PrusaSlicer-NonPlainar/lib/Slic3r/GUI/3DScene.pm

1503 lines
54 KiB
Perl
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Implements pure perl packages
#
# Slic3r::GUI::3DScene::Base;
# Slic3r::GUI::3DScene::Volume;
# Slic3r::GUI::3DScene;
#
# It uses static methods of a C++ class Slic3r::GUI::_3DScene::GLVertexArray
# for efficient building of vertex arrays for OpenGL rendering.
#
# Slic3r::GUI::Plater::3D derives from Slic3r::GUI::3DScene,
# Slic3r::GUI::Plater::3DPreview, Slic3r::GUI::Plater::ObjectCutDialog and Slic3r::GUI::Plater::ObjectPartsPanel
# own $self->{canvas} of the Slic3r::GUI::3DScene type.
#
# Therefore the 3DScene supports renderng of STLs, extrusions and cutting planes,
# and camera manipulation.
package Slic3r::GUI::3DScene::Base;
use strict;
use warnings;
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
use base qw(Wx::GLCanvas Class::Accessor);
use Math::Trig qw(asin tan);
use List::Util qw(reduce min max first);
use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon);
use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
use Wx::GLCanvas qw(:all);
use Slic3r::Geometry qw(PI);
# _dirty: boolean flag indicating, that the screen has to be redrawn on EVT_IDLE.
# volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
# _camera_type: 'perspective' or 'ortho'
__PACKAGE__->mk_accessors( qw(_quat _dirty init
enable_picking
enable_moving
on_viewport_changed
on_hover
on_select
on_double_click
on_right_click
on_move
volumes
_sphi _stheta
cutting_plane_z
cut_lines_vertices
bed_shape
bed_triangles
bed_grid_lines
background
origin
_mouse_pos
_hover_volume_idx
_drag_volume_idx
_drag_start_pos
_drag_start_xy
_dragged
_camera_type
_camera_target
_camera_distance
_zoom
) );
use constant TRACKBALLSIZE => 0.8;
use constant TURNTABLE_MODE => 1;
use constant GROUND_Z => -0.02;
# For mesh selection: Not selected - bright yellow.
use constant DEFAULT_COLOR => [1,1,0];
# For mesh selection: Selected - bright green.
use constant SELECTED_COLOR => [0,1,0,1];
# For mesh selection: Mouse hovers over the object, but object not selected yet - dark green.
use constant HOVER_COLOR => [0.4,0.9,0,1];
# make OpenGL::Array thread-safe
{
no warnings 'redefine';
*OpenGL::Array::CLONE_SKIP = sub { 1 };
}
sub new {
my ($class, $parent) = @_;
# We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
# which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
my $can_multisample =
Wx::wxVERSION >= 3.000003 &&
defined Wx::GLCanvas->can('WX_GL_SAMPLE_BUFFERS') &&
defined Wx::GLCanvas->can('WX_GL_SAMPLES');
my $attrib = [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24];
if ($can_multisample) {
# Request a window with multi sampled anti aliasing. This is a new feature in Wx 3.0.3 (backported from 3.1.0).
# Use eval to avoid compilation, if the subs WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES are missing.
eval 'push(@$attrib, (WX_GL_SAMPLE_BUFFERS, 1, WX_GL_SAMPLES, 4));';
}
# wxWidgets expect the attrib list to be ended by zero.
push(@$attrib, 0);
# we request a depth buffer explicitely because it looks like it's not created by
# default on Linux, causing transparency issues
my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
if (Wx::wxVERSION >= 3.000003) {
# Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
# The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
# Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
$self->GetContext();
}
$self->background(1);
$self->_quat((0, 0, 0, 1));
$self->_stheta(45);
$self->_sphi(45);
$self->_zoom(1);
# 3D point in model space
$self->_camera_type('ortho');
# $self->_camera_type('perspective');
$self->_camera_target(Slic3r::Pointf3->new(0,0,0));
$self->_camera_distance(0.);
$self->reset_objects;
EVT_PAINT($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->GetSizeWH );
$self->Refresh;
});
EVT_MOUSEWHEEL($self, sub {
my ($self, $e) = @_;
# 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));
# In order to zoom around the mouse point we need to translate
# the camera target
my $size = Slic3r::Pointf->new($self->GetSizeWH);
