#include "GLGizmo.hpp" #include "../../libslic3r/Utils.hpp" #include "../../libslic3r/BoundingBox.hpp" #include "../../libslic3r/Model.hpp" #include "../../libslic3r/Geometry.hpp" #include #include namespace Slic3r { namespace GUI { const float GLGizmoBase::Grabber::HalfSize = 2.0f; const float GLGizmoBase::Grabber::HoverOffset = 0.5f; const float GLGizmoBase::BaseColor[3] = { 1.0f, 1.0f, 1.0f }; const float GLGizmoBase::HighlightColor[3] = { 1.0f, 0.38f, 0.0f }; GLGizmoBase::Grabber::Grabber() : center(Pointf(0.0, 0.0)) , angle_z(0.0f) { color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; } void GLGizmoBase::Grabber::render(bool hover) const { float min_x = -HalfSize; float max_x = +HalfSize; float min_y = -HalfSize; float max_y = +HalfSize; ::glColor3f((GLfloat)color[0], (GLfloat)color[1], (GLfloat)color[2]); float angle_z_in_deg = angle_z * 180.0f / (float)PI; ::glPushMatrix(); ::glTranslatef((GLfloat)center.x, (GLfloat)center.y, 0.0f); ::glRotatef((GLfloat)angle_z_in_deg, 0.0f, 0.0f, 1.0f); ::glDisable(GL_CULL_FACE); ::glBegin(GL_TRIANGLES); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glEnd(); ::glEnable(GL_CULL_FACE); if (hover) { min_x -= HoverOffset; max_x += HoverOffset; min_y -= HoverOffset; max_y += HoverOffset; ::glBegin(GL_LINE_LOOP); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)max_y, 0.0f); ::glEnd(); } ::glPopMatrix(); } GLGizmoBase::GLGizmoBase() : m_state(Off) , m_hover_id(-1) { } GLGizmoBase::~GLGizmoBase() { } bool GLGizmoBase::init() { return on_init(); } GLGizmoBase::EState GLGizmoBase::get_state() const { return m_state; } void GLGizmoBase::set_state(GLGizmoBase::EState state) { m_state = state; on_set_state(); } unsigned int GLGizmoBase::get_texture_id() const { return m_textures[m_state].get_id(); } int GLGizmoBase::get_textures_size() const { return m_textures[Off].get_width(); } int GLGizmoBase::get_hover_id() const { return m_hover_id; } void GLGizmoBase::set_hover_id(int id) { //if (id < (int)m_grabbers.size()) m_hover_id = id; } void GLGizmoBase::start_dragging() { on_start_dragging(); } void GLGizmoBase::stop_dragging() { on_stop_dragging(); } void GLGizmoBase::update(const Pointf& mouse_pos) { if (m_hover_id != -1) on_update(mouse_pos); } void GLGizmoBase::refresh() { on_refresh(); } void GLGizmoBase::render(const BoundingBoxf3& box) const { on_render(box); } void GLGizmoBase::render_for_picking(const BoundingBoxf3& box) const { on_render_for_picking(box); } void GLGizmoBase::on_set_state() { // do nothing } void GLGizmoBase::on_start_dragging() { // do nothing } void GLGizmoBase::on_stop_dragging() { // do nothing } void GLGizmoBase::on_refresh() { // do nothing } void GLGizmoBase::render_grabbers() const { for (int i = 0; i < (int)m_grabbers.size(); ++i) { m_grabbers[i].render(m_hover_id == i); } } const float GLGizmoRotate::Offset = 5.0f; const unsigned int GLGizmoRotate::CircleResolution = 64; const unsigned int GLGizmoRotate::AngleResolution = 64; const unsigned int GLGizmoRotate::ScaleStepsCount = 60; const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount; const unsigned int GLGizmoRotate::ScaleLongEvery = 5; const float GLGizmoRotate::ScaleLongTooth = 2.0f; const float GLGizmoRotate::ScaleShortTooth = 1.0f; const unsigned int GLGizmoRotate::SnapRegionsCount = 8; const float GLGizmoRotate::GrabberOffset = 5.0f; GLGizmoRotate::GLGizmoRotate() : GLGizmoBase() , m_angle_z(0.0f) , m_center(Pointf(0.0, 0.0)) , m_radius(0.0f) , m_keep_initial_values(false) { } float GLGizmoRotate::get_angle_z() const { return m_angle_z; } void GLGizmoRotate::set_angle_z(float angle_z) { if (std::abs(angle_z - 2.0f * PI) < EPSILON) angle_z = 0.0f; m_angle_z = angle_z; } bool GLGizmoRotate::on_init() { std::string path = resources_dir() + "/icons/overlay/"; std::string filename = path + "rotate_off.png"; if (!m_textures[Off].load_from_file(filename, false)) return false; filename = path + "rotate_hover.png"; if (!m_textures[Hover].load_from_file(filename, false)) return