mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-07-13 20:31:46 +08:00
1623 lines
68 KiB
C++
1623 lines
68 KiB
C++
#include <GL/glew.h>
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#include "3DScene.hpp"
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#include "GLShader.hpp"
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#include "GUI_App.hpp"
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#include "Plater.hpp"
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#include "BitmapCache.hpp"
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#include "Camera.hpp"
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#include "libslic3r/BuildVolume.hpp"
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#include "libslic3r/ExtrusionEntity.hpp"
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#include "libslic3r/ExtrusionEntityCollection.hpp"
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#include "libslic3r/Geometry.hpp"
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#include "libslic3r/Print.hpp"
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#include "libslic3r/SLAPrint.hpp"
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#include "libslic3r/Slicing.hpp"
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#include "libslic3r/Format/STL.hpp"
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#include "libslic3r/Utils.hpp"
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#include "libslic3r/AppConfig.hpp"
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#include "libslic3r/PresetBundle.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/PrintConfig.hpp"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <boost/log/trivial.hpp>
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#include <boost/filesystem/operations.hpp>
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#include <boost/algorithm/string/predicate.hpp>
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#include <Eigen/Dense>
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#ifdef HAS_GLSAFE
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void glAssertRecentCallImpl(const char* file_name, unsigned int line, const char* function_name)
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{
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#if defined(NDEBUG)
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// In release mode, only show OpenGL errors if sufficiently high loglevel.
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if (Slic3r::get_logging_level() < 5)
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return;
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#endif // NDEBUG
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GLenum err = glGetError();
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if (err == GL_NO_ERROR)
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return;
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const char* sErr = 0;
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switch (err) {
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case GL_INVALID_ENUM: sErr = "Invalid Enum"; break;
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case GL_INVALID_VALUE: sErr = "Invalid Value"; break;
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// be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd
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case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break;
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case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break;
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case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break;
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case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break;
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default: sErr = "Unknown"; break;
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}
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BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr;
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assert(false);
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}
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#endif // HAS_GLSAFE
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namespace Slic3r {
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const float GLVolume::SinkingContours::HalfWidth = 0.25f;
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void GLVolume::SinkingContours::render()
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{
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update();
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * Geometry::translation_transform(m_shift));
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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m_model.render();
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}
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void GLVolume::SinkingContours::update()
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{
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const int object_idx = m_parent.object_idx();
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const Model& model = GUI::wxGetApp().plater()->model();
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if (object_idx < 0 ||
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object_idx >= int(model.objects.size()) ||
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!m_parent.is_sinking() ||
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m_parent.is_below_printbed()){
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m_model.reset();
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return;
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}
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const BoundingBoxf3& box = m_parent.transformed_convex_hull_bounding_box();
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if (m_old_box.size().isApprox(box.size()) &&
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m_old_box.min.z() == box.min.z()){
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// Fix it !!! It is not working all the time
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m_shift = box.center() - m_old_box.center();
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return;
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}
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m_old_box = box;
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m_shift = Vec3d::Zero();
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const TriangleMesh& mesh = model.objects[object_idx]->volumes[m_parent.volume_idx()]->mesh();
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m_model.reset();
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GUI::GLModel::Geometry init_data;
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init_data.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3 };
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init_data.color = ColorRGBA::WHITE();
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unsigned int vertices_counter = 0;
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MeshSlicingParams slicing_params;
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slicing_params.trafo = m_parent.world_matrix();
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const Polygons polygons = union_(slice_mesh(mesh.its, 0.0f, slicing_params));
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if (polygons.empty()) return;
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for (const ExPolygon& expoly : diff_ex(expand(polygons, float(scale_(HalfWidth))), shrink(polygons, float(scale_(HalfWidth))))) {
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const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(expoly);
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init_data.reserve_vertices(init_data.vertices_count() + triangulation.size());
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init_data.reserve_indices(init_data.indices_count() + triangulation.size());
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for (const Vec3d& v : triangulation) {
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init_data.add_vertex((Vec3f)(v.cast<float>() + 0.015f * Vec3f::UnitZ())); // add a small positive z to avoid z-fighting
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++vertices_counter;
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if (vertices_counter % 3 == 0)
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init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
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}
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}
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if (init_data.vertices_count() > 0)
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m_model.init_from(std::move(init_data));
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}
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void GLVolume::NonManifoldEdges::render()
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{
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update();
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#if ENABLE_GL_CORE_PROFILE
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if (!GUI::OpenGLManager::get_gl_info().is_core_profile())
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#endif // ENABLE_GL_CORE_PROFILE
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glsafe(::glLineWidth(2.0f));
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * m_parent.world_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#if ENABLE_GL_CORE_PROFILE
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const std::array<int, 4>& viewport = camera.get_viewport();
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shader->set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
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shader->set_uniform("width", 0.5f);
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shader->set_uniform("gap_size", 0.0f);
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#endif // ENABLE_GL_CORE_PROFILE
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m_model.set_color(complementary(m_parent.render_color));
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m_model.render();
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}
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void GLVolume::NonManifoldEdges::update()
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{
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if (!m_update_needed)
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return;
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m_model.reset();
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const int object_idx = m_parent.object_idx();
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const Model& model = GUI::wxGetApp().plater()->model();
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if (0 <= object_idx && object_idx < int(model.objects.size())) {
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const ModelObject* model_object = model.objects[object_idx];
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const int volume_idx = m_parent.volume_idx();
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if (0 <= volume_idx && volume_idx < int(model_object->volumes.size())) {
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const ModelVolume* model_volume = model_object->volumes[volume_idx];
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const TriangleMesh& mesh = model_volume->mesh();
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const std::vector<std::pair<int, int>> edges = its_get_open_edges(mesh.its);
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if (!edges.empty()) {
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GUI::GLModel::Geometry init_data;
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init_data.format = { GUI::GLModel::Geometry::EPrimitiveType::Lines, GUI::GLModel::Geometry::EVertexLayout::P3 };
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init_data.reserve_vertices(2 * edges.size());
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init_data.reserve_indices(2 * edges.size());
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// vertices + indices
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unsigned int vertices_count = 0;
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for (const std::pair<int, int>& edge : edges) {
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init_data.add_vertex((Vec3f)mesh.its.vertices[edge.first].cast<float>());
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init_data.add_vertex((Vec3f)mesh.its.vertices[edge.second].cast<float>());
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vertices_count += 2;
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init_data.add_line(vertices_count - 2, vertices_count - 1);
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}
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m_model.init_from(std::move(init_data));
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}
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}
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}
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m_update_needed = false;
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}
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const ColorRGBA GLVolume::SELECTED_COLOR = ColorRGBA::GREEN();
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const ColorRGBA GLVolume::HOVER_SELECT_COLOR = { 0.4f, 0.9f, 0.1f, 1.0f };
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const ColorRGBA GLVolume::HOVER_DESELECT_COLOR = { 1.0f, 0.75f, 0.75f, 1.0f };
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const ColorRGBA GLVolume::OUTSIDE_COLOR = { 0.0f, 0.38f, 0.8f, 1.0f };
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const ColorRGBA GLVolume::SELECTED_OUTSIDE_COLOR = { 0.19f, 0.58f, 1.0f, 1.0f };
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const ColorRGBA GLVolume::DISABLED_COLOR = ColorRGBA::DARK_GRAY();
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const ColorRGBA GLVolume::SLA_SUPPORT_COLOR = ColorRGBA::LIGHT_GRAY();
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const ColorRGBA GLVolume::SLA_PAD_COLOR = { 0.0f, 0.2f, 0.0f, 1.0f };
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const ColorRGBA GLVolume::NEUTRAL_COLOR = { 0.9f, 0.9f, 0.9f, 1.0f };
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const std::array<ColorRGBA, 4> GLVolume::MODEL_COLOR = { {
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ColorRGBA::YELLOW(),
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{ 1.0f, 0.5f, 0.5f, 1.0f },
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{ 0.5f, 1.0f, 0.5f, 1.0f },
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{ 0.5f, 0.5f, 1.0f, 1.0f }
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} };
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GLVolume::GLVolume(float r, float g, float b, float a)
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: m_sla_shift_z(0.0)
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, m_sinking_contours(*this)
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, m_non_manifold_edges(*this)
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// geometry_id == 0 -> invalid
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, geometry_id(std::pair<size_t, size_t>(0, 0))
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, extruder_id(0)
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, selected(false)
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, disabled(false)
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, printable(true)
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, is_active(true)
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, zoom_to_volumes(true)
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, shader_outside_printer_detection_enabled(false)
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, is_outside(false)
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, hover(HS_None)
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, is_modifier(false)
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, is_wipe_tower(false)
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, is_extrusion_path(false)
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, force_native_color(false)
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, force_neutral_color(false)
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, force_sinking_contours(false)
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, tverts_range(0, size_t(-1))
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{
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color = { r, g, b, a };
