diff options
Diffstat (limited to 'xs/src/slic3r/GUI/GLGizmo.cpp')
-rw-r--r-- | xs/src/slic3r/GUI/GLGizmo.cpp | 1476 |
1 files changed, 1476 insertions, 0 deletions
diff --git a/xs/src/slic3r/GUI/GLGizmo.cpp b/xs/src/slic3r/GUI/GLGizmo.cpp new file mode 100644 index 000000000..4aa5ab32f --- /dev/null +++ b/xs/src/slic3r/GUI/GLGizmo.cpp @@ -0,0 +1,1476 @@ +#include "GLGizmo.hpp" + +#include "../../libslic3r/Utils.hpp" +#include "../../slic3r/GUI/GLCanvas3D.hpp" + +#include <Eigen/Dense> +#include "../../libslic3r/Geometry.hpp" + +#include <GL/glew.h> + +#include <iostream> +#include <numeric> + +static const float DEFAULT_BASE_COLOR[3] = { 0.625f, 0.625f, 0.625f }; +static const float DEFAULT_DRAG_COLOR[3] = { 1.0f, 1.0f, 1.0f }; +static const float DEFAULT_HIGHLIGHT_COLOR[3] = { 1.0f, 0.38f, 0.0f }; + +static const float AXES_COLOR[3][3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }; + +namespace Slic3r { +namespace GUI { + + // returns the intersection of the given ray with the plane parallel to plane XY and passing through the given center + // coordinates are local to the plane + Vec3d intersection_on_plane_xy(const Linef3& ray, const Vec3d& center) + { + Transform3d m = Transform3d::Identity(); + m.translate(-center); + Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0)); + return Vec3d(mouse_pos_2d(0), mouse_pos_2d(1), 0.0); + } + + // returns the intersection of the given ray with the plane parallel to plane XZ and passing through the given center + // coordinates are local to the plane + Vec3d intersection_on_plane_xz(const Linef3& ray, const Vec3d& center) + { + Transform3d m = Transform3d::Identity(); + m.rotate(Eigen::AngleAxisd(-0.5 * (double)PI, Vec3d::UnitX())); + m.translate(-center); + Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0)); + return Vec3d(mouse_pos_2d(0), 0.0, mouse_pos_2d(1)); + } + + // returns the intersection of the given ray with the plane parallel to plane YZ and passing through the given center + // coordinates are local to the plane + Vec3d intersection_on_plane_yz(const Linef3& ray, const Vec3d& center) + { + Transform3d m = Transform3d::Identity(); + m.rotate(Eigen::AngleAxisd(-0.5f * (double)PI, Vec3d::UnitY())); + m.translate(-center); + Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0)); + + return Vec3d(0.0, mouse_pos_2d(1), -mouse_pos_2d(0)); + } + + // return an index: + // 0 for plane XY + // 1 for plane XZ + // 2 for plane YZ + // which indicates which plane is best suited for intersecting the given unit vector + // giving precedence to the plane with the given index + unsigned int select_best_plane(const Vec3d& unit_vector, unsigned int preferred_plane) + { + unsigned int ret = preferred_plane; + + // 1st checks if the given vector is not parallel to the given preferred plane + double dot_to_normal = 0.0; + switch (ret) + { + case 0: // plane xy + { + dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitZ())); + break; + } + case 1: // plane xz + { + dot_to_normal = std::abs(unit_vector.dot(-Vec3d::UnitY())); + break; + } + case 2: // plane yz + { + dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitX())); + break; + } + default: + { + break; + } + } + + // if almost parallel, select the plane whose normal direction is closest to the given vector direction, + // otherwise return the given preferred plane index + if (dot_to_normal < 0.1) + { + typedef std::map<double, unsigned int> ProjsMap; + ProjsMap projs_map; + projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitZ())), 0)); // plane xy + projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(-Vec3d::UnitY())), 1)); // plane xz + projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitX())), 2)); // plane yz + ret = projs_map.rbegin()->second; + } + + return ret; + } + + const float GLGizmoBase::Grabber::HalfSize = 2.0f; +const float GLGizmoBase::Grabber::DraggingScaleFactor = 1.25f; + +GLGizmoBase::Grabber::Grabber() + : center(Vec3d::Zero()) + , angles(Vec3d::Zero()) + , dragging(false) + , enabled(true) +{ + color[0] = 1.0f; + color[1] = 1.0f; + color[2] = 1.0f; +} + +void GLGizmoBase::Grabber::render(bool hover) const +{ + float render_color[3]; + if (hover) + { + render_color[0] = 1.0f - color[0]; + render_color[1] = 1.0f - color[1]; + render_color[2] = 1.0f - color[2]; + } + else + ::memcpy((void*)render_color, (const void*)color, 3 * sizeof(float)); + + render(render_color, true); +} + +void GLGizmoBase::Grabber::render(const float* render_color, bool use_lighting) const +{ + float half_size = dragging ? HalfSize * DraggingScaleFactor : HalfSize; + if (use_lighting) + ::glEnable(GL_LIGHTING); + + ::glColor3f((GLfloat)render_color[0], (GLfloat)render_color[1], (GLfloat)render_color[2]); + + ::glPushMatrix(); + ::glTranslatef((GLfloat)center(0), (GLfloat)center(1), (GLfloat)center(2)); + + float rad_to_deg = 180.0f / (GLfloat)PI; + ::glRotatef((GLfloat)angles(0) * rad_to_deg, 1.0f, 0.0f, 0.0f); + ::glRotatef((GLfloat)angles(1) * rad_to_deg, 0.0f, 1.0f, 0.0f); + ::glRotatef((GLfloat)angles(2) * rad_to_deg, 0.0f, 0.0f, 1.0f); + + // face min x + ::glPushMatrix(); + ::glTranslatef(-(GLfloat)half_size, 0.0f, 0.0f); + ::glRotatef(-90.0f, 0.0f, 1.0f, 0.0f); + render_face(half_size); + ::glPopMatrix(); + + // face max x + ::glPushMatrix(); + ::glTranslatef((GLfloat)half_size, 