OrcaSlicer/src/slic3r/GUI/3DBed.cpp
Vojtech Bubnik cc44089440 New BuildVolume class was created, which detects build volume type (rectangular,
circular, convex, concave) and performs efficient collision detection agains these build
volumes. As of now, collision detection is performed against a convex
hull of a concave build volume for efficency.

GCodeProcessor::Result renamed out of GCodeProcessor to GCodeProcessorResult,
so it could be forward declared.

Plater newly exports BuildVolume, not Bed3D. Bed3D is a rendering class,
while BuildVolume is a purely geometric class.

Reduced usage of global wxGetApp, the Bed3D is passed as a parameter
to View3D/Preview/GLCanvas.

Convex hull code was extracted from Geometry.cpp/hpp to Geometry/ConvexHulll.cpp,hpp.
New test inside_convex_polygon().
New efficent point inside polygon test: Decompose convex hull
to bottom / top parts and use the decomposition to detect point inside
a convex polygon in O(log n). decompose_convex_polygon_top_bottom(),
inside_convex_polygon().

New Circle constructing functions: circle_ransac() and circle_taubin_newton().

New polygon_is_convex() test with unit tests.
2021-11-16 10:15:51 +01:00

573 lines
20 KiB
C++

#include "libslic3r/libslic3r.h"
#include "3DBed.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/BoundingBox.hpp"
#include "libslic3r/Geometry/Circle.hpp"
#include "libslic3r/Tesselate.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "GUI_App.hpp"
#include "GLCanvas3D.hpp"
#include <GL/glew.h>
#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/log/trivial.hpp>
static const float GROUND_Z = -0.02f;
static const std::array<float, 4> DEFAULT_MODEL_COLOR = { 0.235f, 0.235f, 0.235f, 1.0f };
static const std::array<float, 4> PICKING_MODEL_COLOR = { 0.0f, 0.0f, 0.0f, 1.0f };
namespace Slic3r {
namespace GUI {
bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
{
if (triangles.empty()) {
m_vertices.clear();
return false;
}
assert(triangles.size() % 3 == 0);
m_vertices = std::vector<Vertex>(triangles.size(), Vertex());
Vec2f min = triangles.front();
Vec2f max = min;
for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
const Vec2f &p = triangles[v_count];
Vertex &v = m_vertices[v_count];
v.position = Vec3f(p.x(), p.y(), z);
v.tex_coords = p;
min = min.cwiseMin(p).eval();
max = max.cwiseMax(p).eval();
}
Vec2f size = max - min;
if (size.x() != 0.f && size.y() != 0.f) {
Vec2f inv_size = size.cwiseInverse();
inv_size.y() *= -1;
for (Vertex& v : m_vertices) {
v.tex_coords -= min;
v.tex_coords.x() *= inv_size.x();
v.tex_coords.y() *= inv_size.y();
}
}
return true;
}
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
m_vertices.clear();
unsigned int v_size = 2 * (unsigned int)lines.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
unsigned int v_count = 0;
for (const Line& l : lines) {
Vertex& v1 = m_vertices[v_count];
v1.position[0] = unscale<float>(l.a(0));
v1.position[1] = unscale<float>(l.a(1));
v1.position[2] = z;
++v_count;
Vertex& v2 = m_vertices[v_count];
v2.position[0] = unscale<float>(l.b(0));
v2.position[1] = unscale<float>(l.b(1));
v2.position[2] = z;
++v_count;
}
return true;
}
const float* GeometryBuffer::get_vertices_data() const
{
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
}
const float Bed3D::Axes::DefaultStemRadius = 0.5f;
const float Bed3D::Axes::DefaultStemLength = 25.0f;
const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
const float Bed3D::Axes::DefaultTipLength = 5.0f;
void Bed3D::Axes::render() const
{
auto render_axis = [this](const Transform3f& transform) {
glsafe(::glPushMatrix());
glsafe(::glMultMatrixf(transform.data()));
m_arrow.render();
glsafe(::glPopMatrix());
};
if (!m_arrow.is_initialized())
const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
glsafe(::glEnable(GL_DEPTH_TEST));
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
// x axis
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
// y axis
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.75f, 0.0f, 1.0f });
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
// z axis
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.0f, 0.75f, 1.0f });
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
shader->stop_using();
glsafe(::glDisable(GL_DEPTH_TEST));
}
bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
{
auto check_texture = [](const std::string& texture) {
boost::system::error_code ec; // so the exists call does not throw (e.g. after a permission problem)
return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture, ec);
};
auto check_model = [](const std::string& model) {
boost::system::error_code ec;
return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model, ec);
};
Type type;
std::string model;