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set_render_color(color);
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}
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void GLVolume::set_render_color(bool force_transparent)
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{
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bool outside = is_outside || is_below_printbed();
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if (force_native_color || force_neutral_color) {
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if (outside && shader_outside_printer_detection_enabled)
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set_render_color(OUTSIDE_COLOR);
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else {
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if (force_native_color)
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set_render_color(color);
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else
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set_render_color(NEUTRAL_COLOR);
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}
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}
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else {
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if (hover == HS_Select)
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set_render_color(HOVER_SELECT_COLOR);
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else if (hover == HS_Deselect)
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set_render_color(HOVER_DESELECT_COLOR);
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else if (selected)
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set_render_color(outside ? SELECTED_OUTSIDE_COLOR : SELECTED_COLOR);
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else if (disabled)
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set_render_color(DISABLED_COLOR);
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else if (outside && shader_outside_printer_detection_enabled)
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set_render_color(OUTSIDE_COLOR);
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else
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set_render_color(color);
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}
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if (!printable)
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render_color = saturate(render_color, 0.25f);
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if (force_transparent)
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render_color.a(color.a());
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}
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ColorRGBA color_from_model_volume(const ModelVolume& model_volume)
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{
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ColorRGBA color;
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if (model_volume.is_negative_volume())
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color = { 0.2f, 0.2f, 0.2f, 1.0f };
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else if (model_volume.is_modifier())
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color = { 1.0, 1.0f, 0.2f, 1.0f };
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else if (model_volume.is_support_blocker())
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color = { 1.0f, 0.2f, 0.2f, 1.0f };
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else if (model_volume.is_support_enforcer())
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color = { 0.2f, 0.2f, 1.0f, 1.0f };
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if (!model_volume.is_model_part())
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color.a(0.5f);
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return color;
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}
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Transform3d GLVolume::world_matrix() const
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{
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Transform3d m = m_instance_transformation.get_matrix() * m_volume_transformation.get_matrix();
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m.translation()(2) += m_sla_shift_z;
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return m;
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}
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bool GLVolume::is_left_handed() const
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{
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const Vec3d &m1 = m_instance_transformation.get_mirror();
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const Vec3d &m2 = m_volume_transformation.get_mirror();
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return m1.x() * m1.y() * m1.z() * m2.x() * m2.y() * m2.z() < 0.;
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}
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const BoundingBoxf3& GLVolume::transformed_bounding_box() const
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{
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if (!m_transformed_bounding_box.has_value()) {
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const BoundingBoxf3& box = bounding_box();
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assert(box.defined || box.min.x() >= box.max.x() || box.min.y() >= box.max.y() || box.min.z() >= box.max.z());
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std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_bounding_box);
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*trans_box = box.transformed(world_matrix());
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}
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return *m_transformed_bounding_box;
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}
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const BoundingBoxf3& GLVolume::transformed_convex_hull_bounding_box() const
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{
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if (!m_transformed_convex_hull_bounding_box.has_value()) {
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std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_convex_hull_bounding_box);
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*trans_box = transformed_convex_hull_bounding_box(world_matrix());
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}
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return *m_transformed_convex_hull_bounding_box;
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}
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BoundingBoxf3 GLVolume::transformed_convex_hull_bounding_box(const Transform3d &trafo) const
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{
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return (m_convex_hull && ! m_convex_hull->empty()) ?
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m_convex_hull->transformed_bounding_box(trafo) :
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bounding_box().transformed(trafo);
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}
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BoundingBoxf3 GLVolume::transformed_non_sinking_bounding_box(const Transform3d& trafo) const
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{
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return GUI::wxGetApp().plater()->model().objects[object_idx()]->volumes[volume_idx()]->mesh().transformed_bounding_box(trafo, 0.0);
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}
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const BoundingBoxf3& GLVolume::transformed_non_sinking_bounding_box() const
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{
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if (!m_transformed_non_sinking_bounding_box.has_value()) {
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std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_non_sinking_bounding_box);
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const Transform3d& trafo = world_matrix();
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*trans_box = transformed_non_sinking_bounding_box(trafo);
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}
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return *m_transformed_non_sinking_bounding_box;
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}
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void GLVolume::set_range(double min_z, double max_z)
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{
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this->tverts_range.first = 0;
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this->tverts_range.second = this->model.indices_count();
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if (!this->print_zs.empty()) {
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// The Z layer range is specified.
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// First test whether the Z span of this object is not out of (min_z, max_z) completely.
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if (this->print_zs.front() > max_z || this->print_zs.back() < min_z)
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this->tverts_range.second = 0;
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else {
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// Then find the lowest layer to be displayed.
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size_t i = 0;
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for (; i < this->print_zs.size() && this->print_zs[i] < min_z; ++i);
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if (i == this->print_zs.size())
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// This shall not happen.
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this->tverts_range.second = 0;
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else {
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// Remember start of the layer.
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this->tverts_range.first = this->offsets[i];
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// Some layers are above $min_z. Which?
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for (; i < this->print_zs.size() && this->print_zs[i] <= max_z; ++i);
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if (i < this->print_zs.size())
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this->tverts_range.second = this->offsets[i];
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}
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}
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}
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}
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void GLVolume::render()
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{
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if (!is_active)
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return;
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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if (this->is_left_handed())
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glCullFace(GL_BACK));
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if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
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model.render();
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else
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model.render(this->tverts_range);
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if (this->is_left_handed())
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glsafe(::glFrontFace(GL_CCW));
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}
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bool GLVolume::is_sla_support() const { return this->composite_id.volume_id == -int(slaposSupportTree); }
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bool GLVolume::is_sla_pad() const { return this->composite_id.volume_id == -int(slaposPad); }
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bool GLVolume::is_sinking() const
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{
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if (is_modifier || GUI::wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() == ptSLA)
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return false;
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const BoundingBoxf3& box = transformed_convex_hull_bounding_box();
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return box.min.z() < SINKING_Z_THRESHOLD && box.max.z() >= SINKING_Z_THRESHOLD;
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}
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bool GLVolume::is_below_printbed() const
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{
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return transformed_convex_hull_bounding_box().max.z() < 0.0;
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}
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void GLVolume::render_sinking_contours()
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{
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m_sinking_contours.render();
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}
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void GLVolume::render_non_manifold_edges()
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{
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m_non_manifold_edges.render();
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}
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std::vector<int> GLVolumeCollection::load_object(
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const ModelObject* model_object,
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int obj_idx,
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const std::vector<int>& instance_idxs)
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{
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std::vector<int> volumes_idx;
|
|
for (int volume_idx = 0; volume_idx < int(model_object->volumes.size()); ++volume_idx)
|
|
for (int instance_idx : instance_idxs)
|
|
volumes_idx.emplace_back(this->GLVolumeCollection::load_object_volume(model_object, obj_idx, volume_idx, instance_idx));
|
|
return volumes_idx;
|
|
}
|
|
|
|
int GLVolumeCollection::load_object_volume(
|
|
const ModelObject* model_object,
|
|
int obj_idx,
|
|
int volume_idx,
|
|
int instance_idx)
|
|
{
|
|
const ModelVolume *model_volume = model_object->volumes[volume_idx];
|
|
const int extruder_id = model_volume->extruder_id();
|
|
const ModelInstance *instance = model_object->instances[instance_idx];
|
|
std::shared_ptr<const TriangleMesh> mesh = model_volume->mesh_ptr();
|
|
this->volumes.emplace_back(new GLVolume());
|
|
GLVolume& v = *this->volumes.back();
|
|
v.set_color(color_from_model_volume(*model_volume));
|
|
// apply printable value from the instance
|
|
v.printable = instance->printable;
|
|
#if ENABLE_SMOOTH_NORMALS
|
|
v.model.init_from(*mesh, true);
|
|
if (m_use_raycasters)
|
|
v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(mesh);
|
|
#else
|
|
v.model.init_from(*mesh);
|
|
if (m_use_raycasters)
|
|
v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(mesh);
|
|
#endif // ENABLE_SMOOTH_NORMALS
|
|
v.composite_id = GLVolume::CompositeID(obj_idx, volume_idx, instance_idx);
|
|
if (model_volume->is_model_part()) {
|
|
// GLVolume will reference a convex hull from model_volume!
|
|
v.set_convex_hull(model_volume->get_convex_hull_shared_ptr());
|
|
if (extruder_id != -1)
|
|
v.extruder_id = extruder_id;
|
|
}
|
|
v.is_modifier = !model_volume->is_model_part();
|
|
v.shader_outside_printer_detection_enabled = model_volume->is_model_part();
|
|
v.set_instance_transformation(instance->get_transformation());
|
|
v.set_volume_transformation(model_volume->get_transformation());
|
|
|
|
return int(this->volumes.size() - 1);
|
|
}
|
|
|
|
#if ENABLE_OPENGL_ES
|
|
int GLVolumeCollection::load_wipe_tower_preview(
|
|
float pos_x, float pos_y, float width, float depth, float height,
|
|
float rotation_angle, bool size_unknown, float brim_width, TriangleMesh* out_mesh)
|
|
#else
|
|
int GLVolumeCollection::load_wipe_tower_preview(
|
|
float pos_x, float pos_y, float width, float depth, float height,
|
|
float rotation_angle, bool size_unknown, float brim_width)
|
|
#endif // ENABLE_OPENGL_ES
|
|
{
|
|
if (depth < 0.01f)
|
|
return int(this->volumes.size() - 1);
|
|
if (height == 0.0f)
|
|
height = 0.1f;
|
|
|
|
TriangleMesh mesh;
|
|
ColorRGBA color = ColorRGBA::DARK_YELLOW();
|
|
|
|
// In case we don't know precise dimensions of the wipe tower yet, we'll draw
|
|
// the box with different color with one side jagged:
|
|
if (size_unknown) {
|
|
color.r(0.9f);
|
|
color.g(0.6f);
|
|
|
|
// Too narrow tower would interfere with the teeth. The estimate is not precise anyway.