0.0f, 0.0f); + ::glRotatef(90.0f, 0.0f, 1.0f, 0.0f); + render_face(half_size); + ::glPopMatrix(); + + // face min y + ::glPushMatrix(); + ::glTranslatef(0.0f, -(GLfloat)half_size, 0.0f); + ::glRotatef(90.0f, 1.0f, 0.0f, 0.0f); + render_face(half_size); + ::glPopMatrix(); + + // face max y + ::glPushMatrix(); + ::glTranslatef(0.0f, (GLfloat)half_size, 0.0f); + ::glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + render_face(half_size); + ::glPopMatrix(); + + // face min z + ::glPushMatrix(); + ::glTranslatef(0.0f, 0.0f, -(GLfloat)half_size); + ::glRotatef(180.0f, 1.0f, 0.0f, 0.0f); + render_face(half_size); + ::glPopMatrix(); + + // face max z + ::glPushMatrix(); + ::glTranslatef(0.0f, 0.0f, (GLfloat)half_size); + render_face(half_size); + ::glPopMatrix(); + + ::glPopMatrix(); + + if (use_lighting) + ::glDisable(GL_LIGHTING); +} + +void GLGizmoBase::Grabber::render_face(float half_size) const +{ + ::glBegin(GL_TRIANGLES); + ::glNormal3f(0.0f, 0.0f, 1.0f); + ::glVertex3f(-(GLfloat)half_size, -(GLfloat)half_size, 0.0f); + ::glVertex3f((GLfloat)half_size, -(GLfloat)half_size, 0.0f); + ::glVertex3f((GLfloat)half_size, (GLfloat)half_size, 0.0f); + ::glVertex3f((GLfloat)half_size, (GLfloat)half_size, 0.0f); + ::glVertex3f(-(GLfloat)half_size, (GLfloat)half_size, 0.0f); + ::glVertex3f(-(GLfloat)half_size, -(GLfloat)half_size, 0.0f); + ::glEnd(); +} + +GLGizmoBase::GLGizmoBase(GLCanvas3D& parent) + : m_parent(parent) + , m_group_id(-1) + , m_state(Off) + , m_hover_id(-1) + , m_dragging(false) +{ + ::memcpy((void*)m_base_color, (const void*)DEFAULT_BASE_COLOR, 3 * sizeof(float)); + ::memcpy((void*)m_drag_color, (const void*)DEFAULT_DRAG_COLOR, 3 * sizeof(float)); + ::memcpy((void*)m_highlight_color, (const void*)DEFAULT_HIGHLIGHT_COLOR, 3 * sizeof(float)); +} + +void GLGizmoBase::set_hover_id(int id) +{ + if (m_grabbers.empty() || (id < (int)m_grabbers.size())) + { + m_hover_id = id; + on_set_hover_id(); + } +} + +void GLGizmoBase::set_highlight_color(const float* color) +{ + if (color != nullptr) + ::memcpy((void*)m_highlight_color, (const void*)color, 3 * sizeof(float)); +} + +void GLGizmoBase::enable_grabber(unsigned int id) +{ + if ((0 <= id) && (id < (unsigned int)m_grabbers.size())) + m_grabbers[id].enabled = true; + + on_enable_grabber(id); +} + +void GLGizmoBase::disable_grabber(unsigned int id) +{ + if ((0 <= id) && (id < (unsigned int)m_grabbers.size())) + m_grabbers[id].enabled = false; + + on_disable_grabber(id); +} + +void GLGizmoBase::start_dragging(const BoundingBoxf3& box) +{ + m_dragging = true; + + for (int i = 0; i < (int)m_grabbers.size(); ++i) + { + m_grabbers[i].dragging = (m_hover_id == i); + } + + on_start_dragging(box); +} + +void GLGizmoBase::stop_dragging() +{ + m_dragging = false; + set_tooltip(""); + + for (int i = 0; i < (int)m_grabbers.size(); ++i) + { + m_grabbers[i].dragging = false; + } + + on_stop_dragging(); +} + +void GLGizmoBase::update(const Linef3& mouse_ray) +{ + if (m_hover_id != -1) + on_update(mouse_ray); +} + +float GLGizmoBase::picking_color_component(unsigned int id) const +{ + int color = 254 - (int)id; + if (m_group_id > -1) + color -= m_group_id; + + return (float)color / 255.0f; +} + +void GLGizmoBase::render_grabbers() const +{ + for (int i = 0; i < (int)m_grabbers.size(); ++i) + { + if (m_grabbers[i].enabled) + m_grabbers[i].render(m_hover_id == i); + } +} + +void GLGizmoBase::render_grabbers_for_picking() const +{ + for (unsigned int i = 0; i < (unsigned int)m_grabbers.size(); ++i) + { + if (m_grabbers[i].enabled) + { + m_grabbers[i].color[0] = 1.0f; + m_grabbers[i].color[1] = 1.0f; + m_grabbers[i].color[2] = picking_color_component(i); + m_grabbers[i].render_for_picking(); + } + } +} + +void GLGizmoBase::set_tooltip(const std::string& tooltip) const +{ + m_parent.set_tooltip(tooltip); +} + +std::string GLGizmoBase::format(float value, unsigned int decimals) const +{ + char buf[1024]; + ::sprintf(buf, "%.*f", decimals, value); + return buf; +} + +const float GLGizmoRotate::Offset = 5.0f; +const unsigned int GLGizmoRotate::CircleResolution = 64; +const unsigned int GLGizmoRotate::AngleResolution = 64; +const unsigned int GLGizmoRotate::ScaleStepsCount = 72; +const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount; +const unsigned int GLGizmoRotate::ScaleLongEvery = 2; +const float GLGizmoRotate::ScaleLongTooth = 2.0f; +const float GLGizmoRotate::ScaleShortTooth = 1.0f; +const unsigned int GLGizmoRotate::SnapRegionsCount = 8; +const float GLGizmoRotate::GrabberOffset = 5.0f; + +GLGizmoRotate::GLGizmoRotate(GLCanvas3D& parent, GLGizmoRotate::Axis axis) + : GLGizmoBase(parent) + , m_axis(axis) + , m_angle(0.0) + , m_center(0.0, 0.0, 0.0) + , m_radius(0.0f) +{ +} + +void GLGizmoRotate::set_angle(double angle) +{ + if (std::abs(angle - 2.0 * (double)PI) < EPSILON) + angle = 0.0; + + m_angle = angle; +} + +bool GLGizmoRotate::on_init() +{ + m_grabbers.push_back(Grabber()); + return true; +} + +void GLGizmoRotate::on_start_dragging(const BoundingBoxf3& box) +{ + m_center = box.center(); + m_radius = Offset + box.radius(); +} + +void GLGizmoRotate::on_update(const Linef3& mouse_ray) +{ + Vec2d mouse_pos = to_2d(mouse_position_in_local_plane(mouse_ray)); + + Vec2d orig_dir = Vec2d::UnitX(); + Vec2d new_dir = mouse_pos.normalized(); + + double