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- package Slic3r::GUI::3DScene::Base;
- use strict;
- use warnings;
- use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
- # must load OpenGL *before* Wx::GLCanvas
- use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
- use base qw(Wx::GLCanvas Class::Accessor);
- use Math::Trig qw(asin);
- use List::Util qw(reduce min max first);
- use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon);
- use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
- use Wx::GLCanvas qw(:all);
- __PACKAGE__->mk_accessors( qw(_quat _dirty init
- enable_picking
- enable_face_select
- enable_moving
- on_viewport_changed
- on_hover
- on_select
- on_double_click
- on_right_click
- on_move
- volumes
- _sphi _stheta
- cutting_plane_axis
- cutting_plane_z
- cut_lines_vertices
- bed_shape
- bed_triangles
- bed_grid_lines
- background
- origin
- _mouse_pos
- _hover_volume_idx
- _drag_volume_idx
- _drag_start_pos
- _drag_start_xy
- _dragged
- _camera_target
- _zoom
- ) );
- use constant TRACKBALLSIZE => 0.8;
- use constant TURNTABLE_MODE => 1;
- use constant GROUND_Z => -0.02;
- use constant PI => 3.1415927;
- # Constant to determine if Vertex Buffer objects are used to draw
- # bed grid and the cut plane for object separation.
- use constant HAS_VBO => eval { glGenBuffersARB_p(0); GL_ARRAY_BUFFER_ARB; 1 };
- # phi / theta angles to orient the camera.
- use constant VIEW_TOP => [0.0,0.0];
- use constant VIEW_BOTTOM => [0.0,180.0];
- use constant VIEW_LEFT => [90.0,90.0];
- use constant VIEW_RIGHT => [-90.0,90.0];
- use constant VIEW_FRONT => [0.0,90.0];
- use constant VIEW_BACK => [180.0,90.0];
- use constant VIEW_DIAGONAL => [45.0,45.0];
- # Color Scheme
- use Slic3r::GUI::ColorScheme;
- use constant GIMBAL_LOCK_THETA_MAX => 170;
- # make OpenGL::Array thread-safe
- {
- no warnings 'redefine';
- *OpenGL::Array::CLONE_SKIP = sub { 1 };
- }
- sub new {
- my ($class, $parent) = @_;
- if ( ( defined $Slic3r::GUI::Settings->{_}{colorscheme} ) && ( Slic3r::GUI::ColorScheme->can($Slic3r::GUI::Settings->{_}{colorscheme}) ) ) {
- my $myGetSchemeName = \&{"Slic3r::GUI::ColorScheme::$Slic3r::GUI::Settings->{_}{colorscheme}"};
- $myGetSchemeName->();
- } else {
- Slic3r::GUI::ColorScheme->getDefault();
- }
-
- # We can only enable multi sample anti aliasing with wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
- # which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
- my $can_multisample =
- Wx::wxVERSION >= 3.000003 &&
- defined Wx::GLCanvas->can('WX_GL_SAMPLE_BUFFERS') &&
- defined Wx::GLCanvas->can('WX_GL_SAMPLES');
- my $attrib = [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24];
- if ($can_multisample) {
- # Request a window with multi sampled anti aliasing. This is a new feature in Wx 3.0.3 (backported from 3.1.0).
- # Use eval to avoid compilation, if the subs WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES are missing.
- eval 'push(@$attrib, (WX_GL_SAMPLE_BUFFERS, 1, WX_GL_SAMPLES, 4));';
- }
- # wxWidgets expect the attrib list to be ended by zero.
- push(@$attrib, 0);
- # we request a depth buffer explicitely because it looks like it's not created by
- # default on Linux, causing transparency issues
- my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
- if (Wx::wxVERSION >= 3.000003) {
- # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
- # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
- # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
- $self->GetContext();
- }
- $self->{can_multisample} = $can_multisample;
- $self->background(1);
- $self->_quat((0, 0, 0, 1));
- $self->_stheta(45);
- $self->_sphi(45);
- $self->_zoom(1);
-
- # 3D point in model space
- $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
-
- $self->reset_objects;
-
- EVT_PAINT($self, sub {
- my $dc = Wx::PaintDC->new($self);
- $self->Render($dc);
- });
- EVT_SIZE($self, sub { $self->_dirty(1) });
- EVT_IDLE($self, sub {
- return unless $self->_dirty;
- return if !$self->IsShownOnScreen;
- $self->Resize( $self->GetSizeWH );
- $self->Refresh;
- });
- EVT_MOUSEWHEEL($self, sub {
- my ($self, $e) = @_;
-
- # Calculate the zoom delta and apply it to the current zoom factor
- my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
- if ($Slic3r::GUI::Settings->{_}{invert_zoom}) {
- $zoom *= -1;
- }
- $zoom = max(min($zoom, 4), -4);
- $zoom /= 10;
- $self->_zoom($self->_zoom / (1-$zoom));
-
- # In order to zoom around the mouse point we need to translate
- # the camera target
- my $size = Slic3r::Pointf->new($self->GetSizeWH);
- my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
- $self->_camera_target->translate(
- # ($pos - $size/2) represents the vector from the viewport center
- # to the mouse point. By multiplying it by $zoom we get the new,
- # transformed, length of such vector.
- # Since we want that point to stay fixed, we move our camera target
- # in the opposite direction by the delta of the length of such vector
- # ($zoom - 1). We then scale everything by 1/$self->_zoom since
- # $self->_camera_target is expressed in terms of model units.
- -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
- -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
- 0,
- ) if 0;
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->_dirty(1);
- $self->Refresh;
- });
- EVT_MOUSE_EVENTS($self, \&mouse_event);
-
- return $self;
- }
- sub mouse_event {
- my ($self, $e) = @_;
-
- my $pos = Slic3r::Pointf->new($e->GetPositionXY);
- if ($e->Entering && &Wx::wxMSW) {
- # wxMSW needs focus in order to catch mouse wheel events
- $self->SetFocus;
- } elsif ($e->LeftDClick) {
- $self->on_double_click->()
- if $self->on_double_click;
- } elsif ($e->MiddleDClick) {
- if (@{$self->volumes}) {
- $self->zoom_to_volumes;
- } else {
- $self->zoom_to_bed;
- }
- $self->_dirty(1);
- $self->Refresh;
- } elsif (($e->LeftDown || $e->RightDown) && not $e->ShiftDown) {
- # If user pressed left or right button we first check whether this happened
- # on a volume or not.
