PrusaSlicer-NonPlainar/lib/Slic3r/GUI/3DScene.pm

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# Implements pure perl packages
#
# Slic3r::GUI::3DScene::Base;
# Slic3r::GUI::3DScene;
#
# Slic3r::GUI::Plater::3D derives from Slic3r::GUI::3DScene,
# Slic3r::GUI::Plater::3DPreview, Slic3r::GUI::Plater::3DToolpaths,
# Slic3r::GUI::Plater::ObjectCutDialog and Slic3r::GUI::Plater::ObjectPartsPanel
# own $self->{canvas} of the Slic3r::GUI::3DScene type.
#
# Therefore the 3DScene supports renderng of STLs, extrusions and cutting planes,
# and camera manipulation.
package Slic3r::GUI::3DScene::Base;
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use strict;
use warnings;
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use Wx qw(:timer :bitmap :icon :dialog);
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS EVT_CHAR EVT_TIMER);
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# 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 tan);
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use List::Util qw(reduce min max first);
use Slic3r::Geometry qw(X Y normalize scale unscale scaled_epsilon);
use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND);
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use Wx::GLCanvas qw(:all);
use Slic3r::Geometry qw(PI);
# _dirty: boolean flag indicating, that the screen has to be redrawn on EVT_IDLE.
# volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
# _camera_type: 'perspective' or 'ortho'
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__PACKAGE__->mk_accessors( qw(_quat _dirty init
enable_picking
enable_moving
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use_plain_shader
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on_viewport_changed
on_hover
on_select
on_double_click
on_right_click
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on_move
on_model_update
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volumes
_sphi _stheta
cutting_plane_z
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cut_lines_vertices
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bed_shape
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bed_triangles
bed_grid_lines
bed_polygon
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background
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origin
_mouse_pos
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_hover_volume_idx
_drag_volume_idx
_drag_start_pos
_drag_volume_center_offset
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_drag_start_xy
_dragged
_layer_height_edited
_camera_type
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_camera_target
_camera_distance
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_zoom
) );
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use constant TRACKBALLSIZE => 0.8;
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use constant TURNTABLE_MODE => 1;
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use constant GROUND_Z => -0.02;
# For mesh selection: Not selected - bright yellow.
use constant DEFAULT_COLOR => [1,1,0];
# For mesh selection: Selected - bright green.
use constant SELECTED_COLOR => [0,1,0,1];
# For mesh selection: Mouse hovers over the object, but object not selected yet - dark green.
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use constant HOVER_COLOR => [0.4,0.9,0,1];
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# phi / theta angles to orient the camera.
use constant VIEW_DEFAULT => [45.0,45.0];
use constant VIEW_LEFT => [90.0,90.0];
use constant VIEW_RIGHT => [-90.0,90.0];
use constant VIEW_TOP => [0.0,0.0];
use constant VIEW_BOTTOM => [0.0,180.0];
use constant VIEW_FRONT => [0.0,90.0];
use constant VIEW_REAR => [180.0,90.0];
use constant MANIPULATION_IDLE => 0;
use constant MANIPULATION_DRAGGING => 1;
use constant MANIPULATION_LAYER_HEIGHT => 2;
use constant GIMBALL_LOCK_THETA_MAX => 170;
use constant VARIABLE_LAYER_THICKNESS_BAR_WIDTH => 70;
use constant VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT => 22;
# make OpenGL::Array thread-safe
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{
no warnings 'redefine';
*OpenGL::Array::CLONE_SKIP = sub { 1 };
}
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sub new {
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my ($class, $parent) = @_;
# We can only enable multi sample anti aliasing wih 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.
$self->GetContext();
}
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$self->background(1);
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$self->_quat((0, 0, 0, 1));
$self->_stheta(45);
$self->_sphi(45);
$self->_zoom(1);
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$self->use_plain_shader(0);
# Collection of GLVolume objects
$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
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# 3D point in model space
$self->_camera_type('ortho');
# $self->_camera_type('perspective');
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$self->_camera_target(Slic3r::Pointf3->new(0,0,0));
$self->_camera_distance(0.);
$self->layer_editing_enabled(0);
$self->{layer_height_edit_band_width} = 2.;
$self->{layer_height_edit_strength} = 0.005;
$self->{layer_height_edit_last_object_id} = -1;
$self->{layer_height_edit_last_z} = 0.;
$self->{layer_height_edit_last_action} = 0;
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$self->reset_objects;
EVT_PAINT($self, sub {
my $dc = Wx::PaintDC->new($self);
$self->Render($dc);
});
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EVT_SIZE($self, sub { $self->_dirty(1) });
EVT_IDLE($self, sub {
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return unless $self->_dirty;
return if !$self->IsShownOnScreen;
$self->Resize( $self->GetSizeWH );
$self->Refresh;
});
EVT_MOUSEWHEEL($self, \&mouse_wheel_event);
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EVT_MOUSE_EVENTS($self, \&mouse_event);
# EVT_KEY_DOWN($self, sub {
EVT_CHAR($self, sub {
my ($s, $event) = @_;
if ($event->HasModifiers) {
$event->Skip;
} else {
my $key = $event->GetKeyCode;
if ($key == ord('0')) {
$self->select_view('iso');
} elsif ($key == ord('1')) {
$self->select_view('top');
} elsif ($key == ord('2')) {
$self->select_view('bottom');
} elsif ($key == ord('3')) {
$self->select_view('front');
} elsif ($key == ord('4')) {
$self->select_view('rear');
} elsif ($key == ord('5')) {
$self->select_view('left');
} elsif ($key == ord('6')) {
$self->select_view('right');
} else {
$event->Skip;
}
}
});
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$self->{layer_height_edit_timer_id} = &Wx::NewId();
$self->{layer_height_edit_timer} = Wx::Timer->new($self, $self->{layer_height_edit_timer_id});
EVT_TIMER($self, $self->{layer_height_edit_timer_id}, sub {
my ($self, $event) = @_;
return if $self->_layer_height_edited != 1;
return if $self->{layer_height_edit_last_object_id} == -1;
$self->_variable_layer_thickness_action(undef);
});
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return $self;
}
sub Destroy {
my ($self) = @_;
$self->{layer_height_edit_timer}->Stop;
$self->DestroyGL;
return $self->SUPER::Destroy;
}
sub layer_editing_enabled {
my ($self, $value) = @_;
if (@_ == 2) {
$self->{layer_editing_enabled} = $value;
if ($value) {
if (! $self->{layer_editing_initialized}) {
# Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders.
