PrusaSlicer/src/slic3r/GUI/Gizmos/GLGizmoCut.cpp
Lukas Matena a4300b8e64 Naming of the entering/leaving snapshots is now more generic,
it uses the actual name of the gizmo. Also, the keyboard shortcut
is now appended to the name, instead of being duplicated in it.
2021-09-03 13:53:07 +02:00

322 lines
11 KiB
C++

// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
#include "GLGizmoCut.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include <GL/glew.h>
#include <wx/button.h>
#include <wx/checkbox.h>
#include <wx/stattext.h>
#include <wx/sizer.h>
#include <algorithm>
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/GUI_ObjectManipulation.hpp"
#include "libslic3r/AppConfig.hpp"
#include "libslic3r/Model.hpp"
#if ENABLE_SINKING_CONTOURS
#include "libslic3r/TriangleMeshSlicer.hpp"
#endif // ENABLE_SINKING_CONTOURS
namespace Slic3r {
namespace GUI {
const double GLGizmoCut::Offset = 10.0;
const double GLGizmoCut::Margin = 20.0;
const std::array<float, 4> GLGizmoCut::GrabberColor = { 1.0, 0.5, 0.0, 1.0 };
GLGizmoCut::GLGizmoCut(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
: GLGizmoBase(parent, icon_filename, sprite_id)
{}
std::string GLGizmoCut::get_tooltip() const
{
double cut_z = m_cut_z;
if (wxGetApp().app_config->get("use_inches") == "1")
cut_z *= ObjectManipulation::mm_to_in;
return (m_hover_id == 0 || m_grabbers[0].dragging) ? "Z: " + format(cut_z, 2) : "";
}
bool GLGizmoCut::on_init()
{
m_grabbers.emplace_back();
m_shortcut_key = WXK_CONTROL_C;
return true;
}
std::string GLGizmoCut::on_get_name() const
{
return _u8L("Cut");
}
void GLGizmoCut::on_set_state()
{
// Reset m_cut_z on gizmo activation
if (get_state() == On)
m_cut_z = bounding_box().center().z();
}
bool GLGizmoCut::on_is_activable() const
{
const Selection& selection = m_parent.get_selection();
return selection.is_single_full_instance() && !selection.is_wipe_tower();
}
void GLGizmoCut::on_start_dragging()
{
if (m_hover_id == -1)
return;
const BoundingBoxf3 box = bounding_box();
m_max_z = box.max.z();
m_start_z = m_cut_z;
m_drag_pos = m_grabbers[m_hover_id].center;
m_drag_center = box.center();
m_drag_center.z() = m_cut_z;
}
void GLGizmoCut::on_update(const UpdateData& data)
{
if (m_hover_id != -1)
set_cut_z(m_start_z + calc_projection(data.mouse_ray));
}
void GLGizmoCut::on_render()
{
const BoundingBoxf3 box = bounding_box();
Vec3d plane_center = box.center();
plane_center.z() = m_cut_z;
m_max_z = box.max.z();
set_cut_z(m_cut_z);
#if ENABLE_SINKING_CONTOURS
update_contours();
#endif // ENABLE_SINKING_CONTOURS
const float min_x = box.min.x() - Margin;
const float max_x = box.max.x() + Margin;
const float min_y = box.min.y() - Margin;
const float max_y = box.max.y() + Margin;
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Draw the cutting plane
::glBegin(GL_QUADS);
::glColor4f(0.8f, 0.8f, 0.8f, 0.5f);
::glVertex3f(min_x, min_y, plane_center.z());
::glVertex3f(max_x, min_y, plane_center.z());
::glVertex3f(max_x, max_y, plane_center.z());
::glVertex3f(min_x, max_y, plane_center.z());
glsafe(::glEnd());
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glDisable(GL_BLEND));
// TODO: draw cut part contour?
