i < paths.length; i ++) {
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var path = paths[i];
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if (path.length > 0) {
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this.push(path);
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}
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@ -75,6 +77,10 @@ export default class Paths extends Array {
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}
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lastPoint () {
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if (this.length === 0) {
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return new THREE.Vector2();
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}
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var lastPath = this[this.length - 1];
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var lastPoint = this.closed ? lastPath[0] : lastPath[lastPath.length - 1];
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return new THREE.Vector2(lastPoint.X, lastPoint.Y);
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@ -151,7 +157,8 @@ export default class Paths extends Array {
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areas () {
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var areas = [];
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for (var shape of this) {
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for (var i = 0; i < this.length; i ++) {
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var shape = this[i];
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if (shape.closed) {
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var area = Math.abs(ClipperLib.Clipper.Area(shape));
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areas.push(area);
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@ -165,7 +172,8 @@ export default class Paths extends Array {
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var areas = this.areas();
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var totalArea = 0;
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for (area of areas) {
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for (var i = 0; i < areas.length; i ++) {
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var area = areas[i];
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totalArea += area;
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}
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@ -174,7 +182,8 @@ export default class Paths extends Array {
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tresholdArea (minArea) {
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// code not tested yet
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for (var shape of this) {
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for (var i = 0; i < this.length; i ++) {
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var shape = this[i];
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var area = ClipperLib.Clipper.Area(shape);
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if (area < minArea) {
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179
src/slicer.js
179
src/slicer.js
@ -7,7 +7,9 @@ export default class {
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constructor () {
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this.progress = {
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createdLines: false,
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calculatedLayerIntersections: false,
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sliced: false,
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generatedSlices: false,
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generatedInnerLines: false,
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generatedInfills: false,
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generatedSupport: false,
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@ -55,7 +57,11 @@ export default class {
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// get unique lines from geometry;
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var lines = this._createLines(settings);
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var slices = this._slice(lines, settings);
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var {layersIntersectionIndexes, layersIntersectionPoints} = this._calculateLayersIntersections(lines, settings);
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var shapes = this._intersectionsToShapes(layersIntersectionIndexes, layersIntersectionPoints, lines, settings);
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var slices = this._shapesToSlices(shapes, settings);
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this._generateInnerLines(slices, settings);
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@ -99,7 +105,8 @@ export default class {
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return index;
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}
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for (var face of this.geometry.faces) {
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for (var i = 0; i < this.geometry.faces.length; i ++) {
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var face = this.geometry.faces[i];
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if (face.normal.y !== 1 && face.normal.y !== -1) {
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var normal = new THREE.Vector2(face.normal.z, face.normal.x).normalize();
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@ -126,17 +133,19 @@ export default class {
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return lines;
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}
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_slice (lines, settings) {
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console.log("generating slices");
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_calculateLayersIntersections (lines, settings) {
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console.log('calculating layer intersections');
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var layerHeight = settings.config["layerHeight"];
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var height = settings.config["dimensionsZ"];
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var numLayers = height / layerHeight;
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var layersIntersections = [];
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var layersIntersectionIndexes = [];
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var layersIntersectionPoints = [];
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for (var layer = 0; layer < numLayers; layer ++) {
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layersIntersections[layer] = [];
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layersIntersectionIndexes[layer] = [];
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layersIntersectionPoints[layer] = [];
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}
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for (var lineIndex = 0; lineIndex < lines.length; lineIndex ++) {
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@ -147,23 +156,10 @@ export default class {
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for (var layerIndex = min; layerIndex <= max; layerIndex ++) {
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if (layerIndex >= 0 && layerIndex < numLayers) {
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layersIntersections[layerIndex].push(lineIndex);
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}
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}
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}
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var slices = [];
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layersIntersectionIndexes[layerIndex].push(lineIndex);
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for (var layer = 1; layer < layersIntersections.length; layer ++) {
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var layerIntersections = layersIntersections[layer];
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if (layerIntersections.length > 0) {
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var y = layer * layerHeight;
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var intersections = [];
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for (var index of layerIntersections) {
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var line = lines[index].line;
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var y = layerIndex * layerHeight;
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if (line.start.y === line.end.y) {
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var x = line.start.x;
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@ -174,49 +170,79 @@ export default class {
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var x = line.end.x * alpha + line.start.x * (1 - alpha);
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var z = line.end.z * alpha + line.start.z * (1 - alpha);
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}
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intersections[index] = new THREE.Vector2(z, x);
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layersIntersectionPoints[layerIndex][lineIndex] = new THREE.Vector2(z, x);
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}
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}
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}
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this.progress.calculatedLayerIntersections = true;
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this._updateProgress(settings);
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return {
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layersIntersectionIndexes,
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layersIntersectionPoints
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};
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}
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_intersectionsToShapes (layersIntersectionIndexes, layersIntersectionPoints, lines, settings) {
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console.log("generating slices");
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var layerHeight = settings.config["layerHeight"];
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var shapes = [];
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for (var layer = 1; layer < layersIntersectionIndexes.length; layer ++) {
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var layerIntersectionIndexes = layersIntersectionIndexes[layer];
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var layerIntersectionPoints = layersIntersectionPoints[layer];
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if (layerIntersectionIndexes.length === 0) {
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continue;
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}
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var shapeParts = [];
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for (var i = 0; i < layerIntersectionIndexes.length; i ++) {
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var index = layerIntersectionIndexes[i];
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if (layerIntersectionPoints[index] === undefined) {
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continue;
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}
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var done = [];
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var sliceParts = [];
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for (var index of layerIntersections) {