# If compilation fails, a message box is shown with the error codes.
$self->SetCurrent($self->GetContext);
my $shader = new Slic3r::GUI::_3DScene::GLShader;
my $error_message;
if (! $shader->load($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
# Compilation or linking of the shaders failed.
$error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n"
. $shader->last_error;
$shader = undef;
} else {
$self->{layer_height_edit_shader} = $shader;
($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (defined($error_message)) {
# Don't enable the layer editing tool.
$self->{layer_editing_enabled} = 0;
# 2 means failed
$self->{layer_editing_initialized} = 2;
# Show the error message.
Wx::MessageBox($error_message, "Slic3r Error", wxOK | wxICON_EXCLAMATION, $self);
} else {
$self->{layer_editing_initialized} = 1;
}
} elsif ($self->{layer_editing_initialized} == 2) {
# Initilization failed before. Don't try to initialize and disable layer editing.
$self->{layer_editing_enabled} = 0;
}
}
}
return $self->{layer_editing_enabled};
}
sub layer_editing_allowed {
my ($self) = @_;
# Allow layer editing if either the shaders were not initialized yet and we don't know
# whether it will be possible to initialize them,
# or if the initialization was done already and it failed.
return ! (defined($self->{layer_editing_initialized}) && $self->{layer_editing_initialized} == 2);
}
sub _first_selected_object_id_for_variable_layer_height_editing {
my ($self) = @_;
for my $i (0..$#{$self->volumes}) {
if ($self->volumes->[$i]->selected) {
my $object_id = int($self->volumes->[$i]->select_group_id / 1000000);
# Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy.
return ($object_id >= $self->{print}->object_count) ? -1 : $object_id
if $object_id < 10000;
}
}
return -1;
}
# Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
sub _variable_layer_thickness_bar_rect_screen {
my ($self) = @_;
my ($cw, $ch) = $self->GetSizeWH;
return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
}
sub _variable_layer_thickness_bar_rect_viewport {
my ($self) = @_;
my ($cw, $ch) = $self->GetSizeWH;
return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom));
}
# Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
sub _variable_layer_thickness_reset_rect_screen {
my ($self) = @_;
my ($cw, $ch) = $self->GetSizeWH;
return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
}
sub _variable_layer_thickness_reset_rect_viewport {
my ($self) = @_;
my ($cw, $ch) = $self->GetSizeWH;
return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom);
}
sub _variable_layer_thickness_bar_rect_mouse_inside {
my ($self, $mouse_evt) = @_;
my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
}
sub _variable_layer_thickness_reset_rect_mouse_inside {
my ($self, $mouse_evt) = @_;
my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_reset_rect_screen;
return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
}
sub _variable_layer_thickness_bar_mouse_cursor_z_relative {
my ($self) = @_;
my $mouse_pos = $self->ScreenToClientPoint(Wx::GetMousePosition());
my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
return ($mouse_pos->x >= $bar_left && $mouse_pos->x <= $bar_right && $mouse_pos->y >= $bar_top && $mouse_pos->y <= $bar_bottom) ?
# Inside the bar.
($bar_bottom - $mouse_pos->y - 1.) / ($bar_bottom - $bar_top - 1) :
# Outside the bar.
-1000.;
}
sub _variable_layer_thickness_action {
my ($self, $mouse_event, $do_modification) = @_;
# A volume is selected. Test, whether hovering over a layer thickness bar.
return if $self->{layer_height_edit_last_object_id} == -1;
if (defined($mouse_event)) {
my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
$self->{layer_height_edit_last_z} = unscale($self->{print}->get_object($self->{layer_height_edit_last_object_id})->size->z)
* ($bar_bottom - $mouse_event->GetY - 1.) / ($bar_bottom - $bar_top);
$self->{layer_height_edit_last_action} = $mouse_event->ShiftDown ? ($mouse_event->RightIsDown ? 3 : 2) : ($mouse_event->RightIsDown ? 0 : 1);
}
# Mark the volume as modified, so Print will pick its layer height profile? Where to mark it?
# Start a timer to refresh the print? schedule_background_process() ?
# The PrintObject::adjust_layer_height_profile() call adjusts the profile of its associated ModelObject, it does not modify the profile of the PrintObject itself.
$self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile(
$self->{layer_height_edit_last_z},
$self->{layer_height_edit_strength},
$self->{layer_height_edit_band_width},
$self->{layer_height_edit_last_action});
$self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture(
$self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1);
$self->Refresh;
# Automatic action on mouse down with the same coordinate.
$self->{layer_height_edit_timer}->Start(100, wxTIMER_CONTINUOUS);
}
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sub mouse_event {
my ($self, $e) = @_;
my $pos = Slic3r::Pointf->new($e->GetPositionXY);
my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
if ($e->Entering && &Wx::wxMSW) {
# wxMSW needs focus in order to catch mouse wheel events
$self->SetFocus;
$self->_drag_start_xy(undef);
} elsif ($e->LeftDClick) {
if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
} elsif ($self->on_double_click) {
$self->on_double_click->();
}
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} elsif ($e->LeftDown || $e->RightDown) {
# If user pressed left or right button we first check whether this happened
# on a volume or not.
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my $volume_idx = $self->_hover_volume_idx // -1;
$self->_layer_height_edited(0);
if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
# A volume is selected and the mouse is hovering over a layer thickness bar.
# Start editing the layer height.
$self->_layer_height_edited(1);
$self->_variable_layer_thickness_action($e);
} elsif ($object_idx_selected != -1 && $self->_variable_layer_thickness_reset_rect_mouse_inside($e)) {
$self->{print}->get_object($object_idx_selected)->reset_layer_height_profile;
