Merge branch 'master' into lm_sla_supports_auto

This commit is contained in:
Lukas Matena 2018-12-07 18:37:15 +01:00
commit 8a9a2ac964
7 changed files with 120 additions and 10 deletions

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@ -92,7 +92,7 @@ void SLAAutoSupports::generate()
Vec3f normal;
int added_points = 0;
int refused_points = 0;
const int refused_limit = std::min(100, (int)(1. / m_config.density_at_horizontal));
const int refused_limit = 30;
// Angle at which the density reaches zero:
const float threshold_angle = std::min(M_PI_2, M_PI_4 * acos(0.f/m_config.density_at_horizontal) / acos(m_config.density_at_45/m_config.density_at_horizontal));
@ -146,8 +146,8 @@ float SLAAutoSupports::get_required_density(float angle) const
{
// calculation would be density_0 * cos(angle). To provide one more degree of freedom, we will scale the angle
// to get the user-set density for 45 deg. So it ends up as density_0 * cos(K * angle).
float K = 4*acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI;
return std::max(0., m_config.density_at_horizontal * cos(K*angle));
float K = 4.f * float(acos(m_config.density_at_45/m_config.density_at_horizontal) / M_PI);
return std::max(0.f, float(m_config.density_at_horizontal * cos(K*angle)));
}

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@ -2,6 +2,8 @@
#define SLAAUTOSUPPORTS_HPP_
#include <libslic3r/Point.hpp>
#include <libslic3r/TriangleMesh.hpp>
namespace Slic3r {

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@ -27,10 +27,13 @@
#define ENABLE_WORLD_ROTATIONS (1 && ENABLE_1_42_0)
// Scene's GUI made using imgui library
#define ENABLE_IMGUI (1 && ENABLE_1_42_0)
#define DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI (1 && ENABLE_IMGUI)
// Modified Sla support gizmo
#define ENABLE_SLA_SUPPORT_GIZMO_MOD (1 && ENABLE_1_42_0)
// Removes the wxNotebook from plater
#define ENABLE_REMOVE_TABS_FROM_PLATER (1 && ENABLE_1_42_0)
// Constrains the camera target into the scene bounding box
#define ENABLE_CONSTRAINED_CAMERA_TARGET (1 && ENABLE_1_42_0)
#endif // _technologies_h_

