Initial shape for emboss is not cached any more
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0a3fc00851
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5869f86d97
@ -642,3 +642,54 @@ std::pair<Vec3f, Vec3f> Emboss::ProjectZ::project(const Point &p) const
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back.z() = m_depth;
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return std::make_pair(front, back);
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}
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Transform3d Emboss::create_transformation_onto_surface(const Vec3f &position,
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const Vec3f &normal,
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float up_limit)
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{
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// up and emboss direction for generated model
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Vec3d text_up_dir = Vec3d::UnitY();
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Vec3d text_emboss_dir = Vec3d::UnitZ();
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// wanted up direction of result
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Vec3d wanted_up_side = Vec3d::UnitZ();
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if (std::fabs(normal.z()) > up_limit) wanted_up_side = Vec3d::UnitY();
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Vec3d wanted_emboss_dir = normal.cast<double>();
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// after cast from float it needs to be normalized again
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wanted_emboss_dir.normalize();
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// create perpendicular unit vector to surface triangle normal vector
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// lay on surface of triangle and define up vector for text
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Vec3d wanted_up_dir = wanted_emboss_dir
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.cross(wanted_up_side)
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.cross(wanted_emboss_dir);
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// normal3d is NOT perpendicular to normal_up_dir
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wanted_up_dir.normalize();
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// perpendicular to emboss vector of text and normal
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Vec3d axis_view = text_emboss_dir.cross(wanted_emboss_dir);
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double angle_view = std::acos(text_emboss_dir.dot(wanted_emboss_dir)); // in rad
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axis_view.normalize();
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Eigen::AngleAxis view_rot(angle_view, axis_view);
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Vec3d wanterd_up_rotated = view_rot.matrix().inverse() * wanted_up_dir;
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wanterd_up_rotated.normalize();
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double angle_up = std::acos(text_up_dir.dot(wanterd_up_rotated));
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// text_view and text_view2 should have same direction
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Vec3d text_view2 = text_up_dir.cross(wanterd_up_rotated);
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Vec3d diff_view = text_emboss_dir - text_view2;
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if (std::fabs(diff_view.x()) > 1. ||
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std::fabs(diff_view.y()) > 1. ||
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std::fabs(diff_view.z()) > 1.) // oposit direction
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angle_up *= -1.;
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Eigen::AngleAxis up_rot(angle_up, text_emboss_dir);
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Transform3d transform = Transform3d::Identity();
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transform.translate(position.cast<double>());
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transform.rotate(view_rot);
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transform.rotate(up_rot);
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return transform;
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}
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@ -129,6 +129,16 @@ public:
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/// <returns>Projected shape into space</returns>
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static indexed_triangle_set polygons2model(const ExPolygons &shape2d, const IProject& projection);
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/// <summary>
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/// Create transformation for emboss text object to lay on surface point
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/// </summary>
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/// <param name="position">Position of surface point</param>
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/// <param name="normal">Normal of surface point</param>
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/// <param name="up_limit">Is compared with normal.z to suggest up direction</param>
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/// <returns>Transformation onto surface point</returns>
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static Transform3d create_transformation_onto_surface(
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const Vec3f &position, const Vec3f &normal, float up_limit = 0.9f);
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class ProjectZ : public IProject
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{
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public:
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@ -110,16 +110,19 @@ static void draw_fine_position(const Selection &selection)
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void GLGizmoEmboss::create_volume(ModelVolumeType volume_type, const Vec2d& mouse_pos)
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{
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assert(volume_type == ModelVolumeType::MODEL_PART ||
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volume_type == ModelVolumeType::NEGATIVE_VOLUME ||
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volume_type == ModelVolumeType::PARAMETER_MODIFIER);
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if (!m_is_initialized) initialize();
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const Selection &selection = m_parent.get_selection();
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if(selection.is_empty()) return;
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set_default_configuration();
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TriangleMesh tm = m_default_mesh; // copy
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// By position of cursor create transformation to put text on surface of model
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Transform3d transformation = Transform3d::Identity();
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// TODO: calculate X,Y offset position for lay on platter by mouse position
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CommonGizmosDataObjects::Raycaster *raycaster = m_c->raycaster();
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if (raycaster == nullptr) return;
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@ -143,7 +146,7 @@ void GLGizmoEmboss::create_volume(ModelVolumeType volume_type, const Vec2d& mous
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std::optional<Transform3d> tr = transform_on_surface(mouse_pos, raycasters, raycasters_tr);
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if (tr.has_value()) transformation = *tr;
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create_emboss_volume(std::move(tm), transformation, create_volume_name(),
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create_emboss_volume(create_mesh(), transformation, create_volume_name(),
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create_configuration(), volume_type,
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selection.get_object_idx());
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}
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@ -211,7 +214,7 @@ bool GLGizmoEmboss::on_mouse_for_translate(const wxMouseEvent &mouse_event)
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}
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Transform3d object_trmat = m_raycast_manager.get_transformation(hit->tr_key);
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Transform3d trmat = get_emboss_transformation(hit->position, hit->normal);
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Transform3d trmat = Emboss::create_transformation_onto_surface(hit->position, hit->normal);
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if (mouse_event.Dragging()) {