# Index 2 means no editing, just wait for mouse up event.
$self->_layer_height_edited(2);
$self->Refresh;
$self->Update;
} else {
# Select volume in this 3D canvas.
# Don't deselect a volume if layer editing is enabled. We want the object to stay selected
# during the scene manipulation.
if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
$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;
$self->Update;
}
# propagate event through callback
$self->on_select->($volume_idx)
if $self->on_select;
if ($volume_idx != -1) {
if ($e->LeftDown && $self->enable_moving) {
# The mouse_to_3d gets the Z coordinate from the Z buffer at the screen coordinate $pos->x,y,
# an converts the screen space coordinate to unscaled object space.
my $pos3d = $self->mouse_to_3d(@$pos);
# Only accept the initial position, if it is inside the volume bounding box.
my $volume_bbox = $self->volumes->[$volume_idx]->transformed_bounding_box;
$volume_bbox->offset(1.);
if ($volume_bbox->contains_point($pos3d)) {
# The dragging operation is initiated.
$self->_drag_volume_idx($volume_idx);
$self->_drag_start_pos($pos3d);
# Remember the shift to to the object center. The object center will later be used
# to limit the object placement close to the bed.
$self->_drag_volume_center_offset($pos3d->vector_to($volume_bbox->center));
}
} elsif ($e->RightDown) {
# if right clicking on volume, propagate event through callback
$self->on_right_click->($e->GetPosition)
if $self->on_right_click;
}
}
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}
} elsif ($e->Dragging && $e->LeftIsDown && ! $self->_layer_height_edited && defined($self->_drag_volume_idx)) {
# Get new position at the same Z of the initial click point.
my $cur_pos = Slic3r::Linef3->new(
$self->mouse_to_3d($e->GetX, $e->GetY, 0),
$self->mouse_to_3d($e->GetX, $e->GetY, 1))
->intersect_plane($self->_drag_start_pos->z);
# Clip the new position, so the object center remains close to the bed.
{
$cur_pos->translate(@{$self->_drag_volume_center_offset});
my $cur_pos2 = Slic3r::Point->new(scale($cur_pos->x), scale($cur_pos->y));
if (! $self->bed_polygon->contains_point($cur_pos2)) {
my $ip = $self->bed_polygon->point_projection($cur_pos2);
$cur_pos->set_x(unscale($ip->x));
$cur_pos->set_y(unscale($ip->y));
}
$cur_pos->translate(@{$self->_drag_volume_center_offset->negative});
}
# Calculate the translation vector.
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my $vector = $self->_drag_start_pos->vector_to($cur_pos);
# Get the volume being dragged.
my $volume = $self->volumes->[$self->_drag_volume_idx];
# Get all volumes belonging to the same group, if any.
my @volumes = ($volume->drag_group_id == -1) ?
($volume) :
grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
# Apply new temporary volume origin and ignore Z.
$_->translate($vector->x, $vector->y, 0) for @volumes;
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$self->_drag_start_pos($cur_pos);
$self->_dragged(1);
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$self->Refresh;
$self->Update;
} elsif ($e->Dragging) {
if ($self->_layer_height_edited && $object_idx_selected != -1) {
$self->_variable_layer_thickness_action($e) if ($self->_layer_height_edited == 1);
} elsif ($e->LeftIsDown) {
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# if dragging over blank area with left button, rotate
if (defined $self->_drag_start_pos) {
my $orig = $self->_drag_start_pos;
if (TURNTABLE_MODE) {
# Turntable mode is enabled by default.
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$self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
$self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
$self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
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$self->_stheta(0) if $self->_stheta < 0;
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} 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));
}
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$self->on_viewport_changed->() if $self->on_viewport_changed;
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$self->Refresh;
$self->Update;
}
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$self->_drag_start_pos($pos);
} elsif ($e->MiddleIsDown || $e->RightIsDown) {
# If dragging over blank area with right button, pan.
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if (defined $self->_drag_start_xy) {
# get point in model space at Z = 0
my $cur_pos = $self->mouse_to_3d($e->GetX, $e->GetY, 0);
my $orig = $self->mouse_to_3d($self->_drag_start_xy->x, $self->_drag_start_xy->y, 0);
$self->_camera_target->translate(@{$orig->vector_to($cur_pos)->negative});
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$self->on_viewport_changed->() if $self->on_viewport_changed;
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$self->Refresh;
$self->Update;
}
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$self->_drag_start_xy($pos);
}
} elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
if ($self->_layer_height_edited) {
$self->_layer_height_edited(undef);
$self->{layer_height_edit_timer}->Stop;
$self->on_model_update->()
if ($object_idx_selected != -1 && $self->on_model_update);
} elsif ($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);
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}
$self->_drag_volume_idx(undef);
$self->_drag_start_pos(undef);
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$self->_drag_start_xy(undef);
$self->_dragged(undef);
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} elsif ($e->Moving) {
$self->_mouse_pos($pos);
# Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor
# hovers over.
if ($self->enable_picking) {
$self->Update;
$self->Refresh;
}
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} else {
$e->Skip();
}
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}
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sub mouse_wheel_event {
my ($self, $e) = @_;
if ($e->MiddleIsDown) {
# Ignore the wheel events if the middle button is pressed.
return;
}
if ($self->layer_editing_enabled && $self->{print}) {
my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing;
if ($object_idx_selected != -1) {
# A volume is selected. Test, whether hovering over a layer thickness bar.
if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
# Adjust the width of the selection.
$self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
$self->Refresh;
return;
}
}
}
# Calculate the zoom delta and apply it to the current zoom factor
my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
$zoom = max(min($zoom, 4), -4);
$zoom /= 10;
$zoom = $self->_zoom / (1-$zoom);
# Don't allow to zoom too far outside the scene.
my $zoom_min = $self->get_zoom_to_bounding_box_factor($self->max_bounding_box);
$zoom_min *= 0.4 if defined $zoom_min;
$zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min;
$self->_zoom($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;
$self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
$self->Refresh;