- my $volume_idx = $self->_hover_volume_idx // -1;
-
- # select volume in this 3D canvas
- if ($self->enable_picking) {
- $self->deselect_volumes;
- $self->select_volume($volume_idx);
-
- if ($volume_idx != -1) {
- my $group_id = $self->volumes->[$volume_idx]->select_group_id;
- my @volumes;
- if ($group_id != -1) {
- $self->select_volume($_)
- for grep $self->volumes->[$_]->select_group_id == $group_id,
- 0..$#{$self->volumes};
- }
- }
-
- $self->Refresh;
- }
-
- # propagate event through callback
- $self->on_select->($volume_idx)
- if $self->on_select;
-
- if ($volume_idx != -1) {
- if ($e->LeftDown && $self->enable_moving) {
- $self->_drag_volume_idx($volume_idx);
- $self->_drag_start_pos($self->mouse_to_3d(@$pos));
- } elsif ($e->RightDown) {
- # if right clicking on volume, propagate event through callback
- $self->on_right_click->($e->GetPosition)
- if $self->on_right_click;
- }
- }
- } elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
- # get new position at the same Z of the initial click point
- my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
- my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
-
- # calculate the translation vector
- my $vector = $self->_drag_start_pos->vector_to($cur_pos);
-
- # get volume being dragged
- my $volume = $self->volumes->[$self->_drag_volume_idx];
-
- # get all volumes belonging to the same group, if any
- my @volumes;
- if ($volume->drag_group_id == -1) {
- @volumes = ($volume);
- } else {
- @volumes = grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
- }
-
- # apply new temporary volume origin and ignore Z
- $_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
- $self->_drag_start_pos($cur_pos);
- $self->_dragged(1);
- $self->Refresh;
- } elsif ($e->Dragging) {
- if ($e->AltDown) {
- # Move the camera center on the Z axis based on mouse Y axis movement
- if (defined $self->_drag_start_pos) {
- my $orig = $self->_drag_start_pos;
- $self->_camera_target->translate(0, 0, $pos->y - $orig->y);
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- }
- $self->_drag_start_pos($pos);
- } elsif ($e->LeftIsDown) {
- # if dragging over blank area with left button, rotate
- if (defined $self->_drag_start_pos) {
- my $orig = $self->_drag_start_pos;
- if (TURNTABLE_MODE) {
- $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
- $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
- $self->_stheta(GIMBAL_LOCK_THETA_MAX) if $self->_stheta > GIMBAL_LOCK_THETA_MAX;
- $self->_stheta(0) if $self->_stheta < 0;
- } else {
- my $size = $self->GetClientSize;
- my @quat = trackball(
- $orig->x / ($size->width / 2) - 1,
- 1 - $orig->y / ($size->height / 2), #/
- $pos->x / ($size->width / 2) - 1,
- 1 - $pos->y / ($size->height / 2), #/
- );
- $self->_quat(mulquats($self->_quat, \@quat));
- }
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- }
- $self->_drag_start_pos($pos);
- } elsif ($e->MiddleIsDown || $e->RightIsDown) {
- # if dragging over blank area with right button, translate
-
- if (defined $self->_drag_start_xy) {
- # get point in model space at Z = 0
- my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
- my $orig = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
- $self->_camera_target->translate(
- @{$orig->vector_to($cur_pos)->negative},
- );
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- }
- $self->_drag_start_xy($pos);
- }
- } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
- if ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
- # get all volumes belonging to the same group, if any
- my @volume_idxs;
- my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
- if ($group_id == -1) {
- @volume_idxs = ($self->_drag_volume_idx);
- } else {
- @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
- 0..$#{$self->volumes};
- }
- $self->on_move->(@volume_idxs);
- }
- $self->_drag_volume_idx(undef);
- $self->_drag_start_pos(undef);
- $self->_drag_start_xy(undef);
- $self->_dragged(undef);
- } elsif ($e->Moving) {
- $self->_mouse_pos($pos);
- $self->Refresh if $self->enable_picking;
- } else {
- $e->Skip();
- }
- }
- sub reset_objects {
- my ($self) = @_;
-
- $self->volumes([]);
- $self->_dirty(1);
- }
- sub set_viewport_from_scene {
- my ($self, $scene) = @_;
-
- $self->_sphi($scene->_sphi);
- $self->_stheta($scene->_stheta);
- $self->_camera_target($scene->_camera_target);
- $self->_zoom($scene->_zoom);
- $self->_quat($scene->_quat);
- $self->_dirty(1);
- }
- sub zoom{
- my ($self, $direction) = @_;
- if( $direction eq 'in'){
- $self->_zoom($self->_zoom / (1-0.3));
- }
- elsif($direction eq 'out'){
- $self->_zoom($self->_zoom / (1+0.3));
- }
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->_dirty(1);
- $self->Refresh;
- }
- # Set the camera to a default orientation,
- # zoom to volumes.
- sub select_view {
- my ($self, $direction) = @_;
- my $dirvec;
- if (ref($direction)) {
- $dirvec = $direction;
- } else {
- if ($direction eq 'top') {
- $dirvec = VIEW_TOP;
- } elsif ($direction eq 'bottom') {
- $dirvec = VIEW_BOTTOM;
- } elsif ($direction eq 'left') {
- $dirvec = VIEW_LEFT;
- } elsif ($direction eq 'right') {
- $dirvec = VIEW_RIGHT;
- } elsif ($direction eq 'front') {
- $dirvec = VIEW_FRONT;
- } elsif ($direction eq 'back') {
- $dirvec = VIEW_BACK;
- } elsif ($direction eq 'diagonal') {
- $dirvec = VIEW_DIAGONAL;
- }
- }
- $self->_sphi($dirvec->[0]);
- $self->_stheta($dirvec->[1]);
-
- # Avoid gimbal lock.
- $self->_stheta(GIMBAL_LOCK_THETA_MAX) if $self->_stheta > GIMBAL_LOCK_THETA_MAX;
- $self->_stheta(0) if $self->_stheta < 0;
-
- # View everything.
- $self->volumes_bounding_box->defined
- ? $self->zoom_to_volumes
- : $self->zoom_to_bed;
-
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->_dirty(1);
- $self->Refresh;
- }
- sub zoom_to_bounding_box {
- my ($self, $bb) = @_;
-
- # calculate the zoom factor needed to adjust viewport to
- # bounding box
- my $max_size = max(@{$bb->size}) * 1.05;
- my $min_viewport_size = min($self->GetSizeWH);
- if ($max_size != 0) {
- # only re-zoom if we have a valid bounding box, avoid a divide by 0 error.
