e185bf58b7
with their original names. Using weird shorthands makes the code unreadable for anyone but the original author. template<class T> using shptr = std::shared_ptr<T>; template<class T> using uqptr = std::unique_ptr<T>; template<class T> using wkptr = std::weak_ptr<T>;
489 lines
15 KiB
C++
489 lines
15 KiB
C++
#ifndef SLIC3R_OCSG_EXMP_ENGINE_HPP
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#define SLIC3R_OCSG_EXMP_ENGINE_HPP
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#include <vector>
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#include <memory>
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#include <chrono>
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#include <libslic3r/Geometry.hpp>
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#include <libslic3r/Model.hpp>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/SLA/Hollowing.hpp>
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#include <opencsg/opencsg.h>
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namespace Slic3r {
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class SLAPrint;
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namespace GL {
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template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
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// remove empty weak pointers from a vector
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template<class L> inline void cleanup(vector<std::weak_ptr<L>> &listeners) {
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auto it = std::remove_if(listeners.begin(), listeners.end(),
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[](auto &l) { return !l.lock(); });
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listeners.erase(it, listeners.end());
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}
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// Call a class method on each element of a vector of objects (weak pointers)
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// of the same type.
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template<class F, class L, class...Args>
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inline void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
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for (auto &l : listeners)
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if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
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}
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// A representation of a mouse input for the engine.
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class MouseInput
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{
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public:
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enum WheelAxis { waVertical, waHorizontal };
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// Interface to implement if an object wants to receive notifications
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// about mouse events.
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class Listener {
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public:
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virtual ~Listener();
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virtual void on_left_click_down() {}
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virtual void on_left_click_up() {}
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virtual void on_right_click_down() {}
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virtual void on_right_click_up() {}
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virtual void on_double_click() {}
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virtual void on_scroll(long /*v*/, long /*delta*/, WheelAxis ) {}
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virtual void on_moved_to(long /*x*/, long /*y*/) {}
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};
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private:
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vector<std::weak_ptr<Listener>> m_listeners;
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public:
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virtual ~MouseInput() = default;
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virtual void left_click_down()
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{
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call(&Listener::on_left_click_down, m_listeners);
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}
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virtual void left_click_up()
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{
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call(&Listener::on_left_click_up, m_listeners);
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}
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virtual void right_click_down()
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{
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call(&Listener::on_right_click_down, m_listeners);
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}
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virtual void right_click_up()
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{
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call(&Listener::on_right_click_up, m_listeners);
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}
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virtual void double_click()
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{
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call(&Listener::on_double_click, m_listeners);
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}
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virtual void scroll(long v, long d, WheelAxis wa)
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{
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call(&Listener::on_scroll, m_listeners, v, d, wa);
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}
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virtual void move_to(long x, long y)
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{
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call(&Listener::on_moved_to, m_listeners, x, y);
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}
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void add_listener(std::shared_ptr<Listener> listener)
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{
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m_listeners.emplace_back(listener);
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cleanup(m_listeners);
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}
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};
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// This is a stripped down version of Slic3r::IndexedVertexArray
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class IndexedVertexArray {
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public:
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~IndexedVertexArray() { release_geometry(); }
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// Vertices and their normals, interleaved to be used by void
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// glInterleavedArrays(GL_N3F_V3F, 0, x)
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vector<float> vertices_and_normals_interleaved;
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vector<int> triangle_indices;
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vector<int> quad_indices;
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// When the geometry data is loaded into the graphics card as Vertex
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// Buffer Objects, the above mentioned std::vectors are cleared and the
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// following variables keep their original length.
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size_t vertices_and_normals_interleaved_size{ 0 };
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size_t triangle_indices_size{ 0 };
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size_t quad_indices_size{ 0 };
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// IDs of the Vertex Array Objects, into which the geometry has been loaded.
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// Zero if the VBOs are not sent to GPU yet.
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unsigned int vertices_and_normals_interleaved_VBO_id{ 0 };
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unsigned int triangle_indices_VBO_id{ 0 };
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unsigned int quad_indices_VBO_id{ 0 };
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void push_geometry(float x, float y, float z, float nx, float ny, float nz);
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inline void push_geometry(
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double x, double y, double z, double nx, double ny, double nz)
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{
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push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
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}
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inline void push_geometry(const Vec3d &p, const Vec3d &n)
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{
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push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
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}
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void push_triangle(int idx1, int idx2, int idx3);
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void load_mesh(const TriangleMesh &mesh);
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inline bool has_VBOs() const
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{
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return vertices_and_normals_interleaved_VBO_id != 0;
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}
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// Finalize the initialization of the geometry & indices,
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// upload the geometry and indices to OpenGL VBO objects
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// and shrink the allocated data, possibly relasing it if it has been
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// loaded into the VBOs.
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void finalize_geometry();
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// Release the geometry data, release OpenGL VBOs.
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void release_geometry();
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void render() const;
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// Is there any geometry data stored?
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bool empty() const { return vertices_and_normals_interleaved_size == 0; }
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void clear();
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// Shrink the internal storage to tighly fit the data stored.