}
# Reset selection.
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sub reset_objects {
my ($self) = @_;
if ($self->GetContext) {
$self->SetCurrent($self->GetContext);
$self->volumes->release_geometry;
}
$self->volumes->erase;
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$self->_dirty(1);
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}
# Setup camera to view all objects.
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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);
$self->_dirty(1);
}
# Set the camera to a default orientation,
# zoom to volumes.
sub select_view {
my ($self, $direction) = @_;
my $dirvec;
if (ref($direction)) {
$dirvec = $direction;
} else {
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if ($direction eq 'iso') {
$dirvec = VIEW_DEFAULT;
} elsif ($direction eq 'left') {
$dirvec = VIEW_LEFT;
} elsif ($direction eq 'right') {
$dirvec = VIEW_RIGHT;
} elsif ($direction eq 'top') {
$dirvec = VIEW_TOP;
} elsif ($direction eq 'bottom') {
$dirvec = VIEW_BOTTOM;
} elsif ($direction eq 'front') {
$dirvec = VIEW_FRONT;
} elsif ($direction eq 'rear') {
$dirvec = VIEW_REAR;
}
}
my $bb = $self->volumes_bounding_box;
if (! $bb->empty) {
$self->_sphi($dirvec->[0]);
$self->_stheta($dirvec->[1]);
# Avoid gimball lock.
$self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
$self->_stheta(0) if $self->_stheta < 0;
# View everything.
$self->zoom_to_bounding_box($bb);
$self->on_viewport_changed->() if $self->on_viewport_changed;
$self->Refresh;
}
}
sub get_zoom_to_bounding_box_factor {
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my ($self, $bb) = @_;
return undef if ($bb->empty);
my $max_size = max(@{$bb->size}) * 2;
return ($max_size == 0) ? undef : min($self->GetSizeWH) / $max_size;
}
sub zoom_to_bounding_box {
my ($self, $bb) = @_;
# Calculate the zoom factor needed to adjust viewport to bounding box.
my $zoom = $self->get_zoom_to_bounding_box_factor($bb);
if (defined $zoom) {
$self->_zoom($zoom);
# center view around bounding box center
$self->_camera_target($bb->center);
$self->on_viewport_changed->() if $self->on_viewport_changed;
}
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}
sub zoom_to_bed {
my ($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 = $volume->transformed_bounding_box;
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$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};
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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};
}
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return $bb;
}
sub max_bounding_box {
my ($self) = @_;
my $bb = $self->bed_bounding_box;
$bb->merge($self->volumes_bounding_box);
return $bb;
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}
# Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
# to support the scene objects.
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sub set_auto_bed_shape {
my ($self, $bed_shape) = @_;
# draw a default square bed around object center
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my $max_size = max(@{ $self->volumes_bounding_box->size });
my $center = $self->volumes_bounding_box->center;
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$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 + $max_size ], #++
]);
# Set the origin for painting of the coordinate system axes.
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$self->origin(Slic3r::Pointf->new(@$center[X,Y]));
}
# Set the bed shape to a single closed 2D polygon (array of two element arrays),
# triangulate the bed and store the triangles into $self->bed_triangles,
# fills the $self->bed_grid_lines and sets $self->origin.
# Sets $self->bed_polygon to limit the object placement.
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sub set_bed_shape {
my ($self, $bed_shape) = @_;
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$self->bed_shape($bed_shape);
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# 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;
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}
$self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
}
{
my @polylines = ();
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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]);
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}
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,$y]);
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}
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# clip with a slightly grown expolygon because our lines lay on the contours and
# may get erroneously clipped
my @lines = map Slic3r::Line->new(@$_[0,-1]),
@{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
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# append bed contours
push @lines, map @{$_->lines}, @$expolygon;
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my @points = ();
foreach my $line (@lines) {
push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #))
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}
$self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
}
# Set the origin for painting of the coordinate system axes.
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$self->origin(Slic3r::Pointf->new(0,0));
$self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone);
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}
sub deselect_volumes {
my ($self) = @_;
$_->set_selected(0) for @{$self->volumes};
}
sub select_volume {
my ($self, $volume_idx) = @_;
$self->volumes->[$volume_idx]->set_selected(1)
if $volume_idx != -1;
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}
sub SetCuttingPlane {
my ($self, $z, $expolygons) = @_;
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$self->cutting_plane_z($z);
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# grow slices in order to display them better
$expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
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my @verts = ();
foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
push @verts, (
unscale($line->a->x), unscale($line->a->y), $z, #))
unscale($line->b->x), unscale($line->b->y), $z, #))
);
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}
$self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
}
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# Given an axis and angle, compute quaternion.
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sub axis_to_quat {
my ($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($phi / 2.0);
return @q;
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}
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# Project a point on the virtual trackball.
# If it is inside the sphere, map it to the sphere, if it outside map it
# to a hyperbola.
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sub project_to_sphere {
my ($r, $x, $y) = @_;
my $d = sqrt($x * $x + $y * $y);
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if ($d < $r * 0.70710678118654752440) { # Inside sphere
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return sqrt($r * $r - $d * $d);
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} else { # On hyperbola
my $t = $r / 1.41421356237309504880;
return $t * $t / $d;
}
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}
sub cross {
my ($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] * @$v2[0]);
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}
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# Simulate a track-ball. Project the points onto the virtual trackball,
# then figure out the axis of rotation, which is the cross product of
# P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
# deformed trackball-- is a trackball in the center, but is deformed
# into a hyperbolic sheet of rotation away from the center.
# It is assumed that the arguments to this routine are in the range
# (-1.0 ... 1.0).
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sub trackball {
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my ($p1x, $p1y, $p2x, $p2y) = @_;
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if ($p1x == $p2x && $p1y == $p2y) {
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# zero rotation
return (0.0, 0.0, 0.0, 1.0);
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}
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# First, figure out z-coordinates for projection of P1 and P2 to
# deformed sphere
my @p1 = ($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)
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my @a = cross(\@p2, \@p1);
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# Figure out how much to rotate around that axis.