theta = ::acos(clamp(-1.0, 1.0, new_dir.dot(orig_dir))); + if (cross2(orig_dir, new_dir) < 0.0) + theta = 2.0 * (double)PI - theta; + + double len = mouse_pos.norm(); + + // snap to snap region + double in_radius = (double)m_radius / 3.0; + double out_radius = 2.0 * (double)in_radius; + if ((in_radius <= len) && (len <= out_radius)) + { + double step = 2.0 * (double)PI / (double)SnapRegionsCount; + theta = step * (double)std::round(theta / step); + } + else + { + // snap to scale + in_radius = (double)m_radius; + out_radius = in_radius + (double)ScaleLongTooth; + if ((in_radius <= len) && (len <= out_radius)) + { + double step = 2.0 * (double)PI / (double)ScaleStepsCount; + theta = step * (double)std::round(theta / step); + } + } + + if (theta == 2.0 * (double)PI) + theta = 0.0; + + m_angle = theta; +} + +void GLGizmoRotate::on_render(const BoundingBoxf3& box) const +{ + if (!m_grabbers[0].enabled) + return; + + if (m_dragging) + set_tooltip(format(m_angle * 180.0f / (float)PI, 4)); + else + { + m_center = box.center(); + m_radius = Offset + box.radius(); + } + + ::glEnable(GL_DEPTH_TEST); + + ::glPushMatrix(); + transform_to_local(); + + ::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f); + ::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color); + + render_circle(); + + if (m_hover_id != -1) + { + render_scale(); + render_snap_radii(); + render_reference_radius(); + } + + ::glColor3fv(m_highlight_color); + + if (m_hover_id != -1) + render_angle(); + + render_grabber(); + + ::glPopMatrix(); +} + +void GLGizmoRotate::on_render_for_picking(const BoundingBoxf3& box) const +{ + ::glDisable(GL_DEPTH_TEST); + + ::glPushMatrix(); + + transform_to_local(); + render_grabbers_for_picking(); + + ::glPopMatrix(); +} + +void GLGizmoRotate::render_circle() const +{ + ::glBegin(GL_LINE_LOOP); + for (unsigned int i = 0; i < ScaleStepsCount; ++i) + { + float angle = (float)i * ScaleStepRad; + float x = ::cos(angle) * m_radius; + float y = ::sin(angle) * m_radius; + float z = 0.0f; + ::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z); + } + ::glEnd(); +} + +void GLGizmoRotate::render_scale() const +{ + float out_radius_long = m_radius + ScaleLongTooth; + float out_radius_short = m_radius + ScaleShortTooth; + + ::glBegin(GL_LINES); + for (unsigned int i = 0; i < ScaleStepsCount; ++i) + { + float angle = (float)i * ScaleStepRad; + float cosa = ::cos(angle); + float sina = ::sin(angle); + float in_x = cosa * m_radius; + float in_y = sina * m_radius; + float in_z = 0.0f; + float out_x = (i % ScaleLongEvery == 0) ? cosa * out_radius_long : cosa * out_radius_short; + float out_y = (i % ScaleLongEvery == 0) ? sina * out_radius_long : sina * out_radius_short; + float out_z = 0.0f; + ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, (GLfloat)in_z); + ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, (GLfloat)out_z); + } + ::glEnd(); +} + +void GLGizmoRotate::render_snap_radii() const +{ + float step = 2.0f * (float)PI / (float)SnapRegionsCount; + + float in_radius = m_radius / 3.0f; + float out_radius = 2.0f * in_radius; + + ::glBegin(GL_LINES); + for (unsigned int i = 0; i < SnapRegionsCount; ++i) + { + float angle = (float)i * step; + float cosa = ::cos(angle); + float sina = ::sin(angle); + float in_x = cosa * in_radius; + float in_y = sina * in_radius; + float in_z = 0.0f; + float out_x = cosa * out_radius; + float out_y = sina * out_radius; + float out_z = 0.0f; + ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, (GLfloat)in_z); + ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, (GLfloat)out_z); + } + ::glEnd(); +} + +void GLGizmoRotate::render_reference_radius() const +{ + ::glBegin(GL_LINES); + ::glVertex3f(0.0f, 0.0f, 0.0f); + ::glVertex3f((GLfloat)(m_radius + GrabberOffset), 0.0f, 0.0f); + ::glEnd(); +} + +void GLGizmoRotate::render_angle() const +{ + float step_angle = (float)m_angle / AngleResolution; + float ex_radius = m_radius + GrabberOffset; + + ::glBegin(GL_LINE_STRIP); + for (unsigned int i = 0; i <= AngleResolution; ++i) + { + float angle = (float)i * step_angle; + float x = ::cos(angle) * ex_radius; + float y = ::sin(angle) * ex_radius; + float z = 0.0f; + ::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z); + } + ::glEnd(); +} + +void GLGizmoRotate::render_grabber() const +{ + double grabber_radius = (double)(m_radius + GrabberOffset); + m_grabbers[0].center = Vec3d(::cos(m_angle) * grabber_radius, ::sin(m_angle) * grabber_radius, 0.0); + m_grabbers[0].angles(2) = m_angle; + + ::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color); + + ::glBegin(GL_LINES); + ::glVertex3f(0.0f, 0.0f, 0.0f); + ::glVertex3f((GLfloat)m_grabbers[0].center(0), (GLfloat)m_grabbers[0].center(1), (GLfloat)m_grabbers[0].center(2)); + ::glEnd(); + + ::memcpy((void*)m_grabbers[0].color, (const void*)m_highlight_color, 3 * sizeof(float)); + render_grabbers(); +} + +void GLGizmoRotate::transform_to_local() const +{ + ::glTranslatef((GLfloat)m_center(0), (GLfloat)m_center(1), (GLfloat)m_center(2)); + + switch (m_axis) + { + case X: + { + ::glRotatef(90.0f, 0.0f, 1.0f, 0.0f); + ::glRotatef(90.0f, 0.0f, 0.0f, 1.0f); + break; + } + case Y: + { + ::glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + ::glRotatef(180.0f, 0.0f, 0.0f, 1.0f); + break; + } + default: + case Z: + { + // no