my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
$self->_camera_target->translate(
# ($pos - $size/2) represents the vector from the viewport center
# to the mouse point. By multiplying it by $zoom we get the new,
# transformed, length of such vector.
# Since we want that point to stay fixed, we move our camera target
# in the opposite direction by the delta of the length of such vector
# ($zoom - 1). We then scale everything by 1/$self->_zoom since
# $self->_camera_target is expressed in terms of model units.
-($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
-($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
0,
) if 0;
$self->on_viewport_changed->() if $self->on_viewport_changed;
$self->_dirty(1);
$self->Refresh;
});
EVT_MOUSE_EVENTS($self, \&mouse_event);
return $self;
}
sub mouse_event {
my ($self, $e) = @_;
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->LeftDClick) {
$self->on_double_click->()
if $self->on_double_click;
} elsif ($e->LeftDown || $e->RightDown) {
# If user pressed left or right button we first check whether this happened
# on a volume or not.
my $volume_idx = $self->_hover_volume_idx // -1;
# select volume in this 3D canvas
if ($self->enable_picking) {
$self->deselect_volumes;
$self->select_volume($volume_idx);
if ($volume_idx != -1) {
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
my @volumes;
if ($group_id != -1) {
$self->select_volume($_)
for grep $self->volumes->[$_]->select_group_id == $group_id,
0..$#{$self->volumes};
}
}
$self->Refresh;
}
# propagate event through callback
$self->on_select->($volume_idx)
if $self->on_select;
if ($volume_idx != -1) {
if ($e->LeftDown && $self->enable_moving) {
$self->_drag_volume_idx($volume_idx);
$self->_drag_start_pos($self->mouse_to_3d(@$pos));
} elsif ($e->RightDown) {
# if right clicking on volume, propagate event through callback
$self->on_right_click->($e->GetPosition)
if $self->on_right_click;
}
}
} elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
# get new position at the same Z of the initial click point
my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
# calculate the translation vector
my $vector = $self->_drag_start_pos->vector_to($cur_pos);
# get volume being dragged
my $volume = $self->volumes->[$self->_drag_volume_idx];
# get all volumes belonging to the same group, if any
my @volumes;
if ($volume->drag_group_id == -1) {
@volumes = ($volume);
} else {
@volumes = grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
}
# apply new temporary volume origin and ignore Z
$_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
$self->_drag_start_pos($cur_pos);
$self->_dragged(1);
$self->Refresh;
} elsif ($e->Dragging) {
if ($e->LeftIsDown) {
# if dragging over blank area with left button, rotate
if (defined $self->_drag_start_pos) {
my $orig = $self->_drag_start_pos;
if (TURNTABLE_MODE) {
$self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
$self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
$self->_stheta(150) if $self->_stheta > 150;
$self->_stheta(0) if $self->_stheta < 0;
} else {
my $size = $self->GetClientSize;
my @quat = trackball(
$orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2), #/
$pos->x / ($size->width / 2) - 1,
1 - $pos->y / ($size->height / 2), #/
);
$self->_quat(mulquats($self->_quat, \@quat));
}
$self->on_viewport_changed->() if $self->on_viewport_changed;
$self->Refresh;
}
$self->_drag_start_pos($pos);
} elsif ($e->MiddleIsDown || $e->RightIsDown) {
# if dragging over blank area with right button, translate
if (defined $self->_drag_start_xy) {
# get point in model space at Z = 0
my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
my $orig = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
$self->_camera_target->translate(
@{$orig->vector_to($cur_pos)->negative},
);
$self->on_viewport_changed->() if $self->on_viewport_changed;
$self->Refresh;
}
$self->_drag_start_xy($pos);
}
} elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
if ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
# get all volumes belonging to the same group, if any
my @volume_idxs;
my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
if ($group_id == -1) {
@volume_idxs = ($self->_drag_volume_idx);
} else {
@volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
0..$#{$self->volumes};
}
$self->on_move->(@volume_idxs);
}
$self->_drag_volume_idx(undef);
$self->_drag_start_pos(undef);
$self->_drag_start_xy(undef);
$self->_dragged(undef);
} elsif ($e->Moving) {
$self->_mouse_pos($pos);
$self->Refresh;
} else {
$e->Skip();
}
}
# Reset selection.
sub reset_objects {
my ($self) = @_;
$self->volumes([]);
$self->_dirty(1);