false; filename = path + "rotate_on.png"; if (!m_textures[On].load_from_file(filename, false)) return false; m_grabbers.push_back(Grabber()); return true; } void GLGizmoRotate::on_set_state() { m_keep_initial_values = (m_state == On) ? false : true; } void GLGizmoRotate::on_update(const Pointf& mouse_pos) { Vectorf orig_dir(1.0, 0.0); Vectorf new_dir = normalize(mouse_pos - m_center); coordf_t theta = ::acos(clamp(-1.0, 1.0, dot(new_dir, orig_dir))); if (cross(orig_dir, new_dir) < 0.0) theta = 2.0 * (coordf_t)PI - theta; // snap if (length(m_center.vector_to(mouse_pos)) < 2.0 * (double)m_radius / 3.0) { coordf_t step = 2.0 * (coordf_t)PI / (coordf_t)SnapRegionsCount; theta = step * (coordf_t)std::round(theta / step); } if (theta == 2.0 * (coordf_t)PI) theta = 0.0; m_angle_z = (float)theta; } void GLGizmoRotate::on_refresh() { m_keep_initial_values = false; } void GLGizmoRotate::on_render(const BoundingBoxf3& box) const { ::glDisable(GL_DEPTH_TEST); if (!m_keep_initial_values) { const Pointf3& size = box.size(); m_center = box.center(); m_radius = Offset + ::sqrt(sqr(0.5f * size.x) + sqr(0.5f * size.y)); m_keep_initial_values = true; } ::glLineWidth(2.0f); ::glColor3fv(BaseColor); _render_circle(); _render_scale(); _render_snap_radii(); _render_reference_radius(); ::glColor3fv(HighlightColor); _render_angle_z(); _render_grabber(); } void GLGizmoRotate::on_render_for_picking(const BoundingBoxf3& box) const { ::glDisable(GL_DEPTH_TEST); m_grabbers[0].color[0] = 1.0f; m_grabbers[0].color[1] = 1.0f; m_grabbers[0].color[2] = 254.0f / 255.0f; render_grabbers(); } void GLGizmoRotate::_render_circle() const { ::glBegin(GL_LINE_LOOP); for (unsigned int i = 0; i < ScaleStepsCount; ++i) { float angle = (float)i * ScaleStepRad; float x = m_center.x + ::cos(angle) * m_radius; float y = m_center.y + ::sin(angle) * m_radius; ::glVertex3f((GLfloat)x, (GLfloat)y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_scale() const { float out_radius_long = m_radius + ScaleLongTooth; float out_radius_short = m_radius + ScaleShortTooth; ::glBegin(GL_LINES); for (unsigned int i = 0; i < ScaleStepsCount; ++i) { float angle = (float)i * ScaleStepRad; float cosa = ::cos(angle); float sina = ::sin(angle); float in_x = m_center.x + cosa * m_radius; float in_y = m_center.y + sina * m_radius; float out_x = (i % ScaleLongEvery == 0) ? m_center.x + cosa * out_radius_long : m_center.x + cosa * out_radius_short; float out_y = (i % ScaleLongEvery == 0) ? m_center.y + sina * out_radius_long : m_center.y + sina * out_radius_short; ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, 0.0f); ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_snap_radii() const { float step = 2.0f * (float)PI / (float)SnapRegionsCount; float in_radius = m_radius / 3.0f; float out_radius = 2.0f * in_radius; ::glBegin(GL_LINES); for (unsigned int i = 0; i < SnapRegionsCount; ++i) { float angle = (float)i * step; float cosa = ::cos(angle); float sina = ::sin(angle); float in_x = m_center.x + cosa * in_radius; float in_y = m_center.y + sina * in_radius; float out_x = m_center.x + cosa * out_radius; float out_y = m_center.y + sina * out_radius; ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, 0.0f); ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_reference_radius() const { ::glBegin(GL_LINES); ::glVertex3f((GLfloat)m_center.x, (GLfloat)m_center.y, 0.0f); ::glVertex3f((GLfloat)m_center.x + m_radius + GrabberOffset, (GLfloat)m_center.y, 0.0f); ::glEnd(); } void GLGizmoRotate::_render_angle_z() const { float step_angle = m_angle_z / AngleResolution; float ex_radius = m_radius + GrabberOffset; ::glBegin(GL_LINE_STRIP); for (unsigned int i = 0; i <= AngleResolution; ++i) { float angle = (float)i * step_angle; float x = m_center.x + ::cos(angle) * ex_radius; float y = m_center.y + ::sin(angle) * ex_radius; ::glVertex3f((GLfloat)x, (GLfloat)y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_grabber() const { float grabber_radius = m_radius + GrabberOffset; m_grabbers[0].center.x = m_center.x + ::cos(m_angle_z) * grabber_radius; m_grabbers[0].center.y = m_center.y + ::sin(m_angle_z) * grabber_radius; m_grabbers[0].angle_z = m_angle_z; ::glColor3fv(BaseColor); ::glBegin(GL_LINES); ::glVertex3f((GLfloat)m_center.x, (GLfloat)m_center.y, 0.0f); ::glVertex3f((GLfloat)m_grabbers[0].center.x, (GLfloat)m_grabbers[0].center.y, 0.0f); ::glEnd(); ::memcpy((void*)m_grabbers[0].color, (const void*)HighlightColor, 3 * sizeof(float)); render_grabbers(); } const float GLGizmoScale::Offset = 5.0f; GLGizmoScale::GLGizmoScale() : GLGizmoBase() , m_scale(1.0f) , m_starting_scale(1.0f) { } float GLGizmoScale::get_scale() const { return m_scale; } void GLGizmoScale::set_scale(float scale) { m_starting_scale = scale; } bool GLGizmoScale::on_init() { std::string path = resources_dir() + "/icons/overlay/"; std::string filename = path + "scale_off.png"; if (!m_textures[Off].load_from_file(filename, false)) return false; filename = path + "scale_hover.png"; if (!m_textures[Hover].load_from_file(filename, false)) return false; filename = path + "scale_on.png"; if (!m_textures[On].load_from_file(filename, false)) return false; for (unsigned int i = 0; i < 4; ++i) { m_grabbers.push_back(Grabber()); } return true; } void GLGizmoScale::on_start_dragging() { if (m_hover_id != -1) m_starting_drag_position = m_grabbers[m_hover_id].center; } void GLGizmoScale::on_update(const Pointf& mouse_pos) { Pointf center(0.5 * (m_grabbers[1].center.x + m_grabbers[0].center.x), 0.5 * (m_grabbers[3].center.y + m_grabbers[0].center.y)); coordf_t orig_len = length(m_starting_drag_position - center); coordf_t new_len = length(mouse_pos - center); coordf_t ratio = (orig_len != 0.0) ? new_len / orig_len : 1.0; m_scale = m_starting_scale * (float)ratio; } void GLGizmoScale::on_render(const BoundingBoxf3& box) const { ::glDisable(GL_DEPTH_TEST); coordf_t min_x = box.min.x - (coordf_t)Offset; coordf_t max_x = box.max.x + (coordf_t)Offset; coordf_t min_y = box.min.y - (coordf_t)Offset; coordf_t max_y = box.max.y + (coordf_t)Offset; m_grabbers[0].center.x = min_x; m_grabbers[0].center.y = min_y; m_grabbers[1].center.x = max_x; m_grabbers[1].center.y = min_y; m_grabbers[2].center.x = max_x; m_grabbers[2].center.y = max_y; m_grabbers[3].center.x = min_x; m_grabbers[3].center.y = max_y; ::glLineWidth(2.0f); ::glColor3fv(BaseColor); // draw outline ::glBegin(GL_LINE_LOOP); for (unsigned int i = 0; i < 4; ++i) { ::glVertex3f((GLfloat)m_grabbers[i].center.x, (GLfloat)m_grabbers[i].center.y, 0.0f); } ::glEnd(); // draw grabbers for (unsigned int i = 0; i < 4; ++i) { ::memcpy((void*)m_grabbers[i].color, (const void*)HighlightColor, 3 * sizeof(float)); } render_grabbers(); } void GLGizmoScale::on_render_for_picking(const BoundingBoxf3& box) const { static const GLfloat INV_255 = 1.0f / 255.0f; ::glDisable(GL_DEPTH_TEST); for (unsigned int i = 0; i < 4; ++i) { m_grabbers[i].color[0] = 1.0f; m_grabbers[i].color[1] = 1.0f; m_grabbers[i].color[2] = (254.0f - (float)i) * INV_255; } render_grabbers(); } GLGizmoFlatten::GLGizmoFlatten() : GLGizmoBase(), m_normal(Pointf3(0.f, 0.f, 0.f)) {} bool GLGizmoFlatten::on_init() { std::string path = resources_dir() + "/icons/overlay/"; std::string filename = path + "scale_off.png"; if (!m_textures[Off].load_from_file(filename, false)) return false; filename = path + "scale_hover.png"; if (!m_textures[Hover].load_from_file(filename, false)) return false; filename = path + "scale_on.png"; if (!m_textures[On].load_from_file(filename, false)) return false; return true; } void GLGizmoFlatten::on_start_dragging() { if (m_hover_id != -1) m_normal = m_planes[m_hover_id].normal; } void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const { // the dragged_offset is a vector measuring where was the object moved // with the gizmo being on. This is reset in set_flattening_data and // does not work correctly when there are multiple copies. if (!m_center) // this is the first bounding box that we