rotation + break; + } + } +} + +Vec3d GLGizmoRotate::mouse_position_in_local_plane(const Linef3& mouse_ray) const +{ + double half_pi = 0.5 * (double)PI; + + Transform3d m = Transform3d::Identity(); + + switch (m_axis) + { + case X: + { + m.rotate(Eigen::AngleAxisd(-half_pi, Vec3d::UnitZ())); + m.rotate(Eigen::AngleAxisd(-half_pi, Vec3d::UnitY())); + break; + } + case Y: + { + m.rotate(Eigen::AngleAxisd(-(double)PI, Vec3d::UnitZ())); + m.rotate(Eigen::AngleAxisd(half_pi, Vec3d::UnitX())); + break; + } + default: + case Z: + { + // no rotation applied + break; + } + } + + m.translate(-m_center); + + return transform(mouse_ray, m).intersect_plane(0.0); +} + +GLGizmoRotate3D::GLGizmoRotate3D(GLCanvas3D& parent) + : GLGizmoBase(parent) +{ + m_gizmos.emplace_back(parent, GLGizmoRotate::X); + m_gizmos.emplace_back(parent, GLGizmoRotate::Y); + m_gizmos.emplace_back(parent, GLGizmoRotate::Z); + + for (unsigned int i = 0; i < 3; ++i) + { + m_gizmos[i].set_group_id(i); + } +} + +bool GLGizmoRotate3D::on_init() +{ + for (GLGizmoRotate& g : m_gizmos) + { + if (!g.init()) + return false; + } + + for (unsigned int i = 0; i < 3; ++i) + { + m_gizmos[i].set_highlight_color(AXES_COLOR[i]); + } + + std::string path = resources_dir() + "/icons/overlay/"; + + std::string filename = path + "rotate_off.png"; + if (!m_textures[Off].load_from_file(filename, false)) + return false; + + filename = path + "rotate_hover.png"; + if (!m_textures[Hover].load_from_file(filename, false)) + return false; + + filename = path + "rotate_on.png"; + if (!m_textures[On].load_from_file(filename, false)) + return false; + + return true; +} + +void GLGizmoRotate3D::on_start_dragging(const BoundingBoxf3& box) +{ + if ((0 <= m_hover_id) && (m_hover_id < 3)) + m_gizmos[m_hover_id].start_dragging(box); +} + +void GLGizmoRotate3D::on_stop_dragging() +{ + if ((0 <= m_hover_id) && (m_hover_id < 3)) + m_gizmos[m_hover_id].stop_dragging(); +} + +void GLGizmoRotate3D::on_render(const BoundingBoxf3& box) const +{ + if ((m_hover_id == -1) || (m_hover_id == 0)) + m_gizmos[X].render(box); + + if ((m_hover_id == -1) || (m_hover_id == 1)) + m_gizmos[Y].render(box); + + if ((m_hover_id == -1) || (m_hover_id == 2)) + m_gizmos[Z].render(box); +} + +const float GLGizmoScale3D::Offset = 5.0f; + +GLGizmoScale3D::GLGizmoScale3D(GLCanvas3D& parent) + : GLGizmoBase(parent) + , m_scale(Vec3d::Ones()) + , m_starting_scale(Vec3d::Ones()) + , m_show_starting_box(false) +{ +} + +bool GLGizmoScale3D::on_init() +{ + std::string path = resources_dir() + "/icons/overlay/"; + + std::string filename = path + "scale_off.png"; + if (!m_textures[Off].load_from_file(filename, false)) + return false; + + filename = path + "scale_hover.png"; + if (!m_textures[Hover].load_from_file(filename, false)) + return false; + + filename = path + "scale_on.png"; + if (!m_textures[On].load_from_file(filename, false)) + return false; + + for (int i = 0; i < 10; ++i) + { + m_grabbers.push_back(Grabber()); + } + + double half_pi = 0.5 * (double)PI; + + // x axis + m_grabbers[0].angles(1) = half_pi; + m_grabbers[1].angles(1) = half_pi; + + // y axis + m_grabbers[2].angles(0) = half_pi; + m_grabbers[3].angles(0) = half_pi; + + return true; +} + +void GLGizmoScale3D::on_start_dragging(const BoundingBoxf3& box) +{ + if (m_hover_id != -1) + { + m_starting_drag_position = m_grabbers[m_hover_id].center; + m_show_starting_box = true; + m_starting_box = box; + } +} + +void GLGizmoScale3D::on_update(const Linef3& mouse_ray) +{ + if ((m_hover_id == 0) || (m_hover_id == 1)) + do_scale_x(mouse_ray); + else if ((m_hover_id == 2) || (m_hover_id == 3)) + do_scale_y(mouse_ray); + else if ((m_hover_id == 4) || (m_hover_id == 5)) + do_scale_z(mouse_ray); + else if (m_hover_id >= 6) + do_scale_uniform(mouse_ray); +} + +void GLGizmoScale3D::on_render(const BoundingBoxf3& box) const +{ + if (m_grabbers[0].dragging || m_grabbers[1].dragging) + set_tooltip("X: " + format(100.0f * m_scale(0), 4) + "%"); + else if (m_grabbers[2].dragging || m_grabbers[3].dragging) + set_tooltip("Y: " + format(100.0f * m_scale(1), 4) + "%"); + else if (m_grabbers[4].dragging || m_grabbers[5].dragging) + set_tooltip("Z: " + format(100.0f * m_scale(2), 4) + "%"); + else if (m_grabbers[6].dragging || m_grabbers[7].dragging || m_grabbers[8].dragging || m_grabbers[9].dragging) + { + std::string tooltip = "X: " + format(100.0f * m_scale(0), 4) + "%\n"; + tooltip += "Y: " + format(100.0f * m_scale(1), 4) + "%\n"; + tooltip += "Z: " + format(100.0f * m_scale(2), 4) + "%"; + set_tooltip(tooltip); + } + + ::glEnable(GL_DEPTH_TEST); + + Vec3d offset_vec = (double)Offset * Vec3d::Ones(); + + m_box = BoundingBoxf3(box.min - offset_vec, box.max + offset_vec); + const Vec3d& center = m_box.center(); + + // x axis + m_grabbers[0].center = Vec3d(m_box.min(0), center(1), center(2)); + m_grabbers[1].center = Vec3d(m_box.max(0), center(1), center(2)); + ::memcpy((void*)m_grabbers[0].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float)); + ::memcpy((void*)m_grabbers[1].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float)); + + // y axis + m_grabbers[2].center = Vec3d(center(0), m_box.min(1), center(2)); + m_grabbers[3].center = Vec3d(center(0), m_box.max(1), center(2)); + ::memcpy((void*)m_grabbers[2].