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void shrink_to_fit();
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};
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// Try to enable or disable multisampling.
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bool enable_multisampling(bool e = true);
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class Volume {
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IndexedVertexArray m_geom;
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Geometry::Transformation m_trafo;
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public:
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void render();
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void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
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void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
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void scale(const Vec3d &scaleing) { m_trafo.set_scaling_factor(scaleing); }
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void scale(double s) { scale({s, s, s}); }
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inline void load_mesh(const TriangleMesh &mesh)
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{
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m_geom.load_mesh(mesh);
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m_geom.finalize_geometry();
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}
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};
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// A primitive that can be used with OpenCSG rendering algorithms.
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// Does a similar job to GLVolume.
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class Primitive : public Volume, public OpenCSG::Primitive
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{
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public:
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using OpenCSG::Primitive::Primitive;
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Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
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void render() override { Volume::render(); }
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};
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// A simple representation of a camera in a 3D scene
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class Camera {
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protected:
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Vec2f m_rot = {0., 0.};
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Vec3d m_referene = {0., 0., 0.};
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double m_zoom = 0.;
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double m_clip_z = 0.;
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public:
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virtual ~Camera() = default;
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virtual void view();
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virtual void set_screen(long width, long height) = 0;
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void set_rotation(const Vec2f &rotation) { m_rot = rotation; }
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void rotate(const Vec2f &rotation) { m_rot += rotation; }
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void set_zoom(double z) { m_zoom = z; }
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void set_reference_point(const Vec3d &p) { m_referene = p; }
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void set_clip_z(double z) { m_clip_z = z; }
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};
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// Reset a camera object
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inline void reset(Camera &cam)
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{
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cam.set_rotation({0., 0.});
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cam.set_zoom(0.);
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cam.set_reference_point({0., 0., 0.});
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cam.set_clip_z(0.);
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}
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// Specialization of a camera which shows in perspective projection
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class PerspectiveCamera: public Camera {
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public:
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void set_screen(long width, long height) override;
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};
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// A simple counter of FPS. Subscribed objects will receive updates of the
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// current fps.
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class FpsCounter {
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vector<std::function<void(double)>> m_listeners;
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using Clock = std::chrono::high_resolution_clock;
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using Duration = Clock::duration;
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using TimePoint = Clock::time_point;
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int m_frames = 0;
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TimePoint m_last = Clock::now(), m_window = m_last;
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double m_resolution = 0.1, m_window_size = 1.0;
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double m_fps = 0.;
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static double to_sec(Duration d)
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{
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return d.count() * double(Duration::period::num) / Duration::period::den;
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}
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public:
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void update();
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void add_listener(std::function<void(double)> lst)
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{
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m_listeners.emplace_back(lst);
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}
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void clear_listeners() { m_listeners = {}; }
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void set_notification_interval(double seconds);
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void set_measure_window_size(double seconds);
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double get_notification_interval() const { return m_resolution; }
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double get_mesure_window_size() const { return m_window_size; }
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};
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// Collection of the used OpenCSG library settings.
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class CSGSettings {
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public:
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static const constexpr unsigned DEFAULT_CONVEXITY = 10;
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private:
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OpenCSG::Algorithm m_csgalg = OpenCSG::Algorithm::Automatic;
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OpenCSG::DepthComplexityAlgorithm m_depth_algo = OpenCSG::NoDepthComplexitySampling;
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OpenCSG::Optimization m_optim = OpenCSG::OptimizationDefault;
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bool m_enable = true;
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unsigned int m_convexity = DEFAULT_CONVEXITY;
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public:
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int get_algo() const { return int(m_csgalg); }
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void set_algo(int alg)
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{
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if (alg < OpenCSG::Algorithm::AlgorithmUnused)
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m_csgalg = OpenCSG::Algorithm(alg);
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}
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int get_depth_algo() const { return int(m_depth_algo); }
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void set_depth_algo(int alg)
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{
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if (alg < OpenCSG::DepthComplexityAlgorithmUnused)
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m_depth_algo = OpenCSG::DepthComplexityAlgorithm(alg);
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}
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int get_optimization() const { return int(m_optim); }
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void set_optimization(int o)
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{
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if (o < OpenCSG::Optimization::OptimizationUnused)
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m_optim = OpenCSG::Optimization(o);
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}
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void enable_csg(bool en = true) { m_enable = en; }
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bool is_enabled() const { return m_enable; }
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unsigned get_convexity() const { return m_convexity; }
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void set_convexity(unsigned c) { m_convexity = c; }
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};
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// The scene is a wrapper around SLAPrint which holds the data to be visualized.
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class Scene
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{
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std::unique_ptr<SLAPrint> m_print;
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public:
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// Subscribers will be notified if the model is changed. This might be a
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// display which will have to load the meshes and repaint itself when
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// the scene data changes.
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// eg. We load a new 3mf through the UI, this will notify the controller
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// associated with the scene and all the displays that the controller is
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// connected with.