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@ -273,8 +273,13 @@ GLCanvas3D::Camera::Camera()
, zoom(1.0f)
, phi(45.0f)
// , distance(0.0f)
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
, target(0.0, 0.0, 0.0)
#endif // !ENABLE_CONSTRAINED_CAMERA_TARGET
, m_theta(45.0f)
#if ENABLE_CONSTRAINED_CAMERA_TARGET
, m_target(Vec3d::Zero())
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
{
}
@ -292,16 +297,32 @@ std::string GLCanvas3D::Camera::get_type_as_string() const
};
}
float GLCanvas3D::Camera::get_theta() const
{
return m_theta;
}
void GLCanvas3D::Camera::set_theta(float theta)
{
m_theta = clamp(0.0f, GIMBALL_LOCK_THETA_MAX, theta);
}
#if ENABLE_CONSTRAINED_CAMERA_TARGET
void GLCanvas3D::Camera::set_target(const Vec3d& target, GLCanvas3D& canvas)
{
m_target = target;
m_target(0) = clamp(m_scene_box.min(0), m_scene_box.max(0), m_target(0));
m_target(1) = clamp(m_scene_box.min(1), m_scene_box.max(1), m_target(1));
m_target(2) = clamp(m_scene_box.min(2), m_scene_box.max(2), m_target(2));
if (!m_target.isApprox(target))
canvas.viewport_changed();
}
void GLCanvas3D::Camera::set_scene_box(const BoundingBoxf3& box, GLCanvas3D& canvas)
{
if (m_scene_box != box)
{
m_scene_box = box;
canvas.viewport_changed();
}
}
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
GLCanvas3D::Bed::Bed()
: m_type(Custom)
{
@ -3650,6 +3671,15 @@ BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
return bb;
}
#if ENABLE_CONSTRAINED_CAMERA_TARGET
BoundingBoxf3 GLCanvas3D::scene_bounding_box() const
{
BoundingBoxf3 bb = volumes_bounding_box();
bb.merge(m_bed.get_bounding_box());
return bb;
}
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
bool GLCanvas3D::is_layers_editing_enabled() const
{
return m_layers_editing.is_enabled();
@ -3789,7 +3819,12 @@ void GLCanvas3D::set_viewport_from_scene(const GLCanvas3D& other)
{
m_camera.phi = other.m_camera.phi;
m_camera.set_theta(other.m_camera.get_theta());
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(other.m_camera.get_scene_box(), *this);
m_camera.set_target(other.m_camera.get_target(), *this);
#else
m_camera.target = other.m_camera.target;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.zoom = other.m_camera.zoom;
m_dirty = true;
}
@ -4318,6 +4353,12 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
// restore to default value
m_regenerate_volumes = true;
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(scene_bounding_box(), *this);
m_camera.set_target(m_camera.get_target(), *this);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
// and force this canvas to be redrawn.
m_dirty = true;
}
@ -4857,7 +4898,11 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
float z = 0.0f;
const Vec3d& cur_pos = _mouse_to_3d(pos, &z);
Vec3d orig = _mouse_to_3d(m_mouse.drag.start_position_2D, &z);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_target(m_camera.get_target() + orig - cur_pos, *this);
#else
m_camera.target += orig - cur_pos;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
viewport_changed();
@ -4938,10 +4983,14 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
#if ENABLE_WORLD_ROTATIONS
_update_gizmos_data();
#endif // ENABLE_WORLD_ROTATIONS
wxGetApp().obj_manipul()->update_settings_value(m_selection);
// Let the platter know that the dragging finished, so a delayed refresh
// of the scene with the background processing data should be performed.
post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED));
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(scene_bounding_box(), *this);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
}
m_moving = false;
@ -5533,7 +5582,11 @@ void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
m_camera.zoom = zoom;
// center view around bounding box center
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_target(bbox.center(), *this);
#else
m_camera.target = bbox.center();
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
viewport_changed();
@ -5655,7 +5708,12 @@ void GLCanvas3D::_camera_tranform() const
::glRotatef(-m_camera.get_theta(), 1.0f, 0.0f, 0.0f); // pitch
::glRotatef(m_camera.phi, 0.0f, 0.0f, 1.0f); // yaw
#if ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d target = -m_camera.get_target();
::glTranslated(target(0), target(1), target(2));
#else
::glTranslated(-m_camera.target(0), -m_camera.target(1), -m_camera.target(2));
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
}
void GLCanvas3D::_picking_pass() const
@ -5970,6 +6028,23 @@ void GLCanvas3D::_render_camera_target() const
::glLineWidth(2.0f);
::glBegin(GL_LINES);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
const Vec3d& target = m_camera.get_target();
// draw line for x axis
::glColor3f(1.0f, 0.0f, 0.0f);
::glVertex3d(target(0) - half_length, target(1), target(2));
::glVertex3d(target(0) + half_length, target(1), target(2));
// draw line for y axis
::glColor3f(0.0f, 1.0f, 0.0f);
::glVertex3d(target(0), target(1) - half_length, target(2));
::glVertex3d(target(0), target(1) + half_length, target(2));
::glEnd();
::glBegin(GL_LINES);
::glColor3f(0.0f, 0.0f, 1.0f);
::glVertex3d(target(0), target(1), target(2) - half_length);
::glVertex3d(target(0), target(1), target(2) + half_length);
#else
// draw line for x axis
::glColor3f(1.0f, 0.0f, 0.0f);
::glVertex3d(m_camera.target(0) - half_length, m_camera.target(1), m_camera.target(2));
@ -5984,6 +6059,7 @@ void GLCanvas3D::_render_camera_target() const
::glColor3f(0.0f, 0.0f, 1.0f);
::glVertex3d(m_camera.target(0), m_camera.target(1), m_camera.target(2) - half_length);
::glVertex3d(m_camera.target(0), m_camera.target(1), m_camera.target(2) + half_length);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
::glEnd();
}
#endif // ENABLE_SHOW_CAMERA_TARGET

