Added sequential print order id to 3D scene labels

This commit is contained in:
Enrico Turri 2020-02-03 11:44:26 +01:00
parent 0937c576ac
commit 6fa49f5931
4 changed files with 72 additions and 38 deletions

View file

@ -1101,7 +1101,11 @@ static inline std::vector<const PrintInstance*> sort_object_instances_by_max_z(c
}
// Produce a vector of PrintObjects in the order of their respective ModelObjects in print.model().
static inline std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print &print)
#if ENABLE_SHOW_SCENE_LABELS
std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print)
#else
static inline std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print)
#endif // ENABLE_SHOW_SCENE_LABELS
{
// Build up map from ModelInstance* to PrintInstance*
std::vector<std::pair<const ModelInstance*, const PrintInstance*>> model_instance_to_print_instance;

View file

@ -418,6 +418,10 @@ private:
friend class WipeTowerIntegration;
};
#if ENABLE_SHOW_SCENE_LABELS
std::vector<const PrintInstance*> sort_object_instances_by_model_order(const Print& print);
#endif // ENABLE_SHOW_SCENE_LABELS
}
#endif

View file

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

View file

@ -40,6 +40,9 @@ class GCodePreviewData;
struct ThumbnailData;
#endif // ENABLE_THUMBNAIL_GENERATOR
struct SlicingParameters;
#if ENABLE_SHOW_SCENE_LABELS
struct PrintInstance;
#endif // ENABLE_SHOW_SCENE_LABELS
enum LayerHeightEditActionType : unsigned int;
namespace GUI {
@ -385,7 +388,7 @@ private:
void enable(bool enable) { m_enabled = enable; }
void show(bool show);
bool is_shown() const;
void render() const;
void render(const std::vector<const PrintInstance*>& sorted_instances) const;
};
#endif // ENABLE_SHOW_SCENE_LABELS