Added sequential print order id to 3D scene labels
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0937c576ac
commit
6fa49f5931
4 changed files with 72 additions and 38 deletions
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@ -1101,7 +1101,11 @@ static inline std::vector<const PrintInstance*> sort_object_instances_by_max_z(c
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}
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// Produce a vector of PrintObjects in the order of their respective ModelObjects in print.model().
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static inline std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print &print)
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#if ENABLE_SHOW_SCENE_LABELS
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std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print)
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#else
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static inline std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print)
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#endif // ENABLE_SHOW_SCENE_LABELS
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{
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// Build up map from ModelInstance* to PrintInstance*
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std::vector<std::pair<const ModelInstance*, const PrintInstance*>> model_instance_to_print_instance;
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@ -418,6 +418,10 @@ private:
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friend class WipeTowerIntegration;
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};
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#if ENABLE_SHOW_SCENE_LABELS
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std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print);
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#endif // ENABLE_SHOW_SCENE_LABELS
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}
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#endif
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@ -6,6 +6,9 @@
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#include "polypartition.h"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/PrintConfig.hpp"
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#if ENABLE_SHOW_SCENE_LABELS
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#include "libslic3r/GCode.hpp"
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#endif // ENABLE_SHOW_SCENE_LABELS
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#include "libslic3r/GCode/PreviewData.hpp"
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#if ENABLE_THUMBNAIL_GENERATOR
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#include "libslic3r/GCode/ThumbnailData.hpp"
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@ -1250,7 +1253,7 @@ bool GLCanvas3D::Labels::is_shown() const
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return wxGetApp().app_config->get("show_labels") == "1";
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}
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void GLCanvas3D::Labels::render() const
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void GLCanvas3D::Labels::render(const std::vector<const PrintInstance*>& sorted_instances) const
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{
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if (!m_enabled || !is_shown())
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return;
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@ -1268,47 +1271,59 @@ void GLCanvas3D::Labels::render() const
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{
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int obj_idx;
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int inst_idx;
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size_t model_instance_id;
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BoundingBoxf3 world_box;
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double eye_center_z;
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std::string id_str;
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std::string instance_str;
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std::string title;
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std::string label;
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std::string print_order;
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bool selected;
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};
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// collect world bounding boxes from volumes
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// collect owners world bounding boxes and data from volumes
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std::vector<Owner> owners;
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const GLVolumeCollection& volumes = m_canvas.get_volumes();
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for (const GLVolume* volume : volumes.volumes)
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{
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for (const GLVolume* volume : volumes.volumes) {
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int obj_idx = volume->object_idx();
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if ((0 <= obj_idx) && (obj_idx < (int)model->objects.size()))
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{
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if (0 <= obj_idx && obj_idx < (int)model->objects.size()) {
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int inst_idx = volume->instance_idx();
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std::vector<Owner>::iterator it = std::find_if(owners.begin(), owners.end(), [obj_idx, inst_idx](const Owner& owner) {
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return (owner.obj_idx == obj_idx) && (owner.inst_idx == inst_idx);
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});
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if (it != owners.end())
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{
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if (it != owners.end()) {
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it->world_box.merge(volume->transformed_bounding_box());
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it->selected &= volume->selected;
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}
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else
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{
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} else {
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const ModelObject* model_object = model->objects[obj_idx];
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Owner owner;
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owner.obj_idx = obj_idx;
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owner.inst_idx = inst_idx;
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owner.model_instance_id = model_object->instances[inst_idx]->id().id;
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owner.world_box = volume->transformed_bounding_box();
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owner.title = "object" + std::to_string(obj_idx) + "_inst##" + std::to_string(inst_idx);
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owner.label = model_object->name;
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if (model_object->instances.size() > 1)
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owner.label += " (" + std::to_string(inst_idx + 1) + ")";
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owner.selected = volume->selected;
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owner.id_str = "object" + std::to_string(obj_idx) + "_inst##" + std::to_string(inst_idx);
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owner.instance_str = _(L("Instance ")) + std::to_string(inst_idx + 1);
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owners.push_back(owner);
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}
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}
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}
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// updates print order strings
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if (sorted_instances.size() > 1) {
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for (int i = 0; i < sorted_instances.size(); ++i) {
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size_t id = sorted_instances[i]->model_instance->id().id;
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std::vector<Owner>::iterator it = std::find_if(owners.begin(), owners.end(), [id](const Owner& owner) {
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return owner.model_instance_id == id;
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});
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if (it != owners.end())