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@ -153,9 +153,15 @@ class GLCanvas3D
float zoom;
float phi;
// float distance;
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d target;
#endif !// ENABLE_CONSTRAINED_CAMERA_TARGET
private:
#if ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d m_target;
BoundingBoxf3 m_scene_box;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
float m_theta;
public:
@ -163,8 +169,16 @@ class GLCanvas3D
std::string get_type_as_string() const;
float get_theta() const;
float get_theta() const { return m_theta; }
void set_theta(float theta);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
const Vec3d& get_target() const { return m_target; }
void set_target(const Vec3d& target, GLCanvas3D& canvas);
const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
void set_scene_box(const BoundingBoxf3& box, GLCanvas3D& canvas);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
};
class Bed
@ -782,7 +796,9 @@ private:
wxWindow *m_external_gizmo_widgets_parent;
#endif // not ENABLE_IMGUI
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
void viewport_changed();
#endif // !ENABLE_CONSTRAINED_CAMERA_TARGET
public:
GLCanvas3D(wxGLCanvas* canvas);
@ -845,6 +861,9 @@ public:
float get_camera_zoom() const;
BoundingBoxf3 volumes_bounding_box() const;
#if ENABLE_CONSTRAINED_CAMERA_TARGET
BoundingBoxf3 scene_bounding_box() const;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
bool is_layers_editing_enabled() const;
bool is_layers_editing_allowed() const;
@ -936,6 +955,10 @@ public:
void update_gizmos_on_off_state();
#if ENABLE_CONSTRAINED_CAMERA_TARGET
void viewport_changed();
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
private:
bool _is_shown_on_screen() const;
void _force_zoom_to_bed();

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@ -770,6 +770,7 @@ void GLGizmoRotate3D::on_render(const GLCanvas3D::Selection& selection) const
#if ENABLE_IMGUI
void GLGizmoRotate3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection)
{
#if !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
Vec3d rotation(Geometry::rad2deg(m_gizmos[0].get_angle()), Geometry::rad2deg(m_gizmos[1].get_angle()), Geometry::rad2deg(m_gizmos[2].get_angle()));
wxString label = _(L("Rotation (deg)"));
@ -778,6 +779,7 @@ void GLGizmoRotate3D::on_render_input_window(float x, float y, const GLCanvas3D:
m_imgui->begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
m_imgui->input_vec3("", rotation, 100.0f, "%.2f");
m_imgui->end();
#endif // !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
}
#endif // ENABLE_IMGUI
@ -1074,6 +1076,7 @@ void GLGizmoScale3D::on_render_for_picking(const GLCanvas3D::Selection& selectio
#if ENABLE_IMGUI
void GLGizmoScale3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection)
{
#if !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
bool single_instance = selection.is_single_full_instance();
wxString label = _(L("Scale (%)"));
@ -1082,6 +1085,7 @@ void GLGizmoScale3D::on_render_input_window(float x, float y, const GLCanvas3D::
m_imgui->begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
m_imgui->input_vec3("", m_scale * 100.f, 100.0f, "%.2f");
m_imgui->end();
#endif // !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
}
#endif // ENABLE_IMGUI
@ -1321,6 +1325,7 @@ void GLGizmoMove3D::on_render_for_picking(const GLCanvas3D::Selection& selection
#if ENABLE_IMGUI
void GLGizmoMove3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection)
{
#if !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
bool show_position = selection.is_single_full_instance();
const Vec3d& position = selection.get_bounding_box().center();
@ -1333,6 +1338,7 @@ void GLGizmoMove3D::on_render_input_window(float x, float y, const GLCanvas3D::S
m_imgui->input_vec3("", displacement, 100.0f, "%.2f");
m_imgui->end();
#endif // !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
}
#endif // ENABLE_IMGUI

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@ -733,7 +733,7 @@ void Sidebar::show_info_sizer()
auto& stats = model_object->volumes.front()->mesh.stl.stats;
auto sf = model_instance->get_scaling_factor();
p->object_info->info_volume->SetLabel(wxString::Format("%.2f", stats.volume * sf(0) * sf(1) * sf(2)));
p->object_info->info_volume->SetLabel(wxString::Format("%.2f", size(0) * size(1) * size(2) * sf(0) * sf(1) * sf(2)));
p->object_info->info_facets->SetLabel(wxString::Format(_(L("%d (%d shells)")), static_cast<int>(model_object->facets_count()), stats.number_of_parts));
int errors = stats.degenerate_facets + stats.edges_fixed + stats.facets_removed +