Tweaks to GLGizmoFlatten
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b9bb821392
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@ -7,6 +7,18 @@
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namespace Slic3r {
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namespace Slic3r {
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Linef3 transform(const Linef3& line, const Transform3d& t)
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{
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typedef Eigen::Matrix<double, 3, 2> LineInMatrixForm;
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LineInMatrixForm world_line;
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::memcpy((void*)world_line.col(0).data(), (const void*)line.a.data(), 3 * sizeof(double));
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::memcpy((void*)world_line.col(1).data(), (const void*)line.b.data(), 3 * sizeof(double));
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LineInMatrixForm local_line = t * world_line.colwise().homogeneous();
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return Linef3(Vec3d(local_line(0, 0), local_line(1, 0), local_line(2, 0)), Vec3d(local_line(0, 1), local_line(1, 1), local_line(2, 1)));
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}
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bool Line::intersection_infinite(const Line &other, Point* point) const
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bool Line::intersection_infinite(const Line &other, Point* point) const
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{
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{
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Vec2d a1 = this->a.cast<double>();
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Vec2d a1 = this->a.cast<double>();
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@ -15,6 +15,8 @@ typedef std::vector<Line> Lines;
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typedef std::vector<Line3> Lines3;
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typedef std::vector<Line3> Lines3;
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typedef std::vector<ThickLine> ThickLines;
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typedef std::vector<ThickLine> ThickLines;
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Linef3 transform(const Linef3& line, const Transform3d& t);
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class Line
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class Line
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{
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{
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public:
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public:
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@ -6,6 +6,44 @@
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namespace Slic3r {
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namespace Slic3r {
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std::vector<Vec3f> transform(const std::vector<Vec3f>& points, const Transform3f& t)
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{
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unsigned int vertices_count = (unsigned int)points.size();
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if (vertices_count == 0)
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return std::vector<Vec3f>();
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unsigned int data_size = 3 * vertices_count * sizeof(float);
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Eigen::MatrixXf src(3, vertices_count);
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::memcpy((void*)src.data(), (const void*)points.data(), data_size);
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Eigen::MatrixXf dst(3, vertices_count);
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dst = t * src.colwise().homogeneous();
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std::vector<Vec3f> ret_points(vertices_count, Vec3f::Zero());
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::memcpy((void*)ret_points.data(), (const void*)dst.data(), data_size);
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return ret_points;
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}
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Pointf3s transform(const Pointf3s& points, const Transform3d& t)
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{
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unsigned int vertices_count = (unsigned int)points.size();
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if (vertices_count == 0)
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return Pointf3s();
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unsigned int data_size = 3 * vertices_count * sizeof(double);
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Eigen::MatrixXd src(3, vertices_count);
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::memcpy((void*)src.data(), (const void*)points.data(), data_size);
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Eigen::MatrixXd dst(3, vertices_count);
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dst = t * src.colwise().homogeneous();
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Pointf3s ret_points(vertices_count, Vec3d::Zero());
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::memcpy((void*)ret_points.data(), (const void*)dst.data(), data_size);
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return ret_points;
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}
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void Point::rotate(double angle)
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void Point::rotate(double angle)
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{
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{
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double cur_x = (double)(*this)(0);
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double cur_x = (double)(*this)(0);
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@ -67,6 +67,9 @@ inline std::string to_string(const Vec2d &pt) { return std::string("[") + std:
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inline std::string to_string(const Vec3crd &pt) { return std::string("[") + std::to_string(pt(0)) + ", " + std::to_string(pt(1)) + ", " + std::to_string(pt(2)) + "]"; }
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inline std::string to_string(const Vec3crd &pt) { return std::string("[") + std::to_string(pt(0)) + ", " + std::to_string(pt(1)) + ", " + std::to_string(pt(2)) + "]"; }
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inline std::string to_string(const Vec3d &pt) { return std::string("[") + std::to_string(pt(0)) + ", " + std::to_string(pt(1)) + ", " + std::to_string(pt(2)) + "]"; }