|
|
depth = std::max(depth, 10.f);
|
|
float min_width = 30.f;
|
|
|
|
const float scaled_brim_height = 0.2f / height;
|
|
|
|
// We'll now create the box with jagged edge. y-coordinates of the pre-generated model
|
|
// are shifted so that the front edge has y=0 and centerline of the back edge has y=depth:
|
|
// We split the box in three main pieces,
|
|
// the two laterals are identical and the central is the one containing the jagged geometry
|
|
|
|
// lateral parts generator
|
|
auto generate_lateral = [&](float min_x, float max_x) {
|
|
const std::vector<Vec3f> vertices = {
|
|
{ min_x, -(depth + brim_width), 0.0f },
|
|
{ max_x, -(depth + brim_width), 0.0f },
|
|
{ min_x, -(depth + brim_width), scaled_brim_height },
|
|
{ max_x, -(depth + brim_width), scaled_brim_height },
|
|
{ min_x, -depth, scaled_brim_height },
|
|
{ max_x, -depth, scaled_brim_height },
|
|
{ min_x, -depth, 1.0f },
|
|
{ max_x, -depth, 1.0f },
|
|
{ min_x, 0.0f, 1.0f },
|
|
{ max_x, 0.0f, 1.0f },
|
|
{ min_x, 0.0f, scaled_brim_height },
|
|
{ max_x, 0.0f, scaled_brim_height },
|
|
{ min_x, brim_width, scaled_brim_height },
|
|
{ max_x, brim_width, scaled_brim_height },
|
|
{ min_x, brim_width, 0.0f },
|
|
{ max_x, brim_width, 0.0f }
|
|
};
|
|
const std::vector<Vec3i> triangles = {
|
|
{ 0, 1, 3 }, { 0, 3, 2 }, { 2, 3, 5 }, { 2, 5, 4 }, { 4, 5, 7 }, { 4, 7, 6 }, { 6, 7, 9 }, { 6, 9, 8 },
|
|
{ 8, 9, 11 }, { 8, 11, 10 }, { 10, 11, 13 }, { 10, 13, 12 }, { 12, 13, 15 }, { 12, 15, 14 }, { 14, 15, 1 }, { 14, 1, 0 }
|
|
};
|
|
|
|
indexed_triangle_set its;
|
|
its.vertices.reserve(vertices.size());
|
|
for (const Vec3f& v : vertices) {
|
|
its.vertices.emplace_back(v.x(), v.y() + depth, v.z());
|
|
}
|
|
its.indices.reserve(triangles.size());
|
|
for (const Vec3i& t : triangles) {
|
|
its.indices.emplace_back(t);
|
|
}
|
|
return its;
|
|
};
|
|
|
|
// central parts generator
|
|
auto generate_central = [&]() {
|
|
const std::vector<Vec3f> vertices = {
|
|
{ 38.453f, -(depth + brim_width), 0.0f },
|
|
{ 61.547f, -(depth + brim_width), 0.0f },
|
|
{ 38.453f, -(depth + brim_width), scaled_brim_height },
|
|
{ 61.547f, -(depth + brim_width), scaled_brim_height },
|
|
{ 38.453f, -depth, scaled_brim_height },
|
|
{ 61.547f, -depth, scaled_brim_height },
|
|
{ 38.453f, -depth, 1.0f },
|
|
{ 61.547f, -depth, 1.0f },
|
|
{ 38.453f, 0.0f, 1.0f },
|
|
{ 38.453f + 0.57735f * brim_width, brim_width, 1.0f },
|
|
{ 44.2265f, 10.0f, 1.0f },
|
|
{ 50.0f - 0.57735f * brim_width, brim_width, 1.0f },
|
|
{ 50.0f, 0.0f, 1.0f },
|
|
{ 55.7735f, -10.0f, 1.0f },
|
|
{ 61.547f, 0.0f, 1.0f },
|
|
{ 38.453f, 0.0f, scaled_brim_height },
|
|
{ 38.453f, brim_width, scaled_brim_height },
|
|
{ 38.453f + 0.57735f * brim_width, brim_width, scaled_brim_height },
|
|
{ 50.0f - 0.57735f * brim_width, brim_width, scaled_brim_height },
|
|
{ 50.0f, 0.0f, scaled_brim_height },
|
|
{ 55.7735f, -10.0f, scaled_brim_height },
|
|
{ 61.547f, 0.0f, scaled_brim_height },
|
|
{ 61.547f, brim_width, scaled_brim_height },
|
|
{ 38.453f, brim_width, 0.0f },
|
|
{ 38.453f + 0.57735f * brim_width, brim_width, 0.0f },
|
|
{ 44.2265f, 10.0f, 0.0f },
|
|
{ 50.0f - 0.57735f * brim_width, brim_width, 0.0f },
|
|
{ 61.547f, brim_width, 0.0f }
|
|
};
|
|
|
|
const std::vector<Vec3i> triangles = {
|
|
{ 0, 1, 3 }, { 0, 3, 2 }, { 2, 3, 5 }, { 2, 5, 4 }, { 4, 5, 7 }, { 4, 7, 6 }, { 7, 14, 13 }, { 7, 13, 6 },
|
|
{ 6, 13, 12 }, { 6, 12, 8 }, { 8, 12, 11 }, { 8, 11, 9 }, { 9, 11, 10 }, { 18, 19, 22 }, { 22, 19, 21 }, { 19, 20, 21 },
|
|
{ 15, 17, 16 }, { 17, 15, 8 }, { 17, 8, 9 }, { 21, 13, 14 }, { 21, 20, 13 }, { 20, 19, 12 }, { 20, 12, 13 }, { 19, 18, 11 },
|
|
{ 19, 11, 12 }, { 27, 26, 18 }, { 27, 18, 22 }, { 26, 25, 18 }, { 18, 25, 11 }, { 11, 25, 10 }, { 25, 24, 17 }, { 25, 17, 9 },
|
|
{ 25, 9, 10 }, { 24, 23, 16 }, { 24, 16, 17 }, { 1, 26, 27 }, { 1, 23, 26 }, { 1, 0, 23 }, { 0, 23, 24 }, { 24, 25, 26 }
|
|
};
|
|
|
|
indexed_triangle_set its;
|
|
its.vertices.reserve(vertices.size());
|
|
for (const Vec3f& v : vertices) {
|
|
its.vertices.emplace_back(v.x(), v.y() + depth, v.z());
|
|
}
|
|
its.indices.reserve(triangles.size());
|
|
for (const Vec3i& t : triangles) {
|
|
its.indices.emplace_back(t);
|
|
}
|
|
return its;
|
|
};
|
|
|
|
TriangleMesh tooth_mesh;
|
|
indexed_triangle_set data = generate_lateral(0.0f, 38.453f);
|
|
tooth_mesh.merge(TriangleMesh(std::move(data)));
|
|
data = generate_central();
|
|
tooth_mesh.merge(TriangleMesh(std::move(data)));
|
|
data = generate_lateral(61.547f, 100.0f);
|
|
tooth_mesh.merge(TriangleMesh(std::move(data)));
|
|
|
|
// We have the mesh ready. It has one tooth and width of min_width. We will now
|
|
// append several of these together until we are close to the required width
|
|
// of the block. Than we can scale it precisely.
|
|
size_t n = std::max(1, int(width / min_width)); // How many shall be merged?