}
# Setup camera to view all objects.
sub set_viewport_from_scene {
my ($self, $scene) = @_;
$self->_sphi($scene->_sphi);
$self->_stheta($scene->_stheta);
$self->_camera_target($scene->_camera_target);
$self->_zoom($scene->_zoom);
$self->_quat($scene->_quat);
$self->_dirty(1);
}
sub zoom_to_bounding_box {
my ($self, $bb) = @_;
# calculate the zoom factor needed to adjust viewport to
# bounding box
my $max_size = max(@{$bb->size}) * 2;
my $min_viewport_size = min($self->GetSizeWH);
$self->_zoom($min_viewport_size / $max_size);
# center view around bounding box center
$self->_camera_target($bb->center);
$self->on_viewport_changed->() if $self->on_viewport_changed;
}
sub zoom_to_bed {
my ($self) = @_;
if ($self->bed_shape) {
$self->zoom_to_bounding_box($self->bed_bounding_box);
}
}
sub zoom_to_volume {
my ($self, $volume_idx) = @_;
my $volume = $self->volumes->[$volume_idx];
my $bb = $volume->transformed_bounding_box;
$self->zoom_to_bounding_box($bb);
}
sub zoom_to_volumes {
my ($self) = @_;
$self->zoom_to_bounding_box($self->volumes_bounding_box);
}
sub volumes_bounding_box {
my ($self) = @_;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge($_->transformed_bounding_box) for @{$self->volumes};
return $bb;
}
sub bed_bounding_box {
my ($self) = @_;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
if ($self->bed_shape) {
$bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
}
return $bb;
}
sub max_bounding_box {
my ($self) = @_;
my $bb = $self->bed_bounding_box;
$bb->merge($self->volumes_bounding_box);
return $bb;
}
sub set_auto_bed_shape {
my ($self, $bed_shape) = @_;
# draw a default square bed around object center
my $max_size = max(@{ $self->volumes_bounding_box->size });
my $center = $self->volumes_bounding_box->center;
$self->set_bed_shape([
[ $center->x - $max_size, $center->y - $max_size ], #--
[ $center->x + $max_size, $center->y - $max_size ], #--
[ $center->x + $max_size, $center->y + $max_size ], #++
[ $center->x - $max_size, $center->y + $max_size ], #++
]);
$self->origin(Slic3r::Pointf->new(@$center[X,Y]));
}
sub set_bed_shape {
my ($self, $bed_shape) = @_;
$self->bed_shape($bed_shape);
# triangulate bed
my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
my $bed_bb = $expolygon->bounding_box;
{
my @points = ();
foreach my $triangle (@{ $expolygon->triangulate }) {
push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle; #))
}
$self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
}
{
my @polylines = ();
for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
}
for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
}
# clip with a slightly grown expolygon because our lines lay on the contours and
# may get erroneously clipped
my @lines = map Slic3r::Line->new(@$_[0,-1]),
@{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
# append bed contours
push @lines, map @{$_->lines}, @$expolygon;
my @points = ();
foreach my $line (@lines) {
push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #))
}
$self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
}
$self->origin(Slic3r::Pointf->new(0,0));
}
sub deselect_volumes {
my ($self) = @_;
$_->selected(0) for @{$self->volumes};
}
sub select_volume {
my ($self, $volume_idx) = @_;
$self->volumes->[$volume_idx]->selected(1)
if $volume_idx != -1;
}
sub SetCuttingPlane {
my ($self, $z, $expolygons) = @_;
$self->cutting_plane_z($z);
# grow slices in order to display them better
$expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
my @verts = ();
foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
push @verts, (
unscale($line->a->x), unscale($line->a->y), $z, #))
unscale($line->b->x), unscale($line->b->y), $z, #))
);
}
$self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
}
# Given an axis and angle, compute quaternion.
sub axis_to_quat {
my ($ax, $phi) = @_;
my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
my @q = map { $_ * (1 / $lena) } @$ax;
@q = map { $_ * sin($phi / 2.0) } @q;
$q[$#q + 1] = cos($phi / 2.0);
return @q;
}
# Project a point on the virtual trackball.
# If it is inside the sphere, map it to the sphere, if it outside map it
# to a hyperbola.
sub project_to_sphere {
my ($r, $x, $y) = @_;
my $d = sqrt($x * $x + $y * $y);
if ($d < $r * 0.70710678118654752440) { # Inside sphere
return sqrt($r * $r - $d * $d);
} else { # On hyperbola
my $t = $r / 1.41421356237309504880;
return $t * $t / $d;
}
}
sub cross {
my ($v1, $v2) = @_;
return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
}
# Simulate a track-ball. Project the points onto the virtual trackball,
# then figure out the axis of rotation, which is the cross product of
# P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
# deformed trackball-- is a trackball in the center, but is deformed
# into a hyperbolic sheet of rotation away from the center.
# It is assumed that the arguments to this routine are in the range
# (-1.0 ... 1.0).
sub trackball {
my ($p1x, $p1y, $p2x, $p2y) = @_;
if ($p1x == $p2x && $p1y == $p2y) {
# zero rotation
return (0.0, 0.0, 0.0, 1.0);
}
# First, figure out z-coordinates for projection of P1 and P2 to
# deformed sphere
my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
# axis of rotation (cross product of P1 and P2)
my @a = cross(\@p2, \@p1);