std::string texture;
if (force_as_custom)
type = Type::Custom;
else {
auto [new_type, system_model, system_texture] = detect_type(bed_shape);
type = new_type;
model = system_model;
texture = system_texture;
}
std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
if (! texture_filename.empty() && ! check_texture(texture_filename)) {
BOOST_LOG_TRIVIAL(error) << "Unable to load bed texture: " << texture_filename;
texture_filename.clear();
}
std::string model_filename = custom_model.empty() ? model : custom_model;
if (! model_filename.empty() && ! check_model(model_filename)) {
BOOST_LOG_TRIVIAL(error) << "Unable to load bed model: " << model_filename;
model_filename.clear();
}
if (m_build_volume.bed_shape() == bed_shape && m_type == type && m_texture_filename == texture_filename && m_model_filename == model_filename)
// No change, no need to update the UI.
return false;
m_type = type;
m_build_volume = BuildVolume { bed_shape, max_print_height };
m_texture_filename = texture_filename;
m_model_filename = model_filename;
m_extended_bounding_box = this->calc_extended_bounding_box();
ExPolygon poly{ Polygon::new_scale(bed_shape) };
calc_triangles(poly);
const BoundingBox& bed_bbox = poly.contour.bounding_box();
calc_gridlines(poly, bed_bbox);
m_polygon = offset(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0];
this->release_VBOs();
m_texture.reset();
m_model.reset();
// Set the origin and size for rendering the coordinate system axes.
m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
m_axes.set_stem_length(0.1f * static_cast<float>(m_build_volume.bounding_volume().max_size()));
// Let the calee to update the UI.
return true;
}
bool Bed3D::contains(const Point& point) const
{
return m_polygon.contains(point);
}
Point Bed3D::point_projection(const Point& point) const
{
return m_polygon.point_projection(point);
}
void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes, bool show_texture)
{
render_internal(canvas, bottom, scale_factor, show_axes, show_texture, false);
}
void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor)
{
render_internal(canvas, bottom, scale_factor, false, false, true);
}
void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
{
float* factor = const_cast<float*>(&m_scale_factor);
*factor = scale_factor;
if (show_axes)
render_axes();
glsafe(::glEnable(GL_DEPTH_TEST));
m_model.set_color(-1, picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
switch (m_type)
{
case Type::System: { render_system(canvas, bottom, show_texture); break; }
default:
case Type::Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
}
glsafe(::glDisable(GL_DEPTH_TEST));
}
// Calculate an extended bounding box from axes and current model for visualization purposes.
BoundingBoxf3 Bed3D::calc_extended_bounding_box() const
{
BoundingBoxf3 out { m_build_volume.bounding_volume() };
// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
out.min.z() = 0;
out.max.z() = 0;
// extend to contain axes
out.merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
out.merge(out.min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, out.max(2)));
// extend to contain model, if any
BoundingBoxf3 model_bb = m_model.get_bounding_box();
if (model_bb.defined) {
model_bb.translate(m_model_offset);
out.merge(model_bb);
}
return out;
}
void Bed3D::calc_triangles(const ExPolygon& poly)
{
if (! m_triangles.set_from_triangles(triangulate_expolygon_2f(poly, NORMALS_UP), GROUND_Z))
BOOST_LOG_TRIVIAL(error) << "Unable to create bed triangles";
}
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
{
Polylines axes_lines;
for (coord_t x = bed_bbox.min.x(); x <= bed_bbox.max.x(); x += scale_(10.0)) {
Polyline line;
line.append(Point(x, bed_bbox.min.y()));
line.append(Point(x, bed_bbox.max.y()));
axes_lines.push_back(line);
}
for (coord_t y = bed_bbox.min.y(); y <= bed_bbox.max.y(); y += scale_(10.0)) {
Polyline line;
line.append(Point(bed_bbox.min.x(), y));
line.append(Point(bed_bbox.max.x(), y));
axes_lines.push_back(line);
}
// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
// append bed contours
Lines contour_lines = to_lines(poly);
std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
BOOST_LOG_TRIVIAL(error) << "Unable to create bed grid lines\n";
}
// Try to match the print bed shape with the shape of an active profile. If such a match exists,
// return the print bed model.
std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
{
auto bundle = wxGetApp().preset_bundle;
if (bundle != nullptr) {
const Preset* curr = &bundle->printers.get_selected_preset();
while (curr != nullptr) {
if (curr->config.has("bed_shape")) {
if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values) {
std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
