#include "EmbossJob.hpp" #include #include // load_obj for default mesh #include "slic3r/GUI/Plater.hpp" #include "slic3r/GUI/NotificationManager.hpp" #include "slic3r/GUI/GLCanvas3D.hpp" #include "slic3r/GUI/GUI_ObjectList.hpp" #include "slic3r/GUI/MainFrame.hpp" #include "slic3r/GUI/GUI.hpp" #include "slic3r/GUI/GUI_App.hpp" #include "slic3r/GUI/GUI_ObjectManipulation.hpp" #include "slic3r/GUI/Gizmos/GLGizmoEmboss.hpp" #include "slic3r/GUI/CameraUtils.hpp" #include "slic3r/GUI/format.hpp" #include "slic3r/Utils/UndoRedo.hpp" using namespace Slic3r; using namespace GUI; // private namespace namespace priv{ // /// Create mesh from text /// /// Text to convert on mesh /// Define shape of characters. /// NOTE: Can't be const cache glyphs /// Property of font /// Control for job, check of cancelation /// Triangle mesh model static TriangleMesh create_mesh(const char *text, Emboss::FontFileWithCache &font, const FontProp &font_prop, GUI::Job::Ctl &ctl); /// /// Create default mesh for embossed text /// /// Not empty model(index trinagle set - its) static TriangleMesh create_default_mesh(); } ///////////////// /// Update Volume EmbossUpdateJob::EmbossUpdateJob(EmbossDataUpdate&& input) : m_input(std::move(input)) {} void EmbossUpdateJob::process(Ctl &ctl) { // check if exist valid font if (!m_input.font_file.has_value()) return; const TextConfiguration &cfg = m_input.text_configuration; m_result = priv::create_mesh(cfg.text.c_str(), m_input.font_file, cfg.font_item.prop, ctl); if (m_result.its.empty()) return; if (ctl.was_canceled()) return; // center triangle mesh Vec3d shift = m_result.bounding_box().center(); m_result.translate(-shift.cast()); } void EmbossUpdateJob::finalize(bool canceled, std::exception_ptr &) { if (canceled || *m_input.cancel) return; // for sure that some object is created from shape if (m_result.its.indices.empty()) return; GUI_App & app = wxGetApp(); // may be move to input Plater * plater = app.plater(); ObjectList * obj_list = app.obj_list(); GLCanvas3D * canvas = plater->canvas3D(); GLGizmosManager &manager = canvas->get_gizmos_manager(); // Check emboss gizmo is still open if (manager.get_current_type() != GLGizmosManager::Emboss) return; std::string snap_name = GUI::format(_L("Text: %1%"), m_input.text_configuration.text); Plater::TakeSnapshot snapshot(plater, snap_name, UndoRedo::SnapshotType::GizmoAction); ModelVolume *volume = nullptr; Model &model = plater->model(); for (auto obj : model.objects) for (auto vol : obj->volumes) if (vol->id() == m_input.volume_id) { volume = vol; break; } // could appear when user delete edited volume if (volume == nullptr) return; // update volume volume->set_mesh(std::move(m_result)); volume->set_new_unique_id(); volume->calculate_convex_hull(); volume->get_object()->invalidate_bounding_box(); volume->name = m_input.volume_name; volume->text_configuration = m_input.text_configuration; // update volume in right panel( volume / object name) const Selection &selection = canvas->get_selection(); const GLVolume * gl_volume = selection.get_volume( *selection.get_volume_idxs().begin()); int object_idx = gl_volume->object_idx(); int volume_idx = gl_volume->volume_idx(); obj_list->update_name_in_list(object_idx, volume_idx); // update printable state on canvas if (volume->type() == ModelVolumeType::MODEL_PART) canvas->update_instance_printable_state_for_object( (size_t) object_idx); // redraw scene canvas->reload_scene(true); } ///////////////// /// Create Volume EmbossCreateVolumeJob::EmbossCreateVolumeJob(EmbossDataCreateVolume &&input) : m_input(std::move(input)) {} void EmbossCreateVolumeJob::process(Ctl &ctl) { // It is neccessary to create some shape // Emboss text window is opened by creation new emboss text object const char *text = m_input.text_configuration.text.c_str(); FontProp &prop = m_input.text_configuration.font_item.prop; m_result = priv::create_mesh(text, m_input.font_file, prop, ctl); if (m_result.its.empty()) m_result = priv::create_default_mesh(); if (ctl.was_canceled()) return; // Create new volume inside of object const FontProp &font_prop = m_input.text_configuration.font_item.prop; Transform3d surface_trmat = Emboss::create_transformation_onto_surface( m_input.hit.position, m_input.hit.normal); Emboss::apply_transformation(font_prop, surface_trmat); m_transformation = m_input.hit_instance_tr.inverse() * m_input.hit_object_tr * surface_trmat; } void EmbossCreateVolumeJob::finalize(bool canceled, std::exception_ptr &) { if (canceled) return; GUI_App &app = wxGetApp(); Plater *plater = app.plater(); ObjectList *obj_list = app.obj_list(); GLCanvas3D *canvas = plater->canvas3D(); Model &model = plater->model(); // create volume in object size_t object_idx = m_input.object_idx; assert(model.objects.size() > object_idx); if (model.objects.size() <= object_idx) return; Plater::TakeSnapshot