see m_center.reset(new Pointf3(box.center().x, box.center().y)); Pointf3 dragged_offset = box.center() - *m_center; bool blending_was_enabled = ::glIsEnabled(GL_BLEND); bool depth_test_was_enabled = ::glIsEnabled(GL_DEPTH_TEST); ::glEnable(GL_BLEND); ::glEnable(GL_DEPTH_TEST); for (int i=0; i<(int)m_planes.size(); ++i) { if (i == m_hover_id) ::glColor4f(0.9f, 0.9f, 0.9f, 0.75f); else ::glColor4f(0.9f, 0.9f, 0.9f, 0.5f); for (Pointf offset : m_instances_positions) { offset += dragged_offset; ::glBegin(GL_POLYGON); for (const auto& vertex : m_planes[i].vertices) ::glVertex3f((GLfloat)vertex.x + offset.x, (GLfloat)vertex.y + offset.y, (GLfloat)vertex.z); ::glEnd(); } } if (!blending_was_enabled) ::glDisable(GL_BLEND); if (!depth_test_was_enabled) ::glDisable(GL_DEPTH_TEST); } void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const { static const GLfloat INV_255 = 1.0f / 255.0f; ::glDisable(GL_DEPTH_TEST); for (unsigned int i = 0; i < m_planes.size(); ++i) { ::glColor3f(1.f, 1.f, (254.0f - (float)i) * INV_255); for (const Pointf& offset : m_instances_positions) { ::glBegin(GL_POLYGON); for (const auto& vertex : m_planes[i].vertices) ::glVertex3f((GLfloat)vertex.x + offset.x, (GLfloat)vertex.y + offset.y, (GLfloat)vertex.z); ::glEnd(); } } } // TODO - remove and use Eigen instead static Pointf3 super_rotation(const Pointf3& axis, float angle, const Pointf3& point) { float axis_length = axis.distance_to(Pointf3(0.f, 0.f, 0.f)); float x = axis.x / axis_length; float y = axis.y / axis_length; float z = axis.z / axis_length; float s = sin(angle); float c = cos(angle); float D = 1-c; float matrix[3][3] = { { c + x*x*D, x*y*D-z*s, x*z*D+y*s }, { y*x*D+z*s, c+y*y*D, y*z*D-x*s }, { z*x*D-y*s, z*y*D+x*s, c+z*z*D } }; float in[3] = { (float)point.x, (float)point.y, (float)point.z }; float out[3] = { 0, 0, 0 }; for (unsigned char i=0; i<3; ++i) for (unsigned char j=0; j<3; ++j) out[i] += matrix[i][j] * in[j]; return Pointf3(out[0], out[1], out[2]); } void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object) { m_center.release(); // object is not being dragged (this would not be called otherwise) - we must forget about the bounding box position... m_model_object = model_object; // ...and save the updated positions of the object instances: if (m_model_object && !m_model_object->instances.empty()) { m_instances_positions.clear(); for (const auto* instance : m_model_object->instances) m_instances_positions.emplace_back(instance->offset); } if (is_plane_update_necessary()) update_planes(); } void GLGizmoFlatten::update_planes() { TriangleMesh ch; for (const ModelVolume* vol : m_model_object->volumes) ch.merge(vol->get_convex_hull()); ch = ch.convex_hull_3d(); ch.scale(m_model_object->instances.front()->scaling_factor); ch.rotate_z(m_model_object->instances.front()->rotation); m_planes.clear(); // Now we'll go through all the facets and append Points of facets sharing the same normal: const int num_of_facets = ch.stl.stats.number_of_facets; std::vector facet_queue(num_of_facets, 0); std::vector facet_visited(num_of_facets, false); int facet_queue_cnt = 0; const stl_normal* normal_ptr = nullptr; while (1) { // Find next unvisited triangle: int facet_idx = 0; for (; facet_idx < num_of_facets; ++ facet_idx) if (!facet_visited[facet_idx]) { facet_queue[facet_queue_cnt ++] = facet_idx; facet_visited[facet_idx] = true; normal_ptr = &ch.stl.facet_start[facet_idx].normal; m_planes.emplace_back(); break; } if (facet_idx == num_of_facets) break; // Everything was visited already while (facet_queue_cnt > 0) { int facet_idx = facet_queue[-- facet_queue_cnt]; const stl_normal* this_normal_ptr = &ch.stl.facet_start[facet_idx].normal; //if (this_normal_ptr->x == normal_ptr->x && this_normal_ptr->y == normal_ptr->y && this_normal_ptr->z == normal_ptr->z) { if (std::abs(this_normal_ptr->x-normal_ptr->x) < 0.001 && std::abs(this_normal_ptr->y-normal_ptr->y) < 0.001 && std::abs(this_normal_ptr->z-normal_ptr->z) < 