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// hide common dragging of object
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m_parent.toggle_model_objects_visibility(false, m_volume->get_object(), gl_volume->instance_idx(), m_volume);
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@ -367,8 +370,7 @@ void GLGizmoEmboss::on_set_state()
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// When add Text on empty plate, Create new object with volume
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if (create_new_object) {
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set_default_configuration();
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TriangleMesh tm = m_default_mesh; // copy
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create_emboss_object(std::move(tm), create_volume_name(), create_configuration());
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create_emboss_object(create_mesh(), create_volume_name(), create_configuration());
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// gizmo will open when successfuly create new object
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GLGizmoBase::m_state = GLGizmoBase::Off;
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@ -449,7 +451,6 @@ void GLGizmoEmboss::initialize()
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assert(success);
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load_font_list();
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// try to load valid font
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m_font_selected = 0;
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bool is_font_loaded = load_font();
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@ -458,28 +459,7 @@ void GLGizmoEmboss::initialize()
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m_font_list.erase(m_font_list.begin());
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is_font_loaded = load_font();
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}
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set_default_configuration();
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// create default mesh to faster add new volume
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// solve state when no font loaded
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if (is_font_loaded) {
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// create default
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ExPolygons shapes = Emboss::text2shapes(*m_font, m_text.c_str(), m_font_prop);
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float scale = m_font_prop.size_in_mm / m_font->ascent;
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float depth = m_font_prop.emboss / scale;
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auto projectZ = std::make_unique<Emboss::ProjectZ>(depth);
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Emboss::ProjectScale project(std::move(projectZ), scale);
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m_default_mesh = TriangleMesh(Emboss::polygons2model(shapes, project));
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} else {
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// When cant load any font use default object loaded from file
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std::string path = Slic3r::resources_dir() +
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"/data/embossed_text.stl";
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if (!load_obj(path.c_str(), &m_default_mesh)) {
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// when can't load mesh use cube
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m_default_mesh = TriangleMesh(its_make_cube(36., 4., 2.5));
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}
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}
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}
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FontList GLGizmoEmboss::create_default_font_list() {
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@ -497,6 +477,41 @@ void GLGizmoEmboss::set_default_configuration()
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load_font(); // reload actual font - because of font size
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}
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Slic3r::TriangleMesh GLGizmoEmboss::create_default_mesh()
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{
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// When cant load any font use default object loaded from file
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std::string path = Slic3r::resources_dir() + "/data/embossed_text.stl";
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TriangleMesh triangle_mesh;
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if (!load_obj(path.c_str(), &triangle_mesh)) {
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// when can't load mesh use cube
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return TriangleMesh(its_make_cube(36., 4., 2.5));
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}
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return triangle_mesh;
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}
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Slic3r::TriangleMesh GLGizmoEmboss::create_mesh()
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{
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// It is neccessary to create some shape
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// Emboss text window is opened by creation new embosstext object
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if (m_font == nullptr) return create_default_mesh();
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TriangleMesh result = create_mesh(m_text.c_str(), *m_font, m_font_prop);
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if (result.its.empty()) return create_default_mesh();
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return result;
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}
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Slic3r::TriangleMesh GLGizmoEmboss::create_mesh(const char * text,
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Emboss::Font &font,
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const FontProp& font_prop)
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{
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ExPolygons shapes = Emboss::text2shapes(font, text, font_prop);
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float scale = font_prop.size_in_mm / font.ascent;
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float depth = font_prop.emboss / scale;
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auto projectZ = std::make_unique<Emboss::ProjectZ>(depth);
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Emboss::ProjectScale project(std::move(projectZ), scale);
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return TriangleMesh(Emboss::polygons2model(shapes, project));
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}
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#include "imgui/imgui_internal.h" // to unfocus input --> ClearActiveID
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void GLGizmoEmboss::check_selection()
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{
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@ -618,9 +633,8 @@ void GLGizmoEmboss::draw_window()
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if (ImGui::Button(_u8L("Generate preview").c_str())) {
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const Selection &s = m_parent.get_selection();
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auto selected_indices = s.get_instance_idxs();
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TriangleMesh mesh = m_default_mesh; // copy
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if (selected_indices.empty()) {
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create_emboss_object(std::move(mesh), create_volume_name(), create_configuration());
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create_emboss_object(create_mesh(), create_volume_name(), create_configuration());
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} else {
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create_volume(ModelVolumeType::MODEL_PART);
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}
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@ -629,51 +643,6 @@ void GLGizmoEmboss::draw_window()
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m_imgui->disabled_end();
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}
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Transform3d GLGizmoEmboss::get_emboss_transformation(const Vec3f &position,
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const Vec3f &emboss_dir)
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{
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// up and emboss direction for generated model
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Vec3d text_up_dir = Vec3d::UnitY();
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Vec3d text_emboss_dir = Vec3d::UnitZ();