// Draw the grabber and the connecting line
m_grabbers[0].center = plane_center;
m_grabbers[0].center.z() = plane_center.z() + Offset;
glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
glsafe(::glLineWidth(m_hover_id != -1 ? 2.0f : 1.5f));
glsafe(::glColor3f(1.0, 1.0, 0.0));
::glBegin(GL_LINES);
::glVertex3dv(plane_center.data());
::glVertex3dv(m_grabbers[0].center.data());
glsafe(::glEnd());
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
shader->start_using();
shader->set_uniform("emission_factor", 0.1f);
m_grabbers[0].color = GrabberColor;
m_grabbers[0].render(m_hover_id == 0, (float)((box.size().x() + box.size().y() + box.size().z()) / 3.0));
shader->stop_using();
#if ENABLE_SINKING_CONTOURS
glsafe(::glPushMatrix());
glsafe(::glTranslated(m_cut_contours.shift.x(), m_cut_contours.shift.y(), m_cut_contours.shift.z()));
glsafe(::glLineWidth(2.0f));
m_cut_contours.contours.render();
glsafe(::glPopMatrix());
#endif // ENABLE_SINKING_CONTOURS
}
void GLGizmoCut::on_render_for_picking()
{
glsafe(::glDisable(GL_DEPTH_TEST));
render_grabbers_for_picking(m_parent.get_selection().get_bounding_box());
}
void GLGizmoCut::on_render_input_window(float x, float y, float bottom_limit)
{
static float last_y = 0.0f;
static float last_h = 0.0f;
m_imgui->begin(_L("Cut"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
const bool imperial_units = wxGetApp().app_config->get("use_inches") == "1";
// adjust window position to avoid overlap the view toolbar
const float win_h = ImGui::GetWindowHeight();
y = std::min(y, bottom_limit - win_h);
ImGui::SetWindowPos(ImVec2(x, y), ImGuiCond_Always);
if (last_h != win_h || last_y != y) {
// ask canvas for another frame to render the window in the correct position
m_parent.request_extra_frame();
if (last_h != win_h)
last_h = win_h;
if (last_y != y)
last_y = y;
}
ImGui::AlignTextToFramePadding();
m_imgui->text("Z");
ImGui::SameLine();
ImGui::PushItemWidth(m_imgui->get_style_scaling() * 150.0f);
double cut_z = m_cut_z;
if (imperial_units)
cut_z *= ObjectManipulation::mm_to_in;
ImGui::InputDouble("", &cut_z, 0.0f, 0.0f, "%.2f");
ImGui::SameLine();
m_imgui->text(imperial_units ? _L("in") : _L("mm"));
m_cut_z = cut_z * (imperial_units ? ObjectManipulation::in_to_mm : 1.0);
ImGui::Separator();
m_imgui->checkbox(_L("Keep upper part"), m_keep_upper);
m_imgui->checkbox(_L("Keep lower part"), m_keep_lower);
m_imgui->checkbox(_L("Rotate lower part upwards"), m_rotate_lower);
ImGui::Separator();
m_imgui->disabled_begin((!m_keep_upper && !m_keep_lower) || m_cut_z <= 0.0 || m_max_z <= m_cut_z);
const bool cut_clicked = m_imgui->button(_L("Perform cut"));
m_imgui->disabled_end();
m_imgui->end();
if (cut_clicked && (m_keep_upper || m_keep_lower))
perform_cut(m_parent.get_selection());
}
void GLGizmoCut::set_cut_z(double cut_z)
{
// Clamp the plane to the object's bounding box
m_cut_z = std::clamp(cut_z, 0.0, m_max_z);
}
void GLGizmoCut::perform_cut(const Selection& selection)
{
const int instance_idx = selection.get_instance_idx();
const int object_idx = selection.get_object_idx();
wxCHECK_RET(instance_idx >= 0 && object_idx >= 0, "GLGizmoCut: Invalid object selection");
// m_cut_z is the distance from the bed. Subtract possible SLA elevation.