|
|
for (size_t i = 0; i < n; ++i) {
|
|
mesh.merge(tooth_mesh);
|
|
tooth_mesh.translate(100.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
// Now we add the caps along the X axis
|
|
const float scaled_brim_width_x = brim_width * n * width / min_width;
|
|
auto generate_negx_cap = [&]() {
|
|
const std::vector<Vec3f> vertices = {
|
|
{ -scaled_brim_width_x, -(depth + brim_width), 0.0f },
|
|
{ 0.0f, -(depth + brim_width), 0.0f },
|
|
{ -scaled_brim_width_x, -(depth + brim_width), scaled_brim_height },
|
|
{ 0.0f, -(depth + brim_width), scaled_brim_height },
|
|
{ 0.0f, -depth, scaled_brim_height },
|
|
{ 0.0f, -depth, 1.0f },
|
|
{ 0.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, scaled_brim_height },
|
|
{ 0.0f, brim_width, scaled_brim_height },
|
|
{ -scaled_brim_width_x, brim_width, scaled_brim_height },
|
|
{ 0.0f, brim_width, 0.0f },
|
|
{ -scaled_brim_width_x, brim_width, 0.0f }
|
|
};
|
|
|
|
const std::vector<Vec3i> triangles = {
|
|
{ 0, 1, 3 }, { 0, 3, 2 }, { 2, 3, 4 }, { 2, 4, 9 }, { 9, 4, 7 }, { 9, 7, 8 }, { 9, 8, 10 }, { 9, 10, 11 },
|
|
{ 11, 10, 1 }, { 11, 1, 0 }, { 11, 0, 2 }, { 11, 2, 9 }, { 7, 4, 5 }, { 7, 5, 6 }
|
|
};
|
|
|
|
indexed_triangle_set its;
|
|
its.vertices.reserve(vertices.size());
|
|
for (const Vec3f& v : vertices) {
|
|
its.vertices.emplace_back(v.x(), v.y() + depth, v.z());
|
|
}
|
|
its.indices.reserve(triangles.size());
|
|
for (const Vec3i& t : triangles) {
|
|
its.indices.emplace_back(t);
|
|
}
|
|
return its;
|
|
};
|
|
|
|
auto generate_posx_cap = [&]() {
|
|
const float posx_cap_x = n * 100.0f;
|
|
const std::vector<Vec3f> vertices = {
|
|
{ posx_cap_x, -(depth + brim_width), 0.0f },
|
|
{ posx_cap_x + scaled_brim_width_x, -(depth + brim_width), 0.0f },
|
|
{ posx_cap_x, -(depth + brim_width), scaled_brim_height },
|
|
{ posx_cap_x + scaled_brim_width_x, -(depth + brim_width), scaled_brim_height },
|
|
{ posx_cap_x, -depth, scaled_brim_height },
|
|
{ posx_cap_x, -depth, 1.0f },
|
|
{ posx_cap_x, 0.0f, 1.0f },
|
|
{ posx_cap_x, 0.0f, scaled_brim_height },
|
|
{ posx_cap_x, brim_width, scaled_brim_height },
|
|
{ posx_cap_x + scaled_brim_width_x, brim_width, scaled_brim_height },
|
|
{ posx_cap_x, brim_width, 0.0f },
|
|
{ posx_cap_x + scaled_brim_width_x, brim_width, 0.0f }
|
|
};
|
|
|
|
const std::vector<Vec3i> triangles = {
|
|
{ 0, 1, 3 }, { 0, 3, 2 }, { 2, 3, 4 }, { 4, 3, 9 }, { 4, 9, 7 }, { 7, 9, 8 }, { 8, 9, 11 }, { 8, 11, 10 },
|
|
{ 10, 11, 1 }, { 10, 1, 0 }, { 1, 11, 9 }, { 1, 9, 3 }, { 4, 7, 6 }, { 4, 6, 5 }
|
|
};
|
|
|
|
indexed_triangle_set its;
|
|
its.vertices.reserve(vertices.size());
|
|
for (const Vec3f& v : vertices) {
|
|
its.vertices.emplace_back(v.x(), v.y() + depth, v.z());
|
|
}
|
|
its.indices.reserve(triangles.size());
|
|
for (const Vec3i& t : triangles) {
|
|
its.indices.emplace_back(t);
|
|
}
|
|
return its;
|
|
};
|
|
|
|
data = generate_negx_cap();
|
|
mesh.merge(TriangleMesh(std::move(data)));
|
|
data = generate_posx_cap();
|
|
mesh.merge(TriangleMesh(std::move(data)));
|
|
mesh.scale(Vec3f(width / (n * 100.0f), 1.0f, height)); // Scaling to proper width
|
|
}
|
|
else
|
|
mesh = make_cube(width, depth, height);
|
|
|
|
volumes.emplace_back(new GLVolume(color));
|
|
GLVolume& v = *volumes.back();
|
|
#if ENABLE_OPENGL_ES
|
|
if (out_mesh != nullptr)
|
|
*out_mesh = mesh;
|
|
#endif // ENABLE_OPENGL_ES
|
|
v.model.init_from(mesh);
|
|
v.model.set_color(color);
|
|
v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(std::make_shared<const TriangleMesh>(mesh));
|
|
v.set_convex_hull(mesh.convex_hull_3d());
|
|
v.set_volume_offset(Vec3d(pos_x, pos_y, 0.0));
|
|
v.set_volume_rotation(Vec3d(0., 0., (M_PI / 180.) * rotation_angle));
|
|
v.composite_id = GLVolume::CompositeID(INT_MAX, 0, 0);
|
|
v.geometry_id.first = 0;
|
|
v.geometry_id.second = wipe_tower_instance_id().id;
|
|
v.is_wipe_tower = true;
|
|
v.shader_outside_printer_detection_enabled = !size_unknown;
|
|
return int(volumes.size() - 1);
|
|
}
|
|
|
|
GLVolume* GLVolumeCollection::new_toolpath_volume(const ColorRGBA& rgba)
|
|
{
|
|
GLVolume* out = new_nontoolpath_volume(rgba);
|
|
out->is_extrusion_path = true;
|
|
return out;
|
|
}
|
|
|
|
GLVolume* GLVolumeCollection::new_nontoolpath_volume(const ColorRGBA& rgba)
|
|
{
|
|
GLVolume* out = new GLVolume(rgba);
|
|
out->is_extrusion_path = false;
|
|
this->volumes.emplace_back(out);
|
|
return out;
|
|
}
|
|
|
|
GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCollection::ERenderType type, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func)
|
|
{
|
|
GLVolumeWithIdAndZList list;
|
|
list.reserve(volumes.size());
|
|
|
|
for (unsigned int i = 0; i < (unsigned int)volumes.size(); ++i) {
|
|
GLVolume* volume = volumes[i];
|
|
bool is_transparent = volume->render_color.is_transparent();
|
|
if (((type == GLVolumeCollection::ERenderType::Opaque && !is_transparent) ||
|
|
(type == GLVolumeCollection::ERenderType::Transparent && is_transparent) ||
|
|
type == GLVolumeCollection::ERenderType::All) &&
|
|
(! filter_func || filter_func(*volume)))
|
|
list.emplace_back(std::make_pair(volume, std::make_pair(i, 0.0)));
|
|
}
|
|
|
|
if (type == GLVolumeCollection::ERenderType::Transparent && list.size() > 1) {
|
|
for (GLVolumeWithIdAndZ& volume : list) {
|
|
volume.second.second = volume.first->bounding_box().transformed(view_matrix * volume.first->world_matrix()).max(2);
|
|
}
|
|
|
|
std::sort(list.begin(), list.end(),
|
|
[](const GLVolumeWithIdAndZ& v1, const GLVolumeWithIdAndZ& v2) -> bool { return v1.second.second < v2.second.second; }
|
|
);
|
|
}
|
|
else if (type == GLVolumeCollection::ERenderType::Opaque && list.size() > 1) {
|
|
std::sort(list.begin(), list.end(),
|
|
[](const GLVolumeWithIdAndZ& v1, const GLVolumeWithIdAndZ& v2) -> bool { return v1.first->selected && !v2.first->selected; }
|
|
);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix,
|
|
std::function<bool(const GLVolume&)> filter_func) const
|
|
{
|
|
GLVolumeWithIdAndZList to_render = volumes_to_render(volumes, type, view_matrix, filter_func);
|
|
if (to_render.empty())
|
|
return;
|
|
|
|
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
|
|
if (shader == nullptr)
|
|
return;
|
|
|
|
GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
|
|
#if ENABLE_GL_CORE_PROFILE
|
|
GLShaderProgram* edges_shader = GUI::OpenGLManager::get_gl_info().is_core_profile() ? GUI::wxGetApp().get_shader("dashed_thick_lines") : GUI::wxGetApp().get_shader("flat");
|
|
#else
|
|
GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
|
|
#endif // ENABLE_GL_CORE_PROFILE
|
|
|
|
if (type == ERenderType::Transparent) {
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
glsafe(::glDepthMask(false));
|
|
}
|
|
|
|
glsafe(::glCullFace(GL_BACK));
|
|
if (disable_cullface)
|
|
glsafe(::glDisable(GL_CULL_FACE));
|
|
|
|
for (GLVolumeWithIdAndZ& volume : to_render) {
|
|
volume.first->set_render_color(true);
|
|
|
|
// render sinking contours of non-hovered volumes
|
|
shader->stop_using();
|
|
if (sink_shader != nullptr) {
|
|
sink_shader->start_using();
|
|
if (m_show_sinking_contours) {
|
|
if (volume.first->is_sinking() && !volume.first->is_below_printbed() &&
|
|
volume.first->hover == GLVolume::HS_None && !volume.first->force_sinking_contours) {
|
|
volume.first->render_sinking_contours();
|
|
}
|
|
}
|
|
sink_shader->stop_using();
|
|
}
|
|
shader->start_using();
|
|
|
|
shader->set_uniform("z_range", m_z_range);
|
|
shader->set_uniform("clipping_plane", m_clipping_plane);
|
|
shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
|
|
shader->set_uniform("print_volume.xy_data", m_print_volume.data);
|
|
shader->set_uniform("print_volume.z_data", m_print_volume.zs);
|
|
shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
|
|
shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
|
|
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