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float)); + ::memcpy((void*)m_grabbers[3].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float)); + + // z axis + m_grabbers[4].center = Vec3d(center(0), center(1), m_box.min(2)); + m_grabbers[5].center = Vec3d(center(0), center(1), m_box.max(2)); + ::memcpy((void*)m_grabbers[4].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float)); + ::memcpy((void*)m_grabbers[5].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float)); + + // uniform + m_grabbers[6].center = Vec3d(m_box.min(0), m_box.min(1), m_box.min(2)); + m_grabbers[7].center = Vec3d(m_box.max(0), m_box.min(1), m_box.min(2)); + m_grabbers[8].center = Vec3d(m_box.max(0), m_box.max(1), m_box.min(2)); + m_grabbers[9].center = Vec3d(m_box.min(0), m_box.max(1), m_box.min(2)); + for (int i = 6; i < 10; ++i) + { + ::memcpy((void*)m_grabbers[i].color, (const void*)m_highlight_color, 3 * sizeof(float)); + } + + ::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f); + + if (m_hover_id == -1) + { + // draw box + ::glColor3fv(m_base_color); + render_box(m_box); + // draw connections + if (m_grabbers[0].enabled && m_grabbers[1].enabled) + { + ::glColor3fv(m_grabbers[0].color); + render_grabbers_connection(0, 1); + } + if (m_grabbers[2].enabled && m_grabbers[3].enabled) + { + ::glColor3fv(m_grabbers[2].color); + render_grabbers_connection(2, 3); + } + if (m_grabbers[4].enabled && m_grabbers[5].enabled) + { + ::glColor3fv(m_grabbers[4].color); + render_grabbers_connection(4, 5); + } + // draw grabbers + render_grabbers(); + } + else if ((m_hover_id == 0) || (m_hover_id == 1)) + { + // draw starting box + if (m_show_starting_box) + { + ::glColor3fv(m_base_color); + render_box(m_starting_box); + } + // draw current box + ::glColor3fv(m_drag_color); + render_box(m_box); + // draw connection + ::glColor3fv(m_grabbers[0].color); + render_grabbers_connection(0, 1); + // draw grabbers + m_grabbers[0].render(true); + m_grabbers[1].render(true); + } + else if ((m_hover_id == 2) || (m_hover_id == 3)) + { + // draw starting box + if (m_show_starting_box) + { + ::glColor3fv(m_base_color); + render_box(m_starting_box); + } + // draw current box + ::glColor3fv(m_drag_color); + render_box(m_box); + // draw connection + ::glColor3fv(m_grabbers[2].color); + render_grabbers_connection(2, 3); + // draw grabbers + m_grabbers[2].render(true); + m_grabbers[3].render(true); + } + else if ((m_hover_id == 4) || (m_hover_id == 5)) + { + // draw starting box + if (m_show_starting_box) + { + ::glColor3fv(m_base_color); + render_box(m_starting_box); + } + // draw current box + ::glColor3fv(m_drag_color); + render_box(m_box); + // draw connection + ::glColor3fv(m_grabbers[4].color); + render_grabbers_connection(4, 5); + // draw grabbers + m_grabbers[4].render(true); + m_grabbers[5].render(true); + } + else if (m_hover_id >= 6) + { + // draw starting box + if (m_show_starting_box) + { + ::glColor3fv(m_base_color); + render_box(m_starting_box); + } + // draw current box + ::glColor3fv(m_drag_color); + render_box(m_box); + // draw grabbers + for (int i = 6; i < 10; ++i) + { + m_grabbers[i].render(true); + } + } +} + +void GLGizmoScale3D::on_render_for_picking(const BoundingBoxf3& box) const +{ + ::glDisable(GL_DEPTH_TEST); + + render_grabbers_for_picking(); +} + +void GLGizmoScale3D::render_box(const BoundingBoxf3& box) const +{ + // bottom face + ::glBegin(GL_LINE_LOOP); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); + ::glEnd(); + + // top face + ::glBegin(GL_LINE_LOOP); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.max(2)); + ::glEnd(); + + // vertical edges + ::glBegin(GL_LINES); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.max(2)); + ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.max(2)); + ::glEnd(); +} + +void GLGizmoScale3D::render_grabbers_connection(unsigned int id_1, unsigned int id_2) const +{ + unsigned int grabbers_count = (unsigned int)m_grabbers.size(); + if ((id_1 < grabbers_count) && (id_2 < grabbers_count)) + { + ::glBegin(GL_LINES); + ::glVertex3f((GLfloat)m_grabbers[id_1].center(0), (GLfloat)m_grabbers[id_1].center(1), (GLfloat)m_grabbers[id_1].center(2)); + ::glVertex3f((GLfloat)m_grabbers[id_2].center(0), (GLfloat)m_grabbers[id_2].center(1), (GLfloat)m_grabbers[id_2].center(2)); + ::glEnd(); + } +} + +void GLGizmoScale3D::do_scale_x(const Linef3& mouse_ray) +{ + double ratio = calc_ratio(1, mouse_ray, m_starting_box.center()); + + if (ratio > 0.0) + m_scale(0) = m_starting_scale(0) * ratio; +} + +void GLGizmoScale3D::do_scale_y(const Linef3& mouse_ray) +{ + double ratio = calc_ratio(2, mouse_ray, m_starting_box.center()); + + if (ratio > 0.0) + m_scale(0) = m_starting_scale(1) * ratio; // << this is temporary +// m_scale(1) = m_starting_scale(1) * ratio; +} + +void GLGizmoScale3D::do_scale_z(const Linef3& mouse_ray) +{ + double ratio = calc_ratio(1, mouse_ray, m_starting_box.center()); + + if (ratio > 0.0) + m_scale(0) = m_starting_scale(2) * ratio; // << this is temporary +// m_scale(2) = m_starting_scale(2) * ratio; +} + +void GLGizmoScale3D::do_scale_uniform(const Linef3& mouse_ray) +{ + Vec3d center = m_starting_box.center(); + center(2) = m_box.min(2); + double ratio = calc_ratio(0, mouse_ray, center); + + if (ratio > 0.0) + m_scale = m_starting_scale * ratio; +} + +double GLGizmoScale3D::calc_ratio(unsigned