358 lines
15 KiB
C++
358 lines
15 KiB
C++
// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
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#include "GLGizmoFlatten.hpp"
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#include <numeric>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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#if ENABLE_SVG_ICONS
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GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
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: GLGizmoBase(parent, icon_filename, sprite_id)
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#else
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GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent, unsigned int sprite_id)
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: GLGizmoBase(parent, sprite_id)
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#endif // ENABLE_SVG_ICONS
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, m_normal(Vec3d::Zero())
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, m_starting_center(Vec3d::Zero())
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{
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}
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bool GLGizmoFlatten::on_init()
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{
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m_shortcut_key = WXK_CONTROL_F;
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return true;
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}
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std::string GLGizmoFlatten::on_get_name() const
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{
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return (_(L("Place on face")) + " [F]").ToUTF8().data();
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}
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bool GLGizmoFlatten::on_is_activable(const Selection& selection) const
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{
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return selection.is_single_full_instance();
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}
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void GLGizmoFlatten::on_start_dragging(const Selection& selection)
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{
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if (m_hover_id != -1)
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{
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assert(m_planes_valid);
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m_normal = m_planes[m_hover_id].normal;
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m_starting_center = selection.get_bounding_box().center();
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}
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}
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void GLGizmoFlatten::on_render(const Selection& selection) const
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{
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glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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if (selection.is_single_full_instance())
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{
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const Transform3d& m = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix();
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(0.f, 0.f, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z()));
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glsafe(::glMultMatrixd(m.data()));
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if (this->is_plane_update_necessary())
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const_cast<GLGizmoFlatten*>(this)->update_planes();
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for (int i = 0; i < (int)m_planes.size(); ++i)
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{
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if (i == m_hover_id)
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.75f));
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else
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.5f));
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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{
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::glVertex3dv(vertex.data());
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}
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glsafe(::glEnd());
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}
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glsafe(::glPopMatrix());
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}
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glsafe(::glEnable(GL_CULL_FACE));
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glsafe(::glDisable(GL_BLEND));
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}
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void GLGizmoFlatten::on_render_for_picking(const Selection& selection) const
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{
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glDisable(GL_BLEND));
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if (selection.is_single_full_instance())
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{
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const Transform3d& m = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix();
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(0.f, 0.f, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z()));
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glsafe(::glMultMatrixd(m.data()));
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if (this->is_plane_update_necessary())
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const_cast<GLGizmoFlatten*>(this)->update_planes();
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for (int i = 0; i < (int)m_planes.size(); ++i)
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{
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glsafe(::glColor3fv(picking_color_component(i).data()));
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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{
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::glVertex3dv(vertex.data());
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}
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glsafe(::glEnd());
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}
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glsafe(::glPopMatrix());
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}
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glsafe(::glEnable(GL_CULL_FACE));
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}
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void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
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{
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m_starting_center = Vec3d::Zero();
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if (m_model_object != model_object) {
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m_planes.clear();
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m_planes_valid = false;
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}
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m_model_object = model_object;
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}
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void GLGizmoFlatten::update_planes()
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{
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TriangleMesh ch;
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for (const ModelVolume* vol : m_model_object->volumes)
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{
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if (vol->type() != ModelVolumeType::MODEL_PART)
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continue;
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TriangleMesh vol_ch = vol->get_convex_hull();
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vol_ch.transform(vol->get_matrix());
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ch.merge(vol_ch);
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}
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ch = ch.convex_hull_3d();
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m_planes.clear();
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const Transform3d& inst_matrix = m_model_object->instances.front()->get_matrix(true);
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// Following constants are used for discarding too small polygons.
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const float minimal_area = 5.f; // in square mm (world coordinates)
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const float minimal_side = 1.f; // mm
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// Now we'll go through all the facets and append Points of facets sharing the same normal.
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// This part is still performed in mesh coordinate system.
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const int num_of_facets = ch.stl.stats.number_of_facets;
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std::vector<int> facet_queue(num_of_facets, 0);
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std::vector<bool> facet_visited(num_of_facets, false);
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int facet_queue_cnt = 0;
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const stl_normal* normal_ptr = nullptr;
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while (1) {
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// Find next unvisited triangle:
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int facet_idx = 0;
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for (; facet_idx < num_of_facets; ++ facet_idx)
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if (!facet_visited[facet_idx]) {
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facet_queue[facet_queue_cnt ++] = facet_idx;
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facet_visited[facet_idx] = true;
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normal_ptr = &ch.stl.facet_start[facet_idx].normal;
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m_planes.emplace_back();
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break;
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}
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if (facet_idx == num_of_facets)
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break; // Everything was visited already
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while (facet_queue_cnt > 0) {
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int facet_idx = facet_queue[-- facet_queue_cnt];
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const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal;
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if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
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stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
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for (int j=0; j<3; ++j)
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m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2));
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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int neighbor_idx = ch.stl.neighbors_start[facet_idx].neighbor[j];
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if (! facet_visited[neighbor_idx])
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facet_queue[facet_queue_cnt ++] = neighbor_idx;
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}
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}
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}
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m_planes.back().normal = normal_ptr->cast<double>();
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// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
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// make real sense.