const GLVolume* first_glvolume = selection.get_volume(*selection.get_volume_idxs().begin());
const double object_cut_z = m_cut_z - first_glvolume->get_sla_shift_z();
if (0.0 < object_cut_z && object_cut_z < m_max_z)
wxGetApp().plater()->cut(object_idx, instance_idx, object_cut_z,
only_if(m_keep_upper, ModelObjectCutAttribute::KeepUpper) |
only_if(m_keep_lower, ModelObjectCutAttribute::KeepLower) |
only_if(m_rotate_lower, ModelObjectCutAttribute::FlipLower));
else {
// the object is SLA-elevated and the plane is under it.
}
}
double GLGizmoCut::calc_projection(const Linef3& mouse_ray) const
{
double projection = 0.0;
const Vec3d starting_vec = m_drag_pos - m_drag_center;
const double len_starting_vec = starting_vec.norm();
if (len_starting_vec != 0.0) {
const Vec3d mouse_dir = mouse_ray.unit_vector();
// finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position
// use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form
// in our case plane normal and ray direction are the same (orthogonal view)
// when moving to perspective camera the negative z unit axis of the camera needs to be transformed in world space and used as plane normal
const Vec3d inters = mouse_ray.a + (m_drag_pos - mouse_ray.a).dot(mouse_dir) / mouse_dir.squaredNorm() * mouse_dir;
// vector from the starting position to the found intersection
const Vec3d inters_vec = inters - m_drag_pos;
// finds projection of the vector along the staring direction
projection = inters_vec.dot(starting_vec.normalized());
}
return projection;
}
BoundingBoxf3 GLGizmoCut::bounding_box() const
{
BoundingBoxf3 ret;
const Selection& selection = m_parent.get_selection();
const Selection::IndicesList& idxs = selection.get_volume_idxs();
for (unsigned int i : idxs) {
const GLVolume* volume = selection.get_volume(i);
if (!volume->is_modifier)
ret.merge(volume->transformed_convex_hull_bounding_box());
}
return ret;
}
#if ENABLE_SINKING_CONTOURS
void GLGizmoCut::update_contours()
{
const Selection& selection = m_parent.get_selection();
const GLVolume* first_glvolume = selection.get_volume(*selection.get_volume_idxs().begin());
const BoundingBoxf3& box = first_glvolume->transformed_convex_hull_bounding_box();
const ModelObject* model_object = wxGetApp().model().objects[selection.get_object_idx()];
const int instance_idx = selection.get_instance_idx();
if (0.0 < m_cut_z && m_cut_z < m_max_z) {
if (m_cut_contours.cut_z != m_cut_z || m_cut_contours.object_id != model_object->id() || m_cut_contours.instance_idx != instance_idx) {
m_cut_contours.cut_z = m_cut_z;
if (m_cut_contours.object_id != model_object->id()) {
m_cut_contours.mesh = model_object->raw_mesh();
m_cut_contours.mesh.repair();
}
m_cut_contours.position = box.center();
m_cut_contours.shift = Vec3d::Zero();
m_cut_contours.object_id = model_object->id();
m_cut_contours.instance_idx = instance_idx;
m_cut_contours.contours.reset();
MeshSlicingParams slicing_params;
slicing_params.trafo = first_glvolume->get_instance_transformation().get_matrix();
const Polygons polys = slice_mesh(m_cut_contours.mesh.its, m_cut_z, slicing_params);
if (!polys.empty()) {
m_cut_contours.contours.init_from(polys, static_cast<float>(m_cut_z));
m_cut_contours.contours.set_color(-1, { 1.0f, 1.0f, 1.0f, 1.0f });
}
}
else if (box.center() != m_cut_contours.position) {
m_cut_contours.shift = box.center() - m_cut_contours.position;
}
}
else
m_cut_contours.contours.reset();
}
#endif // ENABLE_SINKING_CONTOURS
} // namespace GUI
} // namespace Slic3r