# Figure out how much to rotate around that axis.
my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
# Avoid problems with out-of-control values...
$t = 1.0 if ($t > 1.0);
$t = -1.0 if ($t < -1.0);
my $phi = 2.0 * asin($t);
return axis_to_quat(\@a, $phi);
}
# Build a rotation matrix, given a quaternion rotation.
sub quat_to_rotmatrix {
my ($q) = @_;
my @m = ();
$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
$m[3] = 0.0;
$m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
$m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
$m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
$m[7] = 0.0;
$m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
$m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
$m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
$m[11] = 0.0;
$m[12] = 0.0;
$m[13] = 0.0;
$m[14] = 0.0;
$m[15] = 1.0;
return @m;
}
sub mulquats {
my ($q1, $rq) = @_;
return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
@$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
}
sub mouse_to_3d {
my ($self, $x, $y, $z) = @_;
my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
$y = $viewport[3] - $y;
$z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
return Slic3r::Pointf3->new(@projected);
}
sub mouse_ray {
my ($self, $x, $y) = @_;
return Slic3r::Linef3->new(
$self->mouse_to_3d($x, $y, 0),
$self->mouse_to_3d($x, $y, 1),
);
}
sub GetContext {
my ($self) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->{context} ||= Wx::GLContext->new($self);
} else {
return $self->SUPER::GetContext;
}
}
sub SetCurrent {
my ($self, $context) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->SUPER::SetCurrent($context);
} else {
return $self->SUPER::SetCurrent;
}
}
sub Resize {
my ($self, $x, $y) = @_;
return unless $self->GetContext;
$self->_dirty(0);
$self->SetCurrent($self->GetContext);
glViewport(0, 0, $x, $y);
$x /= $self->_zoom;
$y /= $self->_zoom;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ($self->_camera_type eq 'ortho') {
#FIXME setting the size of the box 10x larger than necessary
# is only a workaround for an incorrectly set camera.
# This workaround harms Z-buffer accuracy!
# my $depth = 1.05 * $self->max_bounding_box->radius();
my $depth = 10.0 * $self->max_bounding_box->radius();
glOrtho(
-$x/2, $x/2, -$y/2, $y/2,
-$depth, $depth,
);
} else {
die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
my $bbox_r = $self->max_bounding_box->radius();
my $fov = PI * 45. / 180.;
my $fov_tan = tan(0.5 * $fov);
my $cam_distance = 0.5 * $bbox_r / $fov_tan;
$self->_camera_distance($cam_distance);
my $nr = $cam_distance - $bbox_r * 1.1;
my $fr = $cam_distance + $bbox_r * 1.1;
$nr = 1 if ($nr < 1);
$fr = $nr + 1 if ($fr < $nr + 1);
my $h2 = $fov_tan * $nr;
my $w2 = $h2 * $x / $y;
glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
}
glMatrixMode(GL_MODELVIEW);
}
sub InitGL {
my $self = shift;
return if $self->init;
return unless $self->GetContext;
$self->init(1);
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
# Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_MULTISAMPLE);
# glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
# ambient lighting
glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
# light from camera
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_MULTISAMPLE);
}
sub Render {
my ($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, 1);
glClearDepth(1);
glDepthFunc(GL_LESS);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
{
# Shift the perspective camera.
my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
glTranslatef(@$camera_pos);
}
if (TURNTABLE_MODE) {
glRotatef(-$self->_stheta, 1, 0, 0); # pitch
glRotatef($self->_sphi, 0, 0, 1); # yaw
} else {
my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p(@rotmat[0..15]);
}
glTranslatef(@{ $self->_camera_target->negative });
# light from above
glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
if ($self->enable_picking) {
# Render the object for picking.
# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# Better to use software ray-casting on a bounding-box hierarchy.
glDisable(GL_LIGHTING);
$self->draw_volumes(1);
glFlush();
glFinish();
if (my $pos = $self->_mouse_pos) {
my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
$self->_hover_volume_idx(undef);
$_->hover(0) for @{$self->volumes};
if ($volume_idx <= $#{$self->volumes}) {
$self->_hover_volume_idx($volume_idx);
$self->volumes->[$volume_idx]->hover(1);
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
if ($group_id != -1) {
$_->hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
}
$self->on_hover->($volume_idx) if $self->on_hover;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFlush();
glFinish();
glEnable(GL_LIGHTING);
}
# draw fixed background
if ($self->background) {
glDisable(GL_LIGHTING);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
# Draws a bluish bottom to top gradient over the complete screen.
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glColor3f(0.0,0.0,0.0);
glVertex3f(-1.0,-1.0, 1.0);
glVertex3f( 1.0,-1.0, 1.0);
glColor3f(10/255,98/255,144/255);
glVertex3f( 1.0, 1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_LIGHTING);
}
# draw ground and axes
glDisable(GL_LIGHTING);
# draw ground
my $ground_z = GROUND_Z;
if ($self->bed_triangles) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(0.8, 0.6, 0.5, 0.4);
glNormal3d(0,0,1);
glVertexPointer_p(3, $self->bed_triangles);
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
# we need depth test for grid, otherwise it would disappear when looking
# the object from below
glEnable(GL_DEPTH_TEST);
# draw grid
glLineWidth(3);
glColor4f(0.2, 0.2, 0.2, 0.4);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer_p(3, $self->bed_grid_lines);
glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
my $volumes_bb = $self->volumes_bounding_box;
{
# draw axes
# disable depth testing so that axes are not covered by ground
glDisable(GL_DEPTH_TEST);
my $origin = $self->origin;
my $axis_len = max(
0.3 * max(@{ $self->bed_bounding_box->size }),
2 * max(@{ $volumes_bb->size }),
);
glLineWidth(2);
glBegin(GL_LINES);
# draw line for x axis
glColor3f(1, 0, 0);
glVertex3f(@$origin, $ground_z);
glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
# draw line for y axis
glColor3f(0, 1, 0);
glVertex3f(@$origin, $ground_z);
glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
glEnd();
# draw line for Z axis
# (re-enable depth test so that axis is correctly shown when objects are behind it)
glEnable(GL_DEPTH_TEST);
glBegin(GL_LINES);
glColor3f(0, 0, 1);
glVertex3f(@$origin, $ground_z);
glVertex3f(@$origin, $ground_z+$axis_len);
glEnd();
}
glEnable(GL_LIGHTING);
# draw objects
$self->draw_volumes;
# draw cutting plane
if (defined $self->cutting_plane_z) {
my $plane_z = $self->cutting_plane_z;
my $bb = $volumes_bb;
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor4f(0.8, 0.8, 0.8, 0.5);
glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
glEnd();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
}
glFlush();
$self->SwapBuffers();
}
sub draw_volumes {
# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
my ($self, $fakecolor) = @_;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