- $self->_zoom($min_viewport_size / $max_size);
-
- # center view around bounding box center
- $self->_camera_target($bb->center);
-
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- }
- }
- sub zoom_to_bed {
- my ($self) = @_;
-
- if ($self->bed_shape) {
- $self->zoom_to_bounding_box($self->bed_bounding_box);
- }
- }
- sub zoom_to_volume {
- my ($self, $volume_idx) = @_;
-
- my $volume = $self->volumes->[$volume_idx];
- my $bb = $volume->transformed_bounding_box;
- $self->zoom_to_bounding_box($bb);
- }
- sub zoom_to_volumes {
- my ($self) = @_;
- $self->zoom_to_bounding_box($self->volumes_bounding_box);
- }
- sub volumes_bounding_box {
- my ($self) = @_;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- $bb->merge($_->transformed_bounding_box) for @{$self->volumes};
- return $bb;
- }
- sub bed_bounding_box {
- my ($self) = @_;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- if ($self->bed_shape) {
- $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
- }
- return $bb;
- }
- sub max_bounding_box {
- my ($self) = @_;
-
- my $bb = $self->bed_bounding_box;
- $bb->merge($self->volumes_bounding_box);
- return $bb;
- }
- sub set_auto_bed_shape {
- my ($self, $bed_shape) = @_;
-
- # draw a default square bed around object center
- my $max_size = max(@{ $self->volumes_bounding_box->size });
- my $center = $self->volumes_bounding_box->center;
- $self->set_bed_shape([
- [ $center->x - $max_size, $center->y - $max_size ], #--
- [ $center->x + $max_size, $center->y - $max_size ], #--
- [ $center->x + $max_size, $center->y + $max_size ], #++
- [ $center->x - $max_size, $center->y + $max_size ], #++
- ]);
- $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
- }
- sub set_bed_shape {
- my ($self, $bed_shape) = @_;
-
- $self->bed_shape($bed_shape);
-
- # triangulate bed
- my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
- my $bed_bb = $expolygon->bounding_box;
-
- {
- my @points = ();
- foreach my $triangle (@{ $expolygon->triangulate }) {
- push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle; #))
- }
- $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
- }
-
- {
- my @polylines = ();
- for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
- push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
- }
- for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
- push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
- }
- # clip with a slightly grown expolygon because our lines lay on the contours and
- # may get erroneously clipped
- my @lines = map Slic3r::Line->new(@$_[0,-1]),
- @{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
-
- # append bed contours
- push @lines, map @{$_->lines}, @$expolygon;
-
- my @points = ();
- foreach my $line (@lines) {
- push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #))
- }
- $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
- }
-
- $self->origin(Slic3r::Pointf->new(0,0));
- }
- sub deselect_volumes {
- my ($self) = @_;
- $_->selected(0) for @{$self->volumes};
- $_->selected_face(-1) for @{$self->volumes};
- }
- sub select_volume {
- my ($self, $volume_idx) = @_;
-
- if ($volume_idx != -1) {
- $self->volumes->[$volume_idx]->selected(1);
- $self->volumes->[$volume_idx]->selected_face($self->volumes->[$volume_idx]->hover_face);
- }
- }
- sub SetCuttingPlane {
- my ($self, $axis, $z, $expolygons) = @_;
-
- $self->cutting_plane_axis($axis);
- $self->cutting_plane_z($z);
-
- # grow slices in order to display them better
- $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
-
- my $bb = $self->volumes_bounding_box;
-
- my @verts = ();
- foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
- if ($axis == X) {
- push @verts, (
- $bb->x_min + $z, unscale($line->a->x), unscale($line->a->y), #))
- $bb->x_min + $z, unscale($line->b->x), unscale($line->b->y), #))
- );
- } elsif ($axis == Y) {
- push @verts, (
- unscale($line->a->y), $bb->y_min + $z, unscale($line->a->x), #))
- unscale($line->b->y), $bb->y_min + $z, unscale($line->b->x), #))
- );
- } else {
- push @verts, (
- unscale($line->a->x), unscale($line->a->y), $z, #))
- unscale($line->b->x), unscale($line->b->y), $z, #))
- );
- }
-
- }
- $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
- }
- # Given an axis and angle, compute quaternion.
- sub axis_to_quat {
- my ($ax, $phi) = @_;
-
- my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
- my @q = map { $_ * (1 / $lena) } @$ax;
- @q = map { $_ * sin($phi / 2.0) } @q;
- $q[$#q + 1] = cos($phi / 2.0);
- return @q;
- }
- # Project a point on the virtual trackball.
- # If it is inside the sphere, map it to the sphere, if it outside map it
- # to a hyperbola.
- sub project_to_sphere {
- my ($r, $x, $y) = @_;
-
- my $d = sqrt($x * $x + $y * $y);
- if ($d < $r * 0.70710678118654752440) { # Inside sphere
- return sqrt($r * $r - $d * $d);
- } else { # On hyperbola
- my $t = $r / 1.41421356237309504880;
- return $t * $t / $d;
- }
- }
- sub cross {
- my ($v1, $v2) = @_;
-
- return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
- @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
- @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
- }
- # Simulate a track-ball. Project the points onto the virtual trackball,
- # then figure out the axis of rotation, which is the cross product of
- # P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
- # deformed trackball-- is a trackball in the center, but is deformed
- # into a hyperbolic sheet of rotation away from the center.
- # It is assumed that the arguments to this routine are in the range
- # (-1.0 ... 1.0).
- sub trackball {
- my ($p1x, $p1y, $p2x, $p2y) = @_;
-
- if ($p1x == $p2x && $p1y == $p2y) {
- # zero rotation
- return (0.0, 0.0, 0.0, 1.0);
- }
-
- # First, figure out z-coordinates for projection of P1 and P2 to
- # deformed sphere
- my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
- my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
-
- # axis of rotation (cross product of P1 and P2)
- my @a = cross(\@p2, \@p1);
- # Figure out how much to rotate around that axis.
- my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
- my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
-
- # Avoid problems with out-of-control values...
- $t = 1.0 if ($t > 1.0);
- $t = -1.0 if ($t < -1.0);
- my $phi = 2.0 * asin($t);
- return axis_to_quat(\@a, $phi);
- }
- # Build a rotation matrix, given a quaternion rotation.
- sub quat_to_rotmatrix {
- my ($q) = @_;
-
- my @m = ();
-
- $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
- $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
- $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
- $m[3] = 0.0;
- $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
- $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
- $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
- $m[7] = 0.0;
- $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
- $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
- $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
- $m[11] = 0.0;
- $m[12] = 0.0;
- $m[13] = 0.0;
- $m[14] = 0.0;
- $m[15] = 1.0;
-
- return @m;
- }
- sub mulquats {
- my ($q1, $rq) = @_;
-
- return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
- @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
- @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
- @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
- }
- sub mouse_to_3d {
- my ($self, $x, $y, $z) = @_;
- my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
- my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
- my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
-
- $y = $viewport[3] - $y;
- $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
- my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
- return Slic3r::Pointf3->new(@projected);
- }
- sub mouse_ray {
- my ($self, $x, $y) = @_;
-
- return Slic3r::Linef3->new(
- $self->mouse_to_3d($x, $y, 0),
- $self->mouse_to_3d($x, $y, 1),
- );
- }
- sub GetContext {
- my ($self) = @_;
-
- if (Wx::wxVERSION >= 2.009) {
- return $self->{context} ||= Wx::GLContext->new($self);
- } else {
- return $self->SUPER::GetContext;
- }
- }
-
- sub SetCurrent {
- my ($self, $context) = @_;
-
- if (Wx::wxVERSION >= 2.009) {
- return $self->SUPER::SetCurrent($context);
- } else {
- return $self->SUPER::SetCurrent;
- }
- }
- sub Resize {
- my ($self, $x, $y) = @_;
-
- return unless $self->GetContext;
- $self->_dirty(0);
-
- $self->SetCurrent($self->GetContext);
- glViewport(0, 0, $x, $y);
-
- $x /= $self->_zoom;
- $y /= $self->_zoom;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- my $depth = 10 * max(@{ $self->max_bounding_box->size });
- glOrtho(
- -$x/2, $x/2, -$y/2, $y/2,
- -$depth, 2*$depth,
- );
-
- glMatrixMode(GL_MODELVIEW);
- }
-
- sub InitGL {
- my $self = shift;
-
- return if $self->init;
- return unless $self->GetContext;
- $self->init(1);
-
- glClearColor(0, 0, 0, 1);
- glColor3f(1, 0, 0);
- glEnable(GL_DEPTH_TEST);
- glClearDepth(1.0);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- # Set antialiasing/multisampling
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_POLYGON_SMOOTH);
- glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
-
- # ambient lighting
- glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.1, 0.1, 0.1, 1);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
-
- # light from camera
- glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
- glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.8, 0.8, 0.8, 1);
- glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.4, 0.4, 0.4, 1);
-
- # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. Default: GL_SMOOTH
- glShadeModel(GL_SMOOTH);
-
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.3, 0.3, 0.3, 1);
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0.1, 0.1, 0.9);
-
- # A handy trick -- have surface material mirror the color.