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my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
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my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
# Avoid problems with out-of-control values...
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$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, $phi);
}
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# Build a rotation matrix, given a quaternion rotation.
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sub quat_to_rotmatrix {
my ($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;
$m[15] = 1.0;
return @m;
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}
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sub mulquats {
my ($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] * @$rq[2])
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}
# Convert the screen space coordinate to an object space coordinate.
# If the Z screen space coordinate is not provided, a depth buffer value is substituted.
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sub mouse_to_3d {
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my ($self, $x, $y, $z) = @_;
my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
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$y = $viewport[3] - $y;
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$z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
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my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
return Slic3r::Pointf3->new(@projected);
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}
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sub GetContext {
my ($self) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->{context} ||= Wx::GLContext->new($self);
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} else {
return $self->SUPER::GetContext;
}
}
sub SetCurrent {
my ($self, $context) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->SUPER::SetCurrent($context);
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} else {
return $self->SUPER::SetCurrent;
}
}
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sub UseVBOs {
my ($self) = @_;
if (! defined ($self->{use_VBOs})) {
# This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
# first when an OpenGL widget is shown for the first time. How ugly.
return 0 if (! $self->init && $^O eq 'linux');
# Don't use VBOs if anything fails.
$self->{use_VBOs} = 0;
if ($self->GetContext) {
$self->SetCurrent($self->GetContext);
Slic3r::GUI::_3DScene::_glew_init;
my @gl_version = split(/\./, glGetString(GL_VERSION));
$self->{use_VBOs} = int($gl_version[0]) >= 2;
# print "UseVBOs $self OpenGL major: $gl_version[0], minor: $gl_version[1]. Use VBOs: ", $self->{use_VBOs}, "\n";
}
}
return $self->{use_VBOs};
}
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sub Resize {
my ($self, $x, $y) = @_;
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return unless $self->GetContext;
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$self->_dirty(0);
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$self->SetCurrent($self->GetContext);
glViewport(0, 0, $x, $y);
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$x /= $self->_zoom;
$y /= $self->_zoom;
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ($self->_camera_type eq 'ortho') {
#FIXME setting the size of the box 10x larger than necessary
# is only a workaround for an incorrectly set camera.
# This workaround harms Z-buffer accuracy!
# my $depth = 1.05 * $self->max_bounding_box->radius();
my $depth = 10.0 * $self->max_bounding_box->radius();
glOrtho(
-$x/2, $x/2, -$y/2, $y/2,
-$depth, $depth,
);
} else {
die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
my $bbox_r = $self->max_bounding_box->radius();
my $fov = PI * 45. / 180.;
my $fov_tan = tan(0.5 * $fov);
my $cam_distance = 0.5 * $bbox_r / $fov_tan;
$self->_camera_distance($cam_distance);
my $nr = $cam_distance - $bbox_r * 1.1;
my $fr = $cam_distance + $bbox_r * 1.1;
$nr = 1 if ($nr < 1);
$fr = $nr + 1 if ($fr < $nr + 1);
my $h2 = $fov_tan * $nr;
my $w2 = $h2 * $x / $y;
glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
}
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glMatrixMode(GL_MODELVIEW);
}
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sub InitGL {
my $self = shift;
return if $self->init;
return unless $self->GetContext;
$self->init(1);
# This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
# first when an OpenGL widget is shown for the first time. How ugly.
# In that case the volumes are wainting to be moved to Vertex Buffer Objects
# after the OpenGL context is being initialized.
$self->volumes->finalize_geometry(1)
if ($^O eq 'linux' && $self->UseVBOs);
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glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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# Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_MULTISAMPLE);
# glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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# ambient lighting
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glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
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glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
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# light from camera
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
# glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
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# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_MULTISAMPLE);
if ($self->UseVBOs) {
my $shader = new Slic3r::GUI::_3DScene::GLShader;
if (! $shader->load($self->_fragment_shader_Gouraud, $self->_vertex_shader_Gouraud)) {
# if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
print "Compilaton of path shader failed: \n" . $shader->last_error . "\n";
$shader = undef;
} else {
$self->{plain_shader} = $shader;
}
}
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}
sub DestroyGL {
my $self = shift;
if ($self->GetContext) {
$self->SetCurrent($self->GetContext);
if ($self->{plain_shader}) {
$self->{plain_shader}->release;
delete $self->{plain_shader};
}
if ($self->{layer_height_edit_shader}) {
$self->{layer_height_edit_shader}->release;
delete $self->{layer_height_edit_shader};
}
$self->volumes->release_geometry;
}
}
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sub Render {
my ($self, $dc) = @_;
# prevent calling SetCurrent() when window is not shown yet
return unless $self->IsShownOnScreen;
return unless my $context = $self->GetContext;
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$self->SetCurrent($context);
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$self->InitGL;
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glClearColor(1, 1, 1, 1);
glClearDepth(1);
glDepthFunc(GL_LESS);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
{
# Shift the perspective camera.
my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
glTranslatef(@$camera_pos);
}
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if (TURNTABLE_MODE) {
# Turntable mode is enabled by default.
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glRotatef(-$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]);
}
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glTranslatef(@{ $self->_camera_target->negative });
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# light from above
glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
# Head light
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
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if ($self->enable_picking) {
# Render the object for picking.
# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# Better to use software ray-casting on a bounding-box hierarchy.