if ($fakecolor) {
# Object picking mode. Render the object with a color encoding the object index.
my $r = ($volume_idx & 0x000000FF) >> 0;
my $g = ($volume_idx & 0x0000FF00) >> 8;
my $b = ($volume_idx & 0x00FF0000) >> 16;
glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
} elsif ($volume->selected) {
glColor4f(@{ &SELECTED_COLOR });
} elsif ($volume->hover) {
glColor4f(@{ &HOVER_COLOR });
} else {
glColor4f(@{ $volume->color });
}
my $qverts_begin = 0;
my $qverts_end = defined($volume->qverts) ? $volume->qverts->size() : 0;
my $tverts_begin = 0;
my $tverts_end = defined($volume->tverts) ? $volume->tverts->size() : 0;
if ($volume->range && $volume->offsets && @{$volume->offsets}) {
# The Z layer range is specified.
# First test whether the Z span of this object is not out of ($min_z, $max_z) completely.
my ($min_z, $max_z) = @{$volume->range};
next if ($volume->offsets->[0] > $max_z || $volume->offsets->[-3] < $min_z);
# Then find the lowest layer to be displayed.
my $i = 0;
while ($i < @{$volume->offsets} && $volume->offsets->[$i] < $min_z) {
$i += 3;
}
# This shall not happen.
next if ($i == @{$volume->offsets});
# Some layers are above $min_z. Which?
$qverts_begin = $volume->offsets->[$i+1];
$tverts_begin = $volume->offsets->[$i+2];
while ($i < @{$volume->offsets} && $volume->offsets->[$i] <= $max_z) {
$i += 3;
}
if ($i < @{$volume->offsets}) {
$qverts_end = $volume->offsets->[$i+1];
$tverts_end = $volume->offsets->[$i+2];
}
}
glPushMatrix();
glTranslatef(@{$volume->origin});
glCullFace(GL_BACK);
if ($qverts_begin < $qverts_end) {
glVertexPointer_c(3, GL_FLOAT, 0, $volume->qverts->verts_ptr);
glNormalPointer_c(GL_FLOAT, 0, $volume->qverts->norms_ptr);
glDrawArrays(GL_QUADS, $qverts_begin / 3, ($qverts_end-$qverts_begin) / 3);
}
if ($tverts_begin < $tverts_end) {
glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
glDrawArrays(GL_TRIANGLES, $tverts_begin / 3, ($tverts_end-$tverts_begin) / 3);
}
glPopMatrix();
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_BLEND);
if (defined $self->cutting_plane_z) {
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_p(3, $self->cut_lines_vertices);
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
sub _report_opengl_state
{
my ($self, $comment) = @_;
my $err = glGetError();
return 0 if ($err == 0);
# gluErrorString() hangs. Don't use it.
# my $errorstr = gluErrorString();
my $errorstr = '';
if ($err == 0x0500) {
$errorstr = 'GL_INVALID_ENUM';
} elsif ($err == GL_INVALID_VALUE) {
$errorstr = 'GL_INVALID_VALUE';
} elsif ($err == GL_INVALID_OPERATION) {
$errorstr = 'GL_INVALID_OPERATION';
} elsif ($err == GL_STACK_OVERFLOW) {
$errorstr = 'GL_STACK_OVERFLOW';
} elsif ($err == GL_OUT_OF_MEMORY) {
$errorstr = 'GL_OUT_OF_MEMORY';
} else {
$errorstr = 'unknown';
}
if (defined($comment)) {
printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr);
} else {
printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr);
}
}
# Container for object geometry and selection status.
package Slic3r::GUI::3DScene::Volume;
use Moo;
has 'bounding_box' => (is => 'ro', required => 1);
has 'origin' => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
has 'color' => (is => 'ro', required => 1);
# An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
has 'select_group_id' => (is => 'rw', default => sub { -1 });
# An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
has 'drag_group_id' => (is => 'rw', default => sub { -1 });
# Boolean: Is this object selected?
has 'selected' => (is => 'rw', default => sub { 0 });
# Boolean: Is mouse over this object?
has 'hover' => (is => 'rw', default => sub { 0 });
# Vector of two values: a span in the Z axis. Meaningful for a display of layers.
has 'range' => (is => 'rw');