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// wanted up direction of result
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Vec3d wanted_up_side = Vec3d::UnitZ();
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if (std::fabs(emboss_dir.z()) > 0.9) wanted_up_side = Vec3d::UnitY();
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Vec3d wanted_emboss_dir = emboss_dir.cast<double>();
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wanted_emboss_dir.normalize(); // after cast from float it needs to be normalized again
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// create perpendicular unit vector to surface triangle normal vector
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// lay on surface of triangle and define up vector for text
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Vec3d wanted_up_dir = wanted_emboss_dir.cross(wanted_up_side).cross(wanted_emboss_dir);
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wanted_up_dir.normalize(); // normal3d is NOT perpendicular to normal_up_dir
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// perpendicular to emboss vector of text and normal
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Vec3d axis_view = text_emboss_dir.cross(wanted_emboss_dir);
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double angle_view = std::acos(text_emboss_dir.dot(wanted_emboss_dir)); // in rad
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axis_view.normalize();
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Eigen::AngleAxis view_rot(angle_view, axis_view);
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Vec3d wanterd_up_rotated = view_rot.matrix().inverse() * wanted_up_dir;
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wanterd_up_rotated.normalize();
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double angle_up = std::acos(text_up_dir.dot(wanterd_up_rotated));
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// text_view and text_view2 should have same direction
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Vec3d text_view2 = text_up_dir.cross(wanterd_up_rotated);
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Vec3d diff_view = text_emboss_dir - text_view2;
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if (std::fabs(diff_view.x()) > 1. || std::fabs(diff_view.y()) > 1. ||
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std::fabs(diff_view.z()) > 1.) // oposit direction
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angle_up *= -1.;
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Eigen::AngleAxis up_rot(angle_up, text_emboss_dir);
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Transform3d transform = Transform3d::Identity();
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transform.translate(position.cast<double>());
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transform.rotate(view_rot);
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transform.rotate(up_rot);
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return transform;
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}
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std::optional<Transform3d> GLGizmoEmboss::transform_on_surface(
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const Vec2d &mouse_pos,
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const std::vector<const MeshRaycaster *> &raycasters,
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@ -712,7 +681,7 @@ std::optional<Transform3d> GLGizmoEmboss::transform_on_surface(
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// check exist hit
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if (!closest.has_value()) return {};
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return get_emboss_transformation(closest->position, closest->normal);
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return Emboss::create_transformation_onto_surface(closest->position, closest->normal);
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}
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void GLGizmoEmboss::draw_font_list()
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@ -36,7 +36,17 @@ class GLGizmoEmboss : public GLGizmoBase
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public:
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GLGizmoEmboss(GLCanvas3D& parent);
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/// <summary>
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/// Create new embossed text volume by type on position of mouse
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/// </summary>
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/// <param name="volume_type">Object part / Negative volume / Modifier</param>
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/// <param name="mouse_pos">Define position of new volume</param>
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void create_volume(ModelVolumeType volume_type, const Vec2d &mouse_pos = Vec2d(-1,-1));
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/// <summary>
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/// Move window for edit emboss text near to embossed object
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/// NOTE: embossed object must be selected
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/// </summary>
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void set_fine_position();
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/// <summary>
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@ -67,6 +77,21 @@ private:
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void initialize();
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static FontList create_default_font_list();
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void set_default_configuration();
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TriangleMesh create_default_mesh();
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TriangleMesh create_mesh();
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/// <summary>
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/// Create mesh from text
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/// </summary>
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/// <param name="text">Text to convert on mesh</param>
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/// <param name="font">Define shape of characters.
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/// NOTE: Can't be const cache glyphs</param>
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/// <param name="font_prop">Property of font</param>
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/// <returns>Triangle mesh model</returns>
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static TriangleMesh create_mesh(const char * text,
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Emboss::Font & font,
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const FontProp &font_prop);
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void check_selection();
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// more general function --> move to select
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ModelVolume *get_selected_volume();
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@ -79,7 +104,7 @@ private:
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void draw_font_list();
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void draw_text_input();
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void draw_advanced();
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// process mouse event
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bool on_mouse_for_rotation(const wxMouseEvent &mouse_event);
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bool on_mouse_for_translate(const wxMouseEvent &mouse_event);
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@ -105,8 +130,6 @@ private:
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std::string create_volume_name();
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static Transform3d get_emboss_transformation(const Vec3f &position,
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const Vec3f &emboss_dir);
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std::optional<Transform3d> transform_on_surface(const Vec2d &mouse_pos,
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const std::vector<const MeshRaycaster *> &raycasters,
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const std::vector<Transform3d> & raycasters_tr
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@ -151,7 +174,6 @@ private:
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std::shared_ptr<Emboss::Font> m_font;
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std::string m_text;
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FontProp m_font_prop;
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TriangleMesh m_default_mesh; // when add new text this shape is used
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// actual volume
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ModelVolume *m_volume;
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