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_MULTISAMPLE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
$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 + $col->[2]*256*256;
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$self->_hover_volume_idx(undef);
$_->set_hover(0) for @{$self->volumes};
if ($volume_idx <= $#{$self->volumes}) {
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$self->_hover_volume_idx($volume_idx);
$self->volumes->[$volume_idx]->set_hover(1);
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
if ($group_id != -1) {
$_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
}
$self->on_hover->($volume_idx) if $self->on_hover;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFlush();
glFinish();
glPopAttrib();
}
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# draw fixed background
if ($self->background) {
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glDisable(GL_LIGHTING);
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glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
# Draws a bluish bottom to top gradient over the complete screen.
glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
glColor3f(0.0,0.0,0.0);
glVertex3f(-1.0,-1.0, 1.0);
glVertex3f( 1.0,-1.0, 1.0);
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glColor3f(10/255,98/255,144/255);
glVertex3f( 1.0, 1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
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glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
glPopMatrix();
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glEnable(GL_LIGHTING);
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}
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# draw ground and axes
glDisable(GL_LIGHTING);
# draw ground
my $ground_z = GROUND_Z;
if ($self->bed_triangles) {
glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(0.8, 0.6, 0.5, 0.4);
glNormal3d(0,0,1);
glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
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# we need depth test for grid, otherwise it would disappear when looking
# the object from below
glEnable(GL_DEPTH_TEST);
# draw grid
glLineWidth(3);
glColor4f(0.2, 0.2, 0.2, 0.4);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
my $volumes_bb = $self->volumes_bounding_box;
{
# draw axes
# disable depth testing so that axes are not covered by ground
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glDisable(GL_DEPTH_TEST);
my $origin = $self->origin;
my $axis_len = max(
0.3 * max(@{ $self->bed_bounding_box->size }),
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();
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}
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glEnable(GL_LIGHTING);
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# draw objects
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if (! $self->use_plain_shader) {
$self->draw_volumes;
} elsif ($self->UseVBOs) {
$self->{plain_shader}->enable if $self->{plain_shader};
$self->volumes->render_VBOs;
$self->{plain_shader}->disable;
} else {
$self->volumes->render_legacy;
}
# draw cutting plane
if (defined $self->cutting_plane_z) {
my $plane_z = $self->cutting_plane_z;
my $bb = $volumes_bb;
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor4f(0.8, 0.8, 0.8, 0.5);
glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
glEnd();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
}
$self->draw_active_object_annotations;
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$self->SwapBuffers();
# Calling glFinish has a performance penalty, but it seems to fix some OpenGL driver hang-up with extremely large scenes.
# glFinish();
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}
sub draw_volumes {
# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
my ($self, $fakecolor) = @_;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
my $shader_active = 0;
my $object_id = int($volume->select_group_id / 1000000);
if ($self->layer_editing_enabled && ! $fakecolor && $volume->selected && $self->{layer_height_edit_shader} &&
$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
# Update the height texture if the ModelObject::layer_height_texture is invalid.
$volume->generate_layer_height_texture($self->{print}->get_object($object_id), 0);
$self->{layer_height_edit_shader}->enable;
$self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
$self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
$self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
$self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LEVEL, 0);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
# glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
# glPixelStorei(GL_UNPACK_ROW_LENGTH, $self->{layer_preview_z_texture_width});
glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
$shader_active = 1;
} elsif ($fakecolor) {
# Object picking mode. Render the object with a color encoding the object index.
my $r = ($volume_idx & 0x000000FF) >> 0;
my $g = ($volume_idx & 0x0000FF00) >> 8;
my $b = ($volume_idx & 0x00FF0000) >> 16;
glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
} elsif ($volume->selected) {
glColor4f(@{ &SELECTED_COLOR });
} elsif ($volume->hover) {
glColor4f(@{ &HOVER_COLOR });
} else {
glColor4f(@{ $volume->color });
}
$volume->render;
if ($shader_active) {
glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable;
}
}
glDisableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_BLEND);
if (defined $self->cutting_plane_z) {
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
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glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
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}
glDisableClientState(GL_VERTEX_ARRAY);
}
sub _load_image_set_texture {
my ($self, $file_name) = @_;
# Load a PNG with an alpha channel.
my $img = Wx::Image->new;
$img->LoadFile($Slic3r::var->($file_name), wxBITMAP_TYPE_PNG);
# Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
my @rgb = unpack 'C*', $img->GetData();
my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
my $n_pixels = int(@alpha);
my @data = (0)x($n_pixels * 4);
for (my $i = 0; $i < $n_pixels; $i += 1) {
$data[$i*4 ] = $rgb[$i*3];
$data[$i*4+1] = $rgb[$i*3+1];
$data[$i*4+2] = $rgb[$i*3+2];
$data[$i*4+3] = $alpha[$i];
}
# Initialize a raw bitmap data.
my $params = {
loaded => 1,
valid => $n_pixels > 0,
width => $img->GetWidth,
height => $img->GetHeight,
data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
texture_id => glGenTextures_p(1)
};
# Create and initialize a texture with the raw data.
glBindTexture(GL_TEXTURE_2D, $params->{texture_id});
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
glBindTexture(GL_TEXTURE_2D, 0);
return $params;
}
sub _variable_layer_thickness_load_overlay_image {
my ($self) = @_;
$self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
if (! $self->{layer_preview_annotation}->{loaded});
return $self->{layer_preview_annotation}->{valid};
}
sub _variable_layer_thickness_load_reset_image {
my ($self) = @_;
$self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
if (! $self->{layer_preview_reset_image}->{loaded});
return $self->{layer_preview_reset_image}->{valid};
}
# Paint the tooltip.
sub _render_image {
my ($self, $image, $l, $r, $b, $t) = @_;
glColor4f(1.,1.,1.,1.);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, $image->{texture_id});
glBegin(GL_QUADS);
glTexCoord2d(0.,1.); glVertex3f($l, $b, 0);
glTexCoord2d(1.,1.); glVertex3f($r, $b, 0);
glTexCoord2d(1.,0.); glVertex3f($r, $t, 0);
glTexCoord2d(0.,0.); glVertex3f($l, $t, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
}
sub draw_active_object_annotations {
# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
my ($self) = @_;
return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
# Find the selected volume, over which the layer editing is active.
my $volume;
foreach my $volume_idx (0..$#{$self->volumes}) {
my $v = $self->volumes->[$volume_idx];
if ($v->selected && $v->has_layer_height_texture) {
$volume = $v;
last;
}
}
return if (! $volume);
# If the active object was not allocated at the Print, go away. This should only be a momentary case between an object addition / deletion