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class Listener {
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public:
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virtual ~Listener() = default;
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virtual void on_scene_updated(const Scene &scene) = 0;
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};
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Scene();
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~Scene();
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void set_print(std::unique_ptr<SLAPrint> &&print);
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const SLAPrint * get_print() const { return m_print.get(); }
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BoundingBoxf3 get_bounding_box() const;
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void add_listener(std::shared_ptr<Listener> listener)
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{
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m_listeners.emplace_back(listener);
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cleanup(m_listeners);
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}
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private:
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vector<std::weak_ptr<Listener>> m_listeners;
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};
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// The basic Display. This is almost just an interface but will do all the
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// initialization and show the fps values. Overriding the render_scene is
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// needed to show the scene content. The specific method of displaying the
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// scene is up the the particular implementation (OpenCSG or other screen space
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// boolean algorithms)
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class Display : public Scene::Listener
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{
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protected:
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Vec2i m_size;
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bool m_initialized = false;
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std::shared_ptr<Camera> m_camera;
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FpsCounter m_fps_counter;
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public:
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explicit Display(std::shared_ptr<Camera> camera = nullptr)
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: m_camera(camera ? camera : std::make_shared<PerspectiveCamera>())
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{}
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~Display() override;
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std::shared_ptr<const Camera> get_camera() const { return m_camera; }
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std::shared_ptr<Camera> get_camera() { return m_camera; }
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void set_camera(std::shared_ptr<Camera> cam) { m_camera = cam; }
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virtual void swap_buffers() = 0;
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virtual void set_active(long width, long height);
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virtual void set_screen_size(long width, long height);
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Vec2i get_screen_size() const { return m_size; }
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virtual void repaint();
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bool is_initialized() const { return m_initialized; }
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virtual void clear_screen();
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virtual void render_scene() {}
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template<class _FpsCounter> void set_fps_counter(_FpsCounter &&fpsc)
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{
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m_fps_counter = std::forward<_FpsCounter>(fpsc);
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}
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const FpsCounter &get_fps_counter() const { return m_fps_counter; }
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FpsCounter &get_fps_counter() { return m_fps_counter; }
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};
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// Special dispaly using OpenCSG for rendering the scene.
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class CSGDisplay : public Display {
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protected:
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CSGSettings m_csgsettings;
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// Cache the renderable primitives. These will be fetched when the scene
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// is modified.
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struct SceneCache {
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vector<std::shared_ptr<Primitive>> primitives;
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vector<Primitive *> primitives_free;
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vector<OpenCSG::Primitive *> primitives_csg;
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void clear();
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std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh);
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std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh,
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OpenCSG::Operation op,
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unsigned covexity);
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} m_scene_cache;
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public:
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// Receive or apply the new settings.
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const CSGSettings & get_csgsettings() const { return m_csgsettings; }
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void apply_csgsettings(const CSGSettings &settings);
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void render_scene() override;
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void on_scene_updated(const Scene &scene) override;
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};
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// The controller is a hub which dispatches mouse events to the connected
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// displays. It keeps track of the mouse wheel position, the states whether
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// the mouse is being held, dragged, etc... All the connected displays will
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// mirror the camera movement (if there is more than one display).
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class Controller : public std::enable_shared_from_this<Controller>,
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public MouseInput::Listener,
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public Scene::Listener
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{
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long m_wheel_pos = 0;
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Vec2i m_mouse_pos, m_mouse_pos_rprev, m_mouse_pos_lprev;
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bool m_left_btn = false, m_right_btn = false;
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std::shared_ptr<Scene> m_scene;
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vector<std::weak_ptr<Display>> m_displays;
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// Call a method of Camera on all the cameras of the attached displays
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template<class F, class...Args>
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void call_cameras(F &&f, Args&&... args) {
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for (std::weak_ptr<Display> &l : m_displays)
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if (auto disp = l.lock()) if (auto cam = disp->get_camera())
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(cam.get()->*f)(std::forward<Args>(args)...);
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}
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public:
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// Set the scene that will be controlled.
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void set_scene(std::shared_ptr<Scene> scene)
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{
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m_scene = scene;
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m_scene->add_listener(shared_from_this());
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}
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const Scene * get_scene() const { return m_scene.get(); }
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void add_display(std::shared_ptr<Display> disp)
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{
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m_displays.emplace_back(disp);
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cleanup(m_displays);
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}
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void remove_displays() { m_displays = {}; }
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void on_scene_updated(const Scene &scene) override;
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void on_left_click_down() override { m_left_btn = true; }
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void on_left_click_up() override { m_left_btn = false; }
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void on_right_click_down() override { m_right_btn = true; }
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void on_right_click_up() override { m_right_btn = false; }
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void on_scroll(long v, long d, MouseInput::WheelAxis wa) override;
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void on_moved_to(long x, long y) override;
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void move_clip_plane(double z) { call_cameras(&Camera::set_clip_z, z); }
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};
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}} // namespace Slic3r::GL
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#endif // SLIC3R_OCSG_EXMP_ENGINE_HPP
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