|
|
shader->set_uniform("slope.normal_z", m_slope.normal_z);
|
|
|
|
#if ENABLE_ENVIRONMENT_MAP
|
|
unsigned int environment_texture_id = GUI::wxGetApp().plater()->get_environment_texture_id();
|
|
bool use_environment_texture = environment_texture_id > 0 && GUI::wxGetApp().app_config->get("use_environment_map") == "1";
|
|
shader->set_uniform("use_environment_tex", use_environment_texture);
|
|
if (use_environment_texture)
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, environment_texture_id));
|
|
#endif // ENABLE_ENVIRONMENT_MAP
|
|
glcheck();
|
|
|
|
volume.first->model.set_color(volume.first->render_color);
|
|
const Transform3d model_matrix = volume.first->world_matrix();
|
|
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
|
shader->set_uniform("projection_matrix", projection_matrix);
|
|
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
|
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
|
volume.first->render();
|
|
|
|
#if ENABLE_ENVIRONMENT_MAP
|
|
if (use_environment_texture)
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
#endif // ENABLE_ENVIRONMENT_MAP
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
if (m_show_sinking_contours) {
|
|
shader->stop_using();
|
|
if (sink_shader != nullptr) {
|
|
sink_shader->start_using();
|
|
for (GLVolumeWithIdAndZ& volume : to_render) {
|
|
// render sinking contours of hovered/displaced volumes
|
|
if (volume.first->is_sinking() && !volume.first->is_below_printbed() &&
|
|
(volume.first->hover != GLVolume::HS_None || volume.first->force_sinking_contours)) {
|
|
glsafe(::glDepthFunc(GL_ALWAYS));
|
|
volume.first->render_sinking_contours();
|
|
glsafe(::glDepthFunc(GL_LESS));
|
|
}
|
|
}
|
|
sink_shader->start_using();
|
|
}
|
|
shader->start_using();
|
|
}
|
|
|
|
shader->stop_using();
|
|
if (edges_shader != nullptr) {
|
|
edges_shader->start_using();
|
|
if (m_show_non_manifold_edges && GUI::wxGetApp().app_config->get("non_manifold_edges") == "1") {
|
|
for (GLVolumeWithIdAndZ& volume : to_render) {
|
|
volume.first->render_non_manifold_edges();
|
|
}
|
|
}
|
|
edges_shader->stop_using();
|
|
}
|
|
shader->start_using();
|
|
|
|
if (disable_cullface)
|
|
glsafe(::glEnable(GL_CULL_FACE));
|
|
|
|
if (type == ERenderType::Transparent) {
|
|
glsafe(::glDisable(GL_BLEND));
|
|
glsafe(::glDepthMask(true));
|
|
}
|
|
}
|
|
|
|
bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, ModelInstanceEPrintVolumeState *out_state) const
|
|
{
|
|
const Model& model = GUI::wxGetApp().plater()->model();
|
|
auto volume_below = [](GLVolume& volume) -> bool
|
|
{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_below_printbed(); };
|
|
// Volume is partially below the print bed, thus a pre-calculated convex hull cannot be used.
|
|
auto volume_sinking = [](GLVolume& volume) -> bool
|
|
{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_sinking(); };
|
|
// Cached bounding box of a volume above the print bed.
|
|
auto volume_bbox = [volume_sinking](GLVolume& volume) -> BoundingBoxf3
|
|
{ return volume_sinking(volume) ? volume.transformed_non_sinking_bounding_box() : volume.transformed_convex_hull_bounding_box(); };
|
|
// Cached 3D convex hull of a volume above the print bed.
|
|
auto volume_convex_mesh = [volume_sinking, &model](GLVolume& volume) -> const TriangleMesh&
|
|
{ return volume_sinking(volume) ? model.objects[volume.object_idx()]->volumes[volume.volume_idx()]->mesh() : *volume.convex_hull(); };
|
|
|
|
ModelInstanceEPrintVolumeState overall_state = ModelInstancePVS_Inside;
|
|
bool contained_min_one = false;
|
|
|
|
for (GLVolume* volume : this->volumes)
|
|
if (! volume->is_modifier && (volume->shader_outside_printer_detection_enabled || (! volume->is_wipe_tower && volume->composite_id.volume_id >= 0))) {
|
|
BuildVolume::ObjectState state;
|
|
if (volume_below(*volume))
|
|
state = BuildVolume::ObjectState::Below;
|
|
else {
|
|
switch (build_volume.type()) {
|
|
case BuildVolume::Type::Rectangle:
|
|
//FIXME this test does not evaluate collision of a build volume bounding box with non-convex objects.
|
|
state = build_volume.volume_state_bbox(volume_bbox(*volume));
|
|
break;
|
|
case BuildVolume::Type::Circle:
|
|
case BuildVolume::Type::Convex:
|
|
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
|
|
case BuildVolume::Type::Custom:
|
|
state = build_volume.object_state(volume_convex_mesh(*volume).its, volume->world_matrix().cast<float>(), volume_sinking(*volume));
|
|
break;
|
|
default:
|
|
// Ignore, don't produce any collision.
|
|
state = BuildVolume::ObjectState::Inside;
|
|
break;
|
|
}
|
|
assert(state != BuildVolume::ObjectState::Below);
|
|
}
|
|
volume->is_outside = state != BuildVolume::ObjectState::Inside;
|
|
if (volume->printable) {
|
|
if (overall_state == ModelInstancePVS_Inside && volume->is_outside)
|
|
overall_state = ModelInstancePVS_Fully_Outside;
|
|
if (overall_state == ModelInstancePVS_Fully_Outside && volume->is_outside && state == BuildVolume::ObjectState::Colliding)
|
|
overall_state = ModelInstancePVS_Partly_Outside;
|
|
contained_min_one |= !volume->is_outside;
|
|
}
|
|
}
|
|
|
|
if (out_state != nullptr)
|
|
*out_state = overall_state;
|
|
|
|
return contained_min_one;
|
|
}
|
|
|
|
void GLVolumeCollection::reset_outside_state()
|
|
{
|
|
for (GLVolume* volume : this->volumes) {
|
|
if (volume != nullptr)
|
|
volume->is_outside = false;
|
|
}
|
|
}
|
|
|
|
void GLVolumeCollection::update_colors_by_extruder(const DynamicPrintConfig* config)
|
|
{
|
|
using ColorItem = std::pair<std::string, ColorRGB>;
|
|
std::vector<ColorItem> colors;
|
|
|
|
if (static_cast<PrinterTechnology>(config->opt_int("printer_technology")) == ptSLA) {
|
|
const std::string& txt_color = config->opt_string("material_colour").empty() ?
|
|
print_config_def.get("material_colour")->get_default_value<ConfigOptionString>()->value :
|
|
config->opt_string("material_colour");
|
|
ColorRGB rgb;
|
|
if (decode_color(txt_color, rgb))
|
|
colors.push_back({ txt_color, rgb });
|
|
}
|
|
else {
|
|
const ConfigOptionStrings* extruders_opt = dynamic_cast<const ConfigOptionStrings*>(config->option("extruder_colour"));
|
|
if (extruders_opt == nullptr)
|
|
return;
|
|
|
|
const ConfigOptionStrings* filamemts_opt = dynamic_cast<const ConfigOptionStrings*>(config->option("filament_colour"));
|
|
if (filamemts_opt == nullptr)
|
|
return;
|
|
|
|
size_t colors_count = std::max(extruders_opt->values.size(), filamemts_opt->values.size());
|
|
if (colors_count == 0)
|
|
return;
|
|
colors.resize(colors_count);
|
|
|
|
for (unsigned int i = 0; i < colors_count; ++i) {
|
|
const std::string& ext_color = config->opt_string("extruder_colour", i);
|
|
ColorRGB rgb;
|
|
if (decode_color(ext_color, rgb))
|
|
colors[i] = { ext_color, rgb };
|
|
else {
|
|
const std::string& fil_color = config->opt_string("filament_colour", i);
|
|
if (decode_color(fil_color, rgb))
|
|
colors[i] = { fil_color, rgb };
|
|
}
|
|
}
|
|
}
|
|
|
|
for (GLVolume* volume : volumes) {
|
|
if (volume == nullptr || volume->is_modifier || volume->is_wipe_tower || volume->volume_idx() < 0)
|
|
continue;
|
|
|
|
int extruder_id = volume->extruder_id - 1;
|
|
if (extruder_id < 0 || (int)colors.size() <= extruder_id)
|
|
extruder_id = 0;
|
|
|
|
const ColorItem& color = colors[extruder_id];
|
|
if (!color.first.empty())
|
|
volume->color = to_rgba(color.second, volume->color.a());
|
|
}
|
|
}
|
|
|
|
std::vector<double> GLVolumeCollection::get_current_print_zs(bool active_only) const
|
|
{
|
|
// Collect layer top positions of all volumes.
|
|
std::vector<double> print_zs;
|
|
for (GLVolume *vol : this->volumes)
|
|
{
|
|
if (!active_only || vol->is_active)
|
|
append(print_zs, vol->print_zs);
|
|
}
|
|
std::sort(print_zs.begin(), print_zs.end());
|
|
|
|
// Replace intervals of layers with similar top positions with their average value.