# Geometric data.
# Quads: GLVertexArray object: C++ class maintaining an std::vector<float> for coords and normals.
has 'qverts' => (is => 'rw');
# Triangles: GLVertexArray object
has 'tverts' => (is => 'rw');
# If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
# of the extrusions per layer.
# The offsets stores tripples of (z_top, qverts_idx, tverts_idx) in a linear array.
has 'offsets' => (is => 'rw');
sub transformed_bounding_box {
my ($self) = @_;
my $bb = $self->bounding_box;
$bb->translate(@{$self->origin});
return $bb;
}
# The 3D canvas to display objects and tool paths.
package Slic3r::GUI::3DScene;
use base qw(Slic3r::GUI::3DScene::Base);
use OpenGL qw(:glconstants :gluconstants :glufunctions);
use List::Util qw(first min max);
use Slic3r::Geometry qw(scale unscale epsilon);
use Slic3r::Print::State ':steps';
# Perimeter: yellow, Infill: redish, Suport: greenish, last: blueish,
use constant COLORS => [ [1,1,0,1], [1,0.5,0.5,1], [0.5,1,0.5,1], [0.5,0.5,1,1] ];
__PACKAGE__->mk_accessors(qw(
color_by
select_by
drag_by
volumes_by_object
_objects_by_volumes
));
sub new {
my $class = shift;
my $self = $class->SUPER::new(@_);
$self->color_by('volume'); # object | volume
$self->select_by('object'); # object | volume | instance
$self->drag_by('instance'); # object | instance
$self->volumes_by_object({}); # obj_idx => [ volume_idx, volume_idx ... ]
$self->_objects_by_volumes({}); # volume_idx => [ obj_idx, instance_idx ]
return $self;
}
sub load_object {
my ($self, $model, $obj_idx, $instance_idxs) = @_;
my $model_object;
if ($model->isa('Slic3r::Model::Object')) {
$model_object = $model;
$model = $model_object->model;
$obj_idx = 0;
} else {
$model_object = $model->get_object($obj_idx);
}
$instance_idxs ||= [0..$#{$model_object->instances}];
my @volumes_idx = ();
foreach my $volume_idx (0..$#{$model_object->volumes}) {
my $volume = $model_object->volumes->[$volume_idx];
foreach my $instance_idx (@$instance_idxs) {
my $instance = $model_object->instances->[$instance_idx];
my $mesh = $volume->mesh->clone;
$instance->transform_mesh($mesh);
my $color_idx;
if ($self->color_by eq 'volume') {
$color_idx = $volume_idx;
} elsif ($self->color_by eq 'object') {
$color_idx = $obj_idx;
}
# Using the colors 'yellowish', 'greenish', 'blueish' for both the extrusion paths
# and the volumes of a single multi-color object.
#FIXME so for 4 or more color print, there will be only 3 colors displayed, which will
# not correspond to the color of the filament.
my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
$color->[3] = $volume->modifier ? 0.5 : 1;
push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
bounding_box => $mesh->bounding_box,
color => $color,
);
if ($self->select_by eq 'object') {
$v->select_group_id($obj_idx*1000000);
} elsif ($self->select_by eq 'volume') {
$v->select_group_id($obj_idx*1000000 + $volume_idx*1000);
} elsif ($self->select_by eq 'instance') {
$v->select_group_id($obj_idx*1000000 + $volume_idx*1000 + $instance_idx);
}
if ($self->drag_by eq 'object') {
$v->drag_group_id($obj_idx*1000);
} elsif ($self->drag_by eq 'instance') {
$v->drag_group_id($obj_idx*1000 + $instance_idx);
}
push @volumes_idx, my $scene_volume_idx = $#{$self->volumes};
$self->_objects_by_volumes->{$scene_volume_idx} = [ $obj_idx, $volume_idx, $instance_idx ];
my $verts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$verts->load_mesh($mesh);
$v->tverts($verts);
}
}
$self->volumes_by_object->{$obj_idx} = [@volumes_idx];
return @volumes_idx;
