# Doodle3D Slicer This document explains how the slice process works. In this slicer Z is the "up" vector. Requisites - 2D Vector math - 3D Vector math - 2D Boolean operations (union, difference) - 2D Path offsetting ### Step 0: Preparation The first step is to prepare the data for slicing. Most of the model data is mapped into `typed arrays`. This way they can be send to the worker very efficiently (due to the transferable nature of typed arrays). ``` Vertices: Float32Array Faces: Uint32Array ObjectIndexes: UInt8Array OpenObjectIndexes: [...Int] Settings: startCode: String endcode: String dimensions: x: Number y: Number z: Number heatedBed: Bool nozzleDiameter: Number filamentThickness: Number temperature: Number bedTemperature: Number layerHeight: Number combing: Bool thickness: top: Number bottom: Number shell: Number retraction: enabled: Bool amount: Number speed: Number minDistance: Number travel: speed: Number support: enabled: Bool minArea: Number distanceY: Number density: Number margin: Number flowRate: Number speed: Number innerShell: flowRate: Number speed: Number outerShell: flowRate: Number speed: Number innerInfill: flowRate: Number speed: Number density: Number outerInfill: flowRate: Number speed: Number brim: size: Number flowRate: Number speed: Number firstLayer: flowRate: Number speed: Number ``` - Vertices: List of points in 3d - Faces: Indexes refering to points in the vertices list that make a triangular surface - ObjectIndexes: Describes of what object each face is part of (important for the generating of 2d shapes) - OpenObjectIndexes: Determines weather a object is open or closed (important for the generating of 2d shapes) - Settings: object containing all the settings for slicing. We go in depth in this object when it's needed ### Step 1: Creating lines In this we take the 3d model and look at each surface to extract all individual lines. Note some lines are part of multiple surfaces. In addition we also add some additional data to each line, like the surfaces it is part of we'll also store the 2d normal. ``` function calculateNormal(vertices, a, b, c) { a = getVertex(vertices, a); b = getVertex(vertices, b); c = getVertex(vertices, c); const cb = vector3.subtract(c, b); const ab = vector3.subtract(a, b); const normal = vector3.normalize(vector3.cross(cb, ab)); return normal; } ``` In order to extract all unique lines from the model we'll loop through each face of the model. ### Step 2: Calculate Layers Intersections This is a fairly straight forward step. We take the lines and calculate on what layers that line will be intersecting. Additinally we calculate the coordinates where the line intersects each layer. ### Step 3: Intersections To Shapes ### Step 4: Shapes To Slices ### Step 5: Generate Inner Lines ### Step 6: Generate Outlines ### Step 7: Generate Infills ### Step 8: Generate Support ### Step 9: AddBrim ``` let { brim: { size: brimSize }, nozzleDiameter } = settings; nozzleDiameter /= PRECISION; brimSize /= PRECISION; const nozzleRadius = nozzleDiameter / 2; const [firstLayer] = slices; const brim = firstLayer.parts.reduce((brim, { shape }) => ( brim.join(shape.offset(nozzleRadius, { endType: shape.closed ? 'etClosedPolygon' : 'etOpenRound' })) ), new Shape([], true)).simplify('pftNonZero'); firstLayer.brim = new Shape([], true); for (let offset = 0; offset < brimSize; offset += nozzleDiameter) { const brimPart = brim.offset(offset, OFFSET_OPTIONS); firstLayer.brim = firstLayer.brim.join(brimPart); } ``` ### Step 10: Optimize Paths ### Step 11: Slices To GCode