int preferred_plane_id, const Linef3& mouse_ray, const Vec3d& center) const +{ + double ratio = 0.0; + + Vec3d starting_vec = m_starting_drag_position - center; + double len_starting_vec = starting_vec.norm(); + if (len_starting_vec == 0.0) + return ratio; + + Vec3d starting_vec_dir = starting_vec.normalized(); + Vec3d mouse_dir = mouse_ray.unit_vector(); + + unsigned int plane_id = select_best_plane(mouse_dir, preferred_plane_id); + // ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length + switch (plane_id) + { + case 0: + { + ratio = starting_vec_dir.dot(intersection_on_plane_xy(mouse_ray, center)) / len_starting_vec; + break; + } + case 1: + { + ratio = starting_vec_dir.dot(intersection_on_plane_xz(mouse_ray, center)) / len_starting_vec; + break; + } + case 2: + { + ratio = starting_vec_dir.dot(intersection_on_plane_yz(mouse_ray, center)) / len_starting_vec; + break; + } + } + + return ratio; +} + +const double GLGizmoMove3D::Offset = 10.0; + +GLGizmoMove3D::GLGizmoMove3D(GLCanvas3D& parent) + : GLGizmoBase(parent) + , m_position(Vec3d::Zero()) + , m_starting_drag_position(Vec3d::Zero()) + , m_starting_box_center(Vec3d::Zero()) +{ +} + +bool GLGizmoMove3D::on_init() +{ + std::string path = resources_dir() + "/icons/overlay/"; + + std::string filename = path + "move_off.png"; + if (!m_textures[Off].load_from_file(filename, false)) + return false; + + filename = path + "move_hover.png"; + if (!m_textures[Hover].load_from_file(filename, false)) + return false; + + filename = path + "move_on.png"; + if (!m_textures[On].load_from_file(filename, false)) + return false; + + for (int i = 0; i < 3; ++i) + { + m_grabbers.push_back(Grabber()); + } + + return true; +} + +void GLGizmoMove3D::on_start_dragging(const BoundingBoxf3& box) +{ + if (m_hover_id != -1) + { + m_starting_drag_position = m_grabbers[m_hover_id].center; + m_starting_box_center = box.center(); + } +} + +void GLGizmoMove3D::on_update(const Linef3& mouse_ray) +{ + if (m_hover_id == 0) + m_position(0) = 2.0 * m_starting_box_center(0) + calc_displacement(1, mouse_ray) - m_starting_drag_position(0); + else if (m_hover_id == 1) + m_position(1) = 2.0 * m_starting_box_center(1) + calc_displacement(2, mouse_ray) - m_starting_drag_position(1); + else if (m_hover_id == 2) + m_position(2) = 2.0 * m_starting_box_center(2) + calc_displacement(1, mouse_ray) - m_starting_drag_position(2); +} + +void GLGizmoMove3D::on_render(const BoundingBoxf3& box) const +{ + if (m_grabbers[0].dragging) + set_tooltip("X: " + format(m_position(0), 2)); + else if (m_grabbers[1].dragging) + set_tooltip("Y: " + format(m_position(1), 2)); + else if (m_grabbers[2].dragging) + set_tooltip("Z: " + format(m_position(2), 2)); + + ::glEnable(GL_DEPTH_TEST); + + const Vec3d& center = box.center(); + + // x axis + m_grabbers[0].center = Vec3d(box.max(0) + Offset, center(1), center(2)); + ::memcpy((void*)m_grabbers[0].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float)); + + // y axis + m_grabbers[1].center = Vec3d(center(0), box.max(1) + Offset, center(2)); + ::memcpy((void*)m_grabbers[1].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float)); + + // z axis + m_grabbers[2].center = Vec3d(center(0), center(1), box.max(2) + Offset); + ::memcpy((void*)m_grabbers[2].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float)); + + ::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f); + + if (m_hover_id == -1) + { + // draw axes + for (unsigned int i = 0; i < 3; ++i) + { + if (m_grabbers[i].enabled) + { + ::glColor3fv(AXES_COLOR[i]); + ::glBegin(GL_LINES); + ::glVertex3f(center(0), center(1), center(2)); + ::glVertex3f((GLfloat)m_grabbers[i].center(0), (GLfloat)m_grabbers[i].center(1), (GLfloat)m_grabbers[i].center(2)); + ::glEnd(); + } + } + + // draw grabbers + render_grabbers(); + } + else + { + // draw axis + ::glColor3fv(AXES_COLOR[m_hover_id]); + ::glBegin(GL_LINES); + ::glVertex3f(center(0), center(1), center(2)); + ::glVertex3f((GLfloat)m_grabbers[m_hover_id].center(0), (GLfloat)m_grabbers[m_hover_id].center(1), (GLfloat)m_grabbers[m_hover_id].center(2)); + ::glEnd(); + + // draw grabber + m_grabbers[m_hover_id].render(true); + } +} + +void GLGizmoMove3D::on_render_for_picking(const BoundingBoxf3& box) const +{ + ::glDisable(GL_DEPTH_TEST); + + render_grabbers_for_picking(); +} + +double GLGizmoMove3D::calc_displacement(unsigned int preferred_plane_id, const Linef3& mouse_ray) const +{ + double displacement = 0.0; + + Vec3d starting_vec = m_starting_drag_position - m_starting_box_center; + double len_starting_vec = starting_vec.norm(); + if (len_starting_vec == 0.0) + return displacement; + + Vec3d starting_vec_dir = starting_vec.normalized(); + Vec3d mouse_dir = mouse_ray.unit_vector(); + + unsigned int plane_id = select_best_plane(mouse_dir, preferred_plane_id); + + switch (plane_id) + { + case 0: + { + displacement = starting_vec_dir.dot(intersection_on_plane_xy(mouse_ray, m_starting_box_center)); + break; + } + case 1: + { + displacement = starting_vec_dir.dot(intersection_on_plane_xz(mouse_ray, m_starting_box_center)); + break; + } + case 2: + { + displacement = starting_vec_dir.dot(intersection_on_plane_yz(mouse_ray, m_starting_box_center)); + break; + } + } + + return