diff options
Diffstat (limited to 'xs/src/slic3r/GUI/GLGizmo.cpp')
-rw-r--r-- | xs/src/slic3r/GUI/GLGizmo.cpp | 325 |
1 files changed, 321 insertions, 4 deletions
diff --git a/xs/src/slic3r/GUI/GLGizmo.cpp b/xs/src/slic3r/GUI/GLGizmo.cpp index 39ba440c3..fa5b931e9 100644 --- a/xs/src/slic3r/GUI/GLGizmo.cpp +++ b/xs/src/slic3r/GUI/GLGizmo.cpp @@ -4,10 +4,12 @@ #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 }; @@ -163,7 +165,6 @@ GLGizmoBase::GLGizmoBase(GLCanvas3D& parent) , m_group_id(-1) , m_state(Off) , m_hover_id(-1) - , m_is_container(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)); @@ -172,7 +173,7 @@ GLGizmoBase::GLGizmoBase(GLCanvas3D& parent) void GLGizmoBase::set_hover_id(int id) { - if (m_is_container || (id < (int)m_grabbers.size())) + if (m_grabbers.empty() || (id < (int)m_grabbers.size())) { m_hover_id = id; on_set_hover_id(); @@ -602,8 +603,6 @@ GLGizmoRotate3D::GLGizmoRotate3D(GLCanvas3D& parent) , m_y(parent, GLGizmoRotate::Y) , m_z(parent, GLGizmoRotate::Z) { - m_is_container = true; - m_x.set_group_id(0); m_y.set_group_id(1); m_z.set_group_id(2); @@ -1165,5 +1164,323 @@ double GLGizmoScale3D::calc_ratio(unsigned int preferred_plane_id, const Linef3& return ratio; } + +GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent) + : GLGizmoBase(parent) + , m_normal(0.0, 0.0, 0.0) +{ +} + +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 Vec3d(box.center())); + + Vec3d 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 (Vec2d offset : m_instances_positions) { + offset += to_2d(dragged_offset); + ::glBegin(GL_POLYGON); + for (const Vec3d& vertex : m_planes[i].vertices) + ::glVertex3f((GLfloat)(vertex(0) + offset(0)), (GLfloat)(vertex(1) + offset(1)), (GLfloat)vertex(2)); + ::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(1.0f, 1.0f, (254.0f - (float)i) * INV_255); + for (const Vec2d& offset : m_instances_positions) { + ::glBegin(GL_POLYGON); + for (const Vec3d& vertex : m_planes[i].vertices) + ::glVertex3f((GLfloat)(vertex(0) + offset(0)), (GLfloat)vertex(1) + offset(1), (GLfloat)vertex(2)); + ::glEnd(); + } + } +} + +// TODO - remove and use Eigen instead +static Vec3d super_rotation(Vec3d axis, float angle, const Vec3d& point) +{ + axis.normalize(); + float x = (float)axis(0); + float y = (float)axis(1); + float z = (float)axis(2); + 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(0), (float)point(1), (float)point(2) }; + 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 Vec3d((double)out[0], (double)out[1], (double)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 = 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 : -PI; + } + + // Rotate all points to the xy plane: + for (auto& vertex : polygon) { + vertex = super_rotation(Vec3d::UnitZ(), angle_z, vertex); + vertex = super_rotation(Vec3d::UnitY(), 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(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(0) += 0.1f; // raise a bit above the object surface to avoid flickering + b = super_rotation(Vec3d::UnitY(), -angle_y, b); + b = super_rotation(Vec3d::UnitZ(), -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 = 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 { + Transform3d m = Transform3d::Identity(); + m.rotate(Eigen::AngleAxisd(-m_model_object->instances.front()->rotation, Vec3d::UnitZ())); + Vec3d normal = m * m_normal; + m_normal = Vec3d::Zero(); + return normal; +} + } // namespace GUI } // namespace Slic3r |