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
- }
-
- sub Render {
- my ($self, $dc) = @_;
-
- # prevent calling SetCurrent() when window is not shown yet
- return unless $self->IsShownOnScreen;
- return unless my $context = $self->GetContext;
- $self->SetCurrent($context);
- $self->InitGL;
-
- if($SOLID_BACKGROUNDCOLOR == 1){
- glClearColor(@BACKGROUND_COLOR, 0);
- } else {
- glClearColor(1, 1, 1, 1);
- }
-
- glClearDepth(1);
- glDepthFunc(GL_LESS);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (TURNTABLE_MODE) {
- glRotatef(-$self->_stheta, 1, 0, 0); # pitch
- glRotatef($self->_sphi, 0, 0, 1); # yaw
- } else {
- my @rotmat = quat_to_rotmatrix($self->quat);
- glMultMatrixd_p(@rotmat[0..15]);
- }
- glTranslatef(@{ $self->_camera_target->negative });
-
- # light from above
- glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
- glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
- glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
-
- if ($self->enable_picking) {
- glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
- glDisable(GL_LIGHTING);
- $self->draw_volumes(1);
- glFlush();
- glFinish();
-
- if (my $pos = $self->_mouse_pos) {
- my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
- my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
- $self->_hover_volume_idx(undef);
- $_->hover(0) for @{$self->volumes};
- $_->hover_face(-1) for @{$self->volumes};
- if ($volume_idx <= $#{$self->volumes}) {
- $self->_hover_volume_idx($volume_idx);
-
- $self->volumes->[$volume_idx]->hover(1);
- my $group_id = $self->volumes->[$volume_idx]->select_group_id;
- if ($group_id != -1) {
- $_->hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
- }
-
- $self->on_hover->($volume_idx) if $self->on_hover;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glFlush();
- glFinish();
- if($self->enable_face_select){
- $self->draw_volumes(2, $volume_idx);
- my $color = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
- my $face_idx = $color->[0] + $color->[1]*256 + $color->[2]*256*256;
- $self->volumes->[$volume_idx]->hover_face($face_idx);
- }
- }
- }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glFlush();
- glFinish();
- glEnable(GL_LIGHTING);
- }
-
- # draw fixed background
- if ($SOLID_BACKGROUNDCOLOR == 0 && $self->background) {
- glDisable(GL_LIGHTING);
- glPushMatrix();
- glLoadIdentity();
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glBegin(GL_QUADS);
- glColor3f( @BOTTOM_COLOR ); # bottom color
- glVertex2f(-1.0,-1.0);
- glVertex2f(1,-1.0);
- glColor3f( @TOP_COLOR ); # top color
- glVertex2f(1, 1);
- glVertex2f(-1.0, 1);
- glEnd();
- glPopMatrix();
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glEnable(GL_LIGHTING);
- }
-
- # draw ground and axes
- glDisable(GL_LIGHTING);
-
- # draw ground
- my $ground_z = GROUND_Z;
- if ($self->bed_triangles) {
- glDisable(GL_DEPTH_TEST);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- my $triangle_vertex;
- if (HAS_VBO) {
- ($triangle_vertex) =
- glGenBuffersARB_p(1);
- $self->bed_triangles->bind($triangle_vertex);
- glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_triangles, GL_STATIC_DRAW_ARB);
- glVertexPointer_c(3, GL_FLOAT, 0, 0);
- } else {
- # fall back on old behavior
- glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
- }
- glColor4f( @GROUND_COLOR );
- glNormal3d(0,0,1);
- glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- # we need depth test for grid, otherwise it would disappear when looking
- # the object from below
- glEnable(GL_DEPTH_TEST);
-
- # draw grid
- glLineWidth(2);
- glEnableClientState(GL_VERTEX_ARRAY);
- my $grid_vertex;
- if (HAS_VBO) {
- ($grid_vertex) =
- glGenBuffersARB_p(1);
- $self->bed_grid_lines->bind($grid_vertex);
- glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_grid_lines, GL_STATIC_DRAW_ARB);
- glVertexPointer_c(3, GL_FLOAT, 0, 0);
- } else {
- # fall back on old behavior
- glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
- }
- glColor4f( @GRID_COLOR );
- glNormal3d(0,0,1);
- glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glDisable(GL_BLEND);
- if (HAS_VBO) {
- # Turn off buffer objects to let the rest of the draw code work.