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it->print_order = _(L("Seq.")) + "#: " + std::to_string(i + 1);
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}
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}
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// calculate eye bounding boxes center zs
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for (Owner& owner : owners)
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{
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for (Owner& owner : owners) {
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owner.eye_center_z = (world_to_eye * owner.world_box.center())(2);
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}
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@ -1325,45 +1340,45 @@ void GLCanvas3D::Labels::render() const
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ImGuiWrapper& imgui = *wxGetApp().imgui();
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// render info windows
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for (const Owner& owner : owners)
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{
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for (const Owner& owner : owners) {
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Vec3d screen_box_center = world_to_screen * owner.world_box.center();
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float x = 0.0f;
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float y = 0.0f;
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if (camera.get_type() == Camera::Perspective)
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{
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if (camera.get_type() == Camera::Perspective) {
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x = (0.5f + 0.001f * 0.5f * (float)screen_box_center(0)) * viewport[2];
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y = (0.5f - 0.001f * 0.5f * (float)screen_box_center(1)) * viewport[3];
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}
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else
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{
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} else {
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x = (0.5f + 0.5f * (float)screen_box_center(0)) * viewport[2];
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y = (0.5f - 0.5f * (float)screen_box_center(1)) * viewport[3];
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}
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if ((x < 0.0f) || (viewport[2] < x) || (y < 0.0f) || (viewport[3] < y))
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if (x < 0.0f || viewport[2] < x || y < 0.0f || viewport[3] < y)
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continue;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, owner.selected ? 3.0f : 1.5f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleColor(ImGuiCol_Border, owner.selected ? ImVec4(0.757f, 0.404f, 0.216f, 1.0f) : ImVec4(0.75f, 0.75f, 0.75f, 1.0f));
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imgui.set_next_window_pos(x, y, ImGuiCond_Always, 0.5f, 0.5f);
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imgui.begin(owner.id_str, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove);
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imgui.begin(owner.title, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove);
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ImGui::BringWindowToDisplayFront(ImGui::GetCurrentWindow());
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float win_w = ImGui::GetWindowWidth();
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std::string object_str = model->objects[owner.obj_idx]->name;
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float object_str_len = imgui.calc_text_size(object_str).x;
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ImGui::SetCursorPosX(0.5f * (win_w - object_str_len));
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float label_len = imgui.calc_text_size(owner.label).x;
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ImGui::SetCursorPosX(0.5f * (win_w - label_len));
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ImGui::AlignTextToFramePadding();
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imgui.text(object_str);
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float instance_str_len = imgui.calc_text_size(owner.instance_str).x;
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ImGui::SetCursorPosX(0.5f * (win_w - instance_str_len));
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ImGui::AlignTextToFramePadding();
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imgui.text(owner.instance_str);
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imgui.text(owner.label);
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if (!owner.print_order.empty())
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{
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ImGui::Separator();
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float po_len = imgui.calc_text_size(owner.print_order).x;
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ImGui::SetCursorPosX(0.5f * (win_w - po_len));
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ImGui::AlignTextToFramePadding();
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imgui.text(owner.print_order);
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}
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// force re-render while the windows gets to its final size (it takes several frames)
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float content_w = 1 + ImGui::GetWindowContentRegionWidth();
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if ((content_w <= object_str_len) || (content_w <= instance_str_len))
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if (content_w <= label_len)
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m_canvas.request_extra_frame();
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imgui.end();
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@ -4904,7 +4919,15 @@ void GLCanvas3D::_render_overlays() const
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m_layers_editing.render_overlay(*this);
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#if ENABLE_SHOW_SCENE_LABELS
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m_labels.render();
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const ConfigOptionBool* opt = dynamic_cast<const ConfigOptionBool*>(m_config->option("complete_objects"));
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bool sequential_print = (opt != nullptr) ? m_config->opt_bool("complete_objects") : false;
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std::vector<const PrintInstance*> sorted_instances;
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if (sequential_print) {
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const Print* print = fff_print();
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if (print != nullptr)
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sorted_instances = sort_object_instances_by_model_order(*print);
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}
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m_labels.render(sorted_instances);
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#endif // ENABLE_SHOW_SCENE_LABELS
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glsafe(::glPopMatrix());
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@ -40,6 +40,9 @@ class GCodePreviewData;
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struct ThumbnailData;
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#endif // ENABLE_THUMBNAIL_GENERATOR
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struct SlicingParameters;
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#if ENABLE_SHOW_SCENE_LABELS
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struct PrintInstance;
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#endif // ENABLE_SHOW_SCENE_LABELS
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enum LayerHeightEditActionType : unsigned int;
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namespace GUI {
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@ -385,7 +388,7 @@ private:
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void enable(bool enable) { m_enabled = enable; }
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void show(bool show);
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bool is_shown() const;
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void render() const;
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void render(const std::vector<const PrintInstance*>& sorted_instances) const;
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};
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#endif // ENABLE_SHOW_SCENE_LABELS
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