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inline std::string to_string(const Vec3d &pt) { return std::string("[") + std::to_string(pt(0)) + ", " + std::to_string(pt(1)) + ", " + std::to_string(pt(2)) + "]"; }
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std::vector<Vec3f> transform(const std::vector<Vec3f>& points, const Transform3f& t);
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Pointf3s transform(const Pointf3s& points, const Transform3d& t);
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class Point : public Vec2crd
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class Point : public Vec2crd
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{
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{
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public:
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public:
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@ -4491,7 +4491,7 @@ void GLCanvas3D::_load_wipe_tower_toolpaths(const std::vector<std::string>& str_
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if (m_print->m_wipe_tower_final_purge)
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if (m_print->m_wipe_tower_final_purge)
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ctxt.final.emplace_back(*m_print->m_wipe_tower_final_purge.get());
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ctxt.final.emplace_back(*m_print->m_wipe_tower_final_purge.get());
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ctxt.wipe_tower_angle = ctxt.print->config.wipe_tower_rotation_angle.value/180.f * M_PI;
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ctxt.wipe_tower_angle = ctxt.print->config.wipe_tower_rotation_angle.value/180.f * PI;
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ctxt.wipe_tower_pos = WipeTower::xy(ctxt.print->config.wipe_tower_x.value, ctxt.print->config.wipe_tower_y.value);
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ctxt.wipe_tower_pos = WipeTower::xy(ctxt.print->config.wipe_tower_x.value, ctxt.print->config.wipe_tower_y.value);
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BOOST_LOG_TRIVIAL(debug) << "Loading wipe tower toolpaths in parallel - start";
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BOOST_LOG_TRIVIAL(debug) << "Loading wipe tower toolpaths in parallel - start";
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@ -1020,21 +1020,6 @@ void GLGizmoScale3D::render_grabbers_connection(unsigned int id_1, unsigned int
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}
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}
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}
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}
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Linef3 transform(const Linef3& line, const Transform3d& t)
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{
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Eigen::Matrix<double, 3, 2> world_line;
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Eigen::Matrix<double, 3, 2> local_line;
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world_line(0, 0) = line.a(0);
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world_line(1, 0) = line.a(1);
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world_line(2, 0) = line.a(2);
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world_line(0, 1) = line.b(0);
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world_line(1, 1) = line.b(1);
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world_line(2, 1) = line.b(2);
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local_line = t * world_line.colwise().homogeneous();
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return Linef3(Vec3d(local_line(0, 0), local_line(1, 0), local_line(2, 0)), Vec3d(local_line(0, 1), local_line(1, 1), local_line(2, 1)));
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}
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void GLGizmoScale3D::do_scale_x(const Linef3& mouse_ray)
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void GLGizmoScale3D::do_scale_x(const Linef3& mouse_ray)
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{
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{
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double ratio = calc_ratio(1, mouse_ray, m_starting_center);
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double ratio = calc_ratio(1, mouse_ray, m_starting_center);
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@ -1219,10 +1204,13 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
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for (Vec2d offset : m_instances_positions) {
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for (Vec2d offset : m_instances_positions) {
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offset += to_2d(dragged_offset);
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offset += to_2d(dragged_offset);
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::glPushMatrix();
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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::glBegin(GL_POLYGON);
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)(vertex(0) + offset(0)), (GLfloat)(vertex(1) + offset(1)), (GLfloat)vertex(2));
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
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::glEnd();
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::glEnd();
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::glPopMatrix();
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}
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}
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}
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}
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@ -1234,45 +1222,25 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
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void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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{
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{
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static const GLfloat INV_255 = 1.0f / 255.0f;
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::glDisable(GL_DEPTH_TEST);
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::glDisable(GL_DEPTH_TEST);
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for (unsigned int i = 0; i < m_planes.size(); ++i)
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for (unsigned int i = 0; i < m_planes.size(); ++i)
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{
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{
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::glColor3f(1.0f, 1.0f, (254.0f - (float)i) * INV_255);
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// FIXME: the color assignement will fail if the planes count is greater than 254
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// use the other color components in that case !!