snapshot(plater, _L("Add Emboss text Volume")); ModelObject *obj = model.objects[object_idx]; ModelVolumeType type = m_input.volume_type; ModelVolume *volume = obj->add_volume(std::move(m_result), type); // set a default extruder value, since user can't add it manually volume->config.set_key_value("extruder", new ConfigOptionInt(0)); // do not allow model reload from disk volume->source.is_from_builtin_objects = true; volume->name = m_input.volume_name; volume->text_configuration = std::move(m_input.text_configuration); volume->set_transformation(m_transformation); // update volume name in object list // updata selection after new volume added // change name of volume in right panel // select only actual volume // when new volume is created change selection to this volume auto add_to_selection = [volume](const ModelVolume *vol) { return vol == volume; }; wxDataViewItemArray sel = obj_list->reorder_volumes_and_get_selection( (int) object_idx, add_to_selection); if (!sel.IsEmpty()) obj_list->select_item(sel.front()); // update printable state on canvas if (type == ModelVolumeType::MODEL_PART) canvas->update_instance_printable_state_for_object(object_idx); obj_list->selection_changed(); // WHY selection_changed set manipulation to world ??? // so I set it back to local --> RotationGizmo need it ObjectManipulation *manipul = wxGetApp().obj_manipul(); manipul->set_coordinates_type(ECoordinatesType::Local); // redraw scene canvas->reload_scene(true); } ///////////////// /// Create Object EmbossCreateObjectJob::EmbossCreateObjectJob(EmbossDataCreateObject &&input) : m_input(std::move(input)) {} void EmbossCreateObjectJob::process(Ctl &ctl) { // It is neccessary to create some shape // Emboss text window is opened by creation new emboss text object const char *text = m_input.text_configuration.text.c_str(); FontProp &prop = m_input.text_configuration.font_item.prop; m_result = priv::create_mesh(text, m_input.font_file, prop, ctl); if (m_result.its.empty()) m_result = priv::create_default_mesh(); if (ctl.was_canceled()) return; // Create new object // calculate X,Y offset position for lay on platter in place of // mouse click Vec2d bed_coor = CameraUtils::get_z0_position( m_input.camera, m_input.screen_coor); // check point is on build plate: Points bed_shape_; bed_shape_.reserve(m_input.bed_shape.size()); for (const Vec2d &p : m_input.bed_shape) bed_shape_.emplace_back(p.cast()); Polygon bed(bed_shape_); if (!bed.contains(bed_coor.cast())) // mouse pose is out of build plate so create object in center of plate bed_coor = bed.centroid().cast(); double z = m_input.text_configuration.font_item.prop.emboss / 2; Vec3d offset(bed_coor.x(), bed_coor.y(), z); offset -= m_result.center(); Transform3d::TranslationType tt(offset.x(), offset.y(), offset.z()); m_transformation = Transform3d(tt); } void EmbossCreateObjectJob::finalize(bool canceled, std::exception_ptr &) { if (canceled) return; GUI_App &app = wxGetApp(); Plater *plater = app.plater(); ObjectList *obj_list = app.obj_list(); GLCanvas3D *canvas = plater->canvas3D(); Plater::TakeSnapshot snapshot(plater, _L("Add Emboss text object")); // Create new object and change selection bool center = false; obj_list->load_mesh_object(std::move(m_result), m_input.volume_name, center, &m_input.text_configuration, &m_transformation); // When add new object selection is empty. // When cursor move and no one object is selected than // Manager::reset_all() So Gizmo could be closed before end of creation object GLGizmosManager &manager = canvas->get_gizmos_manager(); if (manager.get_current_type() != GLGizmosManager::Emboss) manager.open_gizmo(GLGizmosManager::Emboss); // redraw scene canvas->reload_scene(true); } //////////////////////////// /// private namespace implementation TriangleMesh priv::create_mesh(const char *text, Emboss::FontFileWithCache &font, const FontProp &font_prop, GUI::Job::Ctl &ctl) { assert(font.has_value()); if (!font.has_value()) return {}; ExPolygons shapes = Emboss::text2shapes(font, text, font_prop); if (shapes.empty()) return {}; if (ctl.was_canceled()) return {}; int unit_per_em = font.font_file->unit_per_em; float scale = font_prop.size_in_mm / unit_per_em; float depth = font_prop.emboss / scale; auto projectZ = std::make_unique(depth); Emboss::ProjectScale project(std::move(projectZ), scale); if (ctl.was_canceled()) return {}; return TriangleMesh(Emboss::polygons2model(shapes, project)); } TriangleMesh priv::create_default_mesh() { // When cant load any font use default object loaded from file std::string path = Slic3r::resources_dir() + "/data/embossed_text.stl"; TriangleMesh triangle_mesh; if (!load_obj(path.c_str(), &triangle_mesh)) { // when can't load mesh use cube return TriangleMesh(its_make_cube(36., 4., 2.5)); } return triangle_mesh; }