# 2D preview of the tool paths of a single layer, using a thin line. # OpenGL is used to render the paths. # Vojtech also added a 2D simulation of under/over extrusion in a single layer. package Slic3r::GUI::Plater::2DToolpaths; use strict; use warnings; use utf8; use Slic3r::Print::State ':steps'; use Wx qw(:misc :sizer :slider :statictext :keycode wxWHITE wxWANTS_CHARS); use Wx::Event qw(EVT_SLIDER EVT_KEY_DOWN); use base qw(Wx::Panel Class::Accessor); __PACKAGE__->mk_accessors(qw(print enabled)); sub new { my $class = shift; my ($parent, $print) = @_; my $self = $class->SUPER::new($parent, -1, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS); $self->SetBackgroundColour(wxWHITE); # init GUI elements my $canvas = $self->{canvas} = Slic3r::GUI::Plater::2DToolpaths::Canvas->new($self, $print); my $slider = $self->{slider} = Wx::Slider->new( $self, -1, 0, # default 0, # min # we set max to a bogus non-zero value because the MSW implementation of wxSlider # will skip drawing the slider if max <= min: 1, # max wxDefaultPosition, wxDefaultSize, wxVERTICAL | wxSL_INVERSE, ); my $z_label = $self->{z_label} = Wx::StaticText->new($self, -1, "", wxDefaultPosition, [40,-1], wxALIGN_CENTRE_HORIZONTAL); $z_label->SetFont($Slic3r::GUI::small_font); my $vsizer = Wx::BoxSizer->new(wxVERTICAL); $vsizer->Add($slider, 1, wxALL | wxEXPAND | wxALIGN_CENTER, 3); $vsizer->Add($z_label, 0, wxALL | wxEXPAND | wxALIGN_CENTER, 3); my $sizer = Wx::BoxSizer->new(wxHORIZONTAL); $sizer->Add($canvas, 1, wxALL | wxEXPAND, 0); $sizer->Add($vsizer, 0, wxTOP | wxBOTTOM | wxEXPAND, 5); EVT_SLIDER($self, $slider, sub { $self->set_z($self->{layers_z}[$slider->GetValue]) if $self->enabled; }); EVT_KEY_DOWN($canvas, sub { my ($s, $event) = @_; if ($event->HasModifiers) { $event->Skip; } else { my $key = $event->GetKeyCode; if ($key == ord('D') || $key == WXK_LEFT) { # Keys: 'D' or WXK_LEFT $slider->SetValue($slider->GetValue - 1); $self->set_z($self->{layers_z}[$slider->GetValue]); } elsif ($key == ord('U') || $key == WXK_RIGHT) { # Keys: 'U' or WXK_RIGHT $slider->SetValue($slider->GetValue + 1); $self->set_z($self->{layers_z}[$slider->GetValue]); } elsif ($key >= ord('1') && $key <= ord('3')) { # Keys: '1' to '3' $canvas->set_simulation_mode($key - ord('1')); } else { $event->Skip; } } }); $self->SetSizer($sizer); $self->SetMinSize($self->GetSize); $sizer->SetSizeHints($self); # init print $self->{print} = $print; $self->reload_print; return $self; } sub reload_print { my ($self) = @_; # we require that there's at least one object and the posSlice step # is performed on all of them (this ensures that _shifted_copies was # populated and we know the number of layers) if (!$self->print->object_step_done(STEP_SLICE)) { $self->enabled(0); $self->{slider}->Hide; $self->{canvas}->Refresh; # clears canvas return; } $self->{canvas}->bb($self->print->total_bounding_box); $self->{canvas}->_dirty(1); my %z = (); # z => 1 foreach my $object (@{$self->{print}->objects}) { foreach my $layer (@{$object->layers}, @{$object->support_layers}) { $z{$layer->print_z} = 1; } } $self->enabled(1); $self->{layers_z} = [ sort { $a <=> $b } keys %z ]; $self->{slider}->SetRange(0, scalar(@{$self->{layers_z}})-1); if ((my $z_idx = $self->{slider}->GetValue) <= $#{$self->{layers_z}}) { $self->set_z($self->{layers_z}[$z_idx]); } else { $self->{slider}->SetValue(0); $self->set_z($self->{layers_z}[0]) if @{$self->{layers_z}}; } $self->{slider}->Show; $self->Layout; } sub set_z { my ($self, $z) = @_; return if !