0.001) { stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex; for (int j=0; j<3; ++j) m_planes.back().vertices.emplace_back(first_vertex[j].x, first_vertex[j].y, first_vertex[j].z); facet_visited[facet_idx] = true; for (int j = 0; j < 3; ++ j) { int neighbor_idx = ch.stl.neighbors_start[facet_idx].neighbor[j]; if (! facet_visited[neighbor_idx]) facet_queue[facet_queue_cnt ++] = neighbor_idx; } } } m_planes.back().normal = Pointf3(normal_ptr->x, normal_ptr->y, normal_ptr->z); } // Now we'll go through all the polygons, transform the points into xy plane to process them: for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) { Pointf3s& polygon = m_planes[polygon_id].vertices; const Pointf3& normal = m_planes[polygon_id].normal; // We are going to rotate about z and y to flatten the plane float angle_z = 0.f; float angle_y = 0.f; if (std::abs(normal.y) > 0.001) angle_z = -atan2(normal.y, normal.x); // angle to rotate so that normal ends up in xz-plane if (std::abs(normal.x*cos(angle_z)-normal.y*sin(angle_z)) > 0.001) angle_y = - atan2(normal.x*cos(angle_z)-normal.y*sin(angle_z), normal.z); // angle to rotate to make normal point upwards else { // In case it already was in z-direction, we must ensure it is not the wrong way: angle_y = normal.z > 0.f ? 0 : -M_PI; } // Rotate all points to the xy plane: for (auto& vertex : polygon) { vertex = super_rotation(Pointf3(0,0,1), angle_z, vertex); vertex = super_rotation(Pointf3(0,1,0), angle_y, vertex); } polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points // Calculate area of the polygon and discard ones that are too small float area = 0.f; for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula area += polygon[i].x*polygon[i+1 < polygon.size() ? i+1 : 0 ].y - polygon[i+1 < polygon.size() ? i+1 : 0].x*polygon[i].y; area = std::abs(area/2.f); if (area < 20.f) { m_planes.erase(m_planes.begin()+(polygon_id--)); continue; } // We will shrink the polygon a little bit so it does not touch the object edges: Pointf3 centroid = std::accumulate(polygon.begin(), polygon.end(), Pointf3(0.f, 0.f, 0.f)); centroid.scale(1.f/polygon.size()); for (auto& vertex : polygon) vertex = 0.9f*vertex + 0.1f*centroid; // Polygon is now simple and convex, we'll round the corners to make them look nicer. // The algorithm takes a vertex, calculates middles of respective sides and moves the vertex // towards their average (controlled by 'aggressivity'). This is repeated k times. // In next iterations, the neighbours are not always taken at the middle (to increase the // rounding effect at the corners, where we need it most). const unsigned int k = 10; // number of iterations const float aggressivity = 0.2f; // agressivity const unsigned int N = polygon.size(); std::vector> neighbours; if (k != 0) { Pointf3s points_out(2*k*N); // vector long enough to store the future vertices for (unsigned int j=0; jvolumes) m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box()); m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor; m_source_data.rotation = m_model_object->instances.front()->rotation; } // Check if the bounding boxes of each volume's convex hull is the same as before // and that scaling and rotation has not changed. In that case we don't have to recalculate it. bool GLGizmoFlatten::is_plane_update_necessary() const { if (m_state != On || !m_model_object || m_model_object->instances.empty()) return false; if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size() || m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor || m_model_object->instances.front()->rotation != m_source_data.rotation) return true; // now compare the bounding boxes: for (unsigned int i=0; ivolumes.size(); ++i) if (m_model_object->volumes[i]->get_convex_hull().bounding_box() != m_source_data.bounding_boxes[i]) return true; return false; } Pointf3 GLGizmoFlatten::get_flattening_normal() const { Pointf3 normal = m_normal; m_normal = Pointf3(0.f, 0.f, 0.f); return normal; } } // namespace GUI } // namespace Slic3r