|
|
int n = int(print_zs.size());
|
|
int k = 0;
|
|
for (int i = 0; i < n;) {
|
|
int j = i + 1;
|
|
coordf_t zmax = print_zs[i] + EPSILON;
|
|
for (; j < n && print_zs[j] <= zmax; ++ j) ;
|
|
print_zs[k ++] = (j > i + 1) ? (0.5 * (print_zs[i] + print_zs[j - 1])) : print_zs[i];
|
|
i = j;
|
|
}
|
|
if (k < n)
|
|
print_zs.erase(print_zs.begin() + k, print_zs.end());
|
|
|
|
return print_zs;
|
|
}
|
|
|
|
size_t GLVolumeCollection::cpu_memory_used() const
|
|
{
|
|
size_t memsize = sizeof(*this) + this->volumes.capacity() * sizeof(GLVolume);
|
|
for (const GLVolume *volume : this->volumes)
|
|
memsize += volume->cpu_memory_used();
|
|
return memsize;
|
|
}
|
|
|
|
size_t GLVolumeCollection::gpu_memory_used() const
|
|
{
|
|
size_t memsize = 0;
|
|
for (const GLVolume *volume : this->volumes)
|
|
memsize += volume->gpu_memory_used();
|
|
return memsize;
|
|
}
|
|
|
|
std::string GLVolumeCollection::log_memory_info() const
|
|
{
|
|
return " (GLVolumeCollection RAM: " + format_memsize_MB(this->cpu_memory_used()) + " GPU: " + format_memsize_MB(this->gpu_memory_used()) + " Both: " + format_memsize_MB(this->gpu_memory_used()) + ")";
|
|
}
|
|
|
|
static void thick_lines_to_geometry(
|
|
const Lines& lines,
|
|
const std::vector<double>& widths,
|
|
const std::vector<double>& heights,
|
|
bool closed,
|
|
double top_z,
|
|
GUI::GLModel::Geometry& geometry)
|
|
{
|
|
assert(!lines.empty());
|
|
if (lines.empty())
|
|
return;
|
|
|
|
enum Direction : unsigned char
|
|
{
|
|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom
|
|
};
|
|
|
|
// right, left, top, bottom
|
|
std::array<int, 4> idx_prev = { -1, -1, -1, -1 };
|
|
std::array<int, 4> idx_initial = { -1, -1, -1, -1 };
|
|
|
|
double bottom_z_prev = 0.0;
|
|
Vec2d b1_prev(Vec2d::Zero());
|
|
Vec2d v_prev(Vec2d::Zero());
|
|
double len_prev = 0.0;
|
|
double width_initial = 0.0;
|
|
double bottom_z_initial = 0.0;
|
|
|
|
// Reserve for a smooth path. Likley the path will not be that smooth, but better than nothing.
|
|
// Allocated 1.5x more data than minimum.
|
|
// Number of indices, not triangles.
|
|
geometry.reserve_more_indices((lines.size() * 8 * 3) * 3 / 2);
|
|
// Number of vertices, not floats.
|
|
geometry.reserve_more_vertices(((lines.size() + 1) * 4) * 3 / 2);
|
|
|
|
// loop once more in case of closed loops
|
|
const size_t lines_end = closed ? (lines.size() + 1) : lines.size();
|
|
for (size_t ii = 0; ii < lines_end; ++ii) {
|
|
const size_t i = (ii == lines.size()) ? 0 : ii;
|
|
const Line& line = lines[i];
|
|
const double bottom_z = top_z - heights[i];
|
|
const double middle_z = 0.5 * (top_z + bottom_z);
|
|
const double width = widths[i];
|
|
|
|
const bool is_first = (ii == 0);
|
|
const bool is_last = (ii == lines_end - 1);
|
|
const bool is_closing = closed && is_last;
|
|
|
|
const Vec2d v = unscale(line.vector()).normalized();
|
|
const double len = unscale<double>(line.length());
|
|
|
|
const Vec2d a = unscale(line.a);
|
|
const Vec2d b = unscale(line.b);
|
|
Vec2d a1 = a;
|
|
Vec2d a2 = a;
|
|
Vec2d b1 = b;
|
|
Vec2d b2 = b;
|
|
{
|
|
const double dist = 0.5 * width; // scaled
|
|
const double dx = dist * v.x();
|
|
const double dy = dist * v.y();
|
|
a1 += Vec2d(+dy, -dx);
|
|
a2 += Vec2d(-dy, +dx);
|
|
b1 += Vec2d(+dy, -dx);
|
|
b2 += Vec2d(-dy, +dx);
|
|
}
|
|
|
|
// calculate new XY normals
|
|
const Vec2d xy_right_normal = unscale(line.normal()).normalized();
|
|
|
|
std::array<int, 4> idx_a = { 0, 0, 0, 0 };
|
|
std::array<int, 4> idx_b = { 0, 0, 0, 0 };
|
|
int idx_last = int(geometry.vertices_count());
|
|
|
|
const bool bottom_z_different = bottom_z_prev != bottom_z;
|
|
bottom_z_prev = bottom_z;
|
|
|
|
if (!is_first && bottom_z_different) {
|
|
// Found a change of the layer thickness -> Add a cap at the end of the previous segment.
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
|
|
}
|
|
|
|
// Share top / bottom vertices if possible.
|
|
if (is_first) {
|
|
idx_a[Top] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a.x(), a.y(), top_z), Vec3f(0.0f, 0.0f, 1.0f));
|
|
}
|
|
else
|
|
idx_a[Top] = idx_prev[Top];
|
|
|
|
if (is_first || bottom_z_different) {
|
|
// Start of the 1st line segment or a change of the layer thickness while maintaining the print_z.
|
|
idx_a[Bottom] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a.x(), a.y(), bottom_z), Vec3f(0.0f, 0.0f, -1.0f));
|
|
idx_a[Left] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a2.x(), a2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
|
|
idx_a[Right] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a1.x(), a1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
|
|
}
|
|
else
|
|
idx_a[Bottom] = idx_prev[Bottom];
|
|
|
|
if (is_first) {
|
|
// Start of the 1st line segment.
|
|
width_initial = width;
|
|
bottom_z_initial = bottom_z;
|
|
idx_initial = idx_a;
|
|
}
|
|
else {
|
|
// Continuing a previous segment.
|
|
// Share left / right vertices if possible.
|
|
const double v_dot = v_prev.dot(v);
|
|
// To reduce gpu memory usage, we try to reuse vertices
|
|
// To reduce the visual artifacts, due to averaged normals, we allow to reuse vertices only when any of two adjacent edges
|
|
// is longer than a fixed threshold.
|
|
// The following value is arbitrary, it comes from tests made on a bunch of models showing the visual artifacts
|
|
const double len_threshold = 2.5;
|
|
|
|
// Generate new vertices if the angle between adjacent edges is greater than 45 degrees or thresholds conditions are met
|
|
const bool sharp = (v_dot < 0.707) || (len_prev > len_threshold) || (len > len_threshold);
|
|
if (sharp) {
|
|
if (!bottom_z_different) {
|
|
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
|
|
idx_a[Right] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a1.x(), a1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
|
|
idx_a[Left] = idx_last++;
|
|
geometry.add_vertex(Vec3f(a2.x(), a2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
|
|
if (cross2(v_prev, v) > 0.0) {
|
|
// Right turn. Fill in the right turn wedge.
|
|
geometry.add_triangle(idx_prev[Right], idx_a[Right], idx_prev[Top]);
|
|
geometry.add_triangle(idx_prev[Right], idx_prev[Bottom], idx_a[Right]);
|
|
}
|
|
else {
|
|
// Left turn. Fill in the left turn wedge.
|
|
geometry.add_triangle(idx_prev[Left], idx_prev[Top], idx_a[Left]);
|
|
geometry.add_triangle(idx_prev[Left], idx_a[Left], idx_prev[Bottom]);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (!bottom_z_different) {
|
|
// The two successive segments are nearly collinear.
|
|
idx_a[Left] = idx_prev[Left];
|
|
idx_a[Right] = idx_prev[Right];
|
|
}
|
|
}
|
|
if (is_closing) {
|
|
if (!sharp) {
|
|
if (!bottom_z_different) {
|
|
// Closing a loop with smooth transition. Unify the closing left / right vertices.
|
|
geometry.set_vertex(idx_initial[Left], geometry.extract_position_3(idx_prev[Left]), geometry.extract_normal_3(idx_prev[Left]));
|
|
geometry.set_vertex(idx_initial[Right], geometry.extract_position_3(idx_prev[Right]), geometry.extract_normal_3(idx_prev[Right]));
|
|
geometry.remove_vertex(geometry.vertices_count() - 1);
|
|
geometry.remove_vertex(geometry.vertices_count() - 1);
|
|
// Replace the left / right vertex indices to point to the start of the loop.
|
|
const size_t indices_count = geometry.indices_count();
|
|
for (size_t u = indices_count - 24; u < indices_count; ++u) {
|
|
const unsigned int id = geometry.extract_index(u);
|
|
if (id == (unsigned int)idx_prev[Left])
|
|
geometry.set_index(u, (unsigned int)idx_initial[Left]);
|
|
else if (id == (unsigned int)idx_prev[Right])
|
|
geometry.set_index(u, (unsigned int)idx_initial[Right]);
|
|
}
|
|
}
|
|
}
|
|
// This is the last iteration, only required to solve the transition.