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- glDeleteBuffersARB_p($grid_vertex);
- glDeleteBuffersARB_p($triangle_vertex);
- }
- }
-
- my $volumes_bb = $self->volumes_bounding_box;
-
- {
- # draw axes
- # disable depth testing so that axes are not covered by ground
- glDisable(GL_DEPTH_TEST);
- my $origin = $self->origin;
- my $axis_len = max(
- max(@{ $self->bed_bounding_box->size }),
- 1.2 * max(@{ $volumes_bb->size }),
- );
- glLineWidth(2);
- glBegin(GL_LINES);
- # draw line for x axis
- glColor3f(1, 0, 0);
- glVertex3f(@$origin, $ground_z);
- glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
- # draw line for y axis
- glColor3f(0, 1, 0);
- glVertex3f(@$origin, $ground_z);
- glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
- glEnd();
- # draw line for Z axis
- # (re-enable depth test so that axis is correctly shown when objects are behind it)
- glEnable(GL_DEPTH_TEST);
- glBegin(GL_LINES);
- glColor3f(0, 0, 1);
- glVertex3f(@$origin, $ground_z);
- glVertex3f(@$origin, $ground_z+$axis_len);
- glEnd();
- }
-
- glEnable(GL_LIGHTING);
-
- # draw objects
- $self->draw_volumes;
-
- # draw cutting plane
- if (defined $self->cutting_plane_z) {
- my $plane_z = $self->cutting_plane_z;
- my $bb = $volumes_bb;
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_QUADS);
- glColor4f( @COLOR_CUTPLANE );
- if ($self->cutting_plane_axis == X) {
- glVertex3f($bb->x_min+$plane_z, $bb->y_min-20, $bb->z_min-20);
- glVertex3f($bb->x_min+$plane_z, $bb->y_max+20, $bb->z_min-20);
- glVertex3f($bb->x_min+$plane_z, $bb->y_max+20, $bb->z_max+20);
- glVertex3f($bb->x_min+$plane_z, $bb->y_min-20, $bb->z_max+20);
- } elsif ($self->cutting_plane_axis == Y) {
- glVertex3f($bb->x_min-20, $bb->y_min+$plane_z, $bb->z_min-20);
- glVertex3f($bb->x_max+20, $bb->y_min+$plane_z, $bb->z_min-20);
- glVertex3f($bb->x_max+20, $bb->y_min+$plane_z, $bb->z_max+20);
- glVertex3f($bb->x_min-20, $bb->y_min+$plane_z, $bb->z_max+20);
- } elsif ($self->cutting_plane_axis == Z) {
- glVertex3f($bb->x_min-20, $bb->y_min-20, $bb->z_min+$plane_z);
- glVertex3f($bb->x_max+20, $bb->y_min-20, $bb->z_min+$plane_z);
- glVertex3f($bb->x_max+20, $bb->y_max+20, $bb->z_min+$plane_z);
- glVertex3f($bb->x_min-20, $bb->y_max+20, $bb->z_min+$plane_z);
- }
- glEnd();
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- }
-
- if (defined $self->_drag_start_pos || defined $self->_drag_start_xy) {
- $self->draw_center_of_rotation($self->_camera_target->x, $self->_camera_target->y, $self->_camera_target->z);
- }
- glFlush();
-
- $self->SwapBuffers();
-
- # Calling glFinish has a performance penalty, but it seems to fix some OpenGL driver hang-up with extremely large scenes.
- glFinish();
- }
- sub draw_axes {
- my ($self, $x, $y, $z, $length, $width, $allways_visible) = @_;
- if ($allways_visible) {
- glDisable(GL_DEPTH_TEST);
- } else {
- glEnable(GL_DEPTH_TEST);
- }
- glLineWidth($width);
- glBegin(GL_LINES);
- # draw line for x axis
- glColor3f(1, 0, 0);
- glVertex3f($x, $y, $z);
- glVertex3f($x + $length, $y, $z);
- # draw line for y axis
- glColor3f(0, 1, 0);
- glVertex3f($x, $y, $z);
- glVertex3f($x, $y + $length, $z);
- # draw line for Z axis
- glColor3f(0, 0, 1);
- glVertex3f($x, $y, $z);
- glVertex3f($x, $y, $z + $length);
- glEnd();
- }
- sub draw_center_of_rotation {
- my ($self, $x, $y, $z) = @_;
-
- $self->draw_axes($x, $y, $z, 10, 1, 1);
- $self->draw_axes($x, $y, $z, 10, 4, 0);
- }
- sub draw_volumes {
- my ($self, $fakecolor, $volume_to_render) = @_;
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- my $upper = $volume_to_render // $#{$self->volumes};
- my $lower = $volume_to_render // 0;
- foreach my $volume_idx ($lower..$upper) {
- my $volume = $self->volumes->[$volume_idx];
- glPushMatrix();
- glTranslatef(@{$volume->origin});
- my @baseColor;
- if ($fakecolor) {
- my $r = ($volume_idx & 0x000000FF) >> 0;
- my $g = ($volume_idx & 0x0000FF00) >> 8;
- my $b = ($volume_idx & 0x00FF0000) >> 16;
- @baseColor = ($r/255.0, $g/255.0, $b/255.0, 1);
- } elsif ($self->enable_face_select){
- @baseColor = @{ $volume->color };
- } elsif ($volume->selected) {
- @baseColor = @SELECTED_COLOR;
- push(@baseColor, $volume->color->[3]);
- } elsif ($volume->hover) {
- @baseColor = @HOVER_COLOR;
- push(@baseColor, $volume->color->[3]);
- } else {
- @baseColor = @{ $volume->color };
- }
-
- my @sorted_z = ();
- my ($min_z, $max_z);
- if ($volume->range && $volume->offsets) {
- @sorted_z = sort { $a <=> $b } keys %{$volume->offsets};
-
- ($min_z, $max_z) = @{$volume->range};
- $min_z = first { $_ >= $min_z } @sorted_z;
- $max_z = first { $_ > $max_z } @sorted_z;
- }
-
- glCullFace(GL_BACK);
- if ($volume->qverts) {
- my ($min_offset, $max_offset);
- if (defined $min_z) {
- $min_offset = $volume->offsets->{$min_z}->[0];
- }
- if (defined $max_z) {
- $max_offset = $volume->offsets->{$max_z}->[0];
- }
- $min_offset //= 0;
- $max_offset //= $volume->qverts->size;
-
- glColor4f(@baseColor);
- glVertexPointer_c(3, GL_FLOAT, 0, $volume->qverts->verts_ptr);
- glNormalPointer_c(GL_FLOAT, 0, $volume->qverts->norms_ptr);
- glDrawArrays(GL_QUADS, $min_offset / 3, ($max_offset-$min_offset) / 3);
- }
-
- if ($volume->tverts) {
- my ($min_offset, $max_offset);
- if (defined $min_z) {
- $min_offset = $volume->offsets->{$min_z}->[1];
- }
- if (defined $max_z) {
- $max_offset = $volume->offsets->{$max_z}->[1];
- }
- $min_offset //= 0;
- $max_offset //= $volume->tverts->size;
- if($fakecolor && $fakecolor == 2){
- our @_cached_colors;
- our $_cached_ptr;
- my $pLen = @_cached_colors;
- my $toAdd = max($max_offset/3*4 - $pLen, 0);
- if($toAdd){
- # TODO: move this into CPP to reduce memory consumption and decrease time when new models are added
- my @colors = (@baseColor)x($toAdd);
- for my $i (0 .. ($#colors/12)){
- my $r = (($i+($pLen/12)) & 0x000000FF) >> 0;
- my $g = (($i+($pLen/12)) & 0x0000FF00) >> 8;
- my $b = (($i+($pLen/12)) & 0x00FF0000) >> 16;
- $colors[$i*4*3 + 0] = $r / 255.0;
- $colors[$i*4*3 + 1] = $g / 255.0;
- $colors[$i*4*3 + 2] = $b / 255.0;
- $colors[$i*4*3 + 3] = 1.0;
- $colors[$i*4*3 + 4] = $r / 255.0;
- $colors[$i*4*3 + 5] = $g / 255.0;
- $colors[$i*4*3 + 6] = $b / 255.0;
- $colors[$i*4*3 + 7] = 1.0;
- $colors[$i*4*3 + 8] = $r / 255.0;
- $colors[$i*4*3 + 9] = $g / 255.0;
- $colors[$i*4*3 + 10] = $b / 255.0;
- $colors[$i*4*3 + 11] = 1.0;
- }
- push(@_cached_colors, @colors);
- $_cached_ptr = OpenGL::Array->new_list(GL_FLOAT,@_cached_colors);
- }
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer_c(4, GL_FLOAT, 0, $_cached_ptr->ptr());
- glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
- glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
- glDrawArrays(GL_TRIANGLES, $min_offset / 3, ($max_offset-$min_offset) / 3);
- glDisableClientState(GL_COLOR_ARRAY);
- } else {
- glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
- glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
- if ( (not $fakecolor) && $volume->selected && $volume->selected_face != -1 && $volume->selected_face <= $max_offset/3){
- my $i = $volume->selected_face;
- glColor4f(@SELECTED_COLOR,$volume->color->[3]);
- glDrawArrays(GL_TRIANGLES, $i*3, 3);
- }
- if ( (not $fakecolor) && $volume->hover && $volume->hover_face != -1 && $volume->hover_face <= $max_offset/3){
- my $i = $volume->hover_face;
- glColor4f(@HOVER_COLOR,$volume->color->[3]);
- glDrawArrays(GL_TRIANGLES, $i*3, 3);
- }
- glColor4f(@baseColor);
- glDrawArrays(GL_TRIANGLES, $min_offset / 3, ($max_offset-$min_offset) / 3);
- }
- }
-
- glPopMatrix();
- }
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisable(GL_BLEND);
- my $cut_vertex;
- if (defined $self->cutting_plane_z) {
- if (HAS_VBO) {
- # Use Vertex Buffer Object for cutting plane (previous method crashes on modern POGL).