# and an update by Platter::async_apply_config.
my $object_idx = int($volume->select_group_id / 1000000);
return if $object_idx >= $self->{print}->object_count;
# The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
# where x, y is the window size divided by $self->_zoom.
my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
$self->{layer_height_edit_shader}->enable;
$self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
$self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
$self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
$self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
# Render the color bar.
glDisable(GL_DEPTH_TEST);
# The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
# where x, y is the window size divided by $self->_zoom.
glPushMatrix();
glLoadIdentity();
# Paint the overlay.
glBegin(GL_QUADS);
glVertex3f($bar_left, $bar_bottom, 0);
glVertex3f($bar_right, $bar_bottom, 0);
glVertex3f($bar_right, $bar_top, $volume->bounding_box->z_max);
glVertex3f($bar_left, $bar_top, $volume->bounding_box->z_max);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable;
# Paint the tooltip.
if ($self->_variable_layer_thickness_load_overlay_image) {
my $gap = 10/$self->_zoom;
my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap);
$self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b);
}
# Paint the reset button.
if ($self->_variable_layer_thickness_load_reset_image) {
$self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top);
}
# Paint the graph.
#FIXME show some kind of legend.
my $print_object = $self->{print}->get_object($object_idx);
my $max_z = unscale($print_object->size->z);
my $profile = $print_object->model_object->layer_height_profile;
my $layer_height = $print_object->config->get('layer_height');
my $layer_height_max = 10000000000.;
{
# Get a maximum layer height value.
#FIXME This is a duplicate code of Slicing.cpp.
my $nozzle_diameters = $print_object->print->config->get('nozzle_diameter');
my $layer_heights_min = $print_object->print->config->get('min_layer_height');
my $layer_heights_max = $print_object->print->config->get('max_layer_height');
for (my $i = 0; $i < scalar(@{$nozzle_diameters}); $i += 1) {
my $lh_min = ($layer_heights_min->[$i] == 0.) ? 0.07 : max(0.01, $layer_heights_min->[$i]);
my $lh_max = ($layer_heights_max->[$i] == 0.) ? (0.75 * $nozzle_diameters->[$i]) : $layer_heights_max->[$i];
$layer_height_max = min($layer_height_max, max($lh_min, $lh_max));
}
}
# Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
$layer_height_max *= 1.12;
# Baseline
glColor3f(0., 0., 0.);
glBegin(GL_LINE_STRIP);
glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom);
glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_top);
glEnd();
# Curve
glColor3f(0., 0., 1.);
glBegin(GL_LINE_STRIP);
for (my $i = 0; $i < int(@{$profile}); $i += 2) {
my $z = $profile->[$i];
my $h = $profile->[$i+1];
glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z);
}
glEnd();
# Revert the matrices.
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
sub opengl_info
{
my ($self, %params) = @_;
my %tag = Slic3r::tags($params{format});
my $gl_version = glGetString(GL_VERSION);
my $gl_vendor = glGetString(GL_VENDOR);
my $gl_renderer = glGetString(GL_RENDERER);
my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);
my $out = '';
$out .= "$tag{h2start}OpenGL installation$tag{h2end}$tag{eol}";
$out .= " $tag{bstart}Using POGL$tag{bend} v$OpenGL::BUILD_VERSION$tag{eol}";
$out .= " $tag{bstart}GL version: $tag{bend}${gl_version}$tag{eol}";
$out .= " $tag{bstart}vendor: $tag{bend}${gl_vendor}$tag{eol}";
$out .= " $tag{bstart}renderer: $tag{bend}${gl_renderer}$tag{eol}";
$out .= " $tag{bstart}GLSL version: $tag{bend}${glsl_version}$tag{eol}";
# Check for other OpenGL extensions
$out .= "$tag{h2start}Installed extensions (* implemented in the module):$tag{h2end}$tag{eol}";
my $extensions = glGetString(GL_EXTENSIONS);
my @extensions = split(' ',$extensions);
foreach my $ext (sort @extensions) {
my $stat = glpCheckExtension($ext);
$out .= sprintf("%s ${ext}$tag{eol}", $stat?' ':'*');
$out .= sprintf(" ${stat}$tag{eol}") if ($stat && $stat !~ m|^$ext |);
}
return $out;
}
sub _report_opengl_state
{
my ($self, $comment) = @_;
my $err = glGetError();
return 0 if ($err == 0);
# gluErrorString() hangs. Don't use it.
# my $errorstr = gluErrorString();
my $errorstr = '';
if ($err == 0x0500) {
$errorstr = 'GL_INVALID_ENUM';
} elsif ($err == GL_INVALID_VALUE) {
$errorstr = 'GL_INVALID_VALUE';
} elsif ($err == GL_INVALID_OPERATION) {
$errorstr = 'GL_INVALID_OPERATION';
} elsif ($err == GL_STACK_OVERFLOW) {
$errorstr = 'GL_STACK_OVERFLOW';
} elsif ($err == GL_OUT_OF_MEMORY) {
$errorstr = 'GL_OUT_OF_MEMORY';
} else {
$errorstr = 'unknown';
}
if (defined($comment)) {
printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr);
} else {
printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr);
}
}
sub _vertex_shader_Gouraud {
return <<'VERTEX';
#version 110
#define INTENSITY_CORRECTION 0.7
#define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 50.
#define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 50.
#define INTENSITY_AMBIENT 0.3
varying float intensity_specular;
varying float intensity_tainted;
void main()
{
vec3 eye, normal, lightDir, viewVector, halfVector;
float NdotL, NdotHV;
eye = vec3(0., 0., 1.);
// First transform the normal into eye space and normalize the result.
normal = normalize(gl_NormalMatrix * gl_Normal);
// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
// Also since we're talking about a directional light, the position field is actually direction.
lightDir = vec3(LIGHT_TOP_DIR);
halfVector = normalize(lightDir + eye);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.;
if (NdotL > 0.0)
intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source.
lightDir = vec3(LIGHT_FRONT_DIR);
// halfVector = normalize(lightDir + eye);
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
// compute the specular term if NdotL is larger than zero
// if (NdotL > 0.0)
// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
gl_Position = ftransform();
}
VERTEX
}
sub _fragment_shader_Gouraud {
return <<'FRAGMENT';
#version 110
varying float intensity_specular;
varying float intensity_tainted;
uniform vec4 uniform_color;
void main()
{
gl_FragColor =
vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted;
gl_FragColor.a = uniform_color.a;
}
FRAGMENT
}
sub _vertex_shader_Phong {
return <<'VERTEX';
#version 110
varying vec3 normal;
varying vec3 eye;
void main(void)
{
eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
VERTEX
}
sub _fragment_shader_Phong {
return <<'FRAGMENT';
#version 110
#define INTENSITY_CORRECTION 0.7
#define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
//#define LIGHT_TOP_SHININESS 50.