}
# Called possibly by utils/view-toolpaths.pl, likely broken.
sub load_print_object_slices {
my ($self, $object) = @_;
my @verts = ();
my @norms = ();
my @quad_verts = ();
my @quad_norms = ();
foreach my $layer (@{$object->layers}) {
my $gap = 0;
my $top_z = $layer->print_z;
my $bottom_z = $layer->print_z - $layer->height + $gap;
foreach my $copy (@{ $object->_shifted_copies }) {
{
my @expolygons = map $_->clone, @{$layer->slices};
$_->translate(@$copy) for @expolygons;
$self->_expolygons_to_verts(\@expolygons, $layer->print_z, \@verts, \@norms);
}
foreach my $slice (@{$layer->slices}) {
foreach my $polygon (@$slice) {
foreach my $line (@{$polygon->lines}) {
$line->translate(@$copy);
push @quad_norms, (0,0,-1), (0,0,-1);
push @quad_verts, (map unscale($_), @{$line->a}), $bottom_z;
push @quad_verts, (map unscale($_), @{$line->b}), $bottom_z;
push @quad_norms, (0,0,1), (0,0,1);
push @quad_verts, (map unscale($_), @{$line->b}), $top_z;
push @quad_verts, (map unscale($_), @{$line->a}), $top_z;
# We'll use this for the middle normal when using 4 quads:
#my $xy_normal = $line->normal;
#$_xynormal->scale(1/$line->length);
}
}
}
}
}
my $obb = $object->bounding_box;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[0],
verts => OpenGL::Array->new_list(GL_FLOAT, @verts),
norms => OpenGL::Array->new_list(GL_FLOAT, @norms),
quad_verts => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
quad_norms => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
);
}
# Create 3D thick extrusion lines for a skirt and brim.
# Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes.
sub load_print_toolpaths {
my ($self, $print) = @_;
return if !$print->step_done(STEP_SKIRT);
return if !$print->step_done(STEP_BRIM);
return if !$print->has_skirt && $print->config->brim_width == 0;
my $qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $offsets = []; # triples stored in a linear array, sorted by print_z: print_z, qverts, tverts
my $skirt_height = 0; # number of layers
if ($print->has_infinite_skirt) {
$skirt_height = $print->total_layer_count;
} else {
$skirt_height = min($print->config->skirt_height, $print->total_layer_count);
}
$skirt_height ||= 1 if $print->config->brim_width > 0;
# get first $skirt_height layers (maybe this should be moved to a PrintObject method?)
my $object0 = $print->get_object(0);
my @layers = ();
push @layers, map $object0->get_layer($_-1), 1..min($skirt_height, $object0->layer_count);
push @layers, map $object0->get_support_layer($_-1), 1..min($skirt_height, $object0->support_layer_count);
@layers = sort { $a->print_z <=> $b->print_z } @layers;
@layers = @layers[0..($skirt_height-1)];
foreach my $i (0..($skirt_height-1)) {
my $top_z = $layers[$i]->print_z;
push @$offsets, ($top_z, $qverts->size, $tverts->size);
if ($i == 0) {
$self->_extrusionentity_to_verts($print->brim, $top_z, Slic3r::Point->new(0,0), $qverts, $tverts);
}
$self->_extrusionentity_to_verts($print->skirt, $top_z, Slic3r::Point->new(0,0), $qverts, $tverts);
}
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
{
my $pbb = $print->bounding_box;
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$pbb->min_point}));
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$pbb->max_point}));
}
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[2],
qverts => $qverts,
tverts => $tverts,
offsets => $offsets,
);
}
# Create 3D thick extrusion lines for object forming extrusions.
# Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
# one for perimeters, one for infill and one for supports.
sub load_print_object_toolpaths {
my ($self, $object) = @_;
my $perim_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $perim_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $infill_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $infill_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $support_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $support_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
my $perim_offsets = []; # triples of (print_z, qverts, tverts), stored linearly, sorted by print_z
my $infill_offsets = [];
my $support_offsets = [];
# order layers by print_z
my @layers = sort { $a->print_z <=> $b->print_z }
@{$object->layers}, @{$object->support_layers};
# Bounding box of the object and its copies.
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
{
my $obb = $object->bounding_box;
foreach my $copy (@{ $object->_shifted_copies }) {
my $cbb = $obb->clone;
$cbb->translate(@$copy);
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->min_point}, 0));
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->max_point}, $object->size->z));
}
}
# Maximum size of an allocation block: 32MB / sizeof(float)
my $alloc_size_max = 32 * 1048576 / 4;
foreach my $layer (@layers) {
my $top_z = $layer->print_z;
push @$perim_offsets, ($top_z, $perim_qverts->size, $perim_tverts->size)
if (!@$perim_offsets || $perim_offsets->[-3] != $top_z);
push @$infill_offsets, ($top_z, $infill_qverts->size, $infill_tverts->size)
if (!@$infill_offsets || $infill_offsets->[-3] != $top_z);
push @$support_offsets, ($top_z, $support_qverts->size, $support_tverts->size)
if (!@$support_offsets || $support_offsets->[-3] != $top_z);
foreach my $copy (@{ $object->_shifted_copies }) {
foreach my $layerm (@{$layer->regions}) {
if ($object->step_done(STEP_PERIMETERS)) {
$self->_extrusionentity_to_verts($layerm->perimeters, $top_z, $copy,
$perim_qverts, $perim_tverts);
}
if ($object->step_done(STEP_INFILL)) {
$self->_extrusionentity_to_verts($layerm->fills, $top_z, $copy,
$infill_qverts, $infill_tverts);
}
}
if ($layer->isa('Slic3r::Layer::Support') && $object->step_done(STEP_SUPPORTMATERIAL)) {
$self->_extrusionentity_to_verts($layer->support_fills, $top_z, $copy,
$support_qverts, $support_tverts);
$self->_extrusionentity_to_verts($layer->support_interface_fills, $top_z, $copy,
$support_qverts, $support_tverts);
}
}
if ($perim_qverts->size() > $alloc_size_max || $perim_tverts->size() > $alloc_size_max) {