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::glColor3f(1.0f, 1.0f, picking_color_component(i));
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for (const Vec2d& offset : m_instances_positions) {
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for (const Vec2d& offset : m_instances_positions) {
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::glPushMatrix();
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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::glBegin(GL_POLYGON);
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)(vertex(0) + offset(0)), (GLfloat)vertex(1) + offset(1), (GLfloat)vertex(2));
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
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::glEnd();
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::glEnd();
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::glPopMatrix();
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}
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}
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}
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}
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}
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}
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// TODO - remove and use Eigen instead
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static Vec3d super_rotation(Vec3d axis, float angle, const Vec3d& point)
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{
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axis.normalize();
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float x = (float)axis(0);
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float y = (float)axis(1);
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float z = (float)axis(2);
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float s = sin(angle);
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float c = cos(angle);
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float D = 1 - c;
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float matrix[3][3] = { { c + x*x*D, x*y*D - z*s, x*z*D + y*s },
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{ y*x*D + z*s, c + y*y*D, y*z*D - x*s },
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{ z*x*D - y*s, z*y*D + x*s, c + z*z*D } };
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float in[3] = { (float)point(0), (float)point(1), (float)point(2) };
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float out[3] = { 0, 0, 0 };
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for (unsigned char i = 0; i<3; ++i)
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for (unsigned char j = 0; j<3; ++j)
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out[i] += matrix[i][j] * in[j];
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return Vec3d((double)out[0], (double)out[1], (double)out[2]);
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}
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void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
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void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
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{
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{
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m_center.release(); // object is not being dragged (this would not be called otherwise) - we must forget about the bounding box position...
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m_center.release(); // object is not being dragged (this would not be called otherwise) - we must forget about the bounding box position...
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@ -1359,14 +1327,15 @@ void GLGizmoFlatten::update_planes()
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angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards
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angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards
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else {
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else {
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// In case it already was in z-direction, we must ensure it is not the wrong way:
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// In case it already was in z-direction, we must ensure it is not the wrong way:
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angle_y = normal(2) > 0.f ? 0 : -PI;
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angle_y = normal(2) > 0.f ? 0.f : -PI;
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}
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}
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// Rotate all points to the xy plane:
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// Rotate all points to the xy plane:
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for (auto& vertex : polygon) {
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Transform3d m = Transform3d::Identity();
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vertex = super_rotation(Vec3d::UnitZ(), angle_z, vertex);
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m.rotate(Eigen::AngleAxisd((double)angle_y, Vec3d::UnitY()));
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vertex = super_rotation(Vec3d::UnitY(), angle_y, vertex);
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m.rotate(Eigen::AngleAxisd((double)angle_z, Vec3d::UnitZ()));
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}
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polygon = transform(polygon, m);
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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// We will calculate area of the polygon and discard ones that are too small
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// We will calculate area of the polygon and discard ones that are too small
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@ -1429,10 +1398,11 @@ void GLGizmoFlatten::update_planes()
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// Transform back to 3D;
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// Transform back to 3D;
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for (auto& b : polygon) {
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for (auto& b : polygon) {
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b(0) += 0.1f; // raise a bit above the object surface to avoid flickering
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b(2) += 0.1f; // raise a bit above the object surface to avoid flickering
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b = super_rotation(Vec3d::UnitY(), -angle_y, b);
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b = super_rotation(Vec3d::UnitZ(), -angle_z, b);
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}
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}
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m = m.inverse();
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polygon = transform(polygon, m);
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}
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}
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// We'll sort the planes by area and only keep the 255 largest ones (because of the picking pass limitations):
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// We'll sort the planes by area and only keep the 255 largest ones (because of the picking pass limitations):
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