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Only new allocate top / bottom vertices, if not closing a loop.
|
|
if (is_closing)
|
|
idx_b[Top] = idx_initial[Top];
|
|
else {
|
|
idx_b[Top] = idx_last++;
|
|
geometry.add_vertex(Vec3f(b.x(), b.y(), top_z), Vec3f(0.0f, 0.0f, 1.0f));
|
|
}
|
|
|
|
if (is_closing && width == width_initial && bottom_z == bottom_z_initial)
|
|
idx_b[Bottom] = idx_initial[Bottom];
|
|
else {
|
|
idx_b[Bottom] = idx_last++;
|
|
geometry.add_vertex(Vec3f(b.x(), b.y(), bottom_z), Vec3f(0.0f, 0.0f, -1.0f));
|
|
}
|
|
// Generate new vertices for the end of this line segment.
|
|
idx_b[Left] = idx_last++;
|
|
geometry.add_vertex(Vec3f(b2.x(), b2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
|
|
idx_b[Right] = idx_last++;
|
|
geometry.add_vertex(Vec3f(b1.x(), b1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
|
|
|
|
idx_prev = idx_b;
|
|
bottom_z_prev = bottom_z;
|
|
b1_prev = b1;
|
|
v_prev = v;
|
|
len_prev = len;
|
|
|
|
if (bottom_z_different && (closed || (!is_first && !is_last))) {
|
|
// Found a change of the layer thickness -> Add a cap at the beginning of this segment.
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
|
|
}
|
|
|
|
if (!closed) {
|
|
// Terminate open paths with caps.
|
|
if (is_first) {
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
|
|
}
|
|
// We don't use 'else' because both cases are true if we have only one line.
|
|
if (is_last) {
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
|
|
}
|
|
}
|
|
|
|
// Add quads for a straight hollow tube-like segment.
|
|
// bottom-right face
|
|
geometry.add_triangle(idx_a[Bottom], idx_b[Bottom], idx_b[Right]);
|
|
geometry.add_triangle(idx_a[Bottom], idx_b[Right], idx_a[Right]);
|
|
// top-right face
|
|
geometry.add_triangle(idx_a[Right], idx_b[Right], idx_b[Top]);
|
|
geometry.add_triangle(idx_a[Right], idx_b[Top], idx_a[Top]);
|
|
// top-left face
|
|
geometry.add_triangle(idx_a[Top], idx_b[Top], idx_b[Left]);
|
|
geometry.add_triangle(idx_a[Top], idx_b[Left], idx_a[Left]);
|
|
// bottom-left face
|
|
geometry.add_triangle(idx_a[Left], idx_b[Left], idx_b[Bottom]);
|
|
geometry.add_triangle(idx_a[Left], idx_b[Bottom], idx_a[Bottom]);
|
|
}
|
|
}
|
|
|
|
// caller is responsible for supplying NO lines with zero length
|
|
static void thick_lines_to_geometry(
|
|
const Lines3& lines,
|
|
const std::vector<double>& widths,
|
|
const std::vector<double>& heights,
|
|
bool closed,
|
|
GUI::GLModel::Geometry& geometry)
|
|
{
|
|
assert(!lines.empty());
|
|
if (lines.empty())
|
|
return;
|
|
|
|
enum Direction : unsigned char
|
|
{
|
|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom
|
|
};
|
|
|
|
// left, right, top, bottom
|
|
std::array<int, 4> idx_prev = { -1, -1, -1, -1 };
|
|
std::array<int, 4> idx_initial = { -1, -1, -1, -1 };
|
|
|
|
double z_prev = 0.0;
|
|
double len_prev = 0.0;
|
|
Vec3d n_right_prev = Vec3d::Zero();
|
|
Vec3d n_top_prev = Vec3d::Zero();
|
|
Vec3d unit_v_prev = Vec3d::Zero();
|
|
double width_initial = 0.0;
|
|
|
|
// new vertices around the line endpoints
|
|
// left, right, top, bottom
|
|
std::array<Vec3d, 4> a = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() };
|
|
std::array<Vec3d, 4> b = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() };
|
|
|
|
// loop once more in case of closed loops
|
|
const size_t lines_end = closed ? (lines.size() + 1) : lines.size();
|
|
for (size_t ii = 0; ii < lines_end; ++ii) {
|
|
const size_t i = (ii == lines.size()) ? 0 : ii;
|
|
|
|
const Line3& line = lines[i];
|
|
const double height = heights[i];
|
|
const double width = widths[i];
|
|
|
|
const Vec3d unit_v = unscale(line.vector()).normalized();
|
|
const double len = unscale<double>(line.length());
|
|
|
|
Vec3d n_top = Vec3d::Zero();
|
|
Vec3d n_right = Vec3d::Zero();
|
|
|
|
if (line.a.x() == line.b.x() && line.a.y() == line.b.y()) {
|
|
// vertical segment
|
|
n_top = Vec3d::UnitY();
|
|
n_right = Vec3d::UnitX();
|
|
if (line.a.z() < line.b.z())
|
|
n_right = -n_right;
|
|
}
|
|
else {
|
|
// horizontal segment
|
|
n_right = unit_v.cross(Vec3d::UnitZ()).normalized();
|
|
n_top = n_right.cross(unit_v).normalized();
|
|
}
|
|
|
|
const Vec3d rl_displacement = 0.5 * width * n_right;
|
|
const Vec3d tb_displacement = 0.5 * height * n_top;
|
|
const Vec3d l_a = unscale(line.a);
|
|
const Vec3d l_b = unscale(line.b);
|
|
|
|
a[Right] = l_a + rl_displacement;
|
|
a[Left] = l_a - rl_displacement;
|
|
a[Top] = l_a + tb_displacement;
|
|
a[Bottom] = l_a - tb_displacement;
|
|
b[Right] = l_b + rl_displacement;
|
|
b[Left] = l_b - rl_displacement;
|
|
b[Top] = l_b + tb_displacement;
|
|
b[Bottom] = l_b - tb_displacement;
|
|
|
|
const Vec3d n_bottom = -n_top;
|
|
const Vec3d n_left = -n_right;
|
|
|
|
std::array<int, 4> idx_a = { 0, 0, 0, 0};
|
|
std::array<int, 4> idx_b = { 0, 0, 0, 0 };
|
|
int idx_last = int(geometry.vertices_count());
|
|
|
|
const bool z_different = (z_prev != l_a.z());
|
|
z_prev = l_b.z();
|
|
|
|
// Share top / bottom vertices if possible.
|
|
if (ii == 0) {
|
|
idx_a[Top] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Top].cast<float>(), (Vec3f)n_top.cast<float>());
|
|
}
|
|
else
|
|
idx_a[Top] = idx_prev[Top];
|
|
|
|
if (ii == 0 || z_different) {
|
|
// Start of the 1st line segment or a change of the layer thickness while maintaining the print_z.
|
|
idx_a[Bottom] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Bottom].cast<float>(), (Vec3f)n_bottom.cast<float>());
|
|
idx_a[Left] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Left].cast<float>(), (Vec3f)n_left.cast<float>());
|
|
idx_a[Right] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Right].cast<float>(), (Vec3f)n_right.cast<float>());
|
|
}
|
|
else
|
|
idx_a[Bottom] = idx_prev[Bottom];
|
|
|
|
if (ii == 0) {
|
|
// Start of the 1st line segment.
|
|
width_initial = width;
|
|
idx_initial = idx_a;
|
|
}
|
|
else {
|
|
// Continuing a previous segment.
|
|
// Share left / right vertices if possible.
|
|
const double v_dot = unit_v_prev.dot(unit_v);
|
|
const bool is_right_turn = n_top_prev.dot(unit_v_prev.cross(unit_v)) > 0.0;
|
|
|
|
// To reduce gpu memory usage, we try to reuse vertices
|
|
// To reduce the visual artifacts, due to averaged normals, we allow to reuse vertices only when any of two adjacent edges
|
|
// is longer than a fixed threshold.
|
|
// The following value is arbitrary, it comes from tests made on a bunch of models showing the visual artifacts
|
|
const double len_threshold = 2.5;
|
|
|
|
// Generate new vertices if the angle between adjacent edges is greater than 45 degrees or thresholds conditions are met
|
|
const bool is_sharp = v_dot < 0.707 || len_prev > len_threshold || len > len_threshold;
|
|
if (is_sharp) {
|
|
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
|
|
idx_a[Right] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Right].cast<float>(), (Vec3f)n_right.cast<float>());
|
|
idx_a[Left] = idx_last++;
|
|
geometry.add_vertex((Vec3f)a[Left].cast<float>(), (Vec3f)n_left.cast<float>());
|
|
|
|
if (is_right_turn) {
|
|
// Right turn. Fill in the right turn wedge.
