Tech ENABLE_SEQUENTIAL_LIMITS -> Show sequential print clearance regions contours while dragging objects

This commit is contained in:
enricoturri1966 2021-05-21 14:57:03 +02:00
parent 38657d7e4e
commit d5c462f5a6
3 changed files with 148 additions and 32 deletions

View File

@ -788,8 +788,10 @@ void GLCanvas3D::Tooltip::render(const Vec2d& mouse_position, GLCanvas3D& canvas
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLCanvas3D::SequentialPrintClearance::set(const Polygons& polygons)
void GLCanvas3D::SequentialPrintClearance::set(const Polygons& polygons, bool fill)
{
m_render_fill = fill;
m_perimeter.reset();
m_fill.reset();
if (polygons.empty())
@ -801,6 +803,7 @@ void GLCanvas3D::SequentialPrintClearance::set(const Polygons& polygons)
}
size_t vertices_count = 3 * triangles_count;
if (fill) {
GLModel::InitializationData fill_data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
@ -826,12 +829,12 @@ void GLCanvas3D::SequentialPrintClearance::set(const Polygons& polygons)
fill_data.entities.emplace_back(entity);
m_fill.init_from(fill_data);
}
GLModel::InitializationData perimeter_data;
for (const Polygon& poly : polygons) {
GLModel::InitializationData::Entity ent;
ent.type = GLModel::PrimitiveType::LineLoop;
ent.color = { 1.0f, 0.0f, 0.0f, 0.5f };
ent.positions.reserve(poly.points.size());
ent.indices.reserve(poly.points.size());
unsigned int id_count = 0;
@ -849,6 +852,9 @@ void GLCanvas3D::SequentialPrintClearance::set(const Polygons& polygons)
void GLCanvas3D::SequentialPrintClearance::render() const
{
std::array<float, 4> FILL_COLOR = { 1.0f, 0.0f, 0.0f, 0.5f };
std::array<float, 4> NO_FILL_COLOR = { 1.0f, 1.0f, 1.0f, 0.75f };
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
@ -860,6 +866,7 @@ void GLCanvas3D::SequentialPrintClearance::render() const
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
const_cast<GLModel*>(&m_perimeter)->set_color(-1, m_render_fill ? FILL_COLOR : NO_FILL_COLOR);
m_perimeter.render();
m_fill.render();
@ -1459,8 +1466,7 @@ void GLCanvas3D::render()
_render_selection();
_render_bed(!camera.is_looking_downward(), true);
#if ENABLE_SEQUENTIAL_LIMITS
if ((!m_mouse.dragging || m_mouse.drag.move_volume_idx == -1) &&
m_gizmos.get_current_type() == GLGizmosManager::EType::Undefined &&
if (m_gizmos.get_current_type() == GLGizmosManager::EType::Undefined &&
!m_layers_editing.is_enabled())
_render_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
@ -2950,6 +2956,22 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
m_mouse.set_start_position_3D_as_invalid();
m_mouse.position = pos.cast<double>();
#if ENABLE_SEQUENTIAL_LIMITS
if (evt.Dragging() && current_printer_technology() == ptFFF && fff_print()->config().complete_objects) {
switch (m_gizmos.get_current_type())
{
case GLGizmosManager::EType::Move:
case GLGizmosManager::EType::Scale:
case GLGizmosManager::EType::Rotate:
{
update_sequential_clearance();
break;
}
default: { break; }
}
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return;
}
@ -3116,6 +3138,10 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
}
m_selection.translate(cur_pos - m_mouse.drag.start_position_3D);
#if ENABLE_SEQUENTIAL_LIMITS
if (current_printer_technology() == ptFFF && fff_print()->config().complete_objects)
update_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
wxGetApp().obj_manipul()->set_dirty();
m_dirty = true;
}
@ -3396,7 +3422,7 @@ void GLCanvas3D::do_move(const std::string& snapshot_type)
post_event(Vec3dEvent(EVT_GLCANVAS_WIPETOWER_MOVED, std::move(wipe_tower_origin)));
#if ENABLE_SEQUENTIAL_LIMITS
set_sequential_print_clearance(Polygons());
set_sequential_print_clearance(Polygons(), false);
#endif // ENABLE_SEQUENTIAL_LIMITS
m_dirty = true;
@ -3745,6 +3771,96 @@ void GLCanvas3D::mouse_up_cleanup()
m_canvas->ReleaseMouse();
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLCanvas3D::update_sequential_clearance()
{
if (current_printer_technology() != ptFFF || !fff_print()->config().complete_objects)
return;
// collect objects and instances from volumes
struct Object
{
int id;
GLVolumePtrs volumes;
};
std::vector<Object> objects;
struct Instance
{
int id;
int object_id;
Transform3d transform;
};
std::vector<Instance> instances;
for (GLVolume* v : m_volumes.volumes) {
if (v->is_modifier || v->is_wipe_tower)
continue;
const int object_id = v->object_idx();
const int instance_id = v->instance_idx();
// update instances list
auto inst_it = std::find_if(instances.begin(), instances.end(), [object_id, instance_id](const Instance& i) { return i.object_id == object_id && i.id == instance_id; });
if (inst_it == instances.end()) {
const Instance i = { instance_id, object_id, v->get_instance_transformation().get_matrix() };
instances.emplace_back(i);
}
// update objects list
if (instance_id == 0) {
auto it = std::find_if(objects.begin(), objects.end(), [object_id](const Object& o) { return o.id == object_id; });
if (it == objects.end())
it = objects.insert(objects.end(), { object_id, GLVolumePtrs() });
it->volumes.emplace_back(v);
}
}
// calculates instances 2d hulls (see also: Print::sequential_print_horizontal_clearance_valid())
Polygons polygons;
float shrink_factor = static_cast<float>(scale_(0.5 * fff_print()->config().extruder_clearance_radius.value - EPSILON));
float mitter_limit = static_cast<float>(scale_(0.1));
for (const Object& o : objects) {
// object 2d hull
ModelObject* model_object = m_model->objects[o.id];
ModelInstance* model_instance0 = model_object->instances.front();
Points obj_pts;
for (GLVolume* v : o.volumes) {
const TriangleMesh& mesh = model_object->volumes[v->composite_id.volume_id]->mesh();
Transform3d inst_trafo = Geometry::assemble_transform({ 0.0, 0.0, model_instance0->get_offset().z() }, model_instance0->get_rotation(),
model_instance0->get_scaling_factor(), model_instance0->get_mirror());
append(obj_pts, its_convex_hull_2d_above(mesh.its, (inst_trafo * v->get_volume_transformation().get_matrix()).cast<float>(), 0.0f).points);
}
obj_pts = offset(Polygon(obj_pts),
// Shrink the extruder_clearance_radius a tiny bit, so that if the object arrangement algorithm placed the objects
// exactly by satisfying the extruder_clearance_radius, this test will not trigger collision.
shrink_factor,
jtRound, mitter_limit).front().points;
Pointf3s obj_pts_d;
for (const Point& p : obj_pts) {
obj_pts_d.emplace_back(unscale<double>(p.x()), unscale<double>(p.y()), 0.0);
}
// instances 2d hulls
for (const Instance& i : instances) {
if (i.object_id != o.id)
continue;
Points inst_pts;
for (const Vec3d& p : obj_pts_d) {
const Vec3d i_p = i.transform * p;
inst_pts.emplace_back(scale_(i_p.x()), scale_(i_p.y()));
}
polygons.emplace_back(Geometry::convex_hull(std::move(inst_pts)));
}
}
set_sequential_print_clearance(polygons, false);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
bool GLCanvas3D::_is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;