- ($cut_vertex) = glGenBuffersARB_p(1);
- $self->cut_lines_vertices->bind($cut_vertex);
- glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->cut_lines_vertices, GL_STATIC_DRAW_ARB);
- glVertexPointer_c(3, GL_FLOAT, 0, 0);
- } else {
- # Use legacy method.
- glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
- }
- glLineWidth(2);
- glColor3f(0, 0, 0);
- glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
- if (HAS_VBO) {
- # Turn off buffer objects to let the rest of the draw code work.
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- glDeleteBuffersARB_p($cut_vertex);
- }
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- sub calculate_normal {
- my $self = shift;
- my ($volume_idx) = @_;
- return undef if $volume_idx == -1;
- my $volume = $self->volumes->[$volume_idx];
- my $max_offset = $volume->tverts->size; # For now just assume this TODO: add the other checks
-
- if ($volume->selected && $volume->selected_face != -1 && $volume->selected_face <= $max_offset/3){
- my $i = $volume->selected_face;
- my $p1 = $volume->tverts->get_point($i*3);
- my $p2 = $volume->tverts->get_point($i*3+1);
- my $p3 = $volume->tverts->get_point($i*3+2);
- my $v1 = $p1->vector_to($p2);
- my $v2 = $p1->vector_to($p3);
-
- # Calculate the cross product
- my $x = $v1->y() * $v2->z() - $v1->z() * $v2->y();
- my $y = $v1->z() * $v2->x() - $v1->x() * $v2->z();
- my $z = $v1->x() * $v2->y() - $v1->y() * $v2->x();
-
- # Normalize it
- my $d = sqrt($x*$x + $y*$y + $z*$z);
- return Slic3r::Pointf3->new($x/$d,$y/$d,$z/$d);
- }
-
- return undef;
- }
- package Slic3r::GUI::3DScene::Volume;
- use Moo;
- has 'bounding_box' => (is => 'ro', required => 1);
- has 'origin' => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
- has 'color' => (is => 'ro', required => 1);
- has 'select_group_id' => (is => 'rw', default => sub { -1 });
- has 'drag_group_id' => (is => 'rw', default => sub { -1 });
- has 'selected' => (is => 'rw', default => sub { 0 });
- has 'selected_face' => (is => 'rw', default => sub { -1 });
- has 'hover' => (is => 'rw', default => sub { 0 });
- has 'hover_face' => (is => 'rw', default => sub { -1 });
- has 'range' => (is => 'rw');
- # geometric data
- has 'qverts' => (is => 'rw'); # GLVertexArray object
- has 'tverts' => (is => 'rw'); # GLVertexArray object
- has 'mesh' => (is => 'rw'); # only required for cut contours
- has 'offsets' => (is => 'rw'); # [ z => [ qverts_idx, tverts_idx ] ]
- sub transformed_bounding_box {
- my ($self) = @_;
-
- my $bb = $self->bounding_box;
- $bb->translate(@{$self->origin});
- return $bb;
- }
- package Slic3r::GUI::3DScene;
- use base qw(Slic3r::GUI::3DScene::Base);
- use OpenGL qw(:glconstants :gluconstants :glufunctions);
- use List::Util qw(first min max);
- use Slic3r::Geometry qw(scale unscale epsilon);
- use Slic3r::Print::State ':steps';
- use Slic3r::GUI::ColorScheme;
- __PACKAGE__->mk_accessors(qw(
- colors
- color_by
- color_toolpaths_by
- select_by
- drag_by
- volumes_by_object
- _objects_by_volumes
- ));
- sub default_colors { [@COLOR_PARTS], [@COLOR_INFILL], [@COLOR_SUPPORT], [@COLOR_UNKNOWN] }
- sub new {
- my $class = shift;
-
- my $self = $class->SUPER::new(@_);
-
- if ( ( defined $Slic3r::GUI::Settings->{_}{colorscheme} ) && ( Slic3r::GUI::ColorScheme->can($Slic3r::GUI::Settings->{_}{colorscheme}) ) ) {
- my $myGetSchemeName = \&{"Slic3r::GUI::ColorScheme::$Slic3r::GUI::Settings->{_}{colorscheme}"};
- $myGetSchemeName->();
- } else {
- Slic3r::GUI::ColorScheme->getDefault();
- }
-
- $self->colors([ $self->default_colors ]);
- $self->color_by('volume'); # object | volume
- $self->color_toolpaths_by('role'); # role | extruder
- $self->select_by('object'); # object | volume | instance
- $self->drag_by('instance'); # object | instance
- $self->volumes_by_object({}); # obj_idx => [ volume_idx, volume_idx ... ]
- $self->_objects_by_volumes({}); # volume_idx => [ obj_idx, instance_idx ]
-
- return $self;
- }
- sub load_object {
- my ($self, $model, $obj_idx, $instance_idxs) = @_;
-
- my $model_object;
- if ($model->isa('Slic3r::Model::Object')) {
- $model_object = $model;
- $model = $model_object->model;
- $obj_idx = 0;
- } else {
- $model_object = $model->get_object($obj_idx);
- }
-
- $instance_idxs ||= [0..$#{$model_object->instances}];
-
- my @volumes_idx = ();
- foreach my $volume_idx (0..$#{$model_object->volumes}) {
- my $volume = $model_object->volumes->[$volume_idx];
- foreach my $instance_idx (@$instance_idxs) {
- my $instance = $model_object->instances->[$instance_idx];
- my $mesh = $volume->mesh->clone;
- $instance->transform_mesh($mesh);
-
- my $color_idx;
- if ($self->color_by eq 'volume') {
- $color_idx = $volume_idx;
- } elsif ($self->color_by eq 'object') {
- $color_idx = $obj_idx;
- }
-
- my $color = [ @{$self->colors->[ $color_idx % scalar(@{$self->colors}) ]} ];
- $color->[3] = $volume->modifier ? 0.5 : 1;
- push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
- bounding_box => $mesh->bounding_box,
- color => $color,
- );
- if ($self->select_by eq 'object') {
- $v->select_group_id($obj_idx*1000000);
- } elsif ($self->select_by eq 'volume') {
- $v->select_group_id($obj_idx*1000000 + $volume_idx*1000);
- } elsif ($self->select_by eq 'instance') {
- $v->select_group_id($obj_idx*1000000 + $volume_idx*1000 + $instance_idx);
