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Diffstat (limited to 'xs/src/slic3r/GUI/GLGizmo.cpp')
-rw-r--r--xs/src/slic3r/GUI/GLGizmo.cpp398
1 files changed, 387 insertions, 11 deletions
diff --git a/xs/src/slic3r/GUI/GLGizmo.cpp b/xs/src/slic3r/GUI/GLGizmo.cpp
index d3aae33e8..bbd8f44eb 100644
--- a/xs/src/slic3r/GUI/GLGizmo.cpp
+++ b/xs/src/slic3r/GUI/GLGizmo.cpp
@@ -2,10 +2,13 @@
#include "../../libslic3r/Utils.hpp"
#include "../../libslic3r/BoundingBox.hpp"
+#include "../../libslic3r/Model.hpp"
+#include "../../libslic3r/Geometry.hpp"
#include <GL/glew.h>
#include <iostream>
+#include <numeric>
namespace Slic3r {
namespace GUI {
@@ -90,9 +93,10 @@ GLGizmoBase::EState GLGizmoBase::get_state() const
void GLGizmoBase::set_state(GLGizmoBase::EState state)
{
m_state = state;
+ on_set_state();
}
-unsigned int GLGizmoBase::get_textures_id() const
+unsigned int GLGizmoBase::get_texture_id() const
{
return m_textures[m_state].get_id();
}
@@ -109,7 +113,7 @@ int GLGizmoBase::get_hover_id() const
void GLGizmoBase::set_hover_id(int id)
{
- if (id < (int)m_grabbers.size())
+ //if (id < (int)m_grabbers.size())
m_hover_id = id;
}
@@ -118,12 +122,22 @@ void GLGizmoBase::start_dragging()
on_start_dragging();
}
+void GLGizmoBase::stop_dragging()
+{
+ on_stop_dragging();
+}
+
void GLGizmoBase::update(const Pointf& mouse_pos)
{
if (m_hover_id != -1)
on_update(mouse_pos);
}
+void GLGizmoBase::refresh()
+{
+ on_refresh();
+}
+
void GLGizmoBase::render(const BoundingBoxf3& box) const
{
on_render(box);
@@ -134,13 +148,29 @@ void GLGizmoBase::render_for_picking(const BoundingBoxf3& box) const
on_render_for_picking(box);
}
+void GLGizmoBase::on_set_state()
+{
+ // do nothing
+}
+
void GLGizmoBase::on_start_dragging()
{
+ // do nothing
+}
+
+void GLGizmoBase::on_stop_dragging()
+{
+ // do nothing
+}
+
+void GLGizmoBase::on_refresh()
+{
+ // do nothing
}
void GLGizmoBase::render_grabbers() const
{
- for (unsigned int i = 0; i < (unsigned int)m_grabbers.size(); ++i)
+ for (int i = 0; i < (int)m_grabbers.size(); ++i)
{
m_grabbers[i].render(m_hover_id == i);
}
@@ -162,7 +192,21 @@ GLGizmoRotate::GLGizmoRotate()
, m_angle_z(0.0f)
, m_center(Pointf(0.0, 0.0))
, m_radius(0.0f)
+ , m_keep_initial_values(false)
+{
+}
+
+float GLGizmoRotate::get_angle_z() const
{
+ return m_angle_z;
+}
+
+void GLGizmoRotate::set_angle_z(float angle_z)
+{
+ if (std::abs(angle_z - 2.0f * PI) < EPSILON)
+ angle_z = 0.0f;
+
+ m_angle_z = angle_z;
}
bool GLGizmoRotate::on_init()
@@ -186,6 +230,11 @@ bool GLGizmoRotate::on_init()
return true;
}
+void GLGizmoRotate::on_set_state()
+{
+ m_keep_initial_values = (m_state == On) ? false : true;
+}
+
void GLGizmoRotate::on_update(const Pointf& mouse_pos)
{
Vectorf orig_dir(1.0, 0.0);
@@ -194,6 +243,7 @@ void GLGizmoRotate::on_update(const Pointf& mouse_pos)
if (cross(orig_dir, new_dir) < 0.0)
theta = 2.0 * (coordf_t)PI - theta;
+ // snap
if (length(m_center.vector_to(mouse_pos)) < 2.0 * (double)m_radius / 3.0)
{
coordf_t step = 2.0 * (coordf_t)PI / (coordf_t)SnapRegionsCount;
@@ -202,18 +252,26 @@ void GLGizmoRotate::on_update(const Pointf& mouse_pos)
if (theta == 2.0 * (coordf_t)PI)
theta = 0.0;
-
+
m_angle_z = (float)theta;
}
+void GLGizmoRotate::on_refresh()
+{
+ m_keep_initial_values = false;
+}
+