$self->enabled; $self->{z_label}->SetLabel(sprintf '%.2f', $z); $self->{canvas}->set_z($z); } package Slic3r::GUI::Plater::2DToolpaths::Canvas; use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS); use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants); use base qw(Wx::GLCanvas Class::Accessor); use Wx::GLCanvas qw(:all); use List::Util qw(min max first); use Slic3r::Geometry qw(scale epsilon X Y); use Slic3r::Print::State ':steps'; __PACKAGE__->mk_accessors(qw( print z layers color init bb _camera_bb _dirty _zoom _camera_target _drag_start_xy _texture_name _texture_size _extrusion_simulator _simulation_mode )); # make OpenGL::Array thread-safe { no warnings 'redefine'; *OpenGL::Array::CLONE_SKIP = sub { 1 }; } sub new { my ($class, $parent, $print) = @_; my $self = (Wx::wxVERSION >= 3.000003) ? # The wxWidgets 3.0.3-beta have a bug, they crash with NULL attribute list. $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24, 0]) : $class->SUPER::new($parent); # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs. $self->GetContext(); $self->print($print); $self->_zoom(1); # 2D point in model space $self->_camera_target(Slic3r::Pointf->new(0,0)); # Texture for the extrusion simulator. The texture will be allocated / reallocated on Resize. $self->_texture_name(0); $self->_texture_size(Slic3r::Point->new(0,0)); $self->_extrusion_simulator(Slic3r::ExtrusionSimulator->new()); $self->_simulation_mode(0); EVT_PAINT($self, sub { my $dc = Wx::PaintDC->new($self); $self->Render($dc); }); EVT_SIZE($self, sub { $self->_dirty(1) }); EVT_IDLE($self, sub { return unless $self->_dirty; return if !$self->IsShownOnScreen; $self->Resize; $self->Refresh; }); EVT_MOUSEWHEEL($self, sub { my ($self, $e) = @_; return if !$self->GetParent->enabled; my $old_zoom = $self->_zoom; # Calculate the zoom delta and apply it to the current zoom factor my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta(); $zoom = max(min($zoom, 4), -4); $zoom /= 10; $self->_zoom($self->_zoom / (1-$zoom)); $self->_zoom(1) if $self->_zoom > 1; # prevent from zooming out too much { # In order to zoom around the mouse point we need to translate # the camera target. This math is almost there but not perfect yet... my $camera_bb_size = $self->_camera_bb->size; my $size = Slic3r::Pointf->new($self->GetSizeWH); my $pos = Slic3r::Pointf->new($e->GetPositionXY); # calculate the zooming center in pixel coordinates relative to the viewport center my $vec = Slic3r::Pointf->new($pos->x - $size->x/2, $pos->y - $size->y/2); #- # calculate where this point will end up after applying the new zoom my $vec2 = $vec->clone; $vec2->scale($old_zoom / $self->_zoom); # move the camera target by the difference of the two positions $self->_camera_target->translate( -($vec->x - $vec2->x) * $camera_bb_size->x / $size->x, ($vec->y - $vec2->y) * $camera_bb_size->y / $size->y, #// ); } $self->_dirty(1); $self->Refresh; }); EVT_MOUSE_EVENTS($self, \&mouse_event); return $self; } sub Destroy { my ($self) = @_; # Deallocate the OpenGL resources. my $context = $self->GetContext; if ($context and $self->texture_id) { $self->SetCurrent($context); glDeleteTextures(1, ($self->texture_id)); $self->SetCurrent(0); $self->texture_id(0); $self->texture_size(new Slic3r::Point(0, 0)); } return $self->SUPER::Destroy; } sub mouse_event { my ($self, $e) = @_; return if !