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m_planes.back().vertices = transform(m_planes.back().vertices, inst_matrix);
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
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if (m_planes.back().vertices.size() == 3 &&
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((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < minimal_side
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < minimal_side
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|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < minimal_side))
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m_planes.pop_back();
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}
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// Let's prepare transformation of the normal vector from mesh to instance coordinates.
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./scaling(0), 1./scaling(1), 1./scaling(2)));
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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const Vec3d& normal = m_planes[polygon_id].normal;
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// transform the normal according to the instance matrix:
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Vec3d normal_transformed = t.get_matrix() * normal;
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// We are going to rotate about z and y to flatten the plane
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Eigen::Quaterniond q;
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Transform3d m = Transform3d::Identity();
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m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal_transformed, Vec3d::UnitZ()).toRotationMatrix();
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polygon = transform(polygon, m);
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// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
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// it works in fixed point representation, we will rescale the polygon to avoid overflows.
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// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
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Vec3d bb_size = BoundingBoxf3(polygon).size();
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float sf = std::min(1./bb_size(0), 1./bb_size(1));
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Transform3d tr = Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(sf, sf, 1.f));
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polygon = transform(polygon, tr);
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polygon = Slic3r::Geometry::convex_hull(polygon);
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polygon = transform(polygon, tr.inverse());
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// Calculate area of the polygons and discard ones that are too small
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float& area = m_planes[polygon_id].area;
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area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
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area = 0.5f * std::abs(area);
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bool discard = false;
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if (area < minimal_area)
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discard = true;
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else {
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// We also check the inner angles and discard polygons with angles smaller than the following threshold
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const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
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for (unsigned int i = 0; i < polygon.size(); ++i) {
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const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
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const Vec3d& curr = polygon[i];
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const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
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if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
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discard = true;
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break;
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}
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}
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}
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if (discard) {
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m_planes.erase(m_planes.begin() + (polygon_id--));
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continue;
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}
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// We will shrink the polygon a little bit so it does not touch the object edges:
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Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
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centroid /= (double)polygon.size();
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for (auto& vertex : polygon)
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vertex = 0.9f*vertex + 0.1f*centroid;
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// Polygon is now simple and convex, we'll round the corners to make them look nicer.
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// The algorithm takes a vertex, calculates middles of respective sides and moves the vertex
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// towards their average (controlled by 'aggressivity'). This is repeated k times.
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// In next iterations, the neighbours are not always taken at the middle (to increase the
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// rounding effect at the corners, where we need it most).
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const unsigned int k = 10; // number of iterations
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const float aggressivity = 0.2f; // agressivity
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const unsigned int N = polygon.size();
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std::vector<std::pair<unsigned int, unsigned int>> neighbours;
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if (k != 0) {
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Pointf3s points_out(2*k*N); // vector long enough to store the future vertices
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for (unsigned int j=0; j<N; ++j) {
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points_out[j*2*k] = polygon[j];
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neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k));
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}
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for (unsigned int i=0; i<k; ++i) {
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// Calculate middle of each edge so that neighbours points to something useful:
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for (unsigned int j=0; j<N; ++j)
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if (i==0)
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points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]);
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else {
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float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle
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points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1];
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points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1];
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}
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// Now we have a triangle and valid neighbours, we can do an iteration:
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for (unsigned int j=0; j<N; ++j)
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points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] +
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aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]);
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for (auto& n : neighbours) {
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++n.first;
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--n.second;
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}
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}
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polygon = points_out; // replace the coarse polygon with the smooth one that we just created
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}
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// Raise a bit above the object surface to avoid flickering:
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for (auto& b : polygon)
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b(2) += 0.1f;
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// Transform back to 3D (and also back to mesh coordinates)
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polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
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}
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// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
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std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
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m_planes.resize(std::min((int)m_planes.size(), 254));
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// Planes are finished - let's save what we calculated it from:
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m_volumes_matrices.clear();
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m_volumes_types.clear();
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for (const ModelVolume* vol : m_model_object->volumes) {
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m_volumes_matrices.push_back(vol->get_matrix());
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m_volumes_types.push_back(vol->type());
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}
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m_first_instance_scale = m_model_object->instances.front()->get_scaling_factor();
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m_first_instance_mirror = m_model_object->instances.front()->get_mirror();
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m_planes_valid = true;
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}
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bool GLGizmoFlatten::is_plane_update_necessary() const
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{
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if (m_state != On || !m_model_object || m_model_object->instances.empty())
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return false;
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if (! m_planes_valid || m_model_object->volumes.size() != m_volumes_matrices.size())
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return true;
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// We want to recalculate when the scale changes - some planes could (dis)appear.
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if (! m_model_object->instances.front()->get_scaling_factor().isApprox(m_first_instance_scale)
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|| ! m_model_object->instances.front()->get_mirror().isApprox(m_first_instance_mirror))
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return true;
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for (unsigned int i=0; i < m_model_object->volumes.size(); ++i)
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if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i])
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|| m_model_object->volumes[i]->type() != m_volumes_types[i])
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return true;
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return false;
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}
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Vec3d GLGizmoFlatten::get_flattening_normal() const
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{
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Vec3d out = m_normal;
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m_normal = Vec3d::Zero();
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m_starting_center = Vec3d::Zero();
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return out;
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}
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} // namespace GUI
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} // namespace Slic3r
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