void GLGizmoRotate::on_render(const BoundingBoxf3& box) const
{
- ::glDisable(GL_LIGHTING);
::glDisable(GL_DEPTH_TEST);
- const Pointf3& size = box.size();
- m_center = box.center();
- m_radius = Offset + ::sqrt(sqr(0.5f * size.x) + sqr(0.5f * size.y));
+ if (!m_keep_initial_values)
+ {
+ const Pointf3& size = box.size();
+ m_center = box.center();
+ m_radius = Offset + ::sqrt(sqr(0.5f * size.x) + sqr(0.5f * size.y));
+ m_keep_initial_values = true;
+ }
::glLineWidth(2.0f);
::glColor3fv(BaseColor);
@@ -230,7 +288,6 @@ void GLGizmoRotate::on_render(const BoundingBoxf3& box) const
void GLGizmoRotate::on_render_for_picking(const BoundingBoxf3& box) const
{
- ::glDisable(GL_LIGHTING);
::glDisable(GL_DEPTH_TEST);
m_grabbers[0].color[0] = 1.0f;
@@ -399,7 +456,6 @@ void GLGizmoScale::on_update(const Pointf& mouse_pos)
void GLGizmoScale::on_render(const BoundingBoxf3& box) const
{
- ::glDisable(GL_LIGHTING);
::glDisable(GL_DEPTH_TEST);
coordf_t min_x = box.min.x - (coordf_t)Offset;
@@ -438,7 +494,6 @@ void GLGizmoScale::on_render_for_picking(const BoundingBoxf3& box) const
{
static const GLfloat INV_255 = 1.0f / 255.0f;
- ::glDisable(GL_LIGHTING);
::glDisable(GL_DEPTH_TEST);
for (unsigned int i = 0; i < 4; ++i)
@@ -450,5 +505,326 @@ void GLGizmoScale::on_render_for_picking(const BoundingBoxf3& box) const
render_grabbers();
}
+
+GLGizmoFlatten::GLGizmoFlatten()
+ : GLGizmoBase(),
+ m_normal(Pointf3(0.f, 0.f, 0.f))
+{}
+
+
+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()
+{
+ if (m_hover_id != -1)
+ m_normal = m_planes[m_hover_id].normal;
+}
+
+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.
+ if (!m_center) // this is the first bounding box that we see
+ m_center.reset(new Pointf3(box.center().x, box.center().y));
+ Pointf3 dragged_offset = box.center() - *m_center;
+
+ bool blending_was_enabled = ::glIsEnabled(GL_BLEND);
+ bool depth_test_was_enabled = ::glIsEnabled(GL_DEPTH_TEST);
+ ::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 (Pointf offset : m_instances_positions) {
+ offset += dragged_offset;
+ ::glBegin(GL_POLYGON);
+ for (const auto& vertex : m_planes[i].vertices)
+ ::glVertex3f((GLfloat)vertex.x + offset.x, (GLfloat)vertex.y + offset.y, (GLfloat)vertex.z);
+ ::glEnd();
+ }
+ }
+
+ if (!blending_was_enabled)
+ ::glDisable(GL_BLEND);
+ if (!depth_test_was_enabled)
+ ::glDisable(GL_DEPTH_TEST);
+}
+
+void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
+{
+ static const GLfloat INV_255 = 1.0f / 255.0f;
+
+ ::glDisable(GL_DEPTH_TEST);
+
+ for (unsigned int i = 0; i < m_planes.size(); ++i)
+ {
+ ::glColor3f(1.f, 1.f, (254.0f - (float)i) * INV_255);
+ for (const Pointf& offset : m_instances_positions) {
+ ::glBegin(GL_POLYGON);
+ for (const auto& vertex : m_planes[i].vertices)
+ ::glVertex3f((GLfloat)vertex.x + offset.x, (GLfloat)vertex.y + offset.y, (GLfloat)vertex.z);
+ ::glEnd();
+ }
+ }
+}
+
+
+// TODO - remove and use Eigen instead
+static Pointf3 super_rotation(Pointf3 axis, float angle, const Pointf3& point)
+{
+ axis = normalize(axis);
+ const float& x = axis.x;
+ const float& y = axis.y;
+ const float& z = axis.z;
+ float s = sin(angle);
+ float c = cos(angle);
+ float D = 1-c;
+ float matrix[3][3] = { { c + x*x*D, x*y*D-z*s, x*z*D+y*s },
+ { y*x*D+z*s, c+y*y*D, y*z*D-x*s },
+ { z*x*D-y*s, z*y*D+x*s, c+z*z*D } };