$self->GetParent->enabled; my $pos = Slic3r::Pointf->new($e->GetPositionXY); if ($e->Entering && &Wx::wxMSW) { # wxMSW needs focus in order to catch mouse wheel events $self->SetFocus; } elsif ($e->Dragging) { if ($e->LeftIsDown || $e->MiddleIsDown || $e->RightIsDown) { # if dragging, translate view if (defined $self->_drag_start_xy) { my $move = $self->_drag_start_xy->vector_to($pos); # in pixels # get viewport and camera size in order to convert pixel to model units my ($x, $y) = $self->GetSizeWH; my $camera_bb_size = $self->_camera_bb->size; # compute translation in model units $self->_camera_target->translate( -$move->x * $camera_bb_size->x / $x, $move->y * $camera_bb_size->y / $y, # /** ); $self->_dirty(1); $self->Refresh; } $self->_drag_start_xy($pos); } } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) { $self->_drag_start_xy(undef); } else { $e->Skip(); } } sub set_z { my ($self, $z) = @_; my $print = $self->print; # can we have interlaced layers? my $interlaced = (defined first { $_->config->support_material } @{$print->objects}) || (defined first { $_->config->infill_every_layers > 1 } @{$print->regions}); my $max_layer_height = $print->max_allowed_layer_height; my @layers = (); foreach my $object (@{$print->objects}) { foreach my $layer (@{$object->layers}, @{$object->support_layers}) { if ($interlaced) { push @layers, $layer if $z > ($layer->print_z - $max_layer_height - epsilon) && $z <= $layer->print_z + epsilon; } else { push @layers, $layer if abs($layer->print_z - $z) < epsilon; } } } # reverse layers so that we draw the lowermost (i.e. current) on top $self->z($z); $self->layers([ reverse @layers ]); $self->Refresh; } sub set_simulation_mode { my ($self, $mode) = @_; $self->_simulation_mode($mode); $self->_dirty(1); $self->Refresh; } sub Render { my ($self, $dc) = @_; # prevent calling SetCurrent() when window is not shown yet return unless $self->IsShownOnScreen; return unless my $context = $self->GetContext; $self->SetCurrent($context); $self->InitGL; glClearColor(1, 1, 1, 0); glClear(GL_COLOR_BUFFER_BIT); if (!$self->GetParent->enabled || !$self->layers) { $self->SwapBuffers; return; } glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if ($self->_simulation_mode and $self->_texture_name and $self->_texture_size->x() > 0 and $self->_texture_size->y() > 0) { $self->_simulate_extrusion(); my ($x, $y) = $self->GetSizeWH; glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE); glBindTexture(GL_TEXTURE_2D, $self->_texture_name); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D_c(GL_TEXTURE_2D, 0, # level (0 normal, heighr is form mip-mapping) GL_RGBA, # internal format $self->_texture_size->x(), $self->_texture_size->y(), 0, # border GL_RGBA, # format RGBA color data GL_UNSIGNED_BYTE, # unsigned byte data $self->_extrusion_simulator->image_ptr()); # ptr to texture data glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 1, 0, 1, 0, 1); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f($x/$self->_texture_size->x(), 0); glVertex2f(1, 0); glTexCoord2f($x/$self->_texture_size->x(), $y/$self->_texture_size->y()); glVertex2f(1, 1); glTexCoord2f(0, $y/$self->_texture_size->y()); glVertex2f(0, 1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); } # anti-alias if (0) { glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE); } # Tesselator triangulates polygons with holes on the fly for the rendering purposes only. my $tess; if ($self->_simulation_mode() == 0 and !