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var firstPoint = index;
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var closed = false;
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if (done.indexOf(index) === -1) {
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var shape = [];
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while (index !== -1) {
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done.push(index);
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var intersection = intersections[index];
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var intersection = layerIntersectionPoints[index];
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//uppercase X and Y because clipper vector
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shape.push({X: intersection.x, Y: intersection.y});
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var connects = lines[index].connects.map((value) => value);
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var faceNormals = lines[index].normals.map((value) => value);
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delete layerIntersectionPoints[index];
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for (var i = 0; i < connects.length; i ++) {
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var index = connects[i];
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var connects = lines[index].connects;
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var faceNormals = lines[index].normals;
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if (shape.length > 2 && index === firstPoint) {
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for (var j = 0; j < connects.length; j ++) {
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var index = connects[j];
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if (index === firstPoint && shape.length > 2) {
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closed = true;
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index = -1;
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break;
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}
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//check if index is already used
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if (done.indexOf(index) === -1) {
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// Check if index has an intersection or is already used
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if (layerIntersectionPoints[index] !== undefined) {
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//check if index has an intersection
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if (intersections[index] !== undefined) {
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var faceNormal = faceNormals[Math.floor(i / 2)];
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var faceNormal = faceNormals[Math.floor(j / 2)];
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var a = new THREE.Vector2(intersection.x, intersection.y);
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var b = new THREE.Vector2(intersections[index].x, intersections[index].y);
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var b = new THREE.Vector2(layerIntersectionPoints[index].x, layerIntersectionPoints[index].y);
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if (a.distanceTo(b) < 0.0001 || (faceNormal.x === 0 && faceNormal.y === 0)) {
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done.push(index);
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//threejs can't calculate normal if distance is smaller as 0.0001
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if ((faceNormal.x === 0 && faceNormal.y === 0) || a.distanceTo(b) < 0.0001) {
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delete layerIntersectionPoints[index];
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connects = connects.concat(lines[index].connects);
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faceNormals = faceNormals.concat(lines[index].normals);
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@ -236,11 +262,6 @@ export default class {
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}
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}
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}
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else {
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done.push(index);
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index = -1;
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}
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}
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else {
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index = -1;
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}
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@ -252,72 +273,86 @@ export default class {
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while (index !== -1) {
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if (index !== firstPoint) {
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done.push(index);
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var intersection = intersections[index];
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var intersection = layerIntersectionPoints[index];
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// PERFORMACE
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// maybe performance can be increased by unshifting to sepperate
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// array and to later concat the original en the new array
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shape.unshift({X: intersection.x, Y: intersection.y});
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delete layerIntersectionPoints[index];
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}
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var connects = lines[index].connects;
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for (var index of connects) {
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if (done.indexOf(index) === -1) {
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if (intersections[index] !== undefined) {
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for (var i = 0; i < connects.length; i ++) {
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var index = connects[i];
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if (layerIntersectionPoints[index] !== undefined) {
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break;
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}
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else {
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done.push(index);
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index = -1;
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}
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}
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else {
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delete layerIntersectionPoints[index];
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index = -1;
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}
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}
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}
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}
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// don't think this check is nessecary
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if (shape.length > 0) {
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var part = new Paths([shape], closed).clean(0.01);
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sliceParts.push(part);
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}
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shapeParts.push(part);
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}
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}
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sliceParts.sort((a, b) => {
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return b.boundSize() - a.boundSize();
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shapes.push(shapeParts);
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}
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this.progress.sliced = true;
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this._updateProgress(settings);
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return shapes;
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}
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_shapesToSlices (shapes, settings) {
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var slices = [];
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for (var layer = 0; layer < shapes.length; layer ++) {
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var shapeParts = shapes[layer];
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shapeParts.sort((a, b) => {
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return a.boundSize() - b.boundSize();
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});
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var slice = new Slice();
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for (var slicePart1 of sliceParts) {
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if (slicePart1.closed) {
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for (var i = 0; i < shapeParts.length; i ++) {
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var shapePart1 = shapeParts[i];
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if (shapePart1.closed) {
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var merge = false;
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for (var slicePart2 of slice.parts) {
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if (slicePart2.closed && slicePart2.intersect(slicePart1).length > 0) {
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slicePart2.join(slicePart1);
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for (var j = 0; j < slice.parts.length; j ++) {
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var shapePart2 = slice.parts[j].intersect;
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if (shapePart2.closed && shapePart2.intersect(shapePart1).length > 0) {
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shapePart2.join(shapePart1);
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merge = true;
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break;
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}
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}
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if (!merge) {
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slice.add(slicePart1);
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slice.add(shapePart1);
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}
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}
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else {
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slice.add(slicePart1);
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slice.add(shapePart1);
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}
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}
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slices.push(slice);
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}
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}
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this.progress.sliced = true;
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this.progress.generatedSlices = true;
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this._updateProgress(settings);
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return slices;
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