# Store the vertex arrays and restart their containers.
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[0],
qverts => $perim_qverts,
tverts => $perim_tverts,
offsets => $perim_offsets,
);
$perim_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$perim_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$perim_offsets = [];
}
if ($infill_qverts->size() > $alloc_size_max || $infill_tverts->size() > $alloc_size_max) {
# Store the vertex arrays and restart their containers.
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[1],
qverts => $infill_qverts,
tverts => $infill_tverts,
offsets => $infill_offsets,
);
$infill_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$infill_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$infill_offsets = [];
}
if ($support_qverts->size() > $alloc_size_max || $support_tverts->size() > $alloc_size_max) {
# Store the vertex arrays and restart their containers.
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[2],
qverts => $support_qverts,
tverts => $support_tverts,
offsets => $support_offsets,
);
$support_qverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$support_tverts = Slic3r::GUI::_3DScene::GLVertexArray->new;
$support_offsets = [];
}
}
if ($perim_qverts->size() > 0 || $perim_tverts->size() > 0) {
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[0],
qverts => $perim_qverts,
tverts => $perim_tverts,
offsets => $perim_offsets,
);
}
if ($infill_qverts->size() > 0 || $infill_tverts->size() > 0) {
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[1],
qverts => $infill_qverts,
tverts => $infill_tverts,
offsets => $infill_offsets,
);
}
if ($support_qverts->size() > 0 || $support_tverts->size() > 0) {
push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[2],
qverts => $support_qverts,
tverts => $support_tverts,
offsets => $support_offsets,
);
}
}
sub set_toolpaths_range {
my ($self, $min_z, $max_z) = @_;
foreach my $volume (@{$self->volumes}) {
$volume->range([ $min_z, $max_z ]);
}
}
# called by load_print_object_slices, probably not used.
sub _expolygons_to_verts {
my ($self, $expolygons, $z, $verts, $norms) = @_;
my $tess = gluNewTess();
gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_VERTEX, sub {
my ($x, $y, $z) = @_;
push @$verts, $x, $y, $z;
push @$norms, (0,0,1), (0,0,1), (0,0,1);
});
gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
foreach my $expolygon (@$expolygons) {
gluTessBeginPolygon($tess);
foreach my $polygon (@$expolygon) {
gluTessBeginContour($tess);
gluTessVertex_p($tess, (map unscale($_), @$_), $z) for @$polygon;
gluTessEndContour($tess);
}
gluTessEndPolygon($tess);
}
gluDeleteTess($tess);
}
# Fill in the $qverts and $tverts with quads and triangles
# for the extrusion $entity.
sub _extrusionentity_to_verts {
my ($self, $entity, $top_z, $copy, $qverts, $tverts) = @_;
my ($lines, $widths, $heights, $closed);
if ($entity->isa('Slic3r::ExtrusionPath::Collection')) {
$self->_extrusionentity_to_verts($_, $top_z, $copy, $qverts, $tverts)
for @$entity;
return;
} elsif ($entity->isa('Slic3r::ExtrusionPath')) {
my $polyline = $entity->polyline->clone;
$polyline->remove_duplicate_points;
$polyline->translate(@$copy);
$lines = $polyline->lines;
$widths = [ map $entity->width, 0..$#$lines ];
$heights = [ map $entity->height, 0..$#$lines ];
$closed = 0;
} else {
$lines = [];
$widths = [];
$heights = [];
$closed = 1;
foreach my $path (@$entity) {
my $polyline = $path->polyline->clone;
$polyline->remove_duplicate_points;
$polyline->translate(@$copy);
my $path_lines = $polyline->lines;
push @$lines, @$path_lines;
push @$widths, map $path->width, 0..$#$path_lines;
push @$heights, map $path->height, 0..$#$path_lines;
}
}
# Calling the C++ implementation Slic3r::_3DScene::_extrusionentity_to_verts_do()
# This adds new vertices to the $qverts and $tverts.
Slic3r::GUI::_3DScene::_extrusionentity_to_verts_do($lines, $widths, $heights,
$closed,
# Top height of the extrusion.
$top_z,
# $copy is not used here.
$copy,
# GLVertexArray object: C++ class maintaining an std::vector<float> for coords and normals.
$qverts,
$tverts);
}
sub object_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[0];
}
sub volume_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[1];
}
sub instance_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[2];
}
1;