displacement; +} + +GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent) + : GLGizmoBase(parent) + , m_normal(Vec3d::Zero()) + , m_starting_center(Vec3d::Zero()) +{ +} + +bool GLGizmoFlatten::on_init() +{ + std::string path = resources_dir() + "/icons/overlay/"; + + std::string filename = path + "layflat_off.png"; + if (!m_textures[Off].load_from_file(filename, false)) + return false; + + filename = path + "layflat_hover.png"; + if (!m_textures[Hover].load_from_file(filename, false)) + return false; + + filename = path + "layflat_on.png"; + if (!m_textures[On].load_from_file(filename, false)) + return false; + + return true; +} + +void GLGizmoFlatten::on_start_dragging(const BoundingBoxf3& box) +{ + if (m_hover_id != -1) + { + m_normal = m_planes[m_hover_id].normal; + m_starting_center = box.center(); + } +} + +void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const +{ + // the dragged_offset is a vector measuring where was the object moved + // with the gizmo being on. This is reset in set_flattening_data and + // does not work correctly when there are multiple copies. + Vec3d dragged_offset(Vec3d::Zero()); + if (m_dragging) + dragged_offset = box.center() - m_starting_center; + + ::glEnable(GL_BLEND); + ::glEnable(GL_DEPTH_TEST); + + for (int i=0; i<(int)m_planes.size(); ++i) { + if (i == m_hover_id) + ::glColor4f(0.9f, 0.9f, 0.9f, 0.75f); + else + ::glColor4f(0.9f, 0.9f, 0.9f, 0.5f); + + for (Vec2d offset : m_instances_positions) { + offset += to_2d(dragged_offset); + ::glPushMatrix(); + ::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f); + ::glBegin(GL_POLYGON); + for (const Vec3d& vertex : m_planes[i].vertices) + ::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2)); + ::glEnd(); + ::glPopMatrix(); + } + } + + ::glDisable(GL_BLEND); +} + +void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const +{ + ::glEnable(GL_DEPTH_TEST); + + for (unsigned int i = 0; i < m_planes.size(); ++i) + { + ::glColor3f(1.0f, 1.0f, picking_color_component(i)); + for (const Vec2d& offset : m_instances_positions) { + ::glPushMatrix(); + ::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f); + ::glBegin(GL_POLYGON); + for (const Vec3d& vertex : m_planes[i].vertices) + ::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2)); + ::glEnd(); + ::glPopMatrix(); + } + } +} + +void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object) +{ + m_model_object = model_object; + + // ...and save the updated positions of the object instances: + if (m_model_object && !m_model_object->instances.empty()) { + m_instances_positions.clear(); + for (const auto* instance : m_model_object->instances) + m_instances_positions.emplace_back(instance->offset); + } + + if (is_plane_update_necessary()) + update_planes(); +} + +void GLGizmoFlatten::update_planes() +{ + TriangleMesh ch; + for (const ModelVolume* vol : m_model_object->volumes) + ch.merge(vol->get_convex_hull()); + ch = ch.convex_hull_3d(); + ch.scale(m_model_object->instances.front()->scaling_factor); + ch.rotate_z(m_model_object->instances.front()->rotation); + + m_planes.clear(); + + // Now we'll go through all the facets and append Points of facets sharing the same normal: + const int num_of_facets = ch.stl.stats.number_of_facets; + std::vector<int> facet_queue(num_of_facets, 0); + std::vector<bool> facet_visited(num_of_facets, false); + int facet_queue_cnt = 0; + const stl_normal* normal_ptr = nullptr; + while (1) { + // Find next unvisited triangle: + int facet_idx = 0; + for (; facet_idx < num_of_facets; ++ facet_idx) + if (!facet_visited[facet_idx]) { + facet_queue[facet_queue_cnt ++] = facet_idx; + facet_visited[facet_idx] = true; + normal_ptr = &ch.stl.facet_start[facet_idx].normal; + m_planes.emplace_back(); + break; + } + if (facet_idx == num_of_facets) + break; // Everything was visited already + + while (facet_queue_cnt > 0) { + int facet_idx = facet_queue[-- facet_queue_cnt]; + const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal; + if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) { + stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex; + for (int j=0; j<3; ++j) + m_planes.back().vertices.emplace_back(first_vertex[j](0), first_vertex[j](1), first_vertex[j](2)); + + facet_visited[facet_idx] = true; + for (int j = 0; j < 3; ++ j) { + int neighbor_idx = ch.stl.neighbors_start[facet_idx].neighbor[j]; + if (! facet_visited[neighbor_idx]) + facet_queue[facet_queue_cnt ++] = neighbor_idx; + } + } + } + m_planes.back().normal = Vec3d((double)(*normal_ptr)(0), (double)(*normal_ptr)(1), (double)(*normal_ptr)(2)); + + // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway): + if (m_planes.back().vertices.size() == 3 && + (m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.f + || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f) + m_planes.pop_back(); + } + + // Now we'll go through all the polygons, transform the points into xy plane to process them: + for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) { + Pointf3s& polygon = m_planes[polygon_id].vertices; + const Vec3d& normal = m_planes[polygon_id].normal; + + // We are going to rotate about z and y to flatten the plane + float angle_z = 0.f; + float angle_y = 0.f; + if (std::abs(normal(1)) > 0.001) + angle_z = -atan2(normal(1), normal(0)); // angle to rotate so that normal ends up in xz-plane + if (std::abs(normal(0)*cos(angle_z) - normal(1)*sin(angle_z)) > 0.001) + angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards + else { + // In case it already was in z-direction, we must ensure it is not the wrong way: + angle_y = normal(2) > 0.f ? 