if (!model_filename.empty() && !texture_filename.empty())
return { Type::System, model_filename, texture_filename };
}
}
curr = bundle->printers.get_preset_parent(*curr);
}
}
return { Type::Custom, {}, {} };
}
void Bed3D::render_axes() const
{
if (m_build_volume.valid())
m_axes.render();
}
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const
{
if (!bottom)
render_model();
if (show_texture)
render_texture(bottom, canvas);
}
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
{
GLTexture* texture = const_cast<GLTexture*>(&m_texture);
GLTexture* temp_texture = const_cast<GLTexture*>(&m_temp_texture);
if (m_texture_filename.empty()) {
texture->reset();
render_default(bottom, false);
return;
}
if (texture->get_id() == 0 || texture->get_source() != m_texture_filename) {
texture->reset();
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
render_default(bottom, false);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
render_default(bottom, false);
return;
}
}
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
render_default(bottom, false);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
render_default(bottom, false);
return;
}
}
else {
render_default(bottom, false);
return;
}
}
else if (texture->unsent_compressed_data_available()) {
// sends to gpu the already available compressed levels of the main texture
texture->send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (temp_texture->get_id() != 0)
temp_texture->reset();
canvas.request_extra_frame();
}
if (m_triangles.get_vertices_count() > 0) {
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("transparent_background", bottom);
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
unsigned int* vbo_id = const_cast<unsigned int*>(&m_vbo_id);
if (*vbo_id == 0) {
glsafe(::glGenBuffers(1, vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
glsafe(::glEnable(GL_DEPTH_TEST));
if (bottom)
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
if (bottom)
glsafe(::glFrontFace(GL_CW));
unsigned int stride = m_triangles.get_vertex_data_size();
GLint position_id = shader->get_attrib_location("v_position");
GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)temp_texture->get_id();
if (tex_id == 0)
tex_id = (GLuint)texture->get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
if (position_id != -1) {
glsafe(::glEnableVertexAttribArray(position_id));
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
}
if (tex_coords_id != -1) {
glsafe(::glEnableVertexAttribArray(tex_coords_id));
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
}
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
if (tex_coords_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coords_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
if (bottom)
glsafe(::glFrontFace(GL_CCW));
glsafe(::glDisable(GL_BLEND));
if (bottom)
glsafe(::glDepthMask(GL_TRUE));
shader->stop_using();
}
}
}
void Bed3D::render_model() const
{
if (m_model_filename.empty())
return;
GLModel* model = const_cast<GLModel*>(&m_model);
if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
model->set_color(-1, DEFAULT_MODEL_COLOR);
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
*const_cast<Vec3d*>(&m_model_offset) = to_3d(m_build_volume.bounding_volume2d().center(), -0.03);
// update extended bounding box
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = this->calc_extended_bounding_box();
}
if (!model->get_filename().empty()) {
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
glsafe(::glPushMatrix());
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
model->render();
glsafe(::glPopMatrix());
shader->stop_using();
}
}
}
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking) const
{
if (m_texture_filename.empty() && m_model_filename.empty()) {
render_default(bottom, picking);
return;
}
if (!bottom)
render_model();
if (show_texture)
render_texture(bottom, canvas);
}
void Bed3D::render_default(bool bottom, bool picking) const
{
const_cast<GLTexture*>(&m_texture)->reset();
unsigned int triangles_vcount = m_triangles.get_vertices_count();
if (triangles_vcount > 0) {
bool has_model = !m_model.get_filename().empty();
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
if (!has_model && !bottom) {
// draw background
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
glsafe(::glDepthMask(GL_TRUE));
}
if (!picking) {
// draw grid
glsafe(::glLineWidth(1.5f * m_scale_factor));
if (has_model && !bottom)
glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
else
glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glDisable(GL_BLEND));
}
}
void Bed3D::release_VBOs()
{
if (m_vbo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_vbo_id));
m_vbo_id = 0;
}
}
} // GUI
} // Slic3r