+ float in[3] = { (float)point.x, (float)point.y, (float)point.z };
+ float out[3] = { 0, 0, 0 };
+
+ for (unsigned char i=0; i<3; ++i)
+ for (unsigned char j=0; j<3; ++j)
+ out[i] += matrix[i][j] * in[j];
+
+ return Pointf3(out[0], out[1], out[2]);
+}
+
+
+void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
+{
+ m_center.release(); // object is not being dragged (this would not be called otherwise) - we must forget about the bounding box position...
+ 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_ptr = &ch.stl.facet_start[facet_idx].normal;
+ //if (this_normal_ptr->x == normal_ptr->x && this_normal_ptr->y == normal_ptr->y && this_normal_ptr->z == normal_ptr->z) {
+ if (std::abs(this_normal_ptr->x-normal_ptr->x) < 0.001 && std::abs(this_normal_ptr->y-normal_ptr->y) < 0.001 && std::abs(this_normal_ptr->z-normal_ptr->z) < 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].x, first_vertex[j].y, first_vertex[j].z);
+
+ 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 = Pointf3(normal_ptr->x, normal_ptr->y, normal_ptr->z);
+
+ // 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].distance_to(m_planes.back().vertices[1]) < 1.f
+ || m_planes.back().vertices[0].distance_to(m_planes.back().vertices[2]) < 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 Pointf3& 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.y) > 0.001)
+ angle_z = -atan2(normal.y, normal.x); // angle to rotate so that normal ends up in xz-plane
+ if (std::abs(normal.x*cos(angle_z)-normal.y*sin(angle_z)) > 0.001)
+ angle_y = - atan2(normal.x*cos(angle_z)-normal.y*sin(angle_z), normal.z); // 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.z > 0.f ? 0 : -M_PI;
+ }
+
+ // Rotate all points to the xy plane:
+ for (auto& vertex : polygon) {
+ vertex = super_rotation(Pointf3(0,0,1), angle_z, vertex);
+ vertex = super_rotation(Pointf3(0,1,0), angle_y, vertex);
+ }
+ 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.x) > 0.999f || std::abs(normal.y) > 0.999f || std::abs(normal.z) > 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].x*polygon[i+1 < polygon.size() ? i+1 : 0 ].y - polygon[i+1 < polygon.size() ? i+1 : 0].x*polygon[i].y;
+ 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:
+ Pointf3 centroid = std::accumulate(polygon.begin(), polygon.end(), Pointf3(0.f, 0.f, 0.f));
+ centroid.scale(1.f/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.z += 0.1f; // raise a bit above the object surface to avoid flickering
+ b = super_rotation(Pointf3(0,1,0), -angle_y, b);
+ b = super_rotation(Pointf3(0,0,1), -angle_z, b);
+ }
+ }
+
+ // We'll sort the planes by area and only keep the 255 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(), 255));
+
+ // 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 = Pointf3(first_vertex[0], first_vertex[1], 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();
+ Pointf3 first_point(first_vertex[0], first_vertex[1], first_vertex[2]);
+ if (first_point != m_source_data.mesh_first_point)
+ return true;
+
+ return false;
+}
+
+Pointf3 GLGizmoFlatten::get_flattening_normal() const {
+ Pointf3 normal = m_normal;
+ normal.rotate(-m_model_object->instances.front()->rotation);
+ m_normal = Pointf3(0.f, 0.f, 0.f);
+ return normal;
+}
+
+
+
} // namespace GUI
} // namespace Slic3r