View File

@ -501,9 +501,10 @@ private:
{
GLModel m_fill;
GLModel m_perimeter;
bool m_render_fill{ true };
public:
void set(const Polygons& polygons);
void set(const Polygons& polygons, bool fill);
void render() const;
};
@ -752,9 +753,8 @@ public:
}
#if ENABLE_SEQUENTIAL_LIMITS
void set_sequential_print_clearance(const Polygons& polygons) {
m_sequential_print_clearance.set(polygons);
}
void set_sequential_print_clearance(const Polygons& polygons, bool fill) { m_sequential_print_clearance.set(polygons, fill); }
void update_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
const Print* fff_print() const;

View File

@ -2939,7 +2939,7 @@ unsigned int Plater::priv::update_background_process(bool force_validation, bool
process_validation_warning(warning);
#if ENABLE_SEQUENTIAL_LIMITS
if (printer_technology == ptFFF) {
view3D->get_canvas3d()->set_sequential_print_clearance(Polygons());
view3D->get_canvas3d()->set_sequential_print_clearance(Polygons(), false);
view3D->get_canvas3d()->set_as_dirty();
view3D->get_canvas3d()->request_extra_frame();
}
@ -2955,7 +2955,7 @@ unsigned int Plater::priv::update_background_process(bool force_validation, bool
Polygons polygons;
if (print->config().complete_objects)
Print::sequential_print_horizontal_clearance_valid(*print, &polygons);
view3D->get_canvas3d()->set_sequential_print_clearance(polygons);
view3D->get_canvas3d()->set_sequential_print_clearance(polygons, true);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
}