diff options
Diffstat (limited to 'xs/src/slic3r/GUI/GLGizmo.cpp')
-rw-r--r-- | xs/src/slic3r/GUI/GLGizmo.cpp | 398 |
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 |