#define LIGHT_TOP_SHININESS 10.
#define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 50.
#define INTENSITY_AMBIENT 0.0
varying vec3 normal;
varying vec3 eye;
uniform vec4 uniform_color;
void main() {
float intensity_specular = 0.;
float intensity_tainted = 0.;
float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
// if the vertex is lit compute the specular color
if (intensity > 0.0) {
intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
// compute the half vector
vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);
// compute the specular term into spec
intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
}
intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
// if the vertex is lit compute the specular color
if (intensity > 0.0) {
intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
// compute the half vector
// vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
// compute the specular term into spec
// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
}
gl_FragColor = max(
vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
INTENSITY_AMBIENT * uniform_color);
gl_FragColor.a = uniform_color.a;
}
FRAGMENT
}
sub _vertex_shader_variable_layer_height {
return <<'VERTEX';
#version 110
#define LIGHT_TOP_DIR 0., 1., 0.
#define LIGHT_TOP_DIFFUSE 0.2
#define LIGHT_TOP_SPECULAR 0.3
#define LIGHT_TOP_SHININESS 50.
#define LIGHT_FRONT_DIR 0., 0., 1.
#define LIGHT_FRONT_DIFFUSE 0.5
#define LIGHT_FRONT_SPECULAR 0.3
#define LIGHT_FRONT_SHININESS 50.
#define INTENSITY_AMBIENT 0.1
uniform float z_to_texture_row;
varying float intensity_specular;
varying float intensity_tainted;
varying float object_z;
void main()
{
vec3 eye, normal, lightDir, viewVector, halfVector;
float NdotL, NdotHV;
// eye = gl_ModelViewMatrixInverse[3].xyz;
eye = vec3(0., 0., 1.);
// First transform the normal into eye space and normalize the result.
normal = normalize(gl_NormalMatrix * gl_Normal);
// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
// Also since we're talking about a directional light, the position field is actually direction.
lightDir = vec3(LIGHT_TOP_DIR);
halfVector = normalize(lightDir + eye);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.;
// if (NdotL > 0.0)
// intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source.
lightDir = vec3(LIGHT_FRONT_DIR);
halfVector = normalize(lightDir + eye);
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
// compute the specular term if NdotL is larger than zero
if (NdotL > 0.0)
intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
// Scaled to widths of the Z texture.
object_z = gl_Vertex.z / gl_Vertex.w;
gl_Position = ftransform();
}
VERTEX
}
sub _fragment_shader_variable_layer_height {
return <<'FRAGMENT';
#version 110
#define M_PI 3.1415926535897932384626433832795
// 2D texture (1D texture split by the rows) of color along the object Z axis.
uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized;
varying float intensity_specular;
varying float intensity_tainted;
varying float object_z;
uniform float z_cursor;
uniform float z_cursor_band_width;
void main()
{
float object_z_row = z_to_texture_row * object_z;
// Index of the row in the texture.
float z_texture_row = floor(object_z_row);
// Normalized coordinate from 0. to 1.
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be show with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
float dx_vtc = dFdx(z_in_cells);
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color =
(1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) +
lod * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.);
// Mix the final color.
gl_FragColor =
vec4(intensity_specular, intensity_specular, intensity_specular, 1.) +
(1. - z_blend) * intensity_tainted * color +
z_blend * vec4(1., 1., 0., 0.);
// and reset the transparency.
gl_FragColor.a = 1.;
}
FRAGMENT
}
# The 3D canvas to display objects and tool paths.
package Slic3r::GUI::3DScene;
use base qw(Slic3r::GUI::3DScene::Base);
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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';
__PACKAGE__->mk_accessors(qw(
color_by
select_by
drag_by
));
sub new {
my $class = shift;
my $self = $class->SUPER::new(@_);
$self->color_by('volume'); # object | volume
$self->select_by('object'); # object | volume | instance
$self->drag_by('instance'); # object | instance
return $self;
}
sub load_object {
my ($self, $model, $print, $obj_idx, $instance_idxs) = @_;
$self->SetCurrent($self->GetContext) if $self->UseVBOs;
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 $volume_indices = $self->volumes->load_object(
$model_object, $obj_idx, $instance_idxs, $self->color_by, $self->select_by, $self->drag_by,
$self->UseVBOs);
return @{$volume_indices};
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}
# Create 3D thick extrusion lines for a skirt and brim.
# Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes.
sub load_print_toolpaths {
my ($self, $print, $colors) = @_;
$self->SetCurrent($self->GetContext) if $self->UseVBOs;
Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
}
# Create 3D thick extrusion lines for object forming extrusions.
# Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
# one for perimeters, one for infill and one for supports.
sub load_print_object_toolpaths {
my ($self, $object, $colors) = @_;
$self->SetCurrent($self->GetContext) if $self->UseVBOs;
Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $colors, $self->UseVBOs);
}
# Create 3D thick extrusion lines for wipe tower extrusions.
sub load_wipe_tower_toolpaths {
my ($self, $print, $colors) = @_;
$self->SetCurrent($self->GetContext) if $self->UseVBOs;
Slic3r::GUI::_3DScene::_load_wipe_tower_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
if ($print->step_done(STEP_WIPE_TOWER));
}
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sub set_toolpaths_range {
my ($self, $min_z, $max_z) = @_;
$self->volumes->set_range($min_z, $max_z);
}
1;