0.f : -PI; + } + + // Rotate all points to the xy plane: + Transform3d m = Transform3d::Identity(); + m.rotate(Eigen::AngleAxisd((double)angle_y, Vec3d::UnitY())); + m.rotate(Eigen::AngleAxisd((double)angle_z, Vec3d::UnitZ())); + polygon = transform(polygon, m); + + polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points + + // We will calculate area of the polygon and discard ones that are too small + // The limit is more forgiving in case the normal is in the direction of the coordinate axes + const float minimal_area = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? 1.f : 20.f; + float& area = m_planes[polygon_id].area; + area = 0.f; + for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula + area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1); + area = std::abs(area / 2.f); + if (area < minimal_area) { + m_planes.erase(m_planes.begin()+(polygon_id--)); + continue; + } + + // We will shrink the polygon a little bit so it does not touch the object edges: + Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0)); + centroid /= (double)polygon.size(); + for (auto& vertex : polygon) + vertex = 0.9f*vertex + 0.1f*centroid; + + // Polygon is now simple and convex, we'll round the corners to make them look nicer. + // The algorithm takes a vertex, calculates middles of respective sides and moves the vertex + // towards their average (controlled by 'aggressivity'). This is repeated k times. + // In next iterations, the neighbours are not always taken at the middle (to increase the + // rounding effect at the corners, where we need it most). + const unsigned int k = 10; // number of iterations + const float aggressivity = 0.2f; // agressivity + const unsigned int N = polygon.size(); + std::vector<std::pair<unsigned int, unsigned int>> neighbours; + if (k != 0) { + Pointf3s points_out(2*k*N); // vector long enough to store the future vertices + for (unsigned int j=0; j<N; ++j) { + points_out[j*2*k] = polygon[j]; + neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k)); + } + + for (unsigned int i=0; i<k; ++i) { + // Calculate middle of each edge so that neighbours points to something useful: + for (unsigned int j=0; j<N; ++j) + if (i==0) + points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]); + else { + float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle + points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1]; + points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1]; + } + // Now we have a triangle and valid neighbours, we can do an iteration: + for (unsigned int j=0; j<N; ++j) + points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] + + aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]); + + for (auto& n : neighbours) { + ++n.first; + --n.second; + } + } + polygon = points_out; // replace the coarse polygon with the smooth one that we just created + } + + // Transform back to 3D; + for (auto& b : polygon) { + b(2) += 0.1f; // raise a bit above the object surface to avoid flickering + } + + m = m.inverse(); + polygon = transform(polygon, m); + } + + // We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations): + std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; }); + m_planes.resize(std::min((int)m_planes.size(), 254)); + + // Planes are finished - let's save what we calculated it from: + m_source_data.bounding_boxes.clear(); + for (const auto& vol : m_model_object->volumes) + m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box()); + m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor; + m_source_data.rotation = m_model_object->instances.front()->rotation; + const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex(); + m_source_data.mesh_first_point = Vec3d((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]); +} + +// Check if the bounding boxes of each volume's convex hull is the same as before +// and that scaling and rotation has not changed. In that case we don't have to recalculate it. +bool GLGizmoFlatten::is_plane_update_necessary() const +{ + if (m_state != On || !m_model_object || m_model_object->instances.empty()) + return false; + + if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size() + || m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor + || m_model_object->instances.front()->rotation != m_source_data.rotation) + return true; + + // now compare the bounding boxes: + for (unsigned int i=0; i<m_model_object->volumes.size(); ++i) + if (m_model_object->volumes[i]->get_convex_hull().bounding_box() != m_source_data.bounding_boxes[i]) + return true; + + const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex(); + Vec3d first_point((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]); + if (first_point != m_source_data.mesh_first_point) + return true; + + return false; +} + +Vec3d GLGizmoFlatten::get_flattening_normal() const { + Vec3d normal = m_model_object->instances.front()->world_matrix(true).matrix().block(0, 0, 3, 3).inverse() * m_normal; + m_normal = Vec3d::Zero(); + return normal.normalized(); +} + +} // namespace GUI +} // namespace Slic3r |