(&Wx::wxMSW && $OpenGL::VERSION < 0.6704)) { # We can't use the GLU tesselator on MSW with older OpenGL versions # because of an upstream bug: # http://sourceforge.net/p/pogl/bugs/16/ $tess = gluNewTess(); gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT'); gluTessCallback($tess, GLU_TESS_END, 'DEFAULT'); gluTessCallback($tess, GLU_TESS_VERTEX, 'DEFAULT'); gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT'); gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT'); gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT'); } foreach my $layer (@{$self->layers}) { my $object = $layer->object; # only draw the slice for the current layer next unless abs($layer->print_z - $self->z) < epsilon; # draw slice contour glLineWidth(1); foreach my $copy (@{ $object->_shifted_copies }) { glPushMatrix(); glTranslatef(@$copy, 0); foreach my $slice (@{$layer->slices}) { glColor3f(0.95, 0.95, 0.95); if ($tess) { gluTessBeginPolygon($tess); foreach my $polygon (@$slice) { gluTessBeginContour($tess); gluTessVertex_p($tess, @$_, 0) for @$polygon; gluTessEndContour($tess); } gluTessEndPolygon($tess); } glColor3f(0.9, 0.9, 0.9); foreach my $polygon (@$slice) { foreach my $line (@{$polygon->lines}) { glBegin(GL_LINES); glVertex2f(@{$line->a}); glVertex2f(@{$line->b}); glEnd(); } } } glPopMatrix(); } } my $skirt_drawn = 0; my $brim_drawn = 0; foreach my $layer (@{$self->layers}) { my $object = $layer->object; my $print_z = $layer->print_z; # draw brim if ($self->print->step_done(STEP_BRIM) && $layer->id == 0 && !$brim_drawn) { $self->color([0, 0, 0]); $self->_draw(undef, $print_z, $_) for @{$self->print->brim}; $brim_drawn = 1; } if ($self->print->step_done(STEP_SKIRT) && ($self->print->has_infinite_skirt() || $self->print->config->skirt_height > $layer->id) && !$skirt_drawn) { $self->color([0, 0, 0]); $self->_draw(undef, $print_z, $_) for @{$self->print->skirt}; $skirt_drawn = 1; } foreach my $layerm (@{$layer->regions}) { if ($object->step_done(STEP_PERIMETERS)) { $self->color([0.7, 0, 0]); $self->_draw($object, $print_z, $_) for map @$_, @{$layerm->perimeters}; } if ($object->step_done(STEP_INFILL)) { $self->color([0, 0, 0.7]); $self->_draw($object, $print_z, $_) for map @$_, @{$layerm->fills}; } } if ($object->step_done(STEP_SUPPORTMATERIAL)) { if ($layer->isa('Slic3r::Layer::Support')) { $self->color([0, 0, 0]); $self->_draw($object, $print_z, $_) for @{$layer->support_fills}; } } } gluDeleteTess($tess) if $tess; $self->SwapBuffers; } sub _draw { my ($self, $object, $print_z, $path) = @_; my @paths = ($path->isa('Slic3r::ExtrusionLoop') || $path->isa('Slic3r::ExtrusionMultiPath')) ? @$path : ($path); $self->_draw_path($object, $print_z, $_) for @paths; } sub _draw_path { my ($self, $object, $print_z, $path) = @_; return if $print_z - $path->height > $self->z - epsilon; if (abs($print_z - $self->z) < epsilon) { glColor3f(@{$self->color}); } else { glColor3f(0.8, 0.8, 0.8); } glLineWidth(1); if (defined $object) { foreach my $copy (@{ $object->_shifted_copies }) { glPushMatrix(); glTranslatef(@$copy, 0); foreach my $line (@{$path->polyline->lines}) { glBegin(GL_LINES); glVertex2f(@{$line->a}); glVertex2f(@{$line->b}); glEnd(); } glPopMatrix(); } } else { foreach my $line (@{$path->polyline->lines}) { glBegin(GL_LINES); glVertex2f(@{$line->a}); glVertex2f(@{$line->b}); glEnd(); } } } sub _simulate_extrusion { my ($self) = @_; $self->_extrusion_simulator->reset_accumulator(); foreach my $layer (@{$self->layers}) { if (abs($layer->print_z - $self->z) < epsilon) { my $object = $layer->object; my @shifts = (defined $object) ? @{$object->_shifted_copies} : (Slic3r::Point->new(0, 0)); foreach my $layerm (@{$layer->regions}) { my @extrusions = (); if ($object->step_done(STEP_PERIMETERS)) { push @extrusions, @$_ for @{$layerm->perimeters}; } if ($object->step_done(STEP_INFILL)) { push @extrusions, @$_ for @{$layerm->fills}; } foreach my $extrusion_entity (@extrusions) { my @paths = ($extrusion_entity->isa('Slic3r::ExtrusionLoop') || $extrusion_entity->isa('Slic3r::ExtrusionMultiPath')) ? @$extrusion_entity : ($extrusion_entity); foreach my $path (@paths) { print "width: ", $path->width, " height: ", $path->height, " mm3_per_mm: ", $path->mm3_per_mm, " height2: ", $path->mm3_per_mm / $path->height, "\n"; $self->_extrusion_simulator->extrude_to_accumulator($path, $_, $self->_simulation_mode()) for @shifts; } } } } } $self->_extrusion_simulator->evaluate_accumulator($self->_simulation_mode()); } sub InitGL { my $self = shift; return if $self->init; return unless $self->GetContext; my $texture_id = 0; ($texture_id) = glGenTextures_p(1); $self->_texture_name($texture_id); $self->init(1); } sub GetContext { my ($self) = @_; return $self->{context} ||= Wx::GLContext->new($self); } sub SetCurrent { my ($self, $context) = @_; return $self->SUPER::SetCurrent($context); } sub Resize { my ($self) = @_; return unless $self->GetContext; return unless $self->bb; $self->_dirty(0); $self->SetCurrent($self->GetContext); my ($x, $y) = $self->GetSizeWH; if ($self->_texture_size->x() < $x or $self->_texture_size->y() < $y) { # Allocate a large enough OpenGL texture with power of 2 dimensions. $self->_texture_size->set_x(1) if ($self->_texture_size->x() == 0); $self->_texture_size->set_y(1) if ($self->_texture_size->y() == 0); $self->_texture_size->set_x($self->_texture_size->x() * 2) while ($self->_texture_size->x() < $x); $self->_texture_size->set_y($self->_texture_size->y() * 2) while ($self->_texture_size->y() < $y); #print "screen size ", $x, "x", $y; #print "texture size ", $self->_texture_size->x(), "x", $self->_texture_size->y(); # Initialize an empty texture. glBindTexture(GL_TEXTURE_2D, $self->_texture_name); if (1) { glTexImage2D_c(GL_TEXTURE_2D, 0, # level (0 normal, heighr is form mip-mapping) GL_RGBA, # internal format $self->_texture_size->x(), $self->_texture_size->y(), 0, # border GL_RGBA, # format RGBA color data GL_UNSIGNED_BYTE, # unsigned byte data 0); # ptr to texture data } glBindTexture(GL_TEXTURE_2D, 0); $self->_extrusion_simulator->set_image_size($self->_texture_size); } $self->_extrusion_simulator->set_viewport(Slic3r::Geometry::BoundingBox->new_from_points( [Slic3r::Point->new(0, 0), Slic3r::Point->new($x, $y)])); glViewport(0, 0, $x, $y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); my $bb = $self->bb->clone; # center bounding box around origin before scaling it my $bb_center = $bb->center; $bb->translate(@{$bb_center->negative}); # scale bounding box according to zoom factor $bb->scale($self->_zoom); # reposition bounding box around original center $bb->translate(@{$bb_center}); # translate camera $bb->translate(@{$self->_camera_target}); # keep camera_bb within total bb # (i.e. prevent user from panning outside the bounding box) { my @translate = (0,0); if ($bb->x_min < $self->bb->x_min) { $translate[X] += $self->bb->x_min - $bb->x_min; } if ($bb->y_min < $self->bb->y_min) { $translate[Y] += $self->bb->y_min - $bb->y_min; } if ($bb->x_max > $self->bb->x_max) { $translate[X] -= $bb->x_max - $self->bb->x_max; } if ($bb->y_max > $self->bb->y_max) { $translate[Y] -= $bb->y_max - $self->bb->y_max; } $self->_camera_target->translate(@translate); $bb->translate(@translate); } # save camera $self->_camera_bb($bb); my ($x1, $y1, $x2, $y2) = ($bb->x_min, $bb->y_min, $bb->x_max, $bb->y_max); if (($x2 - $x1)/($y2 - $y1) > $x/$y) { # adjust Y my $new_y = $y * ($x2 - $x1) / $x; $y1 = ($y2 + $y1)/2 - $new_y/2; $y2 = $y1 + $new_y; } else { my $new_x = $x * ($y2 - $y1) / $y; $x1 = ($x2 + $x1)/2 - $new_x/2; $x2 = $x1 + $new_x; } glOrtho($x1, $x2, $y1, $y2, 0, 1); # Set the adjusted bounding box at the extrusion simulator. #print "Scene bbox ", $bb->x_min, ",", $bb->y_min, " ", $bb->x_max, ",", $bb->y_max, "\n"; #print "Setting simulator bbox ", $x1, ",", $y1, " ", $x2, ",", $y2, "\n"; $self->_extrusion_simulator->set_bounding_box( Slic3r::Geometry::BoundingBox->new_from_points( [Slic3r::Point->new($x1, $y1), Slic3r::Point->new($x2, $y2)])); glMatrixMode(GL_MODELVIEW); } # Thick line drawing is not used anywhere. Probably not tested? sub line { my ( $x1, $y1, $x2, $y2, # coordinates of the line $w, # width/thickness of the line in pixel $Cr, $Cg, $Cb, # RGB color components $Br, $Bg, $Bb, # color of background when alphablend=false # Br=alpha of color when alphablend=true $alphablend, # use alpha blend or not ) = @_; my $t; my $R; my $f = $w - int($w); my $A; if ($alphablend) { $A = $Br; } else { $A = 1; } # determine parameters t,R if ($w >= 0 && $w < 1) { $t = 0.05; $R = 0.48 + 0.32 * $f; if (!$alphablend) { $Cr += 0.88 * (1-$f); $Cg += 0.88 * (1-$f); $Cb += 0.88 * (1-$f); $Cr = 1.0 if ($Cr > 1.0); $Cg = 1.0 if ($Cg > 1.0); $Cb = 1.0 if ($Cb > 1.0); } else { $A *= $f; } } elsif ($w >= 1.0 && $w < 2.0) { $t = 0.05 + $f*0.33; $R = 0.768 + 0.312*$f; } elsif ($w >= 2.0 && $w < 3.0) { $t = 0.38 + $f*0.58; $R = 1.08; } elsif ($w >= 3.0 && $w < 4.0) { $t = 0.96 + $f*0.48; $R = 1.08; } elsif ($w >= 4.0 && $w < 5.0) { $t= 1.44 + $f*0.46; $R = 1.08; } elsif ($w >= 5.0 && $w < 6.0) { $t= 1.9 + $f*0.6; $R = 1.08; } elsif ($w >= 6.0) { my $ff = $w - 6.0; $t = 2.5 + $ff*0.50; $R = 1.08; } #printf( "w=%f, f=%f, C=%.4f\n", $w, $f, $C); # determine angle of the line to horizontal my $tx = 0; my $ty = 0; # core thinkness of a line my $Rx = 0; my $Ry = 0; # fading edge of a line my $cx = 0; my $cy = 0; # cap of a line my $ALW = 0.01; my $dx = $x2 - $x1; my $dy = $y2 - $y1; if (abs($dx) < $ALW) { # vertical $tx = $t; $ty = 0; $Rx = $R; $Ry = 0; if ($w > 0.0 && $w < 1.0) { $tx *= 8; } elsif ($w == 1.0) { $tx *= 10; } } elsif (abs($dy) < $ALW) { #horizontal $tx = 0; $ty = $t; $Rx = 0; $Ry = $R; if ($w > 0.0 && $w < 1.0) { $ty *= 8; } elsif ($w == 1.0) { $ty *= 10; } } else { if ($w < 3) { # approximate to make things even faster my $m = $dy/$dx; # and calculate tx,ty,Rx,Ry if ($m > -0.4142 && $m <= 0.4142) { # -22.5 < $angle <= 22.5, approximate to 0 (degree) $tx = $t * 0.1; $ty = $t; $Rx = $R * 0.6; $Ry = $R; } elsif ($m > 0.4142 && $m <= 2.4142) { # 22.5 < $angle <= 67.5, approximate to 45 (degree) $tx = $t * -0.7071; $ty = $t * 0.7071; $Rx = $R * -0.7071; $Ry = $R * 0.7071; } elsif ($m > 2.4142 || $m <= -2.4142) { # 67.5 < $angle <= 112.5, approximate to 90 (degree) $tx = $t; $ty = $t*0.1; $Rx = $R; $Ry = $R*0.6; } elsif ($m > -2.4142 && $m < -0.4142) { # 112.5 < angle < 157.5, approximate to 135 (degree) $tx = $t * 0.7071; $ty = $t * 0.7071; $Rx = $R * 0.7071; $Ry = $R * 0.7071; } else { # error in determining angle printf("error in determining angle: m=%.4f\n", $m); } } else { # calculate to exact $dx= $y1 - $y2; $dy= $x2 - $x1; my $L = sqrt($dx*$dx + $dy*$dy); $dx /= $L; $dy /= $L; $cx = -0.6*$dy; $cy=0.6*$dx; $tx = $t*$dx; $ty = $t*$dy; $Rx = $R*$dx; $Ry = $R*$dy; } } # draw the line by triangle strip glBegin(GL_TRIANGLE_STRIP); if (!$alphablend) { glColor3f($Br, $Bg, $Bb); } else { glColor4f($Cr, $Cg, $Cb, 0); } glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry); # fading edge glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry); if (!$alphablend) { glColor3f($Cr, $Cg, $Cb); } else { glColor4f($Cr, $Cg, $Cb, $A); } glVertex2f($x1 - $tx, $y1 - $ty); # core glVertex2f($x2 - $tx, $y2 - $ty); glVertex2f($x1 + $tx, $y1 + $ty); glVertex2f($x2 + $tx, $y2 + $ty); if ((abs($dx) < $ALW || abs($dy) < $ALW) && $w <= 1.0) { # printf("skipped one fading edge\n"); } else { if (!$alphablend) { glColor3f($Br, $Bg, $Bb); } else { glColor4f($Cr, $Cg, $Cb, 0); } glVertex2f($x1 + $tx+ $Rx, $y1 + $ty + $Ry); # fading edge glVertex2f($x2 + $tx+ $Rx, $y2 + $ty + $Ry); } glEnd(); # cap if ($w < 3) { # do not draw cap } else { # draw cap glBegin(GL_TRIANGLE_STRIP); if (!$alphablend) { glColor3f($Br, $Bg, $Bb); } else { glColor4f($Cr, $Cg, $Cb, 0); } glVertex2f($x1 - $Rx + $cx, $y1 - $Ry + $cy); glVertex2f($x1 + $Rx + $cx, $y1 + $Ry + $cy); glColor3f($Cr, $Cg, $Cb); glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry); glVertex2f($x1 + $tx + $Rx, $y1 + $ty + $Ry); glEnd(); glBegin(GL_TRIANGLE_STRIP); if (!$alphablend) { glColor3f($Br, $Bg, $Bb); } else { glColor4f($Cr, $Cg, $Cb, 0); } glVertex2f($x2 - $Rx - $cx, $y2 - $Ry - $cy); glVertex2f($x2 + $Rx - $cx, $y2 + $Ry - $cy); glColor3f($Cr, $Cg, $Cb); glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry); glVertex2f($x2 + $tx + $Rx, $y2 + $ty + $Ry); glEnd(); } } package Slic3r::GUI::Plater::2DToolpaths::Dialog; use Wx qw(:dialog :id :misc :sizer); use Wx::Event qw(EVT_CLOSE); use base 'Wx::Dialog'; sub new { my $class = shift; my ($parent, $print) = @_; my $self = $class->SUPER::new($parent, -1, "Toolpaths", wxDefaultPosition, [500,500], wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER); my $sizer = Wx::BoxSizer->new(wxVERTICAL); $sizer->Add(Slic3r::GUI::Plater::2DToolpaths->new($self, $print), 1, wxEXPAND, 0); $self->SetSizer($sizer); $self->SetMinSize($self->GetSize); # needed to actually free memory EVT_CLOSE($self, sub { $self->EndModal(wxID_OK); $self->Destroy; }); return $self; } 1;