|
|
geometry.add_triangle(idx_prev[Right], idx_a[Right], idx_prev[Top]);
|
|
geometry.add_triangle(idx_prev[Right], idx_prev[Bottom], idx_a[Right]);
|
|
}
|
|
else {
|
|
// Left turn. Fill in the left turn wedge.
|
|
geometry.add_triangle(idx_prev[Left], idx_prev[Top], idx_a[Left]);
|
|
geometry.add_triangle(idx_prev[Left], idx_a[Left], idx_prev[Bottom]);
|
|
}
|
|
}
|
|
else {
|
|
// The two successive segments are nearly collinear.
|
|
idx_a[Left] = idx_prev[Left];
|
|
idx_a[Right] = idx_prev[Right];
|
|
}
|
|
|
|
if (ii == lines.size()) {
|
|
if (!is_sharp) {
|
|
// Closing a loop with smooth transition. Unify the closing left / right vertices.
|
|
geometry.set_vertex(idx_initial[Left], geometry.extract_position_3(idx_prev[Left]), geometry.extract_normal_3(idx_prev[Left]));
|
|
geometry.set_vertex(idx_initial[Right], geometry.extract_position_3(idx_prev[Right]), geometry.extract_normal_3(idx_prev[Right]));
|
|
geometry.remove_vertex(geometry.vertices_count() - 1);
|
|
geometry.remove_vertex(geometry.vertices_count() - 1);
|
|
// Replace the left / right vertex indices to point to the start of the loop.
|
|
const size_t indices_count = geometry.indices_count();
|
|
for (size_t u = indices_count - 24; u < indices_count; ++u) {
|
|
const unsigned int id = geometry.extract_index(u);
|
|
if (id == (unsigned int)idx_prev[Left])
|
|
geometry.set_index(u, (unsigned int)idx_initial[Left]);
|
|
else if (id == (unsigned int)idx_prev[Right])
|
|
geometry.set_index(u, (unsigned int)idx_initial[Right]);
|
|
}
|
|
}
|
|
|
|
// This is the last iteration, only required to solve the transition.
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Only new allocate top / bottom vertices, if not closing a loop.
|
|
if (closed && ii + 1 == lines.size())
|
|
idx_b[Top] = idx_initial[Top];
|
|
else {
|
|
idx_b[Top] = idx_last++;
|
|
geometry.add_vertex((Vec3f)b[Top].cast<float>(), (Vec3f)n_top.cast<float>());
|
|
}
|
|
|
|
if (closed && ii + 1 == lines.size() && width == width_initial)
|
|
idx_b[Bottom] = idx_initial[Bottom];
|
|
else {
|
|
idx_b[Bottom] = idx_last++;
|
|
geometry.add_vertex((Vec3f)b[Bottom].cast<float>(), (Vec3f)n_bottom.cast<float>());
|
|
}
|
|
|
|
// Generate new vertices for the end of this line segment.
|
|
idx_b[Left] = idx_last++;
|
|
geometry.add_vertex((Vec3f)b[Left].cast<float>(), (Vec3f)n_left.cast<float>());
|
|
idx_b[Right] = idx_last++;
|
|
geometry.add_vertex((Vec3f)b[Right].cast<float>(), (Vec3f)n_right.cast<float>());
|
|
|
|
idx_prev = idx_b;
|
|
n_right_prev = n_right;
|
|
n_top_prev = n_top;
|
|
unit_v_prev = unit_v;
|
|
len_prev = len;
|
|
|
|
if (!closed) {
|
|
// Terminate open paths with caps.
|
|
if (i == 0) {
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
|
|
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
|
|
}
|
|
|
|
// We don't use 'else' because both cases are true if we have only one line.
|
|
if (i + 1 == lines.size()) {
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
|
|
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
|
|
}
|
|
}
|
|
|
|
// Add quads for a straight hollow tube-like segment.
|
|
// bottom-right face
|
|
geometry.add_triangle(idx_a[Bottom], idx_b[Bottom], idx_b[Right]);
|
|
geometry.add_triangle(idx_a[Bottom], idx_b[Right], idx_a[Right]);
|
|
// top-right face
|
|
geometry.add_triangle(idx_a[Right], idx_b[Right], idx_b[Top]);
|
|
geometry.add_triangle(idx_a[Right], idx_b[Top], idx_a[Top]);
|
|
// top-left face
|
|
geometry.add_triangle(idx_a[Top], idx_b[Top], idx_b[Left]);
|
|
geometry.add_triangle(idx_a[Top], idx_b[Left], idx_a[Left]);
|
|
// bottom-left face
|
|
geometry.add_triangle(idx_a[Left], idx_b[Left], idx_b[Bottom]);
|
|
geometry.add_triangle(idx_a[Left], idx_b[Bottom], idx_a[Bottom]);
|
|
}
|
|
}
|
|
|
|
void _3DScene::thick_lines_to_verts(
|
|
const Lines& lines,
|
|
const std::vector<double>& widths,
|
|
const std::vector<double>& heights,
|
|
bool closed,
|
|
double top_z,
|
|
GUI::GLModel::Geometry& geometry)
|
|
{
|
|
thick_lines_to_geometry(lines, widths, heights, closed, top_z, geometry);
|
|
}
|
|
|
|
void _3DScene::thick_lines_to_verts(
|
|
const Lines3& lines,
|
|
const std::vector<double>& widths,
|
|
const std::vector<double>& heights,
|
|
bool closed,
|
|
GUI::GLModel::Geometry& geometry)
|
|
{
|
|
thick_lines_to_geometry(lines, widths, heights, closed, geometry);
|
|
}
|
|
|
|
// Fill in the qverts and tverts with quads and triangles for the extrusion_path.
|
|
void _3DScene::extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
|
|
{
|
|
Polyline polyline = extrusion_path.polyline;
|
|
polyline.remove_duplicate_points();
|
|
polyline.translate(copy);
|
|
const Lines lines = polyline.lines();
|
|
std::vector<double> widths(lines.size(), extrusion_path.width);
|
|
std::vector<double> heights(lines.size(), extrusion_path.height);
|
|
thick_lines_to_verts(lines, widths, heights, false, print_z, geometry);
|
|
}
|
|
|
|
// Fill in the qverts and tverts with quads and triangles for the extrusion_loop.
|
|
void _3DScene::extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
|
|
{
|
|
Lines lines;
|
|
std::vector<double> widths;
|
|
std::vector<double> heights;
|
|
for (const ExtrusionPath& extrusion_path : extrusion_loop.paths) {
|
|
Polyline polyline = extrusion_path.polyline;
|
|
polyline.remove_duplicate_points();
|
|
polyline.translate(copy);
|
|
const Lines lines_this = polyline.lines();
|
|
append(lines, lines_this);
|
|
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
|
|
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
|
|
}
|
|
thick_lines_to_verts(lines, widths, heights, true, print_z, geometry);
|
|
}
|
|
|
|
// Fill in the qverts and tverts with quads and triangles for the extrusion_multi_path.
|
|
void _3DScene::extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
|
|
{
|
|
Lines lines;
|
|
std::vector<double> widths;
|
|
std::vector<double> heights;
|
|
for (const ExtrusionPath& extrusion_path : extrusion_multi_path.paths) {
|
|
Polyline polyline = extrusion_path.polyline;
|
|
polyline.remove_duplicate_points();
|
|
polyline.translate(copy);
|
|
const Lines lines_this = polyline.lines();
|
|
append(lines, lines_this);
|
|
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
|
|
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
|
|
}
|
|
thick_lines_to_verts(lines, widths, heights, false, print_z, geometry);
|
|
}
|
|
|
|
void _3DScene::extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
|
|
{
|
|
for (const ExtrusionEntity* extrusion_entity : extrusion_entity_collection.entities)
|
|
extrusionentity_to_verts(extrusion_entity, print_z, copy, geometry);
|
|
}
|
|
|
|
void _3DScene::extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
|
|
{
|
|
if (extrusion_entity != nullptr) {
|
|
auto* extrusion_path = dynamic_cast<const ExtrusionPath*>(extrusion_entity);
|
|
if (extrusion_path != nullptr)
|
|
extrusionentity_to_verts(*extrusion_path, print_z, copy, geometry);
|
|
else {
|
|
auto* extrusion_loop = dynamic_cast<const ExtrusionLoop*>(extrusion_entity);
|
|
if (extrusion_loop != nullptr)
|
|
extrusionentity_to_verts(*extrusion_loop, print_z, copy, geometry);
|
|
else {
|
|
auto* extrusion_multi_path = dynamic_cast<const ExtrusionMultiPath*>(extrusion_entity);
|
|
if (extrusion_multi_path != nullptr)
|
|
extrusionentity_to_verts(*extrusion_multi_path, print_z, copy, geometry);
|
|
else {
|
|
auto* extrusion_entity_collection = dynamic_cast<const ExtrusionEntityCollection*>(extrusion_entity);
|
|
if (extrusion_entity_collection != nullptr)
|
|
extrusionentity_to_verts(*extrusion_entity_collection, print_z, copy, geometry);
|
|
else
|
|
throw Slic3r::RuntimeError("Unexpected extrusion_entity type in to_verts()");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace Slic3r
|