- }
- if ($self->drag_by eq 'object') {
- $v->drag_group_id($obj_idx*1000);
- } elsif ($self->drag_by eq 'instance') {
- $v->drag_group_id($obj_idx*1000 + $instance_idx);
- }
- push @volumes_idx, my $scene_volume_idx = $#{$self->volumes};
- $self->_objects_by_volumes->{$scene_volume_idx} = [ $obj_idx, $volume_idx, $instance_idx ];
-
- my $verts = Slic3r::GUI::_3DScene::GLVertexArray->new;
- $verts->load_mesh($mesh);
- $v->tverts($verts);
- }
- }
-
- $self->volumes_by_object->{$obj_idx} = [@volumes_idx];
- return @volumes_idx;
- }
- sub load_print_object_slices {
- my ($self, $object) = @_;
-
- my @verts = ();
- my @norms = ();
- my @quad_verts = ();
- my @quad_norms = ();
- foreach my $layer (@{$object->layers}) {
- my $gap = 0;
- my $top_z = $layer->print_z;
- my $bottom_z = $layer->print_z - $layer->height + $gap;
-
- foreach my $copy (@{ $object->_shifted_copies }) {
- {
- my @expolygons = map $_->clone, @{$layer->slices};
- $_->translate(@$copy) for @expolygons;
- $self->_expolygons_to_verts(\@expolygons, $layer->print_z, \@verts, \@norms);
- }
- foreach my $slice (@{$layer->slices}) {
- foreach my $polygon (@$slice) {
- foreach my $line (@{$polygon->lines}) {
- $line->translate(@$copy);
-
- push @quad_norms, (0,0,-1), (0,0,-1);
- push @quad_verts, (map unscale($_), @{$line->a}), $bottom_z;
- push @quad_verts, (map unscale($_), @{$line->b}), $bottom_z;
- push @quad_norms, (0,0,1), (0,0,1);
- push @quad_verts, (map unscale($_), @{$line->b}), $top_z;
- push @quad_verts, (map unscale($_), @{$line->a}), $top_z;
-
- # We'll use this for the middle normal when using 4 quads:
- #my $xy_normal = $line->normal;
- #$_xynormal->scale(1/$line->length);
- }
- }
- }
- }
- }
-
- my $obb = $object->bounding_box;
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
-
- push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
- bounding_box => $bb,
- color => $self->colors->[0],
- verts => OpenGL::Array->new_list(GL_FLOAT, @verts),
- norms => OpenGL::Array->new_list(GL_FLOAT, @norms),
- quad_verts => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
- quad_norms => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
- );
- }
- sub load_print_toolpaths {
- my ($self, $print) = @_;
-
- return if !$print->step_done(STEP_SKIRT);
- return if !$print->step_done(STEP_BRIM);
- return if !$print->has_skirt
- && $print->config->brim_width == 0
- && $print->config->interior_brim_width == 0
- && $print->config->brim_connections_width == 0;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- {
- my $pbb = $print->bounding_box;
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$pbb->min_point}));
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$pbb->max_point}));
- }
-
- my $color_by_extruder = $self->color_toolpaths_by eq 'extruder';
-
- if (!$print->brim->empty) {
- my $color = $color_by_extruder
- ? $self->colors->[ ($print->brim_extruder-1) % @{$self->colors} ]
- : $self->colors->[2];
-
- push @{$self->volumes}, my $volume = Slic3r::GUI::3DScene::Volume->new(
- bounding_box => $bb,
- color => $color,
- qverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- tverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- offsets => {}, # print_z => [ qverts, tverts ]
- );
-
- my $top_z = $print->get_object(0)->get_layer(0)->print_z;
- $volume->offsets->{$top_z} = [0, 0];
- $self->_extrusionentity_to_verts($print->brim, $top_z, Slic3r::Point->new(0,0),
- $volume->qverts, $volume->tverts);
- }
-
- if (!$print->skirt->empty) {
- # TODO: it's a bit difficult to predict skirt extruders with the current skirt logic.
- # We need to rewrite it anyway.
- my $color = +($self->default_colors)[0];
- push @{$self->volumes}, my $volume = Slic3r::GUI::3DScene::Volume->new(
- bounding_box => $bb,
- color => $color,
- qverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- tverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- offsets => {}, # print_z => [ qverts, tverts ]
- );
-
- my $skirt_height = 0; # number of layers
- if ($print->has_infinite_skirt) {
- $skirt_height = $print->total_layer_count;
- } else {
- $skirt_height = min($print->config->skirt_height, $print->total_layer_count);
- }
- $skirt_height ||= 1 if $print->config->brim_width > 0 || $print->config->interior_brim_width;
-
- # get first $skirt_height layers (maybe this should be moved to a PrintObject method?)
- my $object0 = $print->get_object(0);
- my @layers = ();
- push @layers, map $object0->get_layer($_-1), 1..min($skirt_height, $object0->layer_count);
- push @layers, map $object0->get_support_layer($_-1), 1..min($skirt_height, $object0->support_layer_count);
- @layers = sort { $a->print_z <=> $b->print_z } @layers;
- @layers = @layers[0..($skirt_height-1)];
-
- foreach my $i (0..($skirt_height-1)) {
- my $top_z = $layers[$i]->print_z;
- $volume->offsets->{$top_z} = [$volume->qverts->size, $volume->tverts->size];
-
- $self->_extrusionentity_to_verts($print->skirt, $top_z, Slic3r::Point->new(0,0),
- $volume->qverts, $volume->tverts);
- }
- }
- }
- sub load_print_object_toolpaths {
- my ($self, $object) = @_;
-
- # order layers by print_z
- my @layers = sort { $a->print_z <=> $b->print_z }
- @{$object->layers}, @{$object->support_layers};
-
- # Bounding box of the object and its copies.
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- {
- my $obb = $object->bounding_box;
- foreach my $copy (@{ $object->_shifted_copies }) {
- my $cbb = $obb->clone;
- $cbb->translate(@$copy);
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->min_point}, 0));
- $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->max_point}, $object->size->z));
- }
- }
-
- my %volumes = (); # color => Volume
-
- # Maximum size of an allocation block: 32MB / sizeof(float)
- my $alloc_size_max = 32 * 1048576 / 4;
-
- my $add = sub {
- my ($coll, $top_z, $copy, $color) = @_;
-
- my $volume = $volumes{$color};
- if (!$volume) {
- push @{$self->volumes}, $volumes{$color} = $volume = Slic3r::GUI::3DScene::Volume->new(
- bounding_box => $bb,
- color => $color,
- qverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- tverts => Slic3r::GUI::_3DScene::GLVertexArray->new,
- offsets => {}, # print_z => [ qverts, tverts ]
- );
- }
-
- $volume->offsets->{$top_z} //= [ $volume->qverts->size, $volume->tverts->size ];
- $self->_extrusionentity_to_verts($coll, $top_z, $copy, $volume->qverts, $volume->tverts);
- };
-
- my $color_by_extruder = $self->color_toolpaths_by eq 'extruder';
-
- foreach my $layer (@layers) {
- my $top_z = $layer->print_z;
- foreach my $copy (@{ $object->_shifted_copies }) {
- foreach my $layerm (@{$layer->regions}) {
- if ($object->step_done(STEP_PERIMETERS)) {
- my $color = $color_by_extruder
- ? $self->colors->[ ($layerm->region->config->perimeter_extruder-1) % @{$self->colors} ]
- : $self->colors->[0];
- $add->($layerm->perimeters, $top_z, $copy, $color);
- }
-
- if ($object->step_done(STEP_INFILL)) {
- my $color = $color_by_extruder
- ? $self->colors->[ ($layerm->region->config->infill_extruder-1) % @{$self->colors} ]
- : $self->colors->[1];
-
- if ($color_by_extruder && $layerm->region->config->infill_extruder != $layerm->region->config->solid_infill_extruder) {
- # divide solid and non-solid infill
- my $solid = Slic3r::ExtrusionPath::Collection->new;
- my $non_solid = Slic3r::ExtrusionPath::Collection->new;
- foreach my $fill (@{$layerm->fills}) {
- if ($fill->[0]->is_solid_infill) {
- $solid->append($fill);
- } else {
- $non_solid->append($fill);
- }
- }
- $add->($non_solid, $top_z, $copy, $color);
- $color = $self->colors->[ ($layerm->region->config->solid_infill_extruder-1) % @{$self->colors} ];
- $add->($solid, $top_z, $copy, $color);
- } else {
- $add->($layerm->fills, $top_z, $copy, $color);
- }
- }
- }
-
- if ($layer->isa('Slic3r::Layer::Support') && $object->step_done(STEP_SUPPORTMATERIAL)) {
- {
- my $color = $color_by_extruder
- ? $self->colors->[ ($layer->object->config->support_material_extruder-1) % @{$self->colors} ]
- : $self->colors->[2];
- $add->($layer->support_fills, $top_z, $copy, $color);
- }
- {
- my $color = ($color_by_extruder)
- ? $self->colors->[ ($layer->object->config->support_material_interface_extruder-1) % @{$self->colors} ]
- : $self->colors->[2];
- $add->($layer->support_interface_fills, $top_z, $copy, $color);
- }
- }
- }
-
- foreach my $color (keys %volumes) {
- my $volume = $volumes{$color};
- if ($volume->qverts->size() > $alloc_size_max || $volume->tverts->size() > $alloc_size_max) {
- # stop appending to this volume; create a new one next time
- delete $volumes{$color};
- }
- }
- }
- }
- sub set_toolpaths_range {
- my ($self, $min_z, $max_z) = @_;
-
- foreach my $volume (@{$self->volumes}) {
- $volume->range([ $min_z, $max_z ]);
- }
- }
- sub _expolygons_to_verts {
- my ($self, $expolygons, $z, $verts, $norms) = @_;
-
- my $tess = gluNewTess();
- gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_VERTEX, sub {
- my ($x, $y, $z) = @_;
- push @$verts, $x, $y, $z;
- push @$norms, (0,0,1), (0,0,1), (0,0,1);
- });
- gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
-
- foreach my $expolygon (@$expolygons) {
- gluTessBeginPolygon($tess);
- foreach my $polygon (@$expolygon) {
- gluTessBeginContour($tess);
- gluTessVertex_p($tess, (map unscale($_), @$_), $z) for @$polygon;
- gluTessEndContour($tess);
- }
- gluTessEndPolygon($tess);
- }
-
- gluDeleteTess($tess);
- }
- # Fill in the $qverts and $tverts with quads and triangles
- # for the extrusion $entity.
- sub _extrusionentity_to_verts {
- my ($self, $entity, $top_z, $copy, $qverts, $tverts) = @_;
-
- my ($lines, $widths, $heights, $closed);
- if ($entity->isa('Slic3r::ExtrusionPath::Collection')) {
- $self->_extrusionentity_to_verts($_, $top_z, $copy, $qverts, $tverts)
- for @$entity;
- return;
- } elsif ($entity->isa('Slic3r::ExtrusionPath')) {
- my $polyline = $entity->polyline->clone;
- $polyline->remove_duplicate_points;
- $polyline->translate(@$copy);
- $lines = $polyline->lines;
- $widths = [ map $entity->width, 0..$#$lines ];
- $heights = [ map $entity->height, 0..$#$lines ];
- $closed = 0;
- } else {
- $lines = [];
- $widths = [];
- $heights = [];
- $closed = 1;
- foreach my $path (@$entity) {
- my $polyline = $path->polyline->clone;
- $polyline->remove_duplicate_points;
- $polyline->translate(@$copy);
- my $path_lines = $polyline->lines;
- push @$lines, @$path_lines;
- push @$widths, map $path->width, 0..$#$path_lines;
- push @$heights, map $path->height, 0..$#$path_lines;
- }
- }
-
- # Calling the C++ implementation Slic3r::_3DScene::_extrusionentity_to_verts_do()
- # This adds new vertices to the $qverts and $tverts.
- Slic3r::GUI::_3DScene::_extrusionentity_to_verts_do($lines, $widths, $heights,
- $closed,
- # Top height of the extrusion.
- $top_z,
- # $copy is not used here.
- $copy,
- # GLVertexArray object: C++ class maintaining an std::vector<float> for coords and normals.
- $qverts,
- $tverts);
- }
- sub object_idx {
- my ($self, $volume_idx) = @_;
- return $self->_objects_by_volumes->{$volume_idx}[0];
- }
- sub volume_idx {
- my ($self, $volume_idx) = @_;
- return $self->_objects_by_volumes->{$volume_idx}[1];
- }
- sub instance_idx {
- my ($self, $volume_idx) = @_;
- return $self->_objects_